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  • DX11 绘制三角形 判断顺时针

      DX默认绘制顺时针  ,cull逆时针.

    参考: http://blog.csdn.net/diyer2002/article/details/1655146

    绘制东西时,还是在纸上画画比较好,脑袋想容易出错。

    顺时针的判断:根据三角形的法线和摄像机方向向量乘积的值,小零则为顺时针。(左手坐标系下)              其实把自己想象成摄像机,对着三角形,顶点顺时针绘制 。

    其中:三角形法线:(v0,v1,v2): (v1-v0)*(v2-v0)得到法线方向(左手)

    注意:输入的顶点法线做光照计算等,和三角形中心法线两码事。

    结果:在环境光和漫反射光下不同纹理的两三角形。

    //--------------------------------------------------------------------------------------
    // File: Tutorial03.cpp
    //
    // This application displays a triangle using Direct3D 11
    //
    // Copyright (c) Microsoft Corporation. All rights reserved.
    //--------------------------------------------------------------------------------------
    #include <windows.h>
    #include <d3d11.h>
    #include <d3dx11.h>
    #include <d3dcompiler.h>
    #include <xnamath.h>
    #include "resource.h"
    
    #include<winstring.h>
    #include <string.h>
    #include <cstring>
    #include <tchar.h>
    #include <wchar.h>
    using namespace  std;
    //--------------------------------------------------------------------------------------
    // Structures
    //--------------------------------------------------------------------------------------
    struct SimpleVertex
    {
    	XMFLOAT3 Pos;
    	XMFLOAT2 Tex;//add texture position
    	XMFLOAT3 Nor;
    };
    
    struct  SimpleMatrix
    {
    	XMMATRIX mWorld;
    	XMMATRIX mView;
    	XMMATRIX mProject;
    };
    
    
    //--------------------------------------------------------------------------------------
    // Global Variables
    //--------------------------------------------------------------------------------------
    HINSTANCE               g_hInst = NULL;
    HWND                    g_hWnd = NULL;
    D3D_DRIVER_TYPE         g_driverType = D3D_DRIVER_TYPE_NULL;
    D3D_FEATURE_LEVEL       g_featureLevel = D3D_FEATURE_LEVEL_11_0;
    ID3D11Device*           g_pd3dDevice = NULL;
    ID3D11DeviceContext*    g_pImmediateContext = NULL;
    IDXGISwapChain*         g_pSwapChain = NULL;
    ID3D11RenderTargetView* g_pRenderTargetView = NULL;
    ID3D11VertexShader*     g_pVertexShader = NULL;
    ID3D11PixelShader*      g_pPixelShader = NULL;
    ID3D11InputLayout*      g_pVertexLayout = NULL;
    ID3D11Buffer*           g_pVertexBuffer = NULL;
    
    ID3D11Buffer*           g_pIndexBuffer = NULL;
    
    //BEGIN 添加纹理
    ID3D11ShaderResourceView  *g_pTextureRV[2] ={NULL,NULL};
    ID3D11SamplerState        *g_pSamplerLinear = NULL;
    //end
    
    //constant buffer
    ID3D11Buffer             *g_pConstantMatrixBuffer = NULL;
    XMMATRIX  g_pWorld;
    XMMATRIX  g_View;
    XMMATRIX  g_Project;
    //
    
    //BEGIN 添加depthStencil buffer和view 
    ID3D11Texture2D  *g_pDepthStencilBuffer = NULL;//
    ID3D11DepthStencilView *g_pDepthStencilView = NULL;
    //end
    
    //添加光照
    ID3D11Buffer  *g_pConstantLightBuffer = NULL;
    
    struct  LightStruct
    {
    	XMFLOAT4 lightAmbientColor;
    	XMFLOAT4 lightDiffuseColor;
    	XMFLOAT3 lightDir;
    	float  ss;//我擦!!!!!!!!!!!!
    };
    XMFLOAT4 lightAmbientColor = XMFLOAT4(0.15f,0.15f,0.15f,1.0f);
    XMFLOAT4 lightDiffuseColor =XMFLOAT4(1.0f,1.0f,1.0f,1.0f);
    XMFLOAT3 lightDir = XMFLOAT3(1.f,-1.0f,1.0f);
    
