Rendering Transparent 3D Surfaces in WPF with C#(转载)
Rendering Transparent 3D Surfaces in WPF with C#
The primary problems that arise when rendering semi-transparent 3d objects in Windows Presentation Foundation have to do with false z-buffer occlusions. Specifically, when a transparent surface or polygon is rendered, it sets the z-buffer depth values to block objects that are behind it from being rendered, even though they should show through the transparent layer.
In WPF with C#, the z-buffer is not accessible. So, it can not be disabled during transparent rendering. Instead, we must render the transparent objects last so that they are layered over the rest of the scene and the objects behind them show through.

Below, I have a program for the single code file that I used to generate the spinning, transparent tetrahedron shown above. The C# project that I used is a simple Console Application project with the libraries PresentationCore,PresentationFramework, and WindowsBase references added to it as I showed in a prior post: Using WPF in a C# Console Application. The Main() function creates the Window for the program and calls TransparentScene() to do all of the rendering.
Inside the function TransparentScene(), I create the camera, the light, the animated rotation transformation, the tetrahedron geometry, and then use that geometry to specify three tetrahedrons. The first tetrahedron is called the Inner Tetrahedronbecause it is scaled to fit inside the others. The second tetrahedron is called the Outer Tetrahedron and is semi-transparent. The third tetrahedron is also part of the Outer Tetrahedron, but consists of the opaque back faces. Note that it only makes sense to render the back faces because the front faces are semi-transparent. Otherwise, the back would not be visible.
At the end the code, I use the following lines to add the tetrahedrons to the scene:
qModelGroup.Children.Add(qBackGeometry);
qModelGroup.Children.Add(qInnerGeometry);
qModelGroup.Children.Add(qOuterGeometry);
Notice that the transparent “Outer Geometry” layer is added last. This is necessary to avoid false occlusions.
For comparison, I have included the image below with four different arrangements. The first (top-left) shows the scene with the transparent outer layer added before the inner and after the back. The second (top-right) shows the transparent outer layer added before both the inner and the back layers. The third (bottom-left) shows the transparent layer added before the back and after the inner layer. The last (bottom-right) shows the scene with the transparent layer added last as it is in the code.

Program.cs
using System;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media;
using System.Windows.Media.Media3D;
using System.Windows.Media.Animation; namespace WpfTransparent {
class Program {
[STAThread]
static void Main(string[] args) {
Window qWindow = new Window();
qWindow.Title = "Transparent Rendering";
qWindow.Width = 400;
qWindow.Height = 300;
qWindow.Content = TransparentScene();
qWindow.ShowDialog();
} static Viewport3D TransparentScene() {
// Define the camera
PerspectiveCamera qCamera = new PerspectiveCamera();
qCamera.Position = new Point3D(0, .25, 2.25);
qCamera.LookDirection = new Vector3D(0, -.05, -1);
qCamera.UpDirection = new Vector3D(0, 1, 0);
qCamera.FieldOfView = 60; // Define a lighting model
DirectionalLight qLight = new DirectionalLight();
qLight.Color = Colors.White;
qLight.Direction = new Vector3D(-0.5, -0.25, -0.5); // Define the animated rotation transformation
RotateTransform3D qRotation =
new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 1, 0), 1));
DoubleAnimation qAnimation = new DoubleAnimation();
qAnimation.From = 1;
qAnimation.To = 361;
qAnimation.Duration = new Duration(TimeSpan.FromMilliseconds(5000));
qAnimation.RepeatBehavior = RepeatBehavior.Forever;
qRotation.Rotation.BeginAnimation(AxisAngleRotation3D.AngleProperty, qAnimation); // Define the geometry
const double kdSqrt2 = 1.4142135623730950488016887242097;
const double kdSqrt6 = 2.4494897427831780981972840747059;
// Create a collection of vertex positions
Point3D[] qaV = new Point3D[4]{
new Point3D(0.0, 1.0, 0.0),
new Point3D(2.0 * kdSqrt2 / 3.0, -1.0 / 3.0, 0.0),
new Point3D(-kdSqrt2 / 3.0, -1.0 / 3.0, -kdSqrt6 / 3.0),
new Point3D(-kdSqrt2 / 3.0, -1.0 / 3.0, kdSqrt6 / 3.0)};
Point3DCollection qPoints = new Point3DCollection();
// Designate Vertices
// My Scheme (0, 1, 2), (1, 0, 3), (2, 3, 0), (3, 2, 1)
for (int i = 0; i < 12; ++i) {
if ((i/3) % 2 == 0) {
qPoints.Add(qaV[i%4]);
} else {
qPoints.Add(qaV[(i*3)%4]);
}
}
// Designate Triangles
Int32Collection qTriangles = new Int32Collection();
for (int i = 0; i < 12; ++i ) {
qTriangles.Add(i);
}
Int32Collection qBackTriangles = new Int32Collection();
// Designate Back Triangles in the opposite orientation
for (int i = 0; i < 12; ++i) {
qBackTriangles.Add(3 * (i / 3) + (2 * (i % 3) % 3));
} // Inner Tetrahedron: Define the mesh, material and transformation.
