首页 > 代码库 > DirectX11 学习笔记3 - 创建一个立方体 和 坐标轴
DirectX11 学习笔记3 - 创建一个立方体 和 坐标轴
这个程序再进一步的将上一个程序 面向对象化。 把模型类独立出来。更加像一个框架。
在此中遇到了一个很逗比的问题,弄了一晚上,看了好几遍其他列子才找到。就是有些函数一定要放在Render里面实时更新,而不是只放到初始化InitModel里面
因为当要渲染多个物体的时候,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(); } //程序开始 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,其中 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,其实还可以定义一个模型基类,使他们都继承。这样就更加面向对象化了
两个类的作用具体在注释里面已经有了
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) 因为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,而且是实时的,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窗口的函数,变动几乎没有
#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 //如果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窗口 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 { //开始渲染 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
DirectX11 学习笔记3 - 创建一个立方体 和 坐标轴
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