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 CubeModelcubeModel=new CubeModel;cubeModel->InitModel();//init AxisModelaxisModel=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,alphag_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 bufferSimpleVertex 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 bufferWORD 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 listbd.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 listbd.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 classWNDCLASSEX 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 windowg_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 _DEBUGcreateDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endifD3D_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 shaderHRESULT 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 shaderhr = 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 layoutD3D11_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 layouthr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),pVSBlob->GetBufferSize(), &g_pVertexLayout );pVSBlob->Release();if( FAILED( hr ) )return hr;// Set the input layoutg_pImmediateContext->IASetInputLayout( g_pVertexLayout );}
HRESULT D3DBase::VS_Shader()
{HRESULT hr = S_OK;// Compile the vertex shaderhr = 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 shaderhr = 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 timestatic 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;
#endifID3DBlob* 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

版权声明:本文博主原创文章。博客,未经同意不得转载。

转载于:https://www.cnblogs.com/mengfanrong/p/4868868.html

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