本文实现的是立方体的绘制和坐标系变换。完整代码看这里。
Tutorial05.fx
//--------------------------------------------------------------------------------------
// Constant Buffer Variables
//--------------------------------------------------------------------------------------
cbuffer CameraMatrix : register( b0 )
{
matrix world;
matrix view;
matrix projection;
}
//--------------------------------------------------------------------------------------
struct VS_INPUT
{
float4 Pos : POSITION;
float4 Color : COLOR;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
PS_INPUT VS( VS_INPUT input )
{
PS_INPUT output = (PS_INPUT)0;
output.Pos = mul( input.Pos, world );
output.Pos = mul( output.Pos, view );
output.Pos = mul( output.Pos, projection );
output.Color = input.Color;
return output;
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PS( PS_INPUT input) : SV_Target
{
return input.Color;
}
main.cpp
#include <Windows.h>
#include <tchar.h>
#include <d3d11.h>
#include <D3DX11.h>
#include <D3Dcompiler.h>
#include <xnamath.h>
//全局结构,定义空间点和像素,相机矩阵,用于导入GPU中
struct SimpleVertex
{
XMFLOAT3 Pos;//( x, y, z )
XMFLOAT4 Color;//( B, G, R, A )
};
struct CameraMatrix
{
XMMATRIX world;//世界坐标系
XMMATRIX view;//视图坐标系
XMMATRIX projection;//投影坐标系
};
//全局变量
HINSTANCE g_hInstance = NULL;//进程实例
HWND g_hWnd = NULL;//窗口句柄
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_HARDWARE;//驱动类型
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;//SDK版本
//利用函数D3D11CreateDeviceAndSwapChain()获取,设备、设备上下文、交换链
ID3D11Device* g_device = NULL;//设备,使用完要release
ID3D11DeviceContext* g_deviceContext = NULL;//设备上下文
IDXGISwapChain* g_swapChain = NULL;
//利用设备上下文获取渲染目标视图
ID3D11RenderTargetView* g_renderTargetView = NULL;
//引入深度缓存和深度模板,解决遮挡问题
ID3D11Texture2D* g_depthBuffer = NULL;
ID3D11DepthStencilView* g_depthStencilView = NULL;
//编译顶点着色器文件,获取g_vertexShader
ID3D11VertexShader* g_vertexShader = NULL;
//编译像素着色器文件,获取g_pixeShader
ID3D11PixelShader* g_pixelShader = NULL;
//引入顶点和颜色模型,创建顶点缓存
//创建顶点分布和缓存
ID3D11InputLayout* g_inputLayout = NULL;
ID3D11Buffer* g_vertexBuffer = NULL;
//创建顶点标号缓存
ID3D11Buffer* g_indexBuffer = NULL;
//创建相机矩阵,以及对应的缓存
ID3D11Buffer* g_cameraMatrixBuffer = NULL;
XMMATRIX g_world1;//世界坐标系1
XMMATRIX g_world2;//世界坐标系2
XMMATRIX g_view;//视图坐标系
XMMATRIX g_projection;//投影坐标系
//全局函数声明
//初始化窗口
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
//初始化设备
HRESULT InitDevice();
HRESULT CompileShaderFromFile( WCHAR* filename, LPCSTR entrypoint, LPCSTR shaderModel, ID3DBlob** ppBlob );//编译着色器文件
//接收消息,渲染窗口
LRESULT CALLBACK WndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );//窗口过程函数看,用于接收输入设备的消息
void Render();//渲染窗口
//关闭设备
void ShutdownDevice();
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPreInstance, LPWSTR nCmdLine, int nCmdShow )
{
g_hInstance = hInstance;
//初始化窗口
if ( FAILED( InitWindow( g_hInstance, nCmdShow ) ) )
{
return 0;
}
//初始化设备
if ( FAILED( InitDevice() ) )
{
ShutdownDevice();
return 0;
}
//接收消息
MSG msg = { 0 };
w