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DirectX11 学习笔记4 - 一个完整的封装框架
本程序主要由5个文件组成。1个CPP 4个H文件 本来H文件可以分为4个CPP4个H,但是感觉太多了,就写到一起了
XMain
这个文件就是windows程序的入口函数
<span style="font-size:14px;">//入口 int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline, int iCmdshow) { XWindow *xwindow=new XWindow; xwindow->init(); //初始化 xwindow->close(); delete xwindow; return 0; }</span>
接下来就是进入XWindow.h
XWindow.h
首先是init()
xwidth=500; xheight=400; x_input=new XInput; x_graphics=new XGraphics; //创建窗口 initWindows(xwidth,xheight,L"Engine"); //初始化键盘 x_input->init(); //初始化渲染 x_graphics->init(xwidth,xheight,m_hwnd); //消息循环 runWindows(); //关闭窗口 closeWindows();主要就是创建了 窗口,键初始化,渲染初始化。 然后就可以开始我们的消息循环了。
窗口初始化学过windows编程的就知道比较简单,然后x_input后面讲。
唯一与Directx相关的就是消息循环和渲染了。
其中消息循环:
MSG msg; // 初始化消息结构. ZeroMemory(&msg, sizeof(MSG)); // 循环进行消息处理 while(!Xexit) { // 处理windows消息. if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } // 接收到WM_QUIT消息,退出程序. if(msg.message == WM_QUIT) { Xexit=true; } else { //渲染 Xexit=!frame(); } }
加了一个frame函数, 意思就是除了接受windows的正常消息之外。还不断的循环着一个函数frame.
这个frame就是渲染有关的啦。
bool XWindow::frame() { //判断是否按下ESC键 if(x_input->isKeyDown(VK_ESCAPE)) return false; //开始渲染 return x_graphics->frame(); }
bool XGraphics::frame() { bool hr=render(); return hr; }
bool XGraphics::render() { x_d3d->begin(0.0f,0.0f,0.5f,1.0f);//蓝色 x_d3d->end(); return true; }
如上面一层一层的调用。其实最终就是绘制了一个蓝色的背景。之所以写这么多层,而不在一个程序里2行代码搞定,是因为之后的工程越来越大,全部放一个文件,会非常难分析其逻辑,而且非常难修改。
XGraphics
以后主要代码就是写在这个类里面了,现在还是空空的。
XD3Device
这个类就是做这个框架的意义了。
里面的init() 初始化了一堆很复杂,很烦躁的。 设备链,深度模板缓冲,各种状态绑定等等。都是一次性的。后面只需要改改参数就行。所以把它隔离到这个类。
只要在用的时候轻轻调用一个函数就可以了
bool XGraphics:: init(int screenWidth, int screenHeight, HWND hwnd) { x_d3d=new XD3Device; bool hr=x_d3d->init(screenWidth,screenHeight,VSYNC_ENABLED,hwnd,FULL_SCREEN,SCREEN_DEPTH,SCREEN_NEAR); if(!hr) { MessageBox(hwnd, L"Could not initialize Direct3D", L"Error", MB_OK); return false; } return true; }
全部代码
XGraphics.h
效果
#pragma once #include <windows.h> #include "XD3Device.h" ///////////// // GLOBALS // ///////////// const bool FULL_SCREEN = false; //是否全屏 const bool VSYNC_ENABLED = true; //是否垂直同步 const float SCREEN_DEPTH = 1000.0f; //深度,远点 const float SCREEN_NEAR = 0.1f; //深度,近点 class XGraphics { public: bool init(int, int, HWND); //初始化渲染设备 void close(); bool frame(); private: bool render(); private: XD3Device *x_d3d; }; bool XGraphics:: init(int screenWidth, int screenHeight, HWND hwnd) { x_d3d=new XD3Device; bool hr=x_d3d->init(screenWidth,screenHeight,VSYNC_ENABLED,hwnd,FULL_SCREEN,SCREEN_DEPTH,SCREEN_NEAR); if(!hr) { MessageBox(hwnd, L"Could not initialize Direct3D", L"Error", MB_OK); return false; } return true; } void XGraphics::close() { if(x_d3d) { x_d3d->close(); delete x_d3d; x_d3d=0; } } bool XGraphics::frame() { bool hr=render(); return hr; } bool XGraphics::render() { x_d3d->begin(0.0f,0.0f,0.5f,1.0f);//蓝色 x_d3d->end(); return true; }
XWindows.h
