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  • DirectX11 学习笔记3

    该方案将在进一步的程序 面向对象。 独立的模型类。更像是一个框架。

    其中以超过遇到了一个非常有趣的问题,。获得一晚。我读了好几遍,以找到其他的列子。必须放在某些功能Render里面实时更新,而不是仅仅进入初始化InitModel里边

    染多个物体的时候,缓冲区的内容是要随设备变化的。 话不多说直接上代码


    主程序main

    #include "D3DBase.h"
    #include "Axis.h"
    #include "Cube.h"
    class D3DProgam:public D3DBase
    {
    public:
    	virtual void Render();      //渲染
    	virtual HRESULT InitModel();//模型
    	virtual void CleanupDevice();//清理
    public:
    	AxisModel *axisModel;
    	CubeModel *cubeModel;
    };
    //实例化程序
    D3DProgam d3d;
    HRESULT D3DProgam::InitModel()
    {
    	
    	//init CubeModel
    	cubeModel=new CubeModel;
    	cubeModel->InitModel();
    	//init AxisModel
    	axisModel=new AxisModel;
    	axisModel->InitModel();
    	
    	return S_OK;
    }
    
    
    
    //渲染
    void D3DProgam::Render()
    {
    	//设置摄像机转动
    	setCamera();
    	//清除背景
    	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 );
    	//渲染模型
    	cubeModel->Render();
    	axisModel->Render();
    	//刷新背景缓冲到前景
    	g_pSwapChain->Present( 0, 0 );
    }
    void D3DProgam::CleanupDevice()
    {
    	D3DBase::CleanupDevice();//先调用父类的清理
    	axisModel->CleanupDevice();
    	cubeModel->CleanupDevice();
    
    }
    //程序開始
    int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
    {
    	return D3DBase::BeginD3D(d3d,hInstance,hPrevInstance,lpCmdLine,nCmdShow);
    }

    实现逻辑的程序尽可能精简和面向对象化了,当中 坐标轴和立方体为两个对象,我分别用2个类来表示

    class CubeModel
    {
    public:
    	HRESULT InitModel();
    	void Render();
    	void CleanupDevice();//清理
    public:
    	ID3D11Buffer*           g_pVertexBuffer;    //顶点缓冲
    	ID3D11Buffer*           g_pIndexBuffer;     //顶点索引
    
    };
    void CubeModel::CleanupDevice()
    {
    	if( g_pVertexBuffer ) g_pVertexBuffer->Release();
    	if( g_pIndexBuffer ) g_pIndexBuffer->Release();
    }
    void CubeModel::Render()
    {
    	// 绑定到管线
    	UINT stride = sizeof( SimpleVertex );
    	UINT offset = 0;
    	g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );
    	g_pImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0 );
    	g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
    	//更新常量缓冲区
    	ConstantBuffer cb;
    	cb.mWorld = XMMatrixTranspose( g_World );
    	cb.mView = XMMatrixTranspose( g_View );
    	cb.mProjection = XMMatrixTranspose( g_Projection );
    	g_pImmediateContext->UpdateSubresource( g_pConstantBuffer, 0, NULL, &cb, 0, 0 );
    	//渲染
    	g_pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
    	g_pImmediateContext->VSSetConstantBuffers( 0, 1, &g_pConstantBuffer );
    	g_pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
    	g_pImmediateContext->DrawIndexed( 36, 0, 0 );        // 36 vertices needed for 12 triangles in a triangle list
    }
    HRESULT CubeModel::InitModel()
    {
    	HRESULT hr = S_OK;
    	// Create vertex buffer
    	SimpleVertex vertices[] =
    	{
    		{ XMFLOAT3( -1.0f, 1.0f, -1.0f ),WHITE },
    		{ XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT4( 0.0f, 1.0f, 0.0f, 1.0f ) },
    		{ XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ) },
    		{ XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT4( 1.0f, 0.0f, 0.0f, 1.0f ) },
    		{ XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT4( 1.0f, 0.0f, 1.0f, 1.0f ) },
    		{ XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT4( 1.0f, 1.0f, 0.0f, 1.0f ) },
    		{ XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT4( 1.0f, 1.0f, 1.0f, 1.0f ) },
    		{ XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f ) },
    	};
    	D3D11_BUFFER_DESC bd;
    	ZeroMemory( &bd, sizeof(bd) );
    	bd.Usage = D3D11_USAGE_DEFAULT;
    	bd.ByteWidth = sizeof( SimpleVertex ) * 8;
    	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;
    