    //END
    //--------------------------------------------------------------------------------------
    // Forward declarations
    //--------------------------------------------------------------------------------------
    HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
    HRESULT InitDevice();
    void CleanupDevice();
    LRESULT CALLBACK    WndProc( HWND, UINT, WPARAM, LPARAM );
    void Render();
    
    
    //--------------------------------------------------------------------------------------
    // Entry point to the program. Initializes everything and goes into a message processing 
    // loop. Idle time is used to render the scene.
    //--------------------------------------------------------------------------------------
    int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
    {
    	UNREFERENCED_PARAMETER( hPrevInstance );
    	UNREFERENCED_PARAMETER( lpCmdLine );
    
    	if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
    		return 0;
    
    	if( FAILED( InitDevice() ) )
    	{
    		CleanupDevice();
    		return 0;
    	}
    
    	// Main message loop
    	MSG msg = {0};
    	while( WM_QUIT != msg.message )
    	{
    		if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
    		{
    			TranslateMessage( &msg );
    			DispatchMessage( &msg );
    		}
    		else
    		{
    			Render();
    		}
    	}
    
    	CleanupDevice();
    
    	return ( int )msg.wParam;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Register class and create window
    //--------------------------------------------------------------------------------------
    HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
    {
    	// Register class
    	WNDCLASSEX wcex;
    	wcex.cbSize = sizeof( WNDCLASSEX );
    	wcex.style = CS_HREDRAW | CS_VREDRAW;
    	wcex.lpfnWndProc = WndProc;
    	wcex.cbClsExtra = 0;
    	wcex.cbWndExtra = 0;
    	wcex.hInstance = hInstance;
    	wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
    	wcex.hCursor = LoadCursor( NULL, IDC_ARROW );
    	wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
    	wcex.lpszMenuName = NULL;
    	wcex.lpszClassName = L"TutorialWindowClass";
    	wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
    	if( !RegisterClassEx( &wcex ) )
    		return E_FAIL;
    
    	// Create window
    	g_hInst = hInstance;
    	RECT rc = { 0, 0, 640, 480 };
    	AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
    	g_hWnd = CreateWindow( L"TutorialWindowClass", L"Direct3D 11 Tutorial 3: Shaders",
    		WS_OVERLAPPEDWINDOW,
    		CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance,
    		NULL );
    	if( !g_hWnd )
    		return E_FAIL;
    
    	ShowWindow( g_hWnd, nCmdShow );
    
    	return S_OK;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Helper for compiling shaders with D3DX11
    //--------------------------------------------------------------------------------------
    HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )
    {
    	HRESULT hr = S_OK;
    
    	DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
    #if defined( DEBUG ) || defined( _DEBUG )
    	// Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
    	// Setting this flag improves the shader debugging experience, but still allows 
    	// the shaders to be optimized and to run exactly the way they will run in 
    	// the release configuration of this program.
    	dwShaderFlags |= D3DCOMPILE_DEBUG;
    #endif
    
    	ID3DBlob* pErrorBlob;
    	hr = D3DX11CompileFromFile( szFileName, NULL, NULL, szEntryPoint, szShaderModel, 
    		dwShaderFlags, 0, NULL, ppBlobOut, &pErrorBlob, NULL );
    	if( FAILED(hr) )
    	{
    		if( pErrorBlob != NULL )
    			OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() );
    		if( pErrorBlob ) pErrorBlob->Release();
    		return hr;
    	}
    	if( pErrorBlob ) pErrorBlob->Release();
    
    	return S_OK;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Create Direct3D device and swap chain
    //--------------------------------------------------------------------------------------
    HRESULT InitDevice()
    {
    	HRESULT hr = S_OK;
    
    	RECT rc;
    	GetClientRect( g_hWnd, &rc );
    	UINT width = rc.right - rc.left;
    	UINT height = rc.bottom - rc.top;
    
    	UINT createDeviceFlags = 0;
    #ifdef _DEBUG
    	createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
    #endif
    