#pragma once //定义该宏能够减少windows头文件的大小,使编译器不编译一些不必要的文件,加快编译时间 #define WIN32_LEAN_AND_MEAN #include <Windows.h> #include "XGraphics.h" #include "XInput.h" //退出 static bool Xexit=false; //全屏 static bool fullScreen=false; class XWindow { private: //窗口类名字 LPCWSTR m_applicationName; //实例句柄 HINSTANCE m_hinstance; //窗口句柄 HWND m_hwnd; int xwidth,xheight; //按键类 XInput * x_input; //图形类 XGraphics * x_graphics; private: //初始化窗口 void initWindows(int& screenWidth, int& screenHeight,LPCWSTR m_applicationName); //关闭窗口 void closeWindows(); //消息循环 void runWindows(); public: //初始化全局 virtual void init(); //渲染 virtual bool frame(); //退出 virtual void close(); //消息函数 LRESULT CALLBACK MessageHandler(HWND, UINT, WPARAM, LPARAM); }; //消息循环回调函数 static LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); static XWindow * appXWindow=NULL; void XWindow::close() { if(x_input) { delete x_input; x_input=NULL; } if(x_graphics) { x_graphics->close(); delete x_graphics; x_graphics=NULL; } } void XWindow::init() { xwidth=500; xheight=400; x_input=new XInput; x_graphics=new XGraphics; //创建窗口 initWindows(xwidth,xheight,L"Engine"); //初始化键盘 x_input->init(); //初始化渲染 x_graphics->init(xwidth,xheight,m_hwnd); //消息循环 runWindows(); //关闭窗口 closeWindows(); } bool XWindow::frame() { //判断是否按下ESC键 if(x_input->isKeyDown(VK_ESCAPE)) return false; //开始渲染 return x_graphics->frame(); } void XWindow::initWindows(int& screenWidth, int& screenHeight,LPCWSTR m_applicationName) { WNDCLASSEX wc; DEVMODE dmScreenSettings; int posX, posY; this->m_applicationName=m_applicationName; // 得到应用程序实例句柄 m_hinstance = GetModuleHandle(NULL); appXWindow=this; // 设置窗口类参数. wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; wc.lpfnWndProc = WndProc; //指定回调函数 wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = m_hinstance; wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); wc.hIconSm = wc.hIcon; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); //默认黑色窗口黑色背景 wc.lpszMenuName = NULL; wc.lpszClassName = m_applicationName; wc.cbSize = sizeof(WNDCLASSEX); // 注册窗口类 RegisterClassEx(&wc); // 根据是否全屏设置不同的分辨率. if(fullScreen) { // 得到windows桌面分辨率 screenWidth = GetSystemMetrics(SM_CXSCREEN); screenHeight = GetSystemMetrics(SM_CYSCREEN); //全屏模式下,设置窗口大小为windows桌面分辨率. memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); dmScreenSettings.dmSize = sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = (unsigned long)screenWidth; dmScreenSettings.dmPelsHeight = (unsigned long)screenHeight; dmScreenSettings.dmBitsPerPel = 32; dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; // 临时设置显示设备为全屏模式,注意:应用程序退出时候,将恢复系统默认设置。 ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN); // 设置窗口的左上角坐标位置为(0,0). posX = posY = 0; } else { // 窗口左上角坐标位置,posX, posY posX = (GetSystemMetrics(SM_CXSCREEN) - screenWidth) / 2; posY = (GetSystemMetrics(SM_CYSCREEN) - screenHeight) / 2; } // 全屏和窗口使用不同的参数. if( fullScreen) { m_hwnd = CreateWindowEx(WS_EX_APPWINDOW, m_applicationName, m_applicationName, WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_POPUP, posX, posY, screenWidth, screenHeight, NULL, NULL, m_hinstance, NULL); } else { m_hwnd = CreateWindowEx(WS_EX_APPWINDOW, m_applicationName, m_applicationName, WS_OVERLAPPEDWINDOW, posX, posY, screenWidth, screenHeight, NULL, NULL, m_hinstance, NULL); } // 显示窗口并设置其为焦点. ShowWindow(m_hwnd, SW_SHOW); SetForegroundWindow(m_hwnd); SetFocus(m_hwnd); // 隐藏鼠标. //ShowCursor(false); } void XWindow::runWindows() { MSG msg; // 初始化消息结构. ZeroMemory(&msg, sizeof(MSG)); // 循环进行消息处理 while(!Xexit) { // 处理windows消息. if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } // 接收到WM_QUIT消息,退出程序. if(msg.message == WM_QUIT) { Xexit=true; } else { //渲染 Xexit=!frame(); } } return; } LRESULT