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  • C++小项目:directx11图形程序(七):modelclass

    模型类是世界空间中的表示物体的类,那么他的所做的事就是加载模型,移动模型,渲染模型

    modelclass.h

     1 #pragma once
     2 
     3 #include <d3d11.h>
     4 #include <d3dcompiler.h>
     5 #include <D3DX11.h>
     6 #include <xnamath.h>
     7 #include<fstream>
     8 using namespace std;
     9 #pragma comment(lib,"d3dx11.lib")
    10 #pragma comment(lib,"d3d11.lib")
    11 #pragma comment(lib,"d3dcompiler.lib")
    12 class modelclass
    13 {
    14 public:
    15     modelclass();
    16     ~modelclass();
    17 
    18     void Render(ID3D11DeviceContext* context,XMMATRIX& viewmatrix, XMMATRIX& promatrix, D3D11_PRIMITIVE_TOPOLOGY geometry,
    19         ID3D11VertexShader* vertexshader, ID3D11PixelShader* pixelshader);
    20     bool Initialize(ID3D11Device *device, LPCWSTR model, LPCWSTR texture);
    21     void Setposition(float x, float y, float z);
    22     void RotationAxis(XMVECTOR axis, float angle);
    23     void Shutdown();
    24 
    25 private:
    26     bool Loadmodel(LPCWSTR file);
    27     bool Loadtexture(LPCWSTR file, ID3D11Device* device);
    28 
    29     struct vertex
    30     {
    31         XMFLOAT3 pos;
    32         XMFLOAT2 tex;
    33     };
    34     
    35     struct constantBuffer
    36     {
    37         XMMATRIX world;
    38         XMMATRIX view;
    39         XMMATRIX pro;
    40     };
    41 
    42     ID3D11Buffer *m_vertexBuffer, *m_indexBuffer;
    43     ID3D11Buffer *m_constantBuffer;
    44     int m_vertexCount, m_indexCount;
    45     ID3D11ShaderResourceView* m_Texture;
    46     ID3D11SamplerState *m_samplerstate;
    47     vertex* m_vertexlist;
    48     XMMATRIX m_worldMatrix;
    49 };

    他的公共方法如前所述:Render()渲染模型,Initialize()初始化(加载模型),Setposition()移动模型,RotationAxis()绕轴旋转。