MeshGeometry3D qFrontMesh = new MeshGeometry3D();
qFrontMesh.Positions = qPoints;
qFrontMesh.TriangleIndices = qTriangles;
GeometryModel3D qInnerGeometry = new GeometryModel3D();
qInnerGeometry.Geometry = qFrontMesh;
// *** Material ***
DiffuseMaterial qDiffGreen =
new DiffuseMaterial(new SolidColorBrush(Color.FromArgb(255, 0, 128, 0)));
SpecularMaterial qSpecWhite = new
SpecularMaterial(new SolidColorBrush(Color.FromArgb(255, 255, 255, 255)), 30.0);
MaterialGroup qInnerMaterial = new MaterialGroup();
qInnerMaterial.Children.Add(qDiffGreen);
qInnerMaterial.Children.Add(qSpecWhite);
qInnerGeometry.Material = qInnerMaterial;
// *** Transformation ***
ScaleTransform3D qScale = new ScaleTransform3D(new Vector3D(.5, .5, .5));
Transform3DGroup myTransformGroup = new Transform3DGroup();
myTransformGroup.Children.Add(qRotation);
myTransformGroup.Children.Add(qScale);
qInnerGeometry.Transform = myTransformGroup; // Outer Tetrahedron (semi-transparent) : Define the mesh, material and transformation.
GeometryModel3D qOuterGeometry = new GeometryModel3D();
qOuterGeometry.Geometry = qFrontMesh;
// *** Material ***
DiffuseMaterial qDiffTransYellow =
new DiffuseMaterial(new SolidColorBrush(Color.FromArgb(64, 255, 255, 0)));
SpecularMaterial qSpecTransWhite =
new SpecularMaterial(new SolidColorBrush(Color.FromArgb(128, 255, 255, 255)), 30.0);
MaterialGroup qOuterMaterial = new MaterialGroup();
qOuterMaterial.Children.Add(qDiffTransYellow);
qOuterMaterial.Children.Add(qSpecTransWhite);
qOuterGeometry.Material = qOuterMaterial;
// *** Transformation ***
qOuterGeometry.Transform = qRotation; // Outer Tetrahedron (solid back) : Define the mesh, material and transformation.
MeshGeometry3D qBackMesh = new MeshGeometry3D();
qBackMesh.Positions = qPoints;
qBackMesh.TriangleIndices = qBackTriangles;
GeometryModel3D qBackGeometry = new GeometryModel3D();
qBackGeometry.Geometry = qBackMesh;
// *** Material ***
DiffuseMaterial qDiffBrown =
new DiffuseMaterial(new SolidColorBrush(Color.FromArgb(255, 200, 175, 0)));
qBackGeometry.Material = qDiffBrown;
// *** Transformation ***
qBackGeometry.Transform = qRotation; // Collect the components
Model3DGroup qModelGroup = new Model3DGroup();
qModelGroup.Children.Add(qLight);
qModelGroup.Children.Add(qBackGeometry);
qModelGroup.Children.Add(qInnerGeometry);
qModelGroup.Children.Add(qOuterGeometry);
ModelVisual3D qVisual = new ModelVisual3D();
qVisual.Content = qModelGroup;
Viewport3D qViewport = new Viewport3D();
qViewport.Children.Add(qVisual);
qViewport.Camera = qCamera; return qViewport;
}
}
}
Rendering Transparent 3D Surfaces in WPF with C#(转载)的更多相关文章
- WPF拖动总结[转载]
WPF拖动总结 这篇博文总结下WPF中的拖动,文章内容主要包括: 1.拖动窗口 2.拖动控件 Using Visual Studio 2.1thumb控件 2.2Drag.Drop(不连续,没有中 ...
