顶点缓存区:
举一个3D球形为例子:
实际上它是由上百个三角形组成的:
球体模型中的每个三角形都有三个点,我们称每个点为顶点。因此,对于我们渲染球体模型,我们需要将形成球体的所有顶点放入一个特殊的数据数组中,我们称之为顶点缓存区。一旦球体模型的所有点都在顶点缓存区中,我们就可以将顶点缓存区发送给GPU,以便它可以渲染模型。
索引缓存区
索引缓存区与顶点缓存区有关。其目的是记录顶点缓存区中每个顶点的位置。GPU然后使用索引缓存区来快速查找顶点缓存区中的特定顶点。索引缓存区的概念类似于在书中使用索引的概念,它有助于以更高的速度找到要查找的主题。DirectX文档指出,使用索引缓存区还可以增加在视频内存中更快的位置缓存顶点数据的可能性。所以强烈建议使用这些性能的原因。
顶点着色器
顶点着色器是小程序,主要用于将顶点缓存区中的顶点转换为3D空间。还有其他计算可以完成,比如计算每个顶点的法线。顶点着色器程序将由GPU为每个需要处理的顶点调用。例如,一个5000多边形模型将运行你的顶点着色器程序每帧15,000次,以绘制单一的模型。所以如果你把你的图形程序锁定到60 fps,它会每秒调用你的顶点着色器900,000次,只画出5000个三角形。正如你所说,写高效的顶点着色器很重要。
像素着色器
像素着色器是用于绘制我们绘制的多边形的着色的小程序。它们由GPU运行,每一个可见的像素都将被绘制到屏幕上。像素着色器程序处理着色,纹理,光照以及您计划对多边形面的其他大部分效果。像素着色器必须被有效地写入,因为它们将被GPU调用的次数。
HLSL
HLSL是我们在DirectX 11中用来编写这些小型顶点和像素着色器程序的语言。语法与C语言有一些预定义的类型几乎相同。HLSL程序文件由全局变量,类型定义,顶点着色器,像素着色器和几何着色器组成。由于这是第一个HLSL教程,我们将使用DirectX 10开始一个非常简单的HLSL程序。
框架更新
更新框架。在GraphicsClass下,我们添加了三个名为CameraClass,ModelClass和ColorShaderClass的新类。CameraClass会照顾我们之前提到的视图矩阵。它将处理相机在世界上的位置,并在需要绘制并计算出我们正在查看的场景时将其传递给着色器。ModelClass将处理我们3D模型的几何图形,在本教程中,出于简单的原因,3D模型将只是一个三角形。最后ColorShaderClass将负责将模型渲染到调用我们的HLSL着色器的屏幕上。
这将是我们的第一个着色器程序。着色器是做模型的实际渲染的小程序。这些着色器是用HLSL编写的,并存储在名为color.vs和color.ps的源文件中。我现在将文件中的.cpp和.h文件放在引擎中。请注意,您将需要在Visual Studio中为他们创建一个新的过滤器/文件夹。并确保右键单击着色器,并选择“属性”,在弹出窗口中它应该没有什么内容部分,它应该说“不参与编译”在项目类型部分,否则你会收到编译错误抱怨主要入口点。
color.vs
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
/*OSITION,COLOR和SV_POSITION是向GPU传递变量使用的语义。我必须在这里创建两个不同的结构,因为顶点和像素着色器的语义不同,即使结构是相同的。
POSITION适用于顶点着色器,SV_POSITION适用于像素着色器,COLOR适用于两者。
如果你想要多于一个相同的类型,那么你必须在末尾添加一个数字,例如COLOR0,COLOR1等等。*/
struct Vertex
{
float4 position : POSITION;
float4 color : COLOR;
};
struct Pixel
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
Pixel ColorVertexShader(Vertex input)
{
Pixel output;
input.position.w = 1.0f;
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
output.color = input.color;
return output;
}
color.ps
struct Pixel
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
float4 ColorPixelShader(Pixel input) : SV_TARGET
{
return input.color;
}
//ColorShaderClass是我们将用来调用我们的HLSL着色器来绘制GPU上的3D模型。
colorshaderclass.h
#pragma once
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
class ColorShaderClass {
private:
//这个typedef必须要和顶点着色器中的完全相同,因为模型数据要和着色器中的typedef匹配才能正确呈现
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
ColorShaderClass();
ColorShaderClass(const ColorShaderClass&);
~ColorShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
};
colorshaderclass.cpp
#include "colorshaderclass.h"
ColorShaderClass::ColorShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
}
ColorShaderClass::ColorShaderClass(const ColorShaderClass& other)
{
}
ColorShaderClass::~ColorShaderClass()
{
}
bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
bool result;
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, L"Shader/color2.vs", L"Shader/color2.ps");
if (!result)
{
return false;
}
return true;
}
void ColorShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool ColorShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix);
if (!result)
{
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
// Initialize the pointers this function will use to null.
errorMessage = 0;
vertexShaderBuffer = 0;
pixelShaderBuffer = 0;
// Compile the vertex shader code.
//这里是我们将着色器程序编译成缓冲区的地方。我们给它着色器文件的名称,着色器的名称,着色器版本(DirectX 11中的5.0)以及将着色器编译到的缓冲区。
result = D3DCompileFromFile(vsFilename, NULL, NULL, "ColorVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
&vertexShaderBuffer, &errorMessage);
if (FAILED(result))
{
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
}
// If there was nothing in the error message then it simply could not find the shader file itself.
else
{
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "ColorPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
&pixelShaderBuffer, &errorMessage);
if (FAILED(result))
{
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
}
// If there was nothing in the error message then it simply could not find the file itself.
else
{
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Create the vertex shader from the buffer.
//一旦顶点着色器和像素着色器代码成功编译到缓冲区中,我们将使用这些缓冲区来自己创建着色器对象。从这一点开始,我们将使用这些指针来与顶点和像素着色器进行交互。
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
return false;
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
return false;
}
// Create the vertex input layout description.
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
//创建顶点输入布局描述。
//这个设置需要匹配ModelClass和着色器中的VertexType结构。
polygonLayout[0].SemanticName = "POSITION";
polygonLayout[0].SemanticIndex = 0;
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[0].InputSlot = 0;
polygonLayout[0].AlignedByteOffset = 0; //它指示数据在缓冲区中的间隔
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[0].InstanceDataStepRate = 0;
polygonLayout[1].SemanticName = "COLOR";
polygonLayout[1].SemanticIndex = 0;
polygonLayout[1].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
polygonLayout[1].InputSlot = 0;
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[1].InstanceDataStepRate = 0;
// Get a count of the elements in the layout.
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
// Create the vertex input layout.
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
return false;
}
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
vertexShaderBuffer->Release();
vertexShaderBuffer = 0;
pixelShaderBuffer->Release();
pixelShaderBuffer = 0;
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
//设置顶点着色器中动态矩阵常量缓冲区的描述。
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
matrixBufferDesc.MiscFlags = 0;
matrixBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
//ShutdownShader释放在InitializeShader函数中设置的四个接口。
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
{
return false;
}
return true;
}
void ColorShaderClass::ShutdownShader()
{
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 0;
}
// Release the layout.
if (m_layout)
{
m_layout->Release();
m_layout = 0;
}
// Release the pixel shader.
if (m_pixelShader)
{
m_pixelShader->Release();
m_pixelShader = 0;
}
// Release the vertex shader.
if (m_vertexShader)
{
m_vertexShader->Release();
m_vertexShader = 0;
}
return;
}
void ColorShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long bufferSize, i;
ofstream fout;
// Get a pointer to the error message text buffer.
compileErrors = (char*)(errorMessage->GetBufferPointer());
// Get the length of the message.
bufferSize = errorMessage->GetBufferSize();
// Open a file to write the error message to.
fout.open("shader-error.txt");
// Write out the error message.
for (i = 0; i<bufferSize; i++)
{
fout << compileErrors[i];
}
// Close the file.
fout.close();
// Release the error message.
errorMessage->Release();
errorMessage = 0;
// Pop a message up on the screen to notify the user to check the text file for compile errors.
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
return;
}
bool ColorShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
//确保在将矩阵发送到着色器之前进行转置,这是DirectX 11的要求
// Transpose the matrices to prepare them for the shader.
worldMatrix = XMMatrixTranspose(worldMatrix);
viewMatrix = XMMatrixTranspose(viewMatrix);
projectionMatrix = XMMatrixTranspose(projectionMatrix);
// Lock the constant buffer so it can be written to.
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr = (MatrixBufferType*)mappedResource.pData;
// Copy the matrices into the constant buffer.
dataPtr->world = worldMatrix;
dataPtr->view = viewMatrix;
dataPtr->projection = projectionMatrix;
// Unlock the constant buffer.
deviceContext->Unmap(m_matrixBuffer, 0);
// Set the position of the constant buffer in the vertex shader.
bufferNumber = 0;
// Finanly set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
return true;
}
void ColorShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
// Set the vertex input layout.
//设置顶点输入布局
deviceContext->IASetInputLayout(m_layout);
//设置将用于渲染这个三角形的顶点和像素着色器
// Set the vertex and pixel shaders that will be used to render this triangle.
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
// Render the triangle.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}
如前所述,ModelClass负责封装3D模型的几何。在本教程中,我们将手动设置单个绿色三角形的数据。我们还将为三角形创建一个顶点和索引缓冲区,以便渲染它
modelclass.h
#pragma once
#include <d3d11.h>
#include <directxmath.h>
using namespace DirectX;
//负责封装3D模型的几何
class ModelClass {
private:
struct VertexType
{
XMFLOAT3 position;
XMFLOAT4 color;
};
public:
ModelClass();
ModelClass(const ModelClass&);
~ModelClass();
bool Initialize(ID3D11Device*);
void Shutdown();
void Render(ID3D11DeviceContext*);
int GetIndexCount();
private:
bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers();
void RenderBuffers(ID3D11DeviceContext*);
private:
ID3D11Buffer *m_vertexBuffer, *m_indexBuffer;
int m_vertexCount, m_indexCount;
};
Modelclass.cpp
#include "modelclass.h"
ModelClass::ModelClass()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
}
ModelClass::ModelClass(const ModelClass& other)
{
}
ModelClass::~ModelClass()
{
}
bool ModelClass::Initialize(ID3D11Device* device)
{
bool result;
// Initialize the vertex and index buffers.
result = InitializeBuffers(device);
if (!result)
{
return false;
}
return true;
}
void ModelClass::Shutdown()
{
// Shutdown the vertex and index buffers.
ShutdownBuffers();
return;
}
void ModelClass::Render(ID3D11DeviceContext* deviceContext)
{
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
RenderBuffers(deviceContext);
return;
}
int ModelClass::GetIndexCount()
{
return m_indexCount;
}
bool ModelClass::InitializeBuffers(ID3D11Device* device)
{
VertexType* vertices;
unsigned long* indices;
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData;
HRESULT result;
// Set the number of vertices in the vertex array.
m_vertexCount = 4;
// Set the number of indices in the index array.
m_indexCount = 4;
// Create the vertex array.
vertices = new VertexType[m_vertexCount];
if (!vertices)
{
return false;
}
// Create the index array.
indices = new unsigned long[m_indexCount];
if (!indices)
{
return false;
}
// Load the vertex array with data.
vertices[0].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); // Bottom left.
vertices[0].color = XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f);
vertices[1].position = XMFLOAT3(-1.0f, 1.0f, 0.0f); // Top middle.
vertices[1].color = XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f);
vertices[2].position = XMFLOAT3(1.0f, -1.0f, 0.0f); // Bottom right.
vertices[2].color = XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f);
vertices[3].position = XMFLOAT3(1.0f, 1.0f, 0.0f); // Bottom right.
vertices[3].color = XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f);
// Load the index array with data.
indices[0] = 0; // Bottom left.
indices[1] = 1; // Top middle.
indices[2] = 2;
indices[3] = 3;// Bottom right
// Set up the description of the static vertex buffer.
//设置静态顶点缓存区的描述
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
vertexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the vertex data.
vertexData.pSysMem = vertices;
vertexData.SysMemPitch = 0;
vertexData.SysMemSlicePitch = 0;
// Now create the vertex buffer.
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
if (FAILED(result))
{
return false;
}
// Set up the description of the static index buffer.
//设置静态索引缓存区的描述
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;
// Give the subresource structure a pointer to the index data.
indexData.pSysMem = indices;
indexData.SysMemPitch = 0;
indexData.SysMemSlicePitch = 0;
// Create the index buffer.
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
if (FAILED(result))
{
return false;
}
// Release the arrays now that the vertex and index buffers have been created and loaded.
delete[] vertices;
vertices = 0;
delete[] indices;
indices = 0;
return true;
}
void ModelClass::ShutdownBuffers()
{
// Release the index buffer.
if (m_indexBuffer)
{
m_indexBuffer->Release();
m_indexBuffer = 0;
}
// Release the vertex buffer.
if (m_vertexBuffer)
{
m_vertexBuffer->Release();
m_vertexBuffer = 0;
}
return;
}
void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
{
unsigned int stride;
unsigned int offset;
// Set vertex buffer stride and offset.
stride = sizeof(VertexType);
offset = 0;
// Set the vertex buffer to active in the input assembler so it can be rendered.
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
// Set the index buffer to active in the input assembler so it can be rendered.
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
return;
}
我们已经研究了如何编写HLSL着色器,如何设置顶点和索引缓冲区,以及如何使用ColorShaderClass调用HLSL着色器来绘制这些缓冲区。然而,我们缺少的一件事就是从中吸取教训。为此,我们将需要一个相机类让DirectX 11知道从哪里以及我们如何观看场景。相机类将跟踪相机的位置和当前的旋转。它将使用位置和旋转信息来生成视图矩阵,该视图矩阵将被传递到HLSL着色器进行渲染。
#pragma once
#include <directxmath.h>
using namespace DirectX;
class CameraClass
{
public:
CameraClass();
CameraClass(const CameraClass&);
~CameraClass();
//设置位置
void SetPosition(float, float, float);
//设置旋转
void SetRotation(float, float, float);
XMFLOAT3 GetPosition();
XMFLOAT3 GetRotation();
void Render();
void GetViewMatrix(XMMATRIX&);
private:
float m_positionX, m_positionY, m_positionZ;
float m_rotationX, m_rotationY, m_rotationZ;
XMMATRIX m_viewMatrix;
};
cameraclass.cpp
#include "cameraclass.h"
CameraClass::CameraClass()
{
m_positionX = 0.0f;
m_positionY = 0.0f;
m_positionZ = 0.0f;
m_rotationX = 0.0f;
m_rotationY = 0.0f;
m_rotationZ = 0.0f;
}
CameraClass::CameraClass(const CameraClass& other)
{
}
CameraClass::~CameraClass()
{
}
void CameraClass::SetPosition(float x, float y, float z)
{
m_positionX = x;
m_positionY = y;
m_positionZ = z;
return;
}
void CameraClass::SetRotation(float x, float y, float z)
{
m_rotationX = x;
m_rotationY = y;
m_rotationZ = z;
return;
}
XMFLOAT3 CameraClass::GetPosition()
{
return XMFLOAT3(m_positionX, m_positionY, m_positionZ);
}
XMFLOAT3 CameraClass::GetRotation()
{
return XMFLOAT3(m_rotationX, m_rotationY, m_rotationZ);
}
void CameraClass::Render()
{
XMFLOAT3 up, position, lookAt;
XMVECTOR upVector, positionVector, lookAtVector;
float yaw, pitch, roll;
XMMATRIX rotationMatrix;
// Setup the vector that points upwards.
up.x = 0.0f;
up.y = 1.0f;
up.z = 0.0f;
// Load it into a XMVECTOR structure.
upVector = XMLoadFloat3(&up);
// Setup the position of the camera in the world.
position.x = m_positionX;
position.y = m_positionY;
position.z = m_positionZ;
// Load it into a XMVECTOR structure.
positionVector = XMLoadFloat3(&position);
// Setup where the camera is looking by default.
lookAt.x = 0.0f;
lookAt.y = 0.0f;
lookAt.z = 1.0f;
// Load it into a XMVECTOR structure.
lookAtVector = XMLoadFloat3(&lookAt);
// Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians.
pitch = m_rotationX * 0.0174532925f;
yaw = m_rotationY * 0.0174532925f;
roll = m_rotationZ * 0.0174532925f;
// Create the rotation matrix from the yaw, pitch, and roll values.
rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
// Transform the lookAt and up vector by the rotation matrix so the view is correctly rotated at the origin.
lookAtVector = XMVector3TransformCoord(lookAtVector, rotationMatrix);
upVector = XMVector3TransformCoord(upVector, rotationMatrix);
// Translate the rotated camera position to the location of the viewer.
lookAtVector = XMVectorAdd(positionVector, lookAtVector);
// Finally create the view matrix from the three updated vectors.
m_viewMatrix = XMMatrixLookAtLH(positionVector, lookAtVector, upVector);
return;
}
void CameraClass::GetViewMatrix(XMMATRIX& viewMatrix)
{
viewMatrix = m_viewMatrix;
return;
}
当然,还有需要修改的graphicsclass.h
#pragma once
#include <windows.h>
#include "d3dclass.h"
#include "cameraclass.h"
#include "modelclass.h"
#include "colorshaderclass.h"
const bool FULL_SCREEN = false;
const bool VSYNC_ENABLED = true;
const float SCREEN_DEPTH = 1000.0f;
const float SCREEN_NEAR = 0.1f;
class GraphicsClass
{
public:
GraphicsClass();
GraphicsClass(const GraphicsClass&);
~GraphicsClass();
bool Initialize(int, int, HWND);
void Shutdown();
bool Frame();
private:
bool Render();
private:
D3DClass* m_Direct3D;
CameraClass* m_Camera;
ModelClass* m_Model;
ColorShaderClass* m_ColorShader;
};
graphicsclass.cpp
#include "graphicsclass.h"
GraphicsClass::GraphicsClass()
{
m_Direct3D = 0;
m_Camera = 0;
m_Model = 0;
m_ColorShader = 0;
}
GraphicsClass::GraphicsClass(const GraphicsClass& other)
{
}
GraphicsClass::~GraphicsClass()
{
}
bool GraphicsClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
bool result;
// Create the Direct3D object.
m_Direct3D = new D3DClass;
if (!m_Direct3D)
{
return false;
}
// Initialize the Direct3D object.
result = m_Direct3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
if (!result)
{
MessageBox(hwnd, L"Could not initialize Direct3D", L"Error", MB_OK);
return false;
}
// Create the camera object.
m_Camera = new CameraClass;
if (!m_Camera)
{
return false;
}
// Set the initial position of the camera.
m_Camera->SetPosition(0.0f, 0.0f, -5.0f);
// Create the model object.
m_Model = new ModelClass;
if (!m_Model)
{
return false;
}
// Initialize the model object.
result = m_Model->Initialize(m_Direct3D->GetDevice());
if (!result)
{
MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
return false;
}
// Create the color shader object.
m_ColorShader = new ColorShaderClass;
if (!m_ColorShader)
{
return false;
}
// Initialize the color shader object.
result = m_ColorShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the color shader object.", L"Error", MB_OK);
return false;
}
return true;
}
void GraphicsClass::Shutdown()
{
// Release the Direct3D object.
if (m_Direct3D)
{
m_Direct3D->Shutdown();
delete m_Direct3D;
m_Direct3D = 0;
}
// Release the color shader object.
if (m_ColorShader)
{
m_ColorShader->Shutdown();
delete m_ColorShader;
m_ColorShader = 0;
}
// Release the model object.
if (m_Model)
{
m_Model->Shutdown();
delete m_Model;
m_Model = 0;
}
// Release the camera object.
if (m_Camera)
{
delete m_Camera;
m_Camera = 0;
}
return;
}
bool GraphicsClass::Frame()
{
bool result;
// Render the graphics scene.
result = Render();
if (!result)
{
return false;
}
return true;
}
bool GraphicsClass::Render()
{
// Clear the buffers to begin the scene.
//m_Direct3D->BeginScene(0.5f, 0.5f, 0.5f, 0.0f);
XMMATRIX worldMatrix, viewMatrix, projectionMatrix;
bool result;
// Clear the buffers to begin the scene.
m_Direct3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
// Generate the view matrix based on the camera's position.
m_Camera->Render();
// Get the world, view, and projection matrices from the camera and d3d objects.
m_Direct3D->GetWorldMatrix(worldMatrix);
m_Camera->GetViewMatrix(viewMatrix);
m_Direct3D->GetProjectionMatrix(projectionMatrix);
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_Model->Render(m_Direct3D->GetDeviceContext());
// Render the model using the color shader.
result = m_ColorShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix);
if (!result)
{
return false;
}
// Present the rendered scene to the screen.
m_Direct3D->EndScene();
return true;
}
做练习
编译并运行教程。确保它在屏幕上画一个绿色的三角形。一旦出现退出,退出即可退出。
2.将三角形的颜色更改为红色。
在Modelclass.cpp中的color修改
3.将三角形更改为正方形。
在Modelclass.cpp中添加多一个顶点
4.将相机移回10个单位。
在graphicsclass.cpp中修改setposition中Z的值
5.更改像素着色器以输出颜色的一半。(巨大的提示:在ColorPixelShader中乘以0.5f)