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DirectX11 学习笔记3 - 创建一个立方体 和 轴

2015-10-11 10:13 513 查看
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
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