    
    	//int sizeLight = sizeof(LightStruct);//测试LightStruct的大小
    	////int sizeLight = sizeof(float);
    	//wchar_t bufferT[256];
    	//wsprintfW(bufferT,L"%d",sizeLight);
    	//MessageBox(NULL,bufferT,bufferT,MB_OK);
    
    
    	D3D_DRIVER_TYPE driverTypes[] =
    	{
    		D3D_DRIVER_TYPE_HARDWARE,
    		D3D_DRIVER_TYPE_WARP,
    		D3D_DRIVER_TYPE_REFERENCE,
    	};
    	UINT numDriverTypes = ARRAYSIZE( driverTypes );
    
    	D3D_FEATURE_LEVEL featureLevels[] =
    	{
    		D3D_FEATURE_LEVEL_11_0,
    		D3D_FEATURE_LEVEL_10_1,
    		D3D_FEATURE_LEVEL_10_0,
    	};
    	UINT numFeatureLevels = ARRAYSIZE( featureLevels );
    
    	DXGI_SWAP_CHAIN_DESC sd;
    	ZeroMemory( &sd, sizeof( sd ) );
    	sd.BufferCount = 1;
    	sd.BufferDesc.Width = width;
    	sd.BufferDesc.Height = height;
    	sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    	sd.BufferDesc.RefreshRate.Numerator = 60;
    	sd.BufferDesc.RefreshRate.Denominator = 1;
    	sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    	sd.OutputWindow = g_hWnd;
    	sd.SampleDesc.Count = 1;
    	sd.SampleDesc.Quality = 0;
    	sd.Windowed = TRUE;
    
    	for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
    	{
    		g_driverType = driverTypes[driverTypeIndex];
    		hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags, featureLevels, numFeatureLevels,
    			D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
    		if( SUCCEEDED( hr ) )
    			break;
    	}
    	if( FAILED( hr ) )
    		return hr;
    
    	// Create a render target view
    	ID3D11Texture2D* pBackBuffer = NULL;
    	hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer );
    	if( FAILED( hr ) )
    		return hr;
    
    	hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView );
    	pBackBuffer->Release();
    	if( FAILED( hr ) )
    		return hr;
    
    
    	//BEGIN 添加深度蒙版buffer
    	D3D11_TEXTURE2D_DESC descDepth;//为什么不用D3D11_BUFFER_DESC
    	ZeroMemory( &descDepth, sizeof(descDepth) );
    	descDepth.Width = width;
    	descDepth.Height = height;
    	descDepth.MipLevels = 1;
    	descDepth.ArraySize = 1;
    	descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
    	descDepth.SampleDesc.Count = 1;
    	descDepth.SampleDesc.Quality = 0;
    	descDepth.Usage = D3D11_USAGE_DEFAULT;
    	descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
    	descDepth.CPUAccessFlags = 0;
    	descDepth.MiscFlags = 0;
    
    	hr = g_pd3dDevice->CreateTexture2D(&descDepth,NULL,&g_pDepthStencilBuffer);
    	if (FAILED(hr))
    	{
    		return hr;
    	}
    	
    	D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
    	ZeroMemory( &descDSV, sizeof(descDSV) );
    	descDSV.Format = descDepth.Format;
    	descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
    	descDSV.Texture2D.MipSlice = 0;
    
    	hr =  g_pd3dDevice->CreateDepthStencilView(g_pDepthStencilBuffer,&descDSV,&g_pDepthStencilView);
    	if( FAILED( hr ) )
    		return hr;
    
    		g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView );
    	//END
    
    
    
    
    	// Setup the viewport
    	D3D11_VIEWPORT vp;
    	vp.Width = (FLOAT)width;
    	vp.Height = (FLOAT)height;
    	vp.MinDepth = 0.0f;
    	vp.MaxDepth = 1.0f;
    	vp.TopLeftX = 0;
    	vp.TopLeftY = 0;
    	g_pImmediateContext->RSSetViewports( 1, &vp );
    