    	
    
    	// Create index buffer
    	WORD indices[] =
    	{
    		3,1,0,
    		2,1,3,
    
    		0,5,4,
    		1,5,0,
    
    		3,4,7,
    		0,4,3,
    
    		1,6,5,
    		2,6,1,
    
    		2,7,6,
    		3,7,2,
    
    		6,4,5,
    		7,4,6,
    	};
    	bd.Usage = D3D11_USAGE_DEFAULT;
    	bd.ByteWidth = sizeof( WORD ) * 36;        // 36 vertices needed for 12 triangles in a triangle list
    	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;
    
    	// 创建常量缓冲区
    
    	ZeroMemory( &bd, sizeof(bd) );
    	bd.Usage = D3D11_USAGE_DEFAULT;
    	bd.ByteWidth = sizeof(ConstantBuffer);
    	bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    	bd.CPUAccessFlags = 0;
    	g_pd3dDevice->CreateBuffer( &bd, NULL, &g_pConstantBuffer );
    
    	return S_OK;
    	
    }

    class AxisModel
    {
    public:
    	HRESULT InitModel();
    	void Render();
    	void CleanupDevice();//清理
    public:
    	ID3D11Buffer*           g_pVertexBuffer;    //顶点缓冲
    	ID3D11Buffer*           g_pIndexBuffer;     //顶点索引
    	
    };
    void AxisModel::CleanupDevice()
    {
    	if( g_pVertexBuffer ) g_pVertexBuffer->Release();
    	if( g_pIndexBuffer ) g_pIndexBuffer->Release();
    }
    void AxisModel::Render()
    {
    	//绑定渲染管线
    	UINT stride = sizeof( SimpleVertex );
    	UINT offset = 0;
    	g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );
    	g_pImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0 );
    	g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_LINELIST );
    	//常量缓冲区
    	ConstantBuffer cb;
    	cb.mWorld = XMMatrixTranspose( g_World );
    	cb.mView = XMMatrixTranspose( g_View );
    	cb.mProjection = XMMatrixTranspose( g_Projection );
    	g_pImmediateContext->UpdateSubresource( g_pConstantBuffer, 0, NULL, &cb, 0, 0 );
    	//渲染绘制
    	g_pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
    	g_pImmediateContext->VSSetConstantBuffers( 0, 1, &g_pConstantBuffer );
    	g_pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
    	g_pImmediateContext->DrawIndexed( 6, 0, 0 );        // 36 vertices needed for 12 triangles in a triangle list
    }
    HRESULT AxisModel::InitModel()
    {
    	HRESULT hr = S_OK;
    	//定义顶点缓冲
    	SimpleVertex vertices[] =
    	{
    		{ XMFLOAT3( 0.0f, 0.0f, 0.0f),RED }, //x轴
    		{ XMFLOAT3( 10.0f, 0.0f, 0.0f ),RED },
    		{ XMFLOAT3( 0.0f, 0.0f, 0.0f ), GREEN },//y轴
    		{ XMFLOAT3( 0.0f, 10.0f, 0.0f ), GREEN },
    		{ XMFLOAT3( 0.0f, 0.0f, 0.0f ), BLUE },//z轴
    		{ XMFLOAT3( 0.0f, 0.0f, 10.0f ),BLUE },
    	};
    	//创建顶点缓冲区
    	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;
    
