示例#1
0
        public void CreatePresentParameters()
        {
            //初始化设备参数
            present_params = new PresentParameters();

#if FULL_SCREEN
            //全屏
            present_params.Windowed               = false;
            present_params.BackBufferCount        = 2;
            present_params.BackBufferWidth        = 1024;
            present_params.BackBufferHeight       = 768;
            present_params.BackBufferFormat       = Format.X8R8G8B8;
            present_params.SwapEffect             = SwapEffect.Flip;
            present_params.EnableAutoDepthStencil = true;
            present_params.AutoDepthStencilFormat = DepthFormat.D24X8;
#else
            //窗口
            present_params.Windowed               = true;
            present_params.BackBufferWidth        = ClientSize.Width;
            present_params.BackBufferHeight       = ClientSize.Height;
            present_params.SwapEffect             = SwapEffect.Flip;
            present_params.BackBufferCount        = 1;
            present_params.EnableAutoDepthStencil = true;

            present_params.AutoDepthStencilFormat = D3DConfiguration.GetAppropriateDepthFormat();

            //谨慎开启全屏反锯齿FSAA:其性能冲击非常大
            if (FSAA)
            {
                int             quality;
                MultiSampleType type;

                D3DConfiguration.GetAppropriateMultiSampleType(out type, out quality);
                if (type == MultiSampleType.NonMaskable)
                {
                    present_params.SwapEffect         = SwapEffect.Discard;             //必须!
                    present_params.MultiSample        = type;                           //开启全屏反锯齿FSAA
                    present_params.MultiSampleQuality = quality - 1;                    //容许的最高级别
                }
            }
#endif
        }
示例#2
0
        //////////////////////////////////////////////////////////////////////////////////////////////////////
        public bool InitializeGraphics()
        {
            //初始化设备参数
            CreatePresentParameters();

            Device.IsUsingEventHandlers = false;             //关闭MDX的自动事件布线机制!

            CreateFlags cf = D3DConfiguration.GetAppropriateCreateFlags();

            device = new Device(0, DeviceType.Hardware, this, cf, present_params);

            device.DeviceReset += new EventHandler(this.OnDeviceReset);
            device.DeviceLost  += new EventHandler(this.OnDeviceLost);

            gdifont = new System.Drawing.Font("新宋体", 12); //GDI字体准备

            axises = new CoordAxies();                    //初始化坐标轴

            SetupDevice();                                //重建所有资源

            camera = new Camera(am.radius * 5f);          //镜头准备

            return(true);
        }
示例#3
0
        //////////////////////////////////////////////////////////////////////////////////////////////////////
        public void Render()
        {
            //计算下一帧的模型
            am.Animate(delta_time);

            if (deviceLost)
            {
                AttemptRecovery();
            }
            if (deviceLost)
            {
                return;
            }

            device.RenderState.Lighting            = false;
            device.RenderState.CullMode            = Cull.CounterClockwise; //右手系拣选
            device.RenderState.SlopeScaleDepthBias = 2F;

            device.SamplerState[0].MinFilter = D3DConfiguration.GetAppropriateTextureMinFilter(); //缩小滤波
            device.SamplerState[0].MagFilter = D3DConfiguration.GetAppropriateTextureMagFilter(); //放大滤波

            if (DisplayWireFrame == 1 || DisplayWireFrame == 2)                                   //显示贴图线框或纯线框
            {
                device.RenderState.FillMode = FillMode.WireFrame;
            }
            else             //显示贴图
            {
                device.RenderState.FillMode = FillMode.Solid;
            }

            if (DrawBackground)
            {
                device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0F, 0);
            }
            else
            {
                device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.DarkGray, 1.0F, 0);
            }

            //关键:只要alpha值大于等于1的点才显示并更新zbuf!即,alpha=0的点直接不画,也不会影响zbuf!
            //注意:盟2的abi里面没有透明色的概念,不知道盟3有没有
            //device.RenderState.AlphaTestEnable = true;
            //device.RenderState.AlphaFunction = Compare.GreaterEqual;
            //device.RenderState.ReferenceAlpha = 1;

            device.BeginScene();
            {
                SetupMatrices();

                //---------------------------------------------------------------------------------------
                device.VertexFormat = CustomVertex.PositionColoredTextured.Format;

                device.SetStreamSource(0, am.vexbuf, 0);
                for (int i = 0; i < am.texture.Length; i++)
                {
                    if (DisplayWireFrame == 2)                    //纯线框
                    {
                        device.SetTexture(0, null);
                    }
                    else                     //贴图线框或者是贴图
                    {
                        device.SetTexture(0, am.texture[i]);
                    }

                    //注意:无需Alpha贴图功能,盟2的abi里面没有Alpha贴图的概念,不知道盟3有没有
                    //device.RenderState.SourceBlend = Blend.One;
                    //device.RenderState.DestinationBlend = Blend.Zero;
                    //device.RenderState.AlphaBlendEnable = false;

                    int count = (am.txtoffset[i + 1] - am.txtoffset[i]) / 3;
                    if (count != 0)
                    {
                        device.DrawPrimitives(PrimitiveType.TriangleList, am.txtoffset[i], count);
                    }
                }

                //---------------------------------------------------------------------------------------
                if (DrawShadow)                 //从前向后绘制,Z深度优化
                {
                    sm.Animation();             //计算下一帧的阴影

                    device.VertexFormat = CustomVertex.PositionColored.Format;
                    device.SetStreamSource(0, sm.shadowbuf, 0);
                    device.SetTexture(0, null);
                    device.DrawPrimitives(PrimitiveType.TriangleList, 0, sm.totalf);
                }

                //---------------------------------------------------------------------------------------
                if (DrawCoordinateAxies)
                {
                    axises.Render(device);
                    PrintAxiesComment();
                }

                //---------------------------------------------------------------------------------------
                switch (DrawInformationText)
                {
                case 1:
                    PrintMessageOnScene();
                    break;

                case 2:
                    PrintBoneHierarchyOnScene();
                    break;
                }
            }
            device.EndScene();

            try
            {
                device.Present();
            }
            catch (DeviceLostException)
            {
                deviceLost = true;
            }
        }