    	// Compile the vertex shader
    	ID3DBlob* pVSBlob = NULL;
    	hr = CompileShaderFromFile( L"Tutorial03.fx", "VS", "vs_4_0", &pVSBlob );
    	if( FAILED( hr ) )
    	{
    		MessageBox( NULL,
    			L"VS Error.", L"Error", MB_OK );
    		return hr;
    	}
    
    	// Create the vertex shader
    	hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader );
    	if( FAILED( hr ) )
    	{	
    		pVSBlob->Release();
    		return hr;
    	}
    
    	// Define the input layout
    	D3D11_INPUT_ELEMENT_DESC layout[] =
    	{
    		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    		{"NORMAL" ,  0, DXGI_FORMAT_R32G32B32_FLOAT,0,20,D3D11_INPUT_PER_VERTEX_DATA,0},
    	};
    	UINT numElements = ARRAYSIZE( layout );
    
    	// Create the input layout
    	hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
    		pVSBlob->GetBufferSize(), &g_pVertexLayout );
    	pVSBlob->Release();
    	if( FAILED( hr ) )
    		return hr;
    
    	// Set the input layout
    	g_pImmediateContext->IASetInputLayout( g_pVertexLayout );
    
    	// Compile the pixel shader
    	ID3DBlob* pPSBlob = NULL;
    	hr = CompileShaderFromFile( L"Tutorial03.fx", "PS", "ps_4_0", &pPSBlob );
    	if( FAILED( hr ) )
    	{
    		MessageBox( NULL,
    			L"PS Error.", L"Error", MB_OK );
    		return hr;
    	}
    
    	// Create the pixel shader
    	hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader );
    	pPSBlob->Release();
    	if( FAILED( hr ) )
    		return hr;
    
    	// Create vertex buffer
    	SimpleVertex vertices[] =
    	{
    		{XMFLOAT3( -1.0f, 1.0f, -1.0f ),XMFLOAT2(0.0f,0.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
    		{XMFLOAT3( 1.0f, -1.0f, -1.0f  ),XMFLOAT2(1.0f,0.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
    		{XMFLOAT3( -1.0f, -1.0f, -1.0f ),XMFLOAT2(1.0f,1.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
    
    		{XMFLOAT3( -1.5f, -2.5f, -0.8f ),XMFLOAT2(0.0f,0.0f),XMFLOAT3(0.0f,1.0f,0.0f)},
    		{XMFLOAT3( 1.5f, -2.5f, -1.6f  ),XMFLOAT2(1.0f,0.0f),XMFLOAT3(0.0f,1.0f,0.0f)},
    		{XMFLOAT3( 1.5f, -2.5f, 0.8f ),XMFLOAT2(1.0f,1.0f),XMFLOAT3(0.0f,1.0f,0.0f)},
    
    		//{XMFLOAT3( -0.5f, 1.5f, -0.8f ),XMFLOAT2(0.0f,0.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
    		//{XMFLOAT3( 1.5f, -0.5f, -0.8f  ),XMFLOAT2(1.0f,0.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
    		//{XMFLOAT3( -0.5f, -0.5f, -0.8f ),XMFLOAT2(1.0f,1.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
    	};
    	D3D11_BUFFER_DESC bd;
    	ZeroMemory( &bd, sizeof(bd) );
    	bd.Usage = D3D11_USAGE_DEFAULT;
    	bd.ByteWidth = sizeof( SimpleVertex ) * 6;
    	bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    	bd.CPUAccessFlags = 0;
    	D3D11_SUBRESOURCE_DATA InitData;
    	ZeroMemory( &InitData, sizeof(InitData) );
    	InitData.pSysMem = vertices;
    	hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
    	if( FAILED( hr ) )
    		return hr;
    
    	// Set vertex buffer
    	UINT stride = sizeof( SimpleVertex );
    	UINT offset = 0;
    	g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );
    
    	WORD indices[]=
    	{
    		0,1,2,  
    
    		3,5,4
    	};
    	bd.Usage = D3D11_USAGE_DEFAULT;
    	bd.ByteWidth = sizeof( WORD ) * 6;
    	bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    	bd.CPUAccessFlags = 0;
    	InitData.pSysMem = indices;
    	hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pIndexBuffer );
    	if( FAILED( hr ) )
    		return hr;
    
