基于DirectX和C#的三维显示控件实现
一、控件架构设计
graph TD
A[三维显示控件] --> B[设备管理]
A --> C[场景管理]
A --> D[输入处理]
B --> B1(初始化Direct3D)
B --> B2(设备重置)
C --> C1(地形生成)
C --> C2(模型加载)
D --> D1(摄像机控制)
D --> D2(鼠标交互)
二、核心代码实现
1. 控件初始化(XSceneControl.cs)
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
public class XSceneControl : Panel
{
private Device device;
private PresentParameters pres;
private CustomVertex.PositionColored[] verts;
protected override void OnPaint(PaintEventArgs e)
{
Render();
}
public void InitializeDevice()
{
pres = new PresentParameters();
pres.Windowed = true;
pres.SwapEffect = SwapEffect.Discard;
pres.EnableAutoDepthStencil = true;
pres.AutoDepthStencilFormat = DepthFormat.D16;
device = new Device(0, DeviceType.Hardware, this,
CreateFlags.HardwareVertexProcessing, pres);
device.RenderState.CullMode = Cull.None;
device.RenderState.Lighting = false;
}
public void CreateVertexBuffer()
{
verts = new CustomVertex.PositionColored[36];
// 初始化顶点数据(示例:立方体)
// ... 顶点坐标与颜色赋值
using (VertexBuffer vb = new VertexBuffer(
typeof(CustomVertex.PositionColored),
verts.Length,
device,
Usage.Dynamic | Usage.WriteOnly,
CustomVertex.PositionColored.Format,
Pool.Default))
{
vb.Lock(0, 0, LockFlags.None);
Buffer.MemoryCopy(verts, vb.DataPointer, verts.Length * 20, verts.Length * 20);
vb.Unlock();
}
}
}
2. 场景渲染(XSceneControl.cs)
public void Render()
{
if (device == null) return;
device.Clear(ClearFlags.Target | ClearFlags.ZBuffer,
Color.CornflowerBlue, 1.0f, 0);
device.BeginScene();
// 设置摄像机
Matrix view = Matrix.LookAtLH(
new Vector3(0, 0, -5),
new Vector3(0, 0, 0),
new Vector3(0, 1, 0));
device.Transform.View = view;
// 绘制几何体
device.SetStreamSource(0, vb, 0, CustomVertex.PositionColored.SizeInBytes);
device.VertexFormat = CustomVertex.PositionColored.Format;
device.DrawPrimitives(PrimitiveType.TriangleList, 0, verts.Length / 3);
device.EndScene();
device.Present();
}
3. 摄像机控制(CameraController.cs)
public class CameraController
{
private Vector3 position = new Vector3(0, 0, -5);
private Vector3 target = Vector3.Zero;
private float yaw = 0.0f, pitch = 0.0f;
public Matrix GetViewMatrix()
{
return Matrix.LookAtLH(position, target, Vector3.UnitY);
}
public void Rotate(float yawDelta, float pitchDelta)
{
yaw += yawDelta;
pitch += pitchDelta;
pitch = Math.Max(-Math.PI/2, Math.Min(Math.PI/2, pitch));
}
public void Update()
{
Matrix rotation = Matrix.RotationYawPitchRoll(yaw, pitch, 0);
Vector3 forward = Vector3.TransformNormal(Vector3.UnitZ, rotation);
position = target + forward * 5.0f;
}
}
三、功能扩展实现
1. 地形生成(TerrainBuilder.cs)
public class TerrainBuilder
{
public static Mesh CreateTerrain(Device device, string heightMapPath)
{
Texture heightMap = TextureLoader.FromFile(device, heightMapPath);
int width = heightMap.GetSize().Width;
int depth = heightMap.GetSize().Height;
CustomVertex.PositionNormalTextured[] vertices = new CustomVertex.PositionNormalTextured[width * depth];
// 生成顶点数据(高度图采样)
