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我一直在試圖讓2D網格去。這是一個遊戲地圖。 不幸的是,網格並不是它應該的。我無法弄清楚爲什麼。 有沒有人有想法?DirectX 2D網格
Imports Microsoft.DirectX
Imports Microsoft.DirectX.Direct3D
Public Class clsIsometric
'==================================
' SETTINGS
'==================================
Private tile_size As New Point(64, 64) 'Size of one tile in pixels
Private map_size As New Point(25, 25) 'Amount of tiles in total
Private gDevice As Device
Private bufVertex As VertexBuffer
Private bufIndex As IndexBuffer
Private gVertices() As CustomVertex.TransformedColored
Private gIndices() As Integer
'==================================
' CONSTRUCTOR
'==================================
Public Sub New(vDevice As Device)
gDevice = vDevice
End Sub
Public Sub dispose()
bufVertex.Dispose()
bufIndex.Dispose()
bufVertex = Nothing
bufIndex = Nothing
End Sub
'==================================
' RENDERING
'==================================
Public Sub buildMap()
' Recreate buffers to fit the map size
ReDim gVertices((map_size.X + 1) * (map_size.Y + 1)) ' x+1 * y+1
ReDim gIndices(map_size.X * map_size.Y * 6) ' x * y * 6
Dim k As Integer
For cX = 0 To map_size.X - 1 'Rows
For cY = 0 To map_size.Y - 1 'Columns
'VERTEX
k = cX * map_size.X + cY
gVertices(k) = New CustomVertex.TransformedColored(cX * tile_size.X, cY * tile_size.Y, 0, 1, Color.Blue.ToArgb)
Next cY
Next cX
Dim vertexPerCol As Integer = map_size.Y + 1
k = 0
For ccX = 0 To map_size.X - 1
For ccY = 0 To map_size.Y - 1
gIndices(k) = ccX * vertexPerCol + ccY ' 0
gIndices(k + 1) = (ccX + 1) * vertexPerCol + (ccY + 1) ' 1
gIndices(k + 2) = (ccX + 1) * vertexPerCol + ccY ' 2
gIndices(k + 3) = ccX * vertexPerCol + ccY ' 3
gIndices(k + 4) = ccX * vertexPerCol + (ccY + 1) ' 4
gIndices(k + 5) = (ccX + 1) * vertexPerCol + (ccY + 1) ' 5
k += 6 'Each tile has 6 indices. Increase for next tile
Next
Next
bufVertex = New VertexBuffer(GetType(CustomVertex.TransformedColored), gVertices.Length, gDevice, Usage.Dynamic Or Usage.WriteOnly, CustomVertex.TransformedColored.Format, Pool.Default)
bufIndex = New IndexBuffer(GetType(Integer), gIndices.Length, gDevice, Usage.WriteOnly, Pool.Default)
End Sub
Public Sub render()
'RENDER THE MAP
bufVertex.SetData(gVertices, 0, LockFlags.ReadOnly)
bufIndex.SetData(gIndices, 0, LockFlags.None)
gDevice.VertexFormat = CustomVertex.TransformedColored.Format
gDevice.SetStreamSource(0, bufVertex, 0)
gDevice.Indices = bufIndex
gDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, gVertices.Length, 0, CInt(gIndices.Length/3))
End Sub
End Class
這應該輸出25乘25瓦的完美正方形網格。但線框的樣子:
http://i43.tinypic.com/2whf51c.jpg
我想我必須在創建頂點的同時實現世界的變換。還不確定,測試。 – JaredNinja
你有一個View Projection Matrix嗎? D3DXMatrixOrthoLH matOrtho,640,480,-1000,1000 D3DDevice.SetTransform D3DTS_PROJECTION,matOrtho –
Hey Codie。事實證明,它與任何觀點,投影或世界無關。這是上面代碼中循環內的算法。但謝謝你的想法。 – JaredNinja