CALLBACK WndProc(HWND hwnd, UINT umessage, WPARAM wparam, LPARAM lparam) { switch(umessage) { // 窗口销毁消息. case WM_DESTROY: case WM_CLOSE: { PostQuitMessage(0); return 0; } break; //MessageHandle过程处理其它所有消息. default: { return appXWindow->MessageHandler(hwnd, umessage, wparam, lparam); } break; } } LRESULT CALLBACK XWindow::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam, LPARAM lparam) { switch(umsg) { // 检测按键消息. case WM_KEYDOWN: x_input->keyDown(wparam); break; case WM_KEYUP: x_input->keyUp(wparam); break; //任何其它消息发送到windows缺省处理. default: { return DefWindowProc(hwnd, umsg, wparam, lparam); } } return 0; } void XWindow::closeWindows() { //显示光标. //ShowCursor(true); // 恢复默认显示设置. if(fullScreen) { ChangeDisplaySettings(NULL, 0); } //释放窗口句柄. DestroyWindow(m_hwnd); m_hwnd = NULL; // 释放应用程序实例. UnregisterClass(m_applicationName, m_hinstance); m_hinstance = NULL; appXWindow=NULL; return; }
XInput.h
#pragma once class XInput { public: void init(); void keyDown(unsigned int); void keyUp(unsigned int); bool isKeyDown(unsigned int); private: bool x_keys[256]; }; void XInput::init() { int i; // 初始所有的键都是非按下状态. for(i=0; i<256; i++) { x_keys[i] = false; } return; } void XInput::keyDown(unsigned int input) { //键被按下. x_keys[input] = true; return; } void XInput::keyUp(unsigned int input) { //键被按下. x_keys[input] = false; return; } bool XInput::isKeyDown(unsigned int key) { // 判断键是否被按下? return x_keys[key]; }
XMain.cpp
#include "XWindow.h" //入口 int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline, int iCmdshow) { XWindow *xwindow=new XWindow; xwindow->init(); //初始化 xwindow->close(); delete xwindow; return 0; }
XD3Device.h
</pre><pre name="code" class="cpp">#pragma once #pragma comment(lib, "dxgi.lib") #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dx11.lib") #pragma comment(lib, "d3dx10.lib") #include <dxgi.h> #include <d3dcommon.h> #include <d3d11.h> #include <d3dx10math.h> #include <xnamath.h> class XD3Device { public: XD3Device(); //3D设备所有初始化 bool init(int, int, bool, HWND, bool, float, float); //关闭设备 void close(); //开始渲染设备 void begin(float, float, float, float); //显示到前景 void end(); public: bool m_vsync_enabled; //是否启用垂直同步 IDXGISwapChain* m_swapChain; //交换链对象 ID3D11Device* m_device; //设备对象 ID3D11DeviceContext* m_deviceContext; //设备上下文对象 ID3D11RenderTargetView* m_renderTargetView; //渲染目标视图 ID3D11Texture2D* m_depthStencilBuffer; //深度模板缓冲 ID3D11DepthStencilState* m_depthStencilState; //深度磨成状态 ID3D11DepthStencilView* m_depthStencilView; //深度目标视图 ID3D11RasterizerState* m_rasterState; //光栅化状态 D3DXMATRIX m_projectionMatrix; //投影矩阵 D3DXMATRIX m_worldMatrix;//世界坐标系矩阵 D3DXMATRIX m_orthoMatrix;//正交投影矩阵 }; void XD3Device::begin(float red, float green, float blue, float alpha) { float color[]={red,green,blue,alpha}; //清除后缓冲. m_deviceContext->ClearRenderTargetView(m_renderTargetView, color); //清除深度缓冲. m_deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0); } void XD3Device::end() { //渲染完成后,把后缓冲内容present到前缓冲 if(m_vsync_enabled) { // 锁定屏幕刷新率. m_swapChain->Present(1, 0); } else { // 尽可能快的present后缓冲. m_swapChain->Present(0, 0); } } void XD3Device::close() { // 释放交换链资源前,先设置为窗口模式,否则可能会产生异常. if(m_swapChain) { m_swapChain->SetFullscreenState(false, NULL); } if(m_rasterState) { m_rasterState->Release(); m_rasterState = 