这个样例是在之前的样例基础上 。把之前d3dx10math数学库换成了最新的d3dxmath。长处就不说了。先上效果图

所有代码。以及效果文件

文件结构

所有代码:

依照上图的文件顺序

#pragma once
#include <D3DX10math.h>
#include <xnamath.h>
class XCamera
{
public:
XCamera()
{
m_positionX = 0.0f;
m_positionY = 0.0f;
m_positionZ = 0.0f; m_rotationX = 0.0f;
m_rotationY = 0.0f;
m_rotationZ = 0.0f;
}
void setPosition(float x,float y,float z)
{
m_positionX = x;
m_positionY = y;
m_positionZ = z;
}
void setRotation(float x,float y,float z)
{
m_rotationX = x;
m_rotationY = y;
m_rotationZ = z;
}
D3DXVECTOR3 getPosition()
{
return D3DXVECTOR3(m_positionX, m_positionY, m_positionZ);
}
D3DXVECTOR3 getRotation()
{
return D3DXVECTOR3(m_rotationX, m_rotationY, m_rotationZ);
}
void render(XMMATRIX& viewMatrix)
{
XMVECTOR up, position, lookAt;
float yaw, pitch, roll;
XMMATRIX rotationMatrix; // 设置up向量为(0,1,0).
up=XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); // 设置摄像机的位置.
position=XMVectorSet(m_positionX, m_positionY,m_positionZ, 0.0f); // 设置摄像机lookat的方向.
//lookAt=XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f);
lookAt=XMVector3Normalize(position);
lookAt=lookAt*(-1);
// 得到弧度单位的欧拉旋转 yaw (Y axis), pitch (X axis), 以及 roll (Z axis) .
// 1 = PI/180 = 0.0174532925
pitch = m_rotationX * 0.0174532925f;
yaw = m_rotationY * 0.0174532925f;
roll = m_rotationZ * 0.0174532925f; // 得到旋转矩阵.
rotationMatrix=XMMatrixRotationRollPitchYaw(pitch,yaw,roll); // 变换lookat和up向量,一般view可以在原点被正确旋转.
lookAt=XMVector3TransformCoord(lookAt,rotationMatrix);
up=XMVector3TransformCoord(up,rotationMatrix); // 平移旋转后的摄像机位置.
lookAt = position + lookAt; // 创建观察矩阵.
viewMatrix=XMMatrixLookAtLH( position, lookAt, up);
}
void getViewMatrix(XMMATRIX& viewMatrix)
{
render(viewMatrix);
}
private:
float m_positionX, m_positionY, m_positionZ;//摄像机在世界坐标系中的位置
float m_rotationX, m_rotationY, m_rotationZ;//摄像机的欧拉旋转角度
};

#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 <d3dx11.h>
#include <d3dcompiler.h>
#include <d3dx10math.h>
#include <xnamath.h> XMMATRIX m_projectionMatrix; //投影矩阵
XMMATRIX m_worldMatrix;//世界坐标系矩阵
XMMATRIX m_orthoMatrix;//正交投影矩阵
class XD3Device
{
public:
XD3Device();
//3D设备全部初始化
bool init(int, int, bool, HWND, bool, float, float);
//关闭设备
void close();
//開始渲染设备
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 public:
void getWordMatrix(XMMATRIX& world){world=m_worldMatrix;}
void getProjMatrix(XMMATRIX& proj){proj=m_projectionMatrix;}
};
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()
{
//渲染完毕后,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,先设置为窗体模式,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函数包括完毕D3D设置的全部代码。 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, 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; // 初始化交换链描写叙述
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体大小相等.
swapChainDesc.BufferDesc.Width = screenWidth;
swapChainDesc.BufferDesc.Height = screenHeight; // 后缓冲的surface的格式为DXGI_FORMAT_R8G8B8A8_UNORM.
// surface的每一个像素用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; // 假设使用垂直同步。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。
//假设开启垂直同步,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; // 后缓冲输出的窗体句柄.
swapChainDesc.OutputWindow = hwnd; // 不使用多重採样
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0; // 设置全屏或者窗体模式.
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
// 假设显卡不支持D3D11,我们可以通过设置这个參数,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; // 初始化深度缓冲描写叙述.
ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc)); //设置深度缓冲描写叙述
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个參数有很多其它用途
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写叙述.
ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc)); // 设置深度模版状态描写叙述.
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写叙述.
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); // 设置光栅化描写叙述,指定多边形怎样被渲染.
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.
m_projectionMatrix=XMMatrixPerspectiveFovLH( 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
m_worldMatrix=XMMatrixIdentity(); // 创建正交投影矩阵,主要用来实施2D渲染.
m_orthoMatrix=XMMatrixOrthographicLH((float)screenWidth, (float)screenHeight, screenNear, screenDepth); return true; }
#pragma once