    	// Set index buffer
    	g_pImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0 );
    
    	// Set primitive topology
    	g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
    
    	bd.Usage = D3D11_USAGE_DEFAULT;
    	bd.ByteWidth = sizeof(SimpleMatrix);
    	bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    	bd.CPUAccessFlags = 0;
    	hr = g_pd3dDevice->CreateBuffer( &bd, NULL, &g_pConstantMatrixBuffer );
    	if( FAILED( hr ) )
    		return hr;
    	
    	//创建light的constantBuffer
    	bd.ByteWidth = sizeof(LightStruct);
    	hr = g_pd3dDevice->CreateBuffer(&bd,NULL,&g_pConstantLightBuffer);
    	if (FAILED(hr))
    	{
    		MessageBox(NULL,L"Error",L"error",MB_OK);
    	}
    
    //end
    
    	//BEGIN
    	//载入纹理资源
    	hr = D3DX11CreateShaderResourceViewFromFile(g_pd3dDevice,L"seafloor.dds",NULL,NULL,&g_pTextureRV[0],NULL);
    	if (FAILED(hr))
    	{
    		return hr;
    	}
    	//载入第二个纹理
    	hr = D3DX11CreateShaderResourceViewFromFile(g_pd3dDevice,L"grass.dds",NULL,NULL,&g_pTextureRV[1],NULL);
    	if (FAILED(hr))
    	{
    		return hr;
    	}
    
    	//创建纹理采样状态
    	D3D11_SAMPLER_DESC sampDesc;
    	ZeroMemory(&sampDesc,sizeof(sampDesc));
    	sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
    	sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
    	sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
    	sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
    	sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
    	sampDesc.MinLOD = 0;
    	sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
    	hr = g_pd3dDevice->CreateSamplerState(&sampDesc,&g_pSamplerLinear);
    
    	if( FAILED( hr ) )
    		return hr;
    
    
    	//END
    
    	// Initialize the world matrix
    	g_pWorld = XMMatrixIdentity();
    
    	// Initialize the view matrix
    	XMVECTOR Eye = XMVectorSet( 0.0f, 1.0f, -5.0f, 0.0f );
    	XMVECTOR At = XMVectorSet( 0.0f,  0.0f, 0.0f, 0.0f );
    	XMVECTOR Up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
    	g_View = XMMatrixLookAtLH( Eye, At, Up );
    
    	// Initialize the projection matrix
    	g_Project = XMMatrixPerspectiveFovLH( XM_PIDIV2, width / (FLOAT)height, 0.01f, 100.0f );
    
    		
    
    
    
    
    	return S_OK;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Clean up the objects we've created
    //--------------------------------------------------------------------------------------
    void CleanupDevice()
    {
    	if (g_pSamplerLinear)
    	{
    		g_pSamplerLinear->Release();
    	}
    	if (g_pConstantMatrixBuffer)
    	{
    		g_pConstantMatrixBuffer->Release();
    	}
    	if( g_pImmediateContext ) g_pImmediateContext->ClearState();
    	if( g_pVertexBuffer ) g_pVertexBuffer->Release();
    	if( g_pVertexLayout ) g_pVertexLayout->Release();
    	if( g_pVertexShader ) g_pVertexShader->Release();
    	if( g_pPixelShader ) g_pPixelShader->Release();
    	if( g_pRenderTargetView ) g_pRenderTargetView->Release();
    	if( g_pSwapChain ) g_pSwapChain->Release();
    	if( g_pImmediateContext ) g_pImmediateContext->Release();
    	if( g_pd3dDevice ) g_pd3dDevice->Release();
    }
    
    
    //--------------------------------------------------------------------------------------
    // Called every time the application receives a message
    //--------------------------------------------------------------------------------------
    LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
    {
    	PAINTSTRUCT ps;
    	HDC hdc;
    
    	switch( message )
    	{
    	case WM_PAINT:
    		hdc = BeginPaint( hWnd, &ps );
    		EndPaint( hWnd, &ps );
    		break;
    
    	case WM_DESTROY:
    		PostQuitMessage( 0 );
    		break;
    
    	default:
    		return DefWindowProc( hWnd, message, wParam, lParam );
    	}
    
    	return 0;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Render a frame
    //--------------------------------------------------------------------------------------
    void Render()
    {
    	// Clear the back buffer 
    	float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red,green,blue,alpha
    	g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, ClearColor );
        g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView,D3D11_CLEAR_DEPTH,1.0f,0);
    