0; } if(m_depthStencilView) { m_depthStencilView->Release(); m_depthStencilView = 0; } if(m_depthStencilState) { m_depthStencilState->Release(); m_depthStencilState = 0; } if(m_depthStencilBuffer) { m_depthStencilBuffer->Release(); m_depthStencilBuffer = 0; } if(m_renderTargetView) { m_renderTargetView->Release(); m_renderTargetView = 0; } if(m_deviceContext) { m_deviceContext->Release(); m_deviceContext = 0; } if(m_device) { m_device->Release(); m_device = 0; } if(m_swapChain) { m_swapChain->Release(); m_swapChain = 0; } } XD3Device::XD3Device() { m_swapChain = 0; m_device = 0; m_deviceContext = 0; m_renderTargetView = 0; m_depthStencilBuffer = 0; m_depthStencilState = 0; m_depthStencilView = 0; m_rasterState = 0; } //Initialize函数包含完成D3D设置的所有代码。 bool XD3Device::init(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear) { HRESULT result; IDXGIFactory* factory; IDXGIAdapter* adapter; IDXGIOutput* adapterOutput; unsigned int numModes, i, stringLength; DXGI_MODE_DESC* displayModeList; DXGI_ADAPTER_DESC adapterDesc; int error; DXGI_SWAP_CHAIN_DESC swapChainDesc; D3D_FEATURE_LEVEL featureLevel; ID3D11Texture2D* backBufferPtr; D3D11_TEXTURE2D_DESC depthBufferDesc; D3D11_DEPTH_STENCIL_DESC depthStencilDesc; D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc; D3D11_RASTERIZER_DESC rasterDesc; D3D11_VIEWPORT viewport; float fieldOfView, screenAspect; // 保存垂直同步设置 m_vsync_enabled = vsync; // 初始化交换链描述 ZeroMemory(&swapChainDesc, sizeof(swapChainDesc)); //MessageBox(hwnd, L"Could 2", L"Error", MB_OK); // 用1个后缓冲 swapChainDesc.BufferCount = 1; //帧缓冲的大小和应用程序窗口大小相等. swapChainDesc.BufferDesc.Width = screenWidth; swapChainDesc.BufferDesc.Height = screenHeight; // 后缓冲的surface的格式为DXGI_FORMAT_R8G8B8A8_UNORM. // surface的每个像素用4个无符号的8bit[映射到0-1]来表示。NORM表示归一化。 swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // 如果使用垂直同步,设置后缓冲的刷新率。. //刷新率就是一秒钟把后缓冲内容在屏幕上画出的次数。 //如果开启垂直同步,则锁定刷新率,则fps是固定的 if(m_vsync_enabled) { swapChainDesc.BufferDesc.RefreshRate.Numerator = 60; swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; } else { swapChainDesc.BufferDesc.RefreshRate.Numerator = 0; swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; } // 设置后缓冲的用途 // 我们的渲染目标缓冲为后缓冲。 swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // 后缓冲输出的窗口句柄. swapChainDesc.OutputWindow = hwnd; // 不使用多重采样 swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; // 设置全屏或者窗口模式. if(fullscreen) { swapChainDesc.Windowed = false; } else { swapChainDesc.Windowed = true; } //MessageBox(hwnd, L"Could 1", L"Error", MB_OK); // 设定扫描线ordering以及缩放为unspecified. swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; // 后缓冲内容呈现到屏幕后,放弃其内容 swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; //不设置标志 swapChainDesc.Flags = 0; // 设置feature level为D3D11 // 如果显卡不支持D3D11,我们能够通过设置这个参数,使用D3D10,或者9. //featureLevel = D3D_FEATURE_LEVEL_10_1; D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, }; UINT numFeatureLevels = ARRAYSIZE( featureLevels ); // 创建交换链,设备以及设备上下文. result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext); //MessageBox(hwnd, L"Could 1", L"Error", MB_OK); if(FAILED(result)) { return false; } // 得到交换链中的后缓冲指针. result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr); if(FAILED(result)) { return false; } // 用后缓冲创建渲染目标视图. result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView); if(FAILED(result)) { return false; } //释放后缓冲.