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  • 两天学会DirectX 3D之第二天

    提要

    前几天非常easy地跑了一个DirectX 9 程序,以为DirectX就那么绘制,事实证明有点Naive了。

    之前的那个程序最多也就是个固定流水线的东西。

    可是今天要用DirectX11来写一个小的框架。

    龙书就不要看了,看Introduction to 3D GAME PROGRAMMING WITH DIRECTX®11


    几个重要的类

    ID3D11Device : 一个虚拟适配器。它被用于执行渲染和创建资源。


    ID3D11DeviceContext:  represents a device context which generates rendering commands.

    ID3D11RenderTargetView:  identifies the render-target subresources that can be accessed during rendering.

    ID3D11InputLayout: An input-layout interface holds a definition of how to feed vertex data that is laid out in memory into the input-assembler stage of the graphics pipeline.


    渲染流水线(翻译自微软文档)




    DirectX编程流水线是为了实时游戏应用设计的,上图显示了由输入到输出的各个阶段的数据流向。相对于DirectX10 的图形流水线。DirectX11加入了一些额外的Stage来支持一些新的特性。

    你能够使用DirectX 11API来配置全部的Stage,通过HLSL语言来设置就能够了。这样整个流水线就拥有非常大的可扩展性和适应性了。

    以下列出每一个阶段所做的事情.

    Input-Assembler Stage : 提供渲染时的数据(三角形,线。点)。

    Vertex-Shader Stage:处理顶点,通常的操作有:Transformmation,蒙皮,光照计算。通常一个VertexShader输入是一组顶点,输出也是一组顶点。

    Geometry-Shader Statge:这个阶段会处理全部的图元,输入是完整的图元(三角形就是三个顶点,线段就是两个顶点,还有就是单个的点)。

    另外。每一个图元能够包括邻接图元的信息。另外这个阶段还能够对图元进行一定的简化和精细化。

    给定一个图元,geometry shader能够丢弃这个图元,或者能够生成新的一个或者多个的图元。

    Stream-Output Stage: 从上一个阶段流下来的数据,能够将图元信息从流水线放入到存储中。或者放到Rasterizer阶段。被放到内存中的数据能够再次放到流水线中。或者被CPU读取。

    Rasterizer Stage:裁剪图元,为pixel shader准备图元,并准备如何调用pixel shader.

    Pixel-Shader Stage: 收到经过插值的结果,生成终于的图像。

    Output-Merger Stage :合并各种类型的输出信息(pixel shader 值。深度信息,Stencil值)。并和当前render target的深度/Stencil 缓存。得到最后的流水线结果。

    Tessellation stage:这个阶段由Hull-shader, tessellator还有domain-shader组成,它主要是将高阶表面转换成一系列的三角行。然后放到流水线中。


    Direct3D 11 可编程流水线也能够用快速的计算任务。一个compute shader能够将Direct3D11扩展用于通用GPU计算。


    用Shader绘制一个三角形

    Direct3D。我们须要完毕以下几个步骤:

    1.定义我们须要检查的设备类型(device types)和特征级别(feature levels)

    2.创建Direct3D设备。渲染设备(context)和交换链(swap chain)。

    3.创建渲染目标(render target)。



    4.设置视口(viewport)

    5.開始渲染

    6.渲染模型

    7.清屏幕

    代码清单

    // include the basic windows header files and the Direct3D header files
    #include <windows.h>
    #include <windowsx.h>
    #include <d3d11.h>
    #include <d3dx11.h>
    #include <d3dx10.h>
    #include "assimpmodel.h"
    
    // include the Direct3D Library file
    #pragma comment (lib, "d3d11.lib")
    #pragma comment (lib, "d3dx11.lib")
    #pragma comment (lib, "d3dx10.lib")
    
    // define the screen resolution
    #define SCREEN_WIDTH  800
    #define SCREEN_HEIGHT 600
    
    // global declarations
    IDXGISwapChain *swapchain;             // the pointer to the swap chain interface
    ID3D11Device *dev;                     // the pointer to our Direct3D device interface
    ID3D11DeviceContext *devcon;           // the pointer to our Direct3D device context
    ID3D11RenderTargetView *backbuffer;    // the pointer to our back buffer
    ID3D11InputLayout *pLayout;            // the pointer to the input layout
    ID3D11VertexShader *pVS;               // the pointer to the vertex shader
    ID3D11PixelShader *pPS;                // the pointer to the pixel shader
    ID3D11Buffer *pVBuffer;                // the pointer to the vertex buffer
    
    // a struct to define a single vertex
    struct VERTEX{ D3DXVECTOR3 position; D3DXCOLOR Color; };
    