    
    	//定义索引缓冲
    	WORD indices[] =
    	{
    		0,1,2,3,4,5
    	};
    	bd.Usage = D3D11_USAGE_DEFAULT;
    	bd.ByteWidth = sizeof( WORD ) * 6;        // 36 vertices needed for 12 triangles in a triangle list
    	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;
    	// 创建常量缓冲区
    
    	ZeroMemory( &bd, sizeof(bd) );
    	bd.Usage = D3D11_USAGE_DEFAULT;
    	bd.ByteWidth = sizeof(ConstantBuffer);
    	bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    	bd.CPUAccessFlags = 0;
    	g_pd3dDevice->CreateBuffer( &bd, NULL, &g_pConstantBuffer );
    	
    
    	
    	return S_OK;
    }

    细心地就会发现上面两个模型类是一摸一样的结构,事实上还能够定义一个模型基类,使他们都继承。

    这样就更加面向对象化了

    两个类的作用详细在凝视里面已经有了

    1: 定义顶点缓冲  

    2:定义索引缓冲

    3:定义常量缓冲 (作用是存储世界矩阵。观察矩阵,投影矩阵) 由于后面这个矩阵是随渲染时间的变换而变换的,因此后面会在Render里面再实时更新

    4:  Render 渲染 

    这里就是之前我出过的一次错误,渲染的时候记得 要将顶点缓冲区,索引缓冲区告诉设备,绑定到设备,并且是实时的。然后常量缓冲区也要告诉着色器

    然后就是绘制。

    最后一个文件就是基类。这个是一堆初始化设备,windows窗体的函数,变动差点儿没有

    #include <windows.h>
    #include <d3d11.h>
    #include <d3dx11.h>
    #include <d3dcompiler.h>
    #include <xnamath.h>
    #include "resource.h"
    
    //--------------------------------------------------------------------------------------
    // 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;
    ID3D11Texture2D*        g_pDepthStencil = NULL;
    ID3D11DepthStencilView* g_pDepthStencilView = 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_pConstantBuffer = NULL;  //转换矩阵缓冲
    //转换矩阵
    XMMATRIX                g_World;
    XMMATRIX                g_View;
    XMMATRIX                g_Projection;
    const XMFLOAT4 WHITE(1.0f, 1.0f, 1.0f, 1.0f); 
    const XMFLOAT4 BLACK(0.0f, 0.0f, 0.0f, 1.0f); 
    const XMFLOAT4 RED(1.0f, 0.0f, 0.0f, 1.0f); 
    const XMFLOAT4 GREEN(0.0f, 1.0f, 0.0f, 1.0f); 
    const XMFLOAT4 BLUE(0.0f, 0.0f, 1.0f, 1.0f); 
    const XMFLOAT4 YELLOW(1.0f, 1.0f, 0.0f, 1.0f); 
    const XMFLOAT4 CYAN(0.0f, 1.0f, 1.0f, 1.0f); //蓝绿色 
    const XMFLOAT4 MAGENTA(1.0f, 0.0f, 1.0f, 1.0f); //洋红色
    
    const XMFLOAT4 BEACH_SAND(1.0f, 0.96f, 0.62f, 1.0f); 
    const XMFLOAT4 LIGHT_YELLOW_GREEN(0.48f, 0.77f, 0.46f, 1.0f); 
    const XMFLOAT4 DARK_YELLOW_GREEN(0.1f, 0.48f, 0.19f, 1.0f); 
    const XMFLOAT4 DARKBROWN(0.45f, 0.39f, 0.34f, 1.0f);
    //--------------------------------------------------------------------------------------
    // Structures
    //--------------------------------------------------------------------------------------
    struct SimpleVertex
    {
    	XMFLOAT3 Pos;//位置
    	XMFLOAT4 Color;//颜色
    };
    struct ConstantBuffer
    {
    	XMMATRIX mWorld;//世界矩阵
    	XMMATRIX mView;//观察矩阵
    	XMMATRIX mProjection;//投影矩阵
    };
    class D3DBase
    {
    public:
    	//--------------------------------------------------------------------------------------
    	// Forward declarations
    	//--------------------------------------------------------------------------------------
    	D3DBase():vX(0),vY(0),vZ(0),rX(0),rY(0),rZ(0){};
    	HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow,float w,float h );
    	virtual HRESULT InitDevice();
    	virtual void Render()=0;
    	virtual HRESULT InitModel()=0;
    	virtual HRESULT VS_Shader();
    	virtual HRESULT InputLayout();
    	virtual HRESULT PS_Shader();
    	virtual void setCamera();
    	static int BeginD3D(D3DBase &d3d,HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow);
    	virtual void CleanupDevice();
    	virtual HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut );
    public:
    	ID3DBlob* pVSBlob,*pPSBlob;
    	UINT width;
    	UINT height;
    	float vX,vY,vZ;// 观察矩阵 Eye的坐标
    	float rX,rY,rZ;// 旋转的角度
    };
    LRESULT CALLBACK   WndProc( HWND, UINT, WPARAM, LPARAM );
    
