DirectX11-Sample-Tutorial02-初始化窗口-利用d3d绘制三角面片

这是一个DirectX11的基础教程,讲解如何设置窗口并使用Direct3D绘制基本的三角面片。教程提供了一个示例代码,包括 Tutorial02.fx 和 main.cpp 文件,供读者下载学习。

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完整代码下载,看这里


Tutorial02.fx

//顶点着色器
float4 VS( float4 Pos : POSITION ) : SV_POSITION
{
	return Pos;
}


//像素着色器
float4 PS( float4 Pos : SV_POSITION ) : SV_Target
{
	return float4( 1.0f, 1.0f, 0.0f, 1.0f );
}


main.cpp

#pragma once

#include <Windows.h>
#include <d3d11.h>
#include <D3DX11.h>
#include <D3Dcompiler.h>
#include <xnamath.h>
#include <tchar.h>

struct SimpleVertex //定义顶点结构体
{
	XMFLOAT3 Pos;
};

//全局变量
D3D_DRIVER_TYPE g_driverType				=	D3D_DRIVER_TYPE_HARDWARE;
D3D_FEATURE_LEVEL g_featureLevel			=	D3D_FEATURE_LEVEL_11_0;

HINSTANCE g_hInstance						=	NULL;;
HWND g_hWnd									=	NULL;
ID3D11Device* g_device						=	NULL;
ID3D11DeviceContext* g_deviceContext		=	NULL;
IDXGISwapChain* g_swapChain					=	NULL;
ID3D11RenderTargetView* g_renderTargetView	=	NULL;

ID3D11VertexShader* g_vertexShader			=	NULL;
ID3D11PixelShader* g_pixelShader			=	NULL;

ID3D11InputLayout* g_inputLayout			=	NULL;
ID3D11Buffer* g_vertexBuffer				=	NULL;


//函数声明
bool InitWindow( HINSTANCE hInstance, int nCmdShow );
HRESULT InitDevice();
HRESULT CompileShaderFromFile( WCHAR* filename, LPCSTR entrypoint, LPCSTR shaderModel, ID3DBlob* pBlob );
LRESULT CALLBACK WndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
void Render();
void ShutdownDevice();

int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPreInstance, LPWSTR nCmdLine, int nCmdShow )
{
	bool bResult;
	g_hInstance	=	hInstance;
	//初始化窗口
	bResult	=	InitWindow( g_hInstance, nCmdShow );
	if ( !bResult )
	{
		return 0;
	}

	//初始化设备(设备、设备上下文、渲染目标视图、顶点着色器、像素着色器、顶点缓存等)
	HRESULT hResult;
	hResult	=	InitDevice();
	if ( FAILED(hResult) )
	{
		return 0;
	}

	//消息循环
	MSG msg	=	{ 0 };
	while( msg.message != WM_QUIT )
	{
		if ( PeekMessage( &msg , NULL, 0, 0, PM_REMOVE ) )//处理键盘、鼠标等消息,给出响应
		{
			TranslateMessage( &msg );
			DispatchMessage( &msg );
		}
		else
		{
			Render();//图形图像渲染
		}
	}

	//关闭设备
	ShutdownDevice();


	
不错的dx11入门教程 Tutorial 1: Setting up DirectX 11 with Visual Studio Tutorial 2: Creating a Framework and Window Tutorial 3: Initializing DirectX 11 Tutorial 4: Buffers, Shaders, and HLSL Tutorial 5: Texturing Tutorial 6: Diffuse Lighting Tutorial 7: 3D Model Rendering Tutorial 8: Loading Maya 2011 Models Tutorial 9: Ambient Lighting Tutorial 10: Specular Lighting Tutorial 11: 2D Rendering Tutorial 12: Font Engine Tutorial 13: Direct Input Tutorial 14: Direct Sound Tutorial 15: FPS, CPU Usage, and Timers Tutorial 16: Frustum Culling Tutorial 17: Multitexturing and Texture Arrays Tutorial 18: Light Maps Tutorial 19: Alpha Mapping Tutorial 20: Bump Mapping Tutorial 21: Specular Mapping Tutorial 22: Render to Texture Tutorial 23: Fog Tutorial 24: Clipping Planes Tutorial 25: Texture Translation Tutorial 26: Transparency Tutorial 27: Reflection Tutorial 28: Screen Fades Tutorial 29: Water Tutorial 30: Multiple Point Lights Tutorial 31: 3D Sound Tutorial 32: Glass and Ice Tutorial 33: Fire Tutorial 34: Billboarding Tutorial 35: Depth Buffer Tutorial 36: Blur Tutorial 37: Coming Soon... DirectX 10 Tutorials: Tutorial 1: Setting up DirectX 10 with Visual Studio Tutorial 2: Creating a Framework and Window Tutorial 3: Initializing DirectX 10 Tutorial 4: Buffers, Shaders, and HLSL Tutorial 5: Texturing Tutorial 6: Diffuse Lighting Tutorial 7: 3D Model Rendering Tutorial 8: Loading Maya 2011 Models Tutorial 9: Ambient Lighting Tutorial 10: Specular Lighting Tutorial 11: 2D Rendering Tutorial 12: Font Engine Tutorial 13: Direct Input Tutorial 14: Direct Sound Tutorial 15: FPS, CPU Usage, and Timers Tutorial 16: Frustum Culling Tutorial 17: Multitexturing and Texture Arrays Tutorial 18: Light Maps Tutorial 19: Alpha Mapping Tutorial 20: Bump Mapping Tutorial 21: Specular Mapping Tutorial 22: Render to Texture Tutorial 23: Fog Tutorial 24: Clipping Planes Tutorial 25: Texture Translation Tutorial 26: Transparency Tutorial 27: Reflection Tutorial 28: Screen Fades Tutorial 29: Water Tutorial 30: Multiple Point Lights Tutorial 31: 3D Sound Tutorial 32: Glass and Ice Tutorial 33: Fire Tutorial 34: Billboarding Tutorial 35: Depth Buffer Tutorial 36: Blur Tutorial 37: Coming Soon... DirectX 10 Terrain Tutorials: Tutorial 1: Grid and Camera Movement Tutorial 2: Height Maps Tutorial 3: Terrain Lighting Tutorial 4: Terrain Texturing Tutorial 5: Color Mapped Terrain Tutorial 6: Quad Trees Tutorial 7: Coming Soon... 。。。。。。。。
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