#include <windows.h>
#include "XD3Device.h"
#include "XCamera.h"
#include "XModel.h"
#include "XShader.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:
XGraphics():x_d3d(0),x_camera(0),x_model(0),x_shader(0){}
bool init(int, int, HWND); //初始化渲染设备
void close();
bool frame(); private:
bool render();
private:
XD3Device *x_d3d;//3D设备
XCamera *x_camera;//摄像机
XModel *x_model;//模型
XShader *x_shader;//渲染器
HWND hwnd;
}; bool XGraphics:: init(int screenWidth, int screenHeight, HWND hwnd)
{
//先清空
close();
//初始化设备
this->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;
}
//初始化摄像机
x_camera=new XCamera;
x_camera->setPosition(3.0f,3.0f,-10.0f);
//初始化模型
x_model=new XModel;
x_model->init(x_d3d->m_device);
//初始化Shader
x_shader=new XShader;
x_shader->init(x_d3d->m_device,hwnd);
return true;
} void XGraphics::close()
{
if(x_d3d)
{
x_d3d->close();
delete x_d3d;
x_d3d=0;
}
if(x_camera)
{
delete x_camera;
x_camera=NULL;
}
if(x_shader)
{
x_shader->close();
delete x_shader;
x_shader=NULL;
}
if(x_model)
{
x_model->close();
delete x_model;
x_model=NULL;
} } bool XGraphics::frame()
{
bool hr=render();
return hr;
} bool XGraphics::render()
{
XMMATRIX viewMatrix, projectionMatrix, worldMatrix;
x_d3d->begin(0.0f,0.0f,0.5f,1.0f);//蓝色
//世界矩阵
x_d3d->getWordMatrix(worldMatrix);
//观察矩阵
x_camera->getViewMatrix(viewMatrix);
//投影矩阵
x_d3d->getProjMatrix(projectionMatrix);
//模型增加管线
x_model->render(x_d3d->m_deviceContext);
//開始渲染
x_shader->render(x_d3d->m_deviceContext,x_model->m_indexCount,worldMatrix,viewMatrix,projectionMatrix);
//结束
x_d3d->end();
return true;
}
#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; // 初始全部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)
{
// 推断键是否被按下?
return x_keys[key];
}
#pragma  once
#include <D3D11.h>
//定义一些经常使用颜色
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); class XModel
{
private:struct SimpleVertex
{
XMFLOAT3 Pos;
XMFLOAT4 Color;
};
public://顶点缓冲和顶点索引缓冲
ID3D11Buffer *m_vertexBuffer, *m_indexBuffer;
int m_vertexCount, m_indexCount;
public:
XModel():m_vertexCount(0),m_indexCount(0){};
virtual void init(ID3D11Device*);
virtual void close();
virtual void render(ID3D11DeviceContext*);
};
void XModel::init(ID3D11Device* device)
{
unsigned long* indices;
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData; //首先,我们创建2个暂时缓冲存放顶点和索引数据,以便后面使用。. // 设置顶点缓冲大小为3,一个三角形.
m_vertexCount = 8; // 设置索引缓冲大小.
m_indexCount = 36; //6面*2三角形*3个点 // 创建顶点暂时缓冲.
SimpleVertex vertices[] = {
{XMFLOAT3(-1.0f, -1.0f, -1.0f),WHITE},
{XMFLOAT3(-1.0f, 1.0f, -1.0f),BLACK},
{XMFLOAT3(1.0f, 1.0f, -1.0f),RED},
{XMFLOAT3(1.0f, -1.0f, -1.0f),GREEN},
{XMFLOAT3(-1.0f, -1.0f, 1.0f),BLUE},
{XMFLOAT3(-1.0f, 1.0f, 1.0f),YELLOW},
{XMFLOAT3(1.0f, 1.0f, 1.0f),CYAN},
{XMFLOAT3(1.0f, -1.0f, 1.0f),MAGENTA}, }; // 创建索引缓冲.
indices = new unsigned long[m_indexCount];
// 设置索引缓冲数据.
indices[0] = 0; // 前面
indices[1] = 1;
indices[2] = 2;
indices[3] = 0;
indices[4] = 2;
indices[5] = 3; indices[6] = 4; // 后面
indices[7] = 6;
indices[8] = 5;
indices[9] = 4;
indices[10] = 7;
indices[11] = 6; indices[12] = 4; // 左面
indices[13] = 5;
indices[14] = 1;
indices[15] = 4;
indices[16] = 1;
indices[17] = 0; indices[18] = 3; //右面
indices[19] = 2;
indices[20] = 6;
indices[21] = 3;
indices[22] = 6;
indices[23] = 7; indices[24] = 1; // 上面
indices[25] = 5;
indices[26] = 6;
indices[27] = 1;
indices[28] = 6;
indices[29] = 2; indices[30] = 4; // 以下
indices[31] = 0;
indices[32] = 3;
indices[33] = 4;
indices[34] = 3;
indices[35] = 7; // 设置顶点缓冲描写叙述
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(SimpleVertex) * m_vertexCount;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
vertexBufferDesc.StructureByteStride = 0; // 指向保存顶点数据的暂时缓冲.
vertexData.pSysMem = vertices;
vertexData.SysMemPitch = 0;
vertexData.SysMemSlicePitch = 0; // 创建顶点缓冲.
device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer); // 设置索引缓冲描写叙述.
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
indexBufferDesc.StructureByteStride = 0; // 指向存暂时索引缓冲.
indexData.pSysMem = indices;