(引用计数减1) backBufferPtr->Release(); backBufferPtr = 0; // 初始化深度缓冲描述. ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc)); //设置深度缓冲描述 depthBufferDesc.Width = screenWidth; depthBufferDesc.Height = screenHeight; depthBufferDesc.MipLevels = 1;//对于深度缓冲为1 depthBufferDesc.ArraySize = 1;//对于深度缓冲为1,对于纹理,这2个参数有更多用途 depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.SampleDesc.Count = 1; depthBufferDesc.SampleDesc.Quality = 0; depthBufferDesc.Usage = D3D11_USAGE_DEFAULT; depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthBufferDesc.CPUAccessFlags = 0; depthBufferDesc.MiscFlags = 0; // 创建深度缓冲. result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer); if(FAILED(result)) { return false; } // 初始化深度模版状态描述. ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc)); // 设置深度模版状态描述. depthStencilDesc.DepthEnable = true; depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;//D3D11_DEPTH_WRITE_MASK_ZERO禁止写深度缓冲 depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS; depthStencilDesc.StencilEnable = true; depthStencilDesc.StencilReadMask = 0xFF; depthStencilDesc.StencilWriteMask = 0xFF; // 对于front face 像素使用的模版操作操作. depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR; depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // 对于back face像素使用的模版操作模式. depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR; depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // 创建深度模版状态,使其生效 result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState); if(FAILED(result)) { return false; } // 设置深度模版状态. m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1); // 初始化深度模版视图. ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc)); // 设置深度模版视图描述. depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; depthStencilViewDesc.Texture2D.MipSlice = 0; // 创建深度模版视图. result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView); if(FAILED(result)) { return false; } // 绑定渲染目标视图和深度缓冲到渲染管线. m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView); // 设置光栅化描述,指定多边形如何被渲染. rasterDesc.AntialiasedLineEnable = false; rasterDesc.CullMode = D3D11_CULL_BACK; rasterDesc.DepthBias = 0; rasterDesc.DepthBiasClamp = 0.0f; rasterDesc.DepthClipEnable = true; rasterDesc.FillMode = D3D11_FILL_SOLID; rasterDesc.FrontCounterClockwise = false; rasterDesc.MultisampleEnable = false; rasterDesc.ScissorEnable = false; rasterDesc.SlopeScaledDepthBias = 0.0f; // 创建光栅化状态 result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState); if(FAILED(result)) { return false; } //设置光栅化状态,使其生效 m_deviceContext->RSSetState(m_rasterState); // 设置视口,显示全部后缓冲内容 viewport.Width = (float)screenWidth; viewport.Height = (float)screenHeight; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; viewport.TopLeftX = 0.0f; viewport.TopLeftY = 0.0f; // 创建视口 m_deviceContext->RSSetViewports(1, &viewport); // 设置透视投影矩阵 fieldOfView = (float)D3DX_PI / 4.0f; screenAspect = (float)screenWidth / (float)screenHeight; // 创建透视投影矩阵. D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth); //初始化world矩阵为单位矩阵. //该矩阵实现局部坐标到世界坐标的转换 D3DXMatrixIdentity(&m_worldMatrix); // 创建正交投影矩阵,主要用来实施2D渲染. D3DXMatrixOrthoLH(&m_orthoMatrix, (float)screenWidth, (float)screenHeight, screenNear, screenDepth); return true; }
DirectX11 学习笔记4 - 一个完整的封装框架
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