for (int z = 0; z < depth; z++)
{
for (int x = 0; x < width; x++)
{
float height = heightMap.GetPixel(x, z).R / 255.0f * 10.0f;
vertices[x + z * width] = new CustomVertex.PositionNormalTextured(
new Vector3(x, height, z),
Vector3.Up,
new Vector2((float)x/width, (float)z/depth));
}
}
Mesh mesh = new Mesh(width, depth, MeshFlags.Managed, CustomVertex.PositionNormalTextured.Format, device);
mesh.SetVertexBufferData(vertices, 0, 0, LockFlags.None);
return mesh;
}
}
2. 模型加载(ModelLoader.cs)
public class ModelLoader
{
public static Mesh LoadXFile(Device device, string filePath)
{
Mesh mesh = Mesh.FromFile(filePath, MeshFlags.SystemMemory, device);
ExtendedMaterial[] materials;
mesh.Materials = new MaterialCollection();
using (FileStream fs = new FileStream(filePath, FileMode.Open, FileAccess.Read))
{
BinaryReader br = new BinaryReader(fs);
// 解析.x文件材质信息
// ... 实现材质加载逻辑
}
return mesh;
}
}
四、交互控制实现
1. 鼠标事件处理(XSceneControl.cs)
protected override void OnMouseDown(MouseEventArgs e)
{
lastMousePos = e.Location;
}
protected override void OnMouseMove(MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
int dx = e.X - lastMousePos.X;
int dy = e.Y - lastMousePos.Y;
camera.Rotate(dx * 0.01f, dy * 0.01f);
Invalidate();
}
lastMousePos = e.Location;
}
protected override void OnMouseWheel(MouseEventArgs e)
{
camera.Zoom(e.Delta > 0 ? 0.1f : -0.1f);
Invalidate();
}
五、部署与优化
1. 项目配置
<!-- app.config -->
<configuration>
<system.diagnostics>
<switches>
<add name="DirectXDebug" value="4"/>
</switches>
</system.diagnostics>
</configuration>
2. 性能优化策略
-
顶点缓存优化:使用
VertexFormat压缩顶点数据 -
LOD技术:根据视距动态调整地形细节层级
-
多线程渲染:分离渲染线程与逻辑线程
// 渲染线程示例
private void RenderThread()
{
while (isRunning)
{
lock (renderLock)
{
device.BeginScene();
// 执行渲染命令
device.EndScene();
}
Thread.Sleep(16); // 约60FPS
}
}
参考代码 基于directx和c#的三维显示控件 www.youwenfan.com/contentcnr/111985.html
六、扩展功能建议
-
着色器支持
添加HLSL着色器实现动态光照和特效
// 顶点着色器 float4 VS(float3 pos : POSITION, float2 tex : TEXCOORD) : POSITION { return mul(float4(pos, 1.0), WorldViewProj); } -
粒子系统
实现烟雾、火焰等特效
public class ParticleSystem { private List<Particle> particles = new(); public void Update(float deltaTime) { foreach (var p in particles) { p.Position += p.Velocity * deltaTime; p.LifeTime -= deltaTime; } particles.RemoveAll(p => p.LifeTime <= 0); } } -
物理引擎集成
使用BulletSharp实现碰撞检测
using BulletSharp; public class PhysicsWorld { private DiscreteDynamicsWorld world; public void Initialize() { CollisionConfiguration config = new DefaultCollisionConfiguration(); Dispatcher dispatcher = new Dispatcher(config); world = new DiscreteDynamicsWorld(dispatcher, null, null, config); } }
七、调试技巧
-
错误处理
try { device.Reset(pres); } catch (DirectXException ex) { Debug.WriteLine($"DirectX Error: {ex.Message}"); } -
性能监控
PerformanceCounter gpuCounter = new PerformanceCounter( "GPU", "Utilization Percentage", "_Total"); float gpuUsage = gpuCounter.NextValue();

浙公网安备 33010602011771号