    //--------------------------------------------------------------------------------------
    // Register class and create window
    //--------------------------------------------------------------------------------------
    HRESULT D3DBase::InitWindow( HINSTANCE hInstance, int nCmdShow,float w,float h )
    {
    	// 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, w, h };
    	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;
    }
    
    
    
    //--------------------------------------------------------------------------------------
    // Create Direct3D device and swap chain
    //--------------------------------------------------------------------------------------
    HRESULT D3DBase::InitDevice()
    {
    	HRESULT hr = S_OK;
    
    	RECT rc;
    	GetClientRect( g_hWnd, &rc );
    	width = rc.right - rc.left;
    	height = rc.bottom - rc.top;
    
    	UINT createDeviceFlags = 0;
    #ifdef _DEBUG
    	createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
    #endif
    
    	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 );
    
    	//交换链定义
    	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;
    
    	// 创建渲染目标视图
    	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;
    	//定义深度缓冲
    	D3D11_TEXTURE2D_DESC descDepth;
    	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_pDepthStencil );
    	if( FAILED( hr ) )
    		return hr;
    
    	//创建深度缓冲视图
    	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_pDepthStencil, &descDSV, &g_pDepthStencilView );
    	if( FAILED( hr ) )
    		return hr;
    
    	g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView );
    
    	//设置视口
    	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 );
    
    	return S_OK;
    }
    HRESULT D3DBase::PS_Shader()
    {
    	// Compile the pixel shader
    	HRESULT hr=S_OK;
    	hr = CompileShaderFromFile( L"Tutorial.fx", "PS", "ps_4_0", &pPSBlob );
    	if( FAILED( hr ) )
    	{
    		MessageBox( NULL,
    			L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", 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;
    }
    HRESULT D3DBase::InputLayout()
    {
    	HRESULT hr = S_OK;
    	// Define the input layout
    	D3D11_INPUT_ELEMENT_DESC layout[] =
    	{
    		{ "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 },
    	};
    	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 );
    
    }
    HRESULT D3DBase::VS_Shader()
    {
    	HRESULT hr = S_OK;
    	// Compile the vertex shader
    	
    	hr = CompileShaderFromFile( L"Tutorial.fx", "VS", "vs_4_0", &pVSBlob );
    	if( FAILED( hr ) )
    	{
    		MessageBox( NULL,
    			L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", 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;
    	}
    	return S_OK;
    }
    //摄像机
    void D3DBase::setCamera()
    {
    	//按键事件
    	//假设A,S,D,W,Q,E,Z,X,C键按下。移动摄像机
    	if(GetAsyncKeyState('W') & 0x8000)	//前
    		vZ+=0.001f;
    	if(GetAsyncKeyState('S') & 0x8000)	//后
    		vZ-=0.001f;
    	if(GetAsyncKeyState('A') & 0x8000)  //左
    		vX-=0.001f; 
    	if(GetAsyncKeyState('D') & 0x8000)   //右
    		vX+=0.001f; 
    	if(GetAsyncKeyState('Q') & 0x8000)    //上
    		vY+=0.001f;
    	if(GetAsyncKeyState('E') & 0x8000)    //下
    		vY-=0.001f;
    	//旋转
    	if(GetAsyncKeyState('Z') & 0x8000)    //x轴
    		rX+=0.001f;
    	if(GetAsyncKeyState('X') & 0x8000)    //y轴
    		rY+=0.001f;
    	if(GetAsyncKeyState('C') & 0x8000)    //z轴
    		rZ+=0.001f;
    	// 世界矩阵
    	g_World = XMMatrixIdentity();
    