    两个私有数据结构,顶点和常量缓存,分别是用来构造顶点缓存和常量缓存的。

    私有成员:顶点缓存,索引缓存,常量缓存,顶点个数,索引个数,纹理源视图,取样器状态,顶点列表,及世界变换矩阵。

    modelclass.cpp

      1 #include "modelclass.h"
      2 
      3 
      4 modelclass::modelclass()
      5 {
      6     m_worldMatrix = XMMatrixIdentity();
      7 }
      8 
      9 
     10 modelclass::~modelclass()
     11 {
     12 }
     13 
     14 
     15 bool modelclass::Initialize(ID3D11Device* device,LPCWSTR model,LPCWSTR texture)
     16 {
     17     HRESULT hr = S_OK;
     18     bool m=Loadmodel(model);
     19     bool t=Loadtexture(texture,device);    
     20 
     21     D3D11_BUFFER_DESC bd;
     22     ZeroMemory(&bd, sizeof(bd));
     23     bd.Usage = D3D11_USAGE_DEFAULT;
     24     bd.ByteWidth = sizeof(vertex)* m_vertexCount;
     25     bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
     26     bd.CPUAccessFlags = 0;
     27     D3D11_SUBRESOURCE_DATA InitData;
     28     InitData.pSysMem = m_vertexlist;
     29     hr = device->CreateBuffer(&bd, &InitData, &m_vertexBuffer);
     30     if (FAILED(hr))
     31     {
     32         return false;
     33     }
     34 
     35 
     36     WORD *indices = new WORD[m_indexCount];
     37     for (int i = 0; i < m_indexCount; i++)
     38     {
     39         indices[i] = i;
     40     }    
     41     D3D11_BUFFER_DESC bd1;
     42     ZeroMemory(&bd1, sizeof(bd1));
     43     bd1.Usage = D3D11_USAGE_DEFAULT;
     44     bd1.ByteWidth = sizeof(WORD)* m_indexCount;      
     45     bd1.BindFlags = D3D11_BIND_INDEX_BUFFER;
     46     bd1.CPUAccessFlags = 0;
     47     D3D11_SUBRESOURCE_DATA InitData1;
     48     InitData1.pSysMem = indices;
     49     hr = device->CreateBuffer(&bd1, &InitData1, &m_indexBuffer);    
     50     if (FAILED(hr))
     51     {
     52         return false;
     53     }
     54 
     55 
     56     D3D11_BUFFER_DESC bd2;
     57     ZeroMemory(&bd2, sizeof(bd2));
     58     bd2.Usage = D3D11_USAGE_DEFAULT;
     59     bd2.ByteWidth = sizeof(constantBuffer);
     60     bd2.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
     61     bd2.CPUAccessFlags = 0;
     62     hr = device->CreateBuffer(&bd2, NULL, &m_constantBuffer);
     63     if (FAILED(hr))
     64     {
     65         return false;
     66     }
     67 
     68 
     69     D3D11_SAMPLER_DESC sampDesc;
     70     ZeroMemory(&sampDesc, sizeof(sampDesc));
     71     sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
     72     sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
     73     sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
     74     sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
     75     sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
     76     sampDesc.MinLOD = 0;
     77     sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
     78     device->CreateSamplerState(&sampDesc, &m_samplerstate);
     79 
     80     delete[] indices;
     81     indices = 0;
     82 
     83     return true;
     84 }
     85 
     86 
     87 bool modelclass::Loadmodel(LPCWSTR file)
     88 {
     89     ifstream fin;
     90     char input;
     91     
     92     fin.open(file);
     93     if (fin.fail())
     94     {
     95         return false;
     96     }
     97 
     98     fin.get(input);
     99     while (input != ':')
    100     {
    101         fin.get(input);
    102     }
    103 
    104     fin >> m_vertexCount;
    105     
    106     m_indexCount = m_vertexCount;
    107 
    108     m_vertexlist = new vertex[m_vertexCount];
    109     if (!m_vertexlist)
    110     {
    111         return false;
    112     }
    113 
    114     fin.get(input);
    115     while (input != ':')
    116     {
    117         fin.get(input);
    118     }
    119     fin.get(input);
    120     fin.get(input);
    121 
    122     for (int i = 0; i<m_vertexCount; i++)
    123     {
    124         fin >> m_vertexlist[i].pos.x >> m_vertexlist[i].pos.y >> m_vertexlist[i].pos.z;
    125         fin >> m_vertexlist[i].tex.x >> m_vertexlist[i].tex.y;        
    126     }
    127 
    128     fin.close();
    129     return true;
    130 }
    131 
    132 
    133 bool modelclass::Loadtexture(LPCWSTR file,ID3D11Device* device)
    134 {
    135     D3DX11CreateShaderResourceViewFromFile(device, file, NULL, NULL, &m_Texture, NULL);
    136     return true;
    137 }
    138 
    139 
    140 void modelclass::Render(ID3D11DeviceContext* context, XMMATRIX& viewmatrix, XMMATRIX& pro, D3D11_PRIMITIVE_TOPOLOGY geometry,
    141     ID3D11VertexShader* vertexshader,ID3D11PixelShader* pixelshader)
    142 {
    143     UINT stride = sizeof(vertex);
    144     UINT offset = 0;
    145     context->IASetVertexBuffers(0,1,&m_vertexBuffer,&stride,&offset);
    146     context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
    147     context->IASetPrimitiveTopology(geometry);
    148 
    149     constantBuffer cb;
    150     XMMATRIX worldmatrix = m_worldMatrix;
    151     XMMATRIX promatrix = pro;
    152     cb.world = XMMatrixTranspose(worldmatrix);
    153     cb.view = XMMatrixTranspose(viewmatrix);
    154     cb.pro = XMMatrixTranspose(promatrix);
    155 
    156     context->UpdateSubresource(m_constantBuffer, 0, NULL, &cb, 0, 0);
    157 
    158     context->VSSetShader(vertexshader, NULL, 0);
    159     context->VSSetConstantBuffers(0, 1, &m_constantBuffer);
    160     context->PSSetShader(pixelshader, NULL, 0);
    161 
    162     context->PSSetShaderResources(0, 1, &m_Texture);
    163     context->PSSetSamplers(0, 1, &m_samplerstate);
    164     context->DrawIndexed(m_vertexCount, 0, 0);    
    165 }
    166 
    167 
    168 void modelclass::Setposition(float x, float y, float z)
    169 {
    170     m_worldMatrix = XMMatrixTranslation(x, y, z);
    171 }
    172 
    173 
    174 void modelclass::RotationAxis(XMVECTOR axis, float angle)
    175 {
    176     m_worldMatrix *= XMMatrixRotationAxis(axis, angle);
    177 }
    178 
    179 
    180 void modelclass::Shutdown()
    181 {
    182     if (m_samplerstate)
    183     {
    184         m_samplerstate->Release();
    185     }
    186     if (m_constantBuffer)
    187     {
    188         m_constantBuffer->Release();
    189     }
    190     if (m_indexBuffer)
    191     {
    192         m_indexBuffer->Release();
    193     }
    194     if (m_vertexBuffer)
    195     {
    196         m_vertexBuffer->Release();
    197     }
    198     if (m_Texture)
    199     {
    200         m_Texture->Release();
    201     }
    202     if (m_vertexlist)
    203     {
    204         delete[] m_vertexlist;
    205         m_vertexlist = 0;
    206     }
    207 }