indexData.SysMemPitch = 0;
indexData.SysMemSlicePitch = 0; // 创建索引缓冲.
device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer); delete [] indices;
indices = 0;
}
void XModel::close()
{
// 释放顶点缓冲.
if(m_indexBuffer)
{
m_indexBuffer->Release();
m_indexBuffer = 0;
} // 释放索引缓冲
if(m_vertexBuffer)
{
m_vertexBuffer->Release();
m_vertexBuffer = 0;
} }
void XModel::render(ID3D11DeviceContext* deviceContext)
{
unsigned int stride;
unsigned int offset; // 设置顶点缓冲跨度和偏移.
stride = sizeof(SimpleVertex);
offset = 0; //在input assemberl阶段绑定顶点缓冲。以便可以被渲染
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset); //在input assemberl阶段绑定索引缓冲,以便可以被渲染
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); // 设置体元语义,渲染三角形列表.
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
}
#pragma once
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dcompiler.h>
#include <xnamath.h>
#include <fstream>
using namespace std;
//常量缓冲区
struct ConstantBuffer
{
XMMATRIX mWorld;
XMMATRIX mView;
XMMATRIX mProjection;
};
class XShader
{
public:
XShader();
HRESULT init(ID3D11Device*, HWND);//初始化
void close(); //关闭
HRESULT render(ID3D11DeviceContext* , int , XMMATRIX& , XMMATRIX &, XMMATRIX &);//渲染
private:
HRESULT InitializeShader(ID3D11Device*, HWND, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut );
HRESULT SetShaderParameters(ID3D11DeviceContext*, XMMATRIX&, XMMATRIX&, XMMATRIX&);
void RenderShader(ID3D11DeviceContext*, int); ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
};
XShader::XShader()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
}
HRESULT XShader::init(ID3D11Device* device, HWND hwnd)
{
HRESULT result;
// 初始化vs 和ps.
result = InitializeShader(device, hwnd, L"shader.fx");
return result;
}
void XShader::close()
{
// 释放shader资源.
ShutdownShader(); return;
}
HRESULT XShader::render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX &worldMatrix,
XMMATRIX& viewMatrix, XMMATRIX& projectionMatrix)
{ // 设置shader常量缓冲区
SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix); // 用shader渲染指定缓冲顶点
RenderShader(deviceContext, indexCount); return S_OK;
}
HRESULT XShader::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;
}
HRESULT XShader::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* Filename)
{
HRESULT hr=S_OK;
// Compile the vertex shader
ID3DBlob* pVSBlob = NULL;
hr = CompileShaderFromFile( Filename, "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 = device->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &m_vertexShader );
if( FAILED( hr ) )
{
pVSBlob->Release();
return hr;
}
// Compile the pixel shader
ID3DBlob* pPSBlob = NULL;
hr = CompileShaderFromFile( Filename, "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 = device->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &m_pixelShader );
pPSBlob->Release();
if( FAILED( hr ) )
return hr; // 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 = device->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
pVSBlob->GetBufferSize(), &m_layout );
pVSBlob->Release();
if( FAILED( hr ) )
return hr;
// Create the constant buffer
D3D11_BUFFER_DESC bd;
ZeroMemory( &bd, sizeof(bd) );
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(ConstantBuffer);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = 0;
hr = device->CreateBuffer( &bd, NULL, &m_matrixBuffer );
if( FAILED( hr ) )
return hr;
return S_OK;
} void XShader::ShutdownShader()
{
// 释放常量缓冲
if(m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 0;
} //释放顶点布局
if(m_layout)
{
m_layout->Release();
m_layout = 0;
} // 释放ps .
if(m_pixelShader)
{
m_pixelShader->Release();
m_pixelShader = 0;
} // 释放vs
if(m_vertexShader)
{
m_vertexShader->Release();
m_vertexShader = 0;
} return;
} void XShader::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long bufferSize, i;
ofstream fout; // 得到错误信息buffer指针.
compileErrors = (char*)(errorMessage->GetBufferPointer()); // 得到buffer的长度.
bufferSize = errorMessage->GetBufferSize(); // 打开一个文件写错误信息.
fout.open("shader-error.txt"); // 输出错误信心.
