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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