    	// 观察矩阵
    	XMVECTOR Eye = XMVectorSet( 0.0f+vX, 1.0f+vY, -5.0f+vZ, 0.0f );
    	XMVECTOR At = XMVectorSet( 0.0f+vX, 1.0f+vY, 0.0f, 0.0f );
    	XMVECTOR Up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
    	g_View = XMMatrixLookAtLH( Eye, At, Up );
    	g_View*=XMMatrixRotationX(rX)*XMMatrixRotationY(rY)*XMMatrixRotationZ(rZ); 
    	// 投影矩阵
    	g_Projection = XMMatrixPerspectiveFovLH( XM_PIDIV2, width / (FLOAT)height, 0.01f, 100.0f );
    	// Update our time
    	static float t = 0.0f;
    	if( g_driverType == D3D_DRIVER_TYPE_REFERENCE )
    	{
    		t += ( float )XM_PI * 0.0125f;
    	}
    	else
    	{
    		static DWORD dwTimeStart = 0;
    		DWORD dwTimeCur = GetTickCount();
    		if( dwTimeStart == 0 )
    			dwTimeStart = dwTimeCur;
    		t = ( dwTimeCur - dwTimeStart ) / 1000.0f;
    	}
    
    	//
    	// Animate the cube
    	//
    	g_World = XMMatrixRotationY( t );
    
    }
    //--------------------------------------------------------------------------------------
    // Helper for compiling shaders with D3DX11
    //--------------------------------------------------------------------------------------
    HRESULT D3DBase::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;
    }
    
    
    
    
    //--------------------------------------------------------------------------------------
    // Clean up the objects we've created
    //--------------------------------------------------------------------------------------
    void D3DBase::CleanupDevice()
    {
    	if( g_pImmediateContext ) g_pImmediateContext->ClearState();
    	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();
    	if( g_pConstantBuffer ) g_pConstantBuffer->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;
    }
    
    int D3DBase::BeginD3D(D3DBase &d3d,HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow)
    {
    	UNREFERENCED_PARAMETER( hPrevInstance );
    	UNREFERENCED_PARAMETER( lpCmdLine );
    
    	//初始化window窗体
    	if( FAILED( d3d.InitWindow( hInstance, nCmdShow ,640,480) ) )
    		return 0;
    	//初始化设备
    	if( FAILED( d3d.InitDevice() ) )
    	{
    		d3d.CleanupDevice();
    		return 0;
    	}
    	//初始化
    	d3d.VS_Shader();  //顶点着色器
    	d3d.InputLayout();//顶点结构
    	d3d.PS_Shader();  //像素着色器
    	d3d.InitModel(); //构造顶点模型数据
    	//消息循环
    	MSG msg = {0};
    	while( WM_QUIT != msg.message )
    	{
    		if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
    		{
    			TranslateMessage( &msg );
    			DispatchMessage( &msg );
    		}
    		else
    		{
    			//開始渲染
    			d3d.Render();
    		}
    	}
    	d3d.CleanupDevice();
    	return ( int )msg.wParam;
    }

    效果:


    这个效果学习的最初列子来自博客http://www.cnblogs.com/mikewolf2002/archive/2012/03/18/2404564.html

    版权声明:本文博主原创文章。博客,未经同意不得转载。

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  • 原文地址:https://www.cnblogs.com/mengfanrong/p/4868868.html
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