- WPF阴影效果(DropShadowEffect)(转载)
<TextBlock Text="阴影效果" FontSize="32"> <TextBlock.Effect> <DropSha ...
- WPF 3D 知识点大全以及实例
引言 现在物联网概念这么火,如果监控的信息能够实时在手机的客服端中以3D形式展示给我们,那种体验大家可以发挥自己的想象. 那生活中我们还有很多地方用到这些,如上图所示的Kinect 在医疗上的应用,当 ...
- 3D开发基础知识和简单示例
引言 现在物联网概念这么火,如果监控的信息能够实时在手机的客服端中以3D形式展示给我们,那种体验大家可以发挥自己的想象. 那生活中我们还有很多地方用到这些,如上图所示的Kinect 在医疗上的应用,当 ...
- 优化WPF 3D性能
Maximize WPF 3D Performance .NET Framework 4.5 As you use the Windows Presentation Foundation (WPF ...
- WPF 3D 常用类(1)
原文:WPF 3D 常用类(1) 几何数据相关类 Geometry3D 抽象类, 用于定义物体的几何数据, 可用于计算HitTest和BoundingBox MeshGeometry3D Geomet ...
- WPF中反转3D列表项
原文:WPF中反转3D列表项 WPF中反转3D列表项 周银辉记得在苹果电脑中有一个很酷的 ...
- WPF 3D 小小小小引擎 - ·WPF 3D变换应用
原文:WPF 3D 小小小小引擎 - ·WPF 3D变换应用 WPF可以提供的3D模型使我们可以轻松地创建3D实体,虽然目前来看还很有一些性能上的问题,不过对于一些简单的3D应用应该是可取的,毕竟其开 ...
- WPF换肤之八:创建3D浏览效果
原文:WPF换肤之八:创建3D浏览效果 上节中,我们展示了WPF中的异步以及界面线程交互的方式,使得应用程序的显示更加的流畅.这节我们主要讲解如何设计一个具有3D浏览效果的天气信息浏览器. 效果显示 ...
随机推荐
- VirtualBox上Ubuntu 共享文件夹
1. virtualbox 菜单栏中设备-->共享文件夹,添加一个共享文件夹,比如共享文件夹路径是D:/share,共享文件夹名称是share. 2. 进入虚拟Ubuntu,在命令行终端输入: ...
- STL源码剖析之list的sort函数实现
SGI STL的list的函数的实现源码大致如下: //list 不能使用sort函数,因为list的迭代器是bidirectional_iterator, 而sort //sort函数要求rand ...
- 连接数据库超时设置autoReconnect=true
1,问题现象: com.mysql.jdbc.CommunicationsException: The last packet successfully received from the serve ...
- Unity EditorWindow 笔记
一:功能 1.实例化 //设置插件在菜单栏的位置 和快捷键 [MenuItem("YCC's Tools/模型更改/更改父物体和测量长度 %W")] //实例化窗体 static ...
- Http(2)
1.传递的请求参数如何获取 GET方式: 参数放在URI后面 POST方式: 参数放在实体内容中 核心的API: request.getParameter("参数名"); 根据参 ...
- oracle8
数据库管理 -- 管理表空间和数据文件 表空间是数据库的逻辑组成部分.从物理上讲,数据库数据存放在数据文件中:从逻辑上讲,数据库则是存放在表空间中,数据管理是以表空间管理的,表空间由一个或多个数据文件 ...
- C# 网络编程之网页自动登录 (一).使用WebBrower控件模仿登录
最近学习C#网络编程中,想实现网页自动登录并提交GET/POST信息,再实现循环登录不断发送报文给服务器,服务器发送消息给客户端记录能登录的账户和密码,做到后面实现绕过验证码.动态抓取登录位置等,但由 ...
- java输入输出流小细节
package System; public class Systemdemo { public static void main(String args[]){ demo1(); demo2(); ...
- Hibernate 配置派生属性
在持久化类中,有些属性在表中没有对应的字段,可以在映射文件中设置派生属性. 比如在一个订单中有多个商品的价格,但没有计算总的价格,可以在持久化类中增添一个统计总价格的属性,在映射文件中配置一些信息. ...
- jquery easyui textbox onblur事件,textbox blur事件无效解决方案
jquery easyui textbox onblur事件,textbox blur事件无效解决方案 >>>>>>>>>>>> ...