概要
c#で、3Dがやりたかった。
meshを作ってみた。
写真
サンプルコード
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
namespace WindowsFormsApplication6
{
public partial class Form1 : Form
{
private Device device = null;
private Texture _texture;
private VertexBuffer _vertexBuffer;
private CustomVertex.PositionTextured[] vertices;
private short[] indices;
private Mesh meshTerrain;
public Form1()
{
InitializeComponent();
this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true);
}
private void Form1_Load(object sender, EventArgs e)
{
PresentParameters pp = new PresentParameters();
pp.Windowed = true;
pp.SwapEffect = SwapEffect.Discard;
device = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, pp);
_texture = TextureLoader.FromFile(device, Application.StartupPath + @"\earth2k.jpg");
float radius = 2.0f;
int n = 12;
vertices = new CustomVertex.PositionTextured[n * n];
float theta;
float phi;
for (int x = 0; x < n; x++)
{
theta = x * 180 / n - 90;
for (int y = 0; y < n; y++)
{
phi = y * 180 / n;
double dt = theta * Math.PI / 180 * 2;
double dp = phi * Math.PI / 180 * 2;
vertices[x + y * n].Position = new Vector3((float)(radius * Math.Cos(dt) * Math.Cos(dp)), (float)(radius * Math.Cos(dt) * Math.Sin(dp)), (float)(radius * Math.Sin(dt)));
vertices[x + y * n].Tu = (float) x / n;
vertices[x + y * n].Tv = (float) y / n;
}
}
indices = new short[(n - 1) * (n - 1) * 6];
for (int x = 0; x < n - 1; x++)
{
for (int y = 0; y < n - 1; y++)
{
indices[(x + y * (n - 1)) * 6] = (short)(x + y * n);
indices[(x + y * (n - 1)) * 6 + 1] = (short)((x + 1) + y * n);
indices[(x + y * (n - 1)) * 6 + 2] = (short)((x + 1) + (y + 1) * n);
indices[(x + y * (n - 1)) * 6 + 3] = (short)(x + (y + 1) * n);
indices[(x + y * (n - 1)) * 6 + 4] = (short)(x + y * n);
indices[(x + y * (n - 1)) * 6 + 5] = (short)((x + 1) + (y + 1) * n);
}
}
meshTerrain = new Mesh((n - 1) * (n - 1) * 2, n * n, MeshFlags.Managed, CustomVertex.PositionTextured.Format, device);
meshTerrain.SetVertexBufferData(vertices, LockFlags.None);
meshTerrain.SetIndexBufferData(indices, LockFlags.None);
int[] adjac = new int[meshTerrain.NumberFaces * 3];
meshTerrain.GenerateAdjacency(0.05f, adjac);
meshTerrain.OptimizeInPlace(MeshFlags.OptimizeVertexCache, adjac);
}
private void Form1_Paint(object sender, PaintEventArgs e)
{
device.Transform.View = Matrix.LookAtLH(new Vector3(0.0f, 1.0f, 7.0f), new Vector3(0.0f, 2.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f));
device.Transform.Projection = Matrix.PerspectiveFovLH((float)(Math.PI / 4), 1.0f, 0.1f, 1000.0f);
device.Clear(ClearFlags.Target, Color.DarkBlue, 1.0f, 0);
device.SetTexture(0, _texture);
device.RenderState.Lighting = false;
device.RenderState.CullMode = Cull.None;
Matrix rotateMatrix = Matrix.RotationY(Environment.TickCount / 1000.0f);
device.BeginScene();
device.RenderState.FillMode = FillMode.WireFrame;
device.SetTransform(TransformType.World, rotateMatrix * Matrix.Translation(new Vector3(0.0f, 2.0f, 0.0f)));
int numSubSets = meshTerrain.GetAttributeTable().Length;
Console.WriteLine(numSubSets);
for (int i = 0; i < numSubSets; ++i)
{
meshTerrain.DrawSubset(i);
}
device.EndScene();
device.Present();
this.Invalidate();
}
}
}
以上。