Rendering graphics in C#

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孤城傲影
孤城傲影 2020-12-31 18:30

Is there another way to render graphics in C# beyond GDI+ and XNA?

(For the development of a tile map editor.)

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  •  感动是毒
    2020-12-31 19:04

    Yes, I have written a Windows Forms control that wraps DirectX 9.0 and provides direct pixel level manipulation of the video surface.

    I actually wrote another post on Stack Overflow asking if there are other better approaches: Unsafe C# and pointers for 2D rendering, good or bad?

    While it is relatively high performance, it requires the unsafe compiler option as it uses pointers to access the memory efficiently. Hence the reason for this earlier post.

    This is a high level of the required steps:

    1. Download the DirectX SDK.
    2. Create a new C# Windows Forms project and reference the installed Microsoft DirectX assembly.
    3. Initialize a new DirectX Device object with Presentation Parameters (windowed, back buffering, etc.) you require.
    4. Create the Device, taking care to record the surface "Pitch" and current display mode (bits per pixel).
    5. When you need to display something, Lock the backbuffer surface and store the returned pointer to the start of surface memory.
    6. Use pointer arithmetic, calculate the actual pixel position in the data based on the surface pitch, bits per pixel and the actual x/y pixel coordinate.
    7. In my case for simplicity I am sticking to 32 bpp, meaning setting a pixel is as simple as: *(surfacePointer + (y * pitch + x))=Color.FromARGB(255,0,0);
    8. When finished drawing, Unlock the back buffer surface. Present the surface.
    9. Repeat from step 5 as required.

    Be aware that taking this approach you need to be very careful about checking the current display mode (pitch and bits per pxiel) of the target surface. Also you will need to have a strategy in place to deal with window resizing or changes of screen format while your program is running.

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