[英]Ways of replace Managed DirectX?
我的舊項目有一些問題...如果簡短-“使用Microsoft.DirectX”。 他們棄用了,如今,我在新PC上運行我的游戲,遇到了各種故障和麻煩,無論如何這是不存在的。 由於它們已棄用且不再受支持,因此我正在尋找一種解決方案,以替代gfx引擎的良好方法,而又不會丟失所有應用程序代碼。 例如,可以將舊的XNA項目移植到MonoGame或FNA,而無需對其體系結構進行一般性更改,我需要以相同的方式進行操作。 在這里,有沒有什么框架可以通過API接近於DirectX托管的框架,而又沒有移植它們的麻煩呢? SharpDX? SlimDX? 任何其他? (我以前沒有使用SharpDX或SlimDX)
這里是有關我的GFX代碼的一些代碼片段,只是想像一下它是怎么回事。 它們基於Managed DirectX。
public bool InitD3D(ref Form frmForm)
{
PresentParameters uParms = null;
bool bRes = false;
mfrmMain = frmForm;
Constants.gSettings.LoadSettings();
//Debug.WriteLine("InitD3D in thread: " & Threading.Thread.CurrentThread.ManagedThreadId.ToString)
try {
CreateFlags lCreateFlags = default(CreateFlags);
bool bReduced = false;
uParms = CreatePresentationParams(mfrmMain);
if (uParms == null)
return false;
lCreateFlags = (CreateFlags)Constants.gSettings.VertexProcessing;
if (lCreateFlags != CreateFlags.HardwareVertexProcessing && lCreateFlags != CreateFlags.MixedVertexProcessing && lCreateFlags != CreateFlags.SoftwareVertexProcessing) {
lCreateFlags = CreateFlags.HardwareVertexProcessing;
}
Caps uDevCaps = Manager.GetDeviceCaps(Manager.Adapters.Default.Adapter, DeviceType.Hardware);
if (uDevCaps.DeviceCaps.SupportsHardwareTransformAndLight == false) {
if (lCreateFlags == CreateFlags.HardwareVertexProcessing) {
lCreateFlags = CreateFlags.SoftwareVertexProcessing;
bReduced = true;
}
}
try {
gfxDevice = new Device(0, DeviceType.Hardware, frmForm.Handle, lCreateFlags, uParms);
} catch {
bReduced = true;
if ((lCreateFlags & CreateFlags.HardwareVertexProcessing) == CreateFlags.HardwareVertexProcessing) {
lCreateFlags = (lCreateFlags ^ CreateFlags.HardwareVertexProcessing) | CreateFlags.MixedVertexProcessing;
try {
gfxDevice = new Device(0, DeviceType.Hardware, frmForm.Handle, lCreateFlags, uParms);
} catch {
lCreateFlags = (lCreateFlags ^ CreateFlags.MixedVertexProcessing) | CreateFlags.SoftwareVertexProcessing;
try {
gfxDevice = new Device(0, DeviceType.Hardware, frmForm.Handle, lCreateFlags, uParms);
} catch (Exception ex) {
Interaction.MsgBox("Game will not run on this computer because the video hardware is not sufficient.", MsgBoxStyle.OkOnly, "Error");
System.Environment.Exit(0);
}
}
} else if ((lCreateFlags & CreateFlags.MixedVertexProcessing) == CreateFlags.MixedVertexProcessing) {
lCreateFlags = (lCreateFlags ^ CreateFlags.MixedVertexProcessing) | CreateFlags.SoftwareVertexProcessing;
try {
gfxDevice = new Device(0, DeviceType.Hardware, frmForm.Handle, lCreateFlags, uParms);
} catch (Exception ex) {
Interaction.MsgBox("Game will not run on this computer because the video hardware is not sufficient.", MsgBoxStyle.OkOnly, "Error");
System.Environment.Exit(0);
}
}
}
if (bReduced == true)
Interaction.MsgBox("Game was required to alter settings that will affect performance in order to run the game.", MsgBoxStyle.OkOnly, "Error");
Constants.gSettings.VertexProcessing = Convert.ToInt32(lCreateFlags);
bRes = (gfxDevice != null);
if (Constants.gSettings.MiniMapLocX > uParms.BackBufferWidth)
Constants.gSettings.MiniMapLocX = uParms.BackBufferWidth - Constants.gSettings.MiniMapWidthHeight;
if (Constants.gSettings.MiniMapLocY > uParms.BackBufferHeight)
Constants.gSettings.MiniMapLocY = uParms.BackBufferHeight - Constants.gSettings.MiniMapWidthHeight;
} catch {
Interaction.MsgBox(Err().Description, MsgBoxStyle.Critical | MsgBoxStyle.OkOnly, "Error in initialize Direct3D");
bRes = false;
} finally {
uParms = null;
}
if (bRes == false) {
Interaction.MsgBox("Unable to initialize Direct3D 9.0c. Your video card may not fully support DirectX 9.0c. Download the latest drivers for your video card and try again.", MsgBoxStyle.OkOnly | MsgBoxStyle.Critical, "Unable to Initialize");
return false;
}
var _with8 = gfxDevice.DeviceCaps.VertexShaderVersion;
if (_with8.Major == 1) {
Constants.gSettings.PostGlowAmt = 0f;
Constants.gSettings.LightQuality = EngineSettings.LightQualitySetting.VSPS1;
}
mbSupportsNewModelMethod = gfxDevice.DeviceCaps.TextureOperationCaps.SupportsBlendTextureAlpha == true && gfxDevice.DeviceCaps.MaxTextureBlendStages > 2 && gfxDevice.DeviceCaps.MaxSimultaneousTextures > 1;
if (Constants.gWMgr == null)
Constants.gWMgr = new WpnFXManager();
if (Constants.gShldMgr == null)
Constants.gShldMgr = new ShieldFXManager();
if (Constants.gExplMgr == null)
Constants.gExplMgr = new ExplosionManager();
// New ExplosionFXManager(gfxDevice)
if (Constants.gPFXEngine32 == null)
Constants.gPFXEngine32 = new BurnFX.ParticleEngine(32);
//32 for size of points
if (Constants.gEntityDeath == null)
Constants.gEntityDeath = new DeathSequenceMgr();
//If goRewards Is Nothing Then goRewards = New WarpointRewards()
if (Constants.gMissileMgr == null)
Constants.gMissileMgr = new MissileMgr();
if (Constants.gBurnMarkMgr == null)
Constants.gBurnMarkMgr = new EntityBurnMarkManager();
Constants.InitializeFXColors();
var _with9 = matIronCurtain;
_with9.Emissive = System.Drawing.Color.FromArgb(255, 255, 0, 0);
_with9.Diffuse = System.Drawing.Color.FromArgb(255, 255, 0, 0);
_with9.Ambient = System.Drawing.Color.FromArgb(255, 255, 0, 0);
_with9.Specular = System.Drawing.Color.FromArgb(255, 255, 0, 0);
_with9.SpecularSharpness = 10;
gfxDevice.DeviceLost += gfxDevice_DeviceLost;
gfxDevice.DeviceReset += gfxDevice_DeviceReset;
gfxDevice.Disposing += gfxDevice_Disposing;
mbInitialized = bRes;
return bRes;
}
對於現有的傳統Managed DirectX 1.1 C#代碼的直接移植, SlimDX可能是您的最佳選擇,因為它打算直接替代。 您還可以潛在地移植到使用SharpDX ,MonoGame,Unity3D或其他框架。
請參閱DirectX和.NET
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