for(i=0; i<bufferSize; i++)
{
fout << compileErrors[i];
} // 关闭文件
fout.close(); // 释放错误消息.
errorMessage->Release();
errorMessage = 0; //弹出错误提示.
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK); return;
} HRESULT XShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX &worldMatrix,
XMMATRIX &viewMatrix, XMMATRIX &projectionMatrix)
{
//
// Update variables
//
ConstantBuffer cb;
cb.mWorld = XMMatrixTranspose( worldMatrix);
cb.mView = XMMatrixTranspose( viewMatrix );
cb.mProjection = XMMatrixTranspose( projectionMatrix );
deviceContext->UpdateSubresource( m_matrixBuffer, 0, NULL, &cb, 0, 0 );
deviceContext->VSSetConstantBuffers( 0, 1, &m_matrixBuffer ); return true;
} void XShader::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
// 绑定顶点布局.
deviceContext->IASetInputLayout(m_layout); // 设置渲染使用vs和ps.
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelShader, NULL, 0); // 渲染图形
deviceContext->DrawIndexed(indexCount, 0, 0); return;
}
#pragma once
//定义该宏可以降低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:
//窗体类名字
LPCWSTR m_applicationName;
//实例句柄
HINSTANCE m_hinstance;
//窗体句柄
HWND m_hwnd;
int xwidth,xheight;
//按键类
XInput * x_input;
//图形类
XGraphics * x_graphics;
private:
//初始化窗体
void initWindows(int& screenWidth, int& screenHeight,LPCWSTR m_applicationName);
//关闭窗体
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; //创建窗体
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();
//关闭窗体
closeWindows();
}
bool XWindow::frame()
{
//推断是否按下ESC键
if(x_input->isKeyDown(VK_ESCAPE))
return false;
//開始渲染
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;
// 设置窗体类參数.
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); //默认黑色窗体黑色背景
wc.lpszMenuName = NULL;
wc.lpszClassName = m_applicationName;
wc.cbSize = sizeof(WNDCLASSEX); // 注冊窗体类
RegisterClassEx(&wc); // 依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,设置窗体大小为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; // 暂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); // 设置窗体的左上角坐标位置为(0,0).
posX = posY = 0;
}
else
{
// 窗体左上角坐标位置,posX, posY
posX = (GetSystemMetrics(SM_CXSCREEN) - screenWidth) / 2;
posY = (GetSystemMetrics(SM_CYSCREEN) - screenHeight) / 2;
} // 全屏和窗体使用不同的參数.
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);
} // 显示窗体并设置其为焦点.
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)
{ // 窗体销毁消息.
case WM_DESTROY:
case WM_CLOSE:
{
PostQuitMessage(0);
return 0;
}
break;
//MessageHandle过程处理其他全部消息.
default:
{
return appXWindow->MessageHandler(hwnd, umessage, wparam, lparam);
}
break;
} } LRESULT CALLBACK XWindow::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam, LPARAM lparam)
{ switch(umsg)
{
// 检測按键消息.
case WM_KEYDOWN:
x_input->keyDown(wparam);
break;
case WM_KEYUP:
x_input->keyUp(wparam);
break;
//不论什么其他消息发送到windows缺省处理.
case WM_SIZE:
//防止窗体大小改变渲染变形
x_graphics->init(LOWORD(lparam),HIWORD(lparam),hwnd);
break;
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);
}
//释放窗体句柄.
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;
}
#include "XWindow.h"
#include <d3dcompiler.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;
}
//--------------------------------------------------------------------------------------
// File: Tutorial04.fx
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Constant Buffer Variables
//--------------------------------------------------------------------------------------
cbuffer ConstantBuffer
{
matrix World;
matrix View;
matrix Projection;
} //--------------------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR;
}; //--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
VS_OUTPUT VS( float4 Pos : POSITION, float4 Color : COLOR )
{
VS_OUTPUT output = (VS_OUTPUT)0;
output.Pos = mul( Pos, World );
output.Pos = mul( output.Pos, View );
output.Pos = mul( output.Pos, Projection );
output.Color = Color;
return output;
} //--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PS( VS_OUTPUT input ) : SV_Target
{
return input.Color;
}

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