    initialize():

    • 调用私有方法加载模型和纹理。加载完模型后,顶点列表,顶点个数已经有值了;加载完纹理后,纹理资源视图也有值了。
    • 填充顶点缓存描述数据结构,将顶点列表填充到源数据数据结构的pSysmem字段,然后根据顶点描述数据结构和源数据数据结构创建顶点缓存
    • for循环填充索引,填充索引缓存描述数据结构,填充源数据数据结构,创建索引缓存
    • 填充常量缓存描述数据结构,并创建常量缓存
    • 填充取样器描述数据结构,并创建取样器状态

    私有方法Loadmodel():

    从磁盘读取一个文件,该文件包含顶点信息,顶点个数该文件如下

    Vertex Count: 6
    
    Data:
    
    -1.0 -1.0 0.0 0.0 1.0
    -1.0 1.0 0.0 0.0 0.0
    1.0 -1.0 0.0 1.0 1.0
    -1.0 1.0 0.0 0.0 0.0
    1.0 1.0 0.0 1.0 0.0
    1.0 -1.0 0.0 1.0 1.0

    这是一个txt文件,有6个顶点,每个顶点有3个位置坐标信息和2个纹理坐标信息。

    这个方法很简单,就不多做叙述了。

    Render():

    • 设置创建好的顶点缓存
    • 设置创建好的索引缓存
    • 设置图形绘制方式
    • 将世界转换矩阵,观察矩阵,投影矩阵填充在常量缓存里的各个字段中,并更新常量缓存
    • 设置顶点着色器
    • 设置常量缓存
    • 设置像素着色器
    • 设置纹理源
    • 设置取样器的取样方式
    • 绘制各个顶点

    Setposition(),RotationAxis():

    这两个方法只是作用于世界转换矩阵,没什么好说的,他们就是用来将模型翻转或平移的

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  • 原文地址:https://www.cnblogs.com/woody-245/p/5598571.html
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