    // function prototypes
    void InitD3D(HWND hWnd);    // sets up and initializes Direct3D
    void RenderFrame(void);     // renders a single frame
    void CleanD3D(void);        // closes Direct3D and releases memory
    void InitGraphics(void);    // creates the shape to render
    void InitPipeline(void);    // loads and prepares the shaders
    
    // the WindowProc function prototype
    LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
    
    
    // the entry point for any Windows program
    int WINAPI WinMain(HINSTANCE hInstance,
    	HINSTANCE hPrevInstance,
    	LPSTR lpCmdLine,
    	int nCmdShow)
    {
    	HWND hWnd;
    	WNDCLASSEX wc;
    
    	ZeroMemory(&wc, sizeof(WNDCLASSEX));
    
    	wc.cbSize = sizeof(WNDCLASSEX);
    	wc.style = CS_HREDRAW | CS_VREDRAW;
    	wc.lpfnWndProc = WindowProc;
    	wc.hInstance = hInstance;
    	wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    	wc.lpszClassName = "WindowClass";
    
    	RegisterClassEx(&wc);
    
    	RECT wr = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT };
    	AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
    
    	hWnd = CreateWindowEx(NULL,
    		"WindowClass",
    		"Triangle",
    		WS_OVERLAPPEDWINDOW,
    		300,
    		300,
    		wr.right - wr.left,
    		wr.bottom - wr.top,
    		NULL,
    		NULL,
    		hInstance,
    		NULL);
    
    	ShowWindow(hWnd, nCmdShow);
    
    	// set up and initialize Direct3D
    	InitD3D(hWnd);
    
    	// enter the main loop:
    
    	MSG msg;
    
    	while (TRUE)
    	{
    		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
    		{
    			TranslateMessage(&msg);
    			DispatchMessage(&msg);
    
    			if (msg.message == WM_QUIT)
    				break;
    		}
    
    		RenderFrame();
    	}
    
    	// clean up DirectX and COM
    	CleanD3D();
    
    	return msg.wParam;
    }
    
    
    // this is the main message handler for the program
    LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
    {
    	switch (message)
    	{
    	case WM_DESTROY:
    	{
    					   PostQuitMessage(0);
    					   return 0;
    	} break;
    	}
    
    	return DefWindowProc(hWnd, message, wParam, lParam);
    }
    
    
    // this function initializes and prepares Direct3D for use
    void InitD3D(HWND hWnd)
    {
    	// create a struct to hold information about the swap chain
    	DXGI_SWAP_CHAIN_DESC scd;
    
    	// clear out the struct for use
    	ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
    
    	// fill the swap chain description struct
    	scd.BufferCount = 1;                                   // one back buffer
    	scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;    // use 32-bit color
    	scd.BufferDesc.Width = SCREEN_WIDTH;                   // set the back buffer width
    	scd.BufferDesc.Height = SCREEN_HEIGHT;                 // set the back buffer height
    	scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;     // how swap chain is to be used
    	scd.OutputWindow = hWnd;                               // the window to be used
    	scd.SampleDesc.Count = 4;                              // how many multisamples
    	scd.Windowed = TRUE;                                   // windowed/full-screen mode
    	scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;    // allow full-screen switching
    
    	// create a device, device context and swap chain using the information in the scd struct
    	D3D11CreateDeviceAndSwapChain(NULL,
    		D3D_DRIVER_TYPE_HARDWARE,
    		NULL,
    		NULL,
    		NULL,
    		NULL,
    		D3D11_SDK_VERSION,
    		&scd,
    		&swapchain,
    		&dev,
    		NULL,
    		&devcon);
    
    
    	// get the address of the back buffer
    	ID3D11Texture2D *pBackBuffer;
    	swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
    
    	// use the back buffer address to create the render target
    	dev->CreateRenderTargetView(pBackBuffer, NULL, &backbuffer);
    	pBackBuffer->Release();
    
    	// set the render target as the back buffer
    	devcon->OMSetRenderTargets(1, &backbuffer, NULL);
    
    
    	// Set the viewport
    	D3D11_VIEWPORT viewport;
    	ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
    
    	viewport.TopLeftX = 0;
    	viewport.TopLeftY = 0;
    	viewport.Width = SCREEN_WIDTH;
    	viewport.Height = SCREEN_HEIGHT;
    
    	devcon->RSSetViewports(1, &viewport);
    
    	InitPipeline();
    	InitGraphics();
    }
    
    
    // this is the function used to render a single frame
    void RenderFrame(void)
    {
    	// clear the back buffer to a deep blue
    	devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f));
    
    	// select which vertex buffer to display
    	UINT stride = sizeof(VERTEX);
    	UINT offset = 0;
    	devcon->IASetVertexBuffers(0, 1, &pVBuffer, &stride, &offset);
    
    	// select which primtive type we are using
    	devcon->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    
    	// draw the vertex buffer to the back buffer
    	devcon->Draw(3, 0);
    
    	// switch the back buffer and the front buffer
    	swapchain->Present(0, 0);
    }
    
    
    // this is the function that cleans up Direct3D and COM
    void CleanD3D(void)
    {
    	swapchain->SetFullscreenState(FALSE, NULL);    // switch to windowed mode
    
    	// close and release all existing COM objects
    	pLayout->Release();
    	pVS->Release();
    	pPS->Release();
    	pVBuffer->Release();
    	swapchain->Release();
    	backbuffer->Release();
    	dev->Release();
    	devcon->Release();
    }
    
    
    // this is the function that creates the shape to render
    void InitGraphics()
    {
    	//Assimpmodel *model = new Assimpmodel();
    	//model->Initialize(dev);
    	// create a triangle using the VERTEX struct
    	VERTEX OurVertices[] =
    	{
    		{ D3DXVECTOR3(0.0f, 0.5f, 0.0f), D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f) },
    		{ D3DXVECTOR3(0.45f, -0.5, 0.0f), D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f) },
    		{ D3DXVECTOR3(-0.45f, -0.5f, 0.0f), D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f) }
    	};
    
    
    	// create the vertex buffer
    	D3D11_BUFFER_DESC bd;
    	ZeroMemory(&bd, sizeof(bd));
    
    	bd.Usage = D3D11_USAGE_DYNAMIC;                // write access access by CPU and GPU
    	bd.ByteWidth = sizeof(VERTEX)* 3;             // size is the VERTEX struct * 3
    	bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;       // use as a vertex buffer
    	bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;    // allow CPU to write in buffer
    
    	dev->CreateBuffer(&bd, NULL, &pVBuffer);       // create the buffer
    
    
    	// copy the vertices into the buffer
    	D3D11_MAPPED_SUBRESOURCE ms;
    	devcon->Map(pVBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms);    // map the buffer
    	memcpy(ms.pData, OurVertices, sizeof(OurVertices));                 // copy the data
    	devcon->Unmap(pVBuffer, NULL);                                      // unmap the buffer
    }
    
    
    // this function loads and prepares the shaders
    void InitPipeline()
    {
    	// load and compile the two shaders
    	ID3D10Blob *VS, *PS;
    	D3DX11CompileFromFile("shaders.shader", 0, 0, "VShader", "vs_5_0", 0, 0, 0, &VS, 0, 0);
    	D3DX11CompileFromFile("shaders.shader", 0, 0, "PShader", "ps_5_0", 0, 0, 0, &PS, 0, 0);
    
    	// encapsulate both shaders into shader objects
    	dev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVS);
    	dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);
    
    	// set the shader objects
    	devcon->VSSetShader(pVS, 0, 0);
    	devcon->PSSetShader(pPS, 0, 0);
    
    	// create the input layout object
    	D3D11_INPUT_ELEMENT_DESC ied[] =
    	{
    		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    		{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    	};
    
    	dev->CreateInputLayout(ied, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &pLayout);
    	devcon->IASetInputLayout(pLayout);
    }


    shader.shader

    struct VOut
    {
        float4 position : SV_POSITION;
        float4 color : COLOR;
    };
    
    VOut VShader(float4 position : POSITION, float4 color : COLOR)
    {
        VOut output;
    
        output.position = position;
        output.color = color;
    
        return output;
    }
    
    
    float4 PShader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET
    {
        return color;
    }

    代码就不具体说了,具体能够看參考的链接。

    结果例如以下



    封装出一个简单的框架

    将全部的代码都写在main.cpp里肯定不是太好,最好按功能抽象出各种类型。以下是參照教程写的一个框架。



    简单的一个框架。还是渲染一个小小的三角形。可是是抽了非常多个类出来。比方相机,输入之类的,方面后面扩展。

    当然还是一个比較槽的框架哈。

    代码直接看github吧。


    參考

    Graphics Pipeline - https://msdn.microsoft.com/en-us/library/windows/desktop/ff476882(v=vs.85).aspx

    《Introduction to 3D GAME PROGRAMMING WITH DIRECTX®11》

    DirectX 11 Tutorials - http://www.rastertek.com/tutdx11.html

    http://www.directxtutorial.com/default.aspx

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  • 原文地址:https://www.cnblogs.com/blfbuaa/p/6738942.html
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