    	//
    	// Update variables
    	//
    	SimpleMatrix cb;
    	cb.mWorld = XMMatrixTranspose( g_pWorld );
    	cb.mView = XMMatrixTranspose( g_View );
    	cb.mProject = XMMatrixTranspose( g_Project );
    
    	g_pImmediateContext->UpdateSubresource( g_pConstantMatrixBuffer, 0, NULL, &cb, 0, 0 );
    	
    	LightStruct g_Light ;
    	g_Light.lightAmbientColor =  lightAmbientColor;
    	g_Light.lightDiffuseColor =  lightDiffuseColor;
    	g_Light.lightDir = lightDir;
    	g_pImmediateContext->UpdateSubresource(g_pConstantLightBuffer,0,NULL,&g_Light,0,0);
    	// Render a triangle
    	g_pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
    	g_pImmediateContext->VSSetConstantBuffers(0,1,&g_pConstantMatrixBuffer);
    
    	g_pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
    	//BEGIN  提供纹理资源和采样状态给PixelShader使用
    	g_pImmediateContext->PSSetConstantBuffers(1,1,&g_pConstantLightBuffer);
    	g_pImmediateContext->PSSetShaderResources(0,1,&g_pTextureRV[0]);
    	g_pImmediateContext->PSSetSamplers(0,1,&g_pSamplerLinear);
    	//END
    	g_pImmediateContext->DrawIndexed( 3, 0 , 0 );
    
    
    	g_pImmediateContext->PSSetShaderResources(0,1,&g_pTextureRV[1]);
    	g_pImmediateContext->DrawIndexed(3,3,0);
    
    	// Present the information rendered to the back buffer to the front buffer (the screen)
    	g_pSwapChain->Present( 0, 0 );
    }
    

      fx:

    Texture2D texDiffuse : register(t0);
    SamplerState samLiner : register(s0);
    
    cbuffer cbMatrix : register(b0)
    {
    	matrix World;
    	matrix View;
    	matrix Projection;
    };
    
    cbuffer cbLight : register(b1)
    {
    	float4 ambientColor;
    	float4 diffuseColor;
    	float3 lightDir;
    	float  padding;
    
    };
    
    struct VS_INPUT
    {
    	float4 Pos : POSITION;
    	float2 tex : TEXCOORD0;
    	float3 nor : NORMAL;
    };
    
    struct PS_INPUT
    {
    	float4 Pos : SV_POSITION;
    	float2 tex : TEXCOORD0;
    	float4 nor : NORMAL ;
    };
    
    PS_INPUT VS( VS_INPUT input )
    {
    	PS_INPUT output=(PS_INPUT)0;
    	output.Pos = mul(input.Pos,World);
    	output.Pos = mul(output.Pos,View);
    	output.Pos = mul(output.Pos,Projection);
     
    	output.tex = input.tex;
    
    	output.nor = mul(input.nor,World);
        output.nor = normalize(output.nor);
        return output;
    }
    //--------------------------------------------------------------------------------------
    // Pixel Shader
    //--------------------------------------------------------------------------------------
    float4 PS( PS_INPUT input) : SV_Target
    {
    	float4 textureColor;
    	float3 ps_lightDir;
    	float lightIntensity;
    	float4 color;
    	textureColor = texDiffuse.Sample(samLiner,input.tex);
    
    	 color = ambientColor;
    	 ps_lightDir =  - lightDir;
    
    
    
    	lightIntensity = saturate(dot(input.nor,ps_lightDir));
    	color += (diffuseColor * lightIntensity);
    	color = saturate(color);
    	color = color*textureColor;
    	return  color;
    }
    

      

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  • 原文地址:https://www.cnblogs.com/dust-fly/p/3671815.html
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