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D3D11的纹理

下面介绍的是如何从一个文件加载一个纹理并把它贴到几何体上面

在这儿通过顶点定义每个三角形。尽管这会添加更多的代码用来创建盒子和顶点结构体,但是它在纹理贴图时会更容易。

在D3D中,使用一个2D(U,V)坐标系来将纹理贴到对象上面。U轴水平地运行到图像,V轴是垂直运行的,U范围是0~1(0是图像的起始处,1是图像的结尾处),因此图像的水平长度的一半就是0.5,即使真实图像长度为256个像素也是如此。

D3D11的纹理

那么假如将u和v的值改为超过1会发生什么呢?比如改为2?结果是会重复改纹理,如下所示:

D3D11的纹理

全局声明

第一个接口是一个对象,该对象用来存储从文件加载的纹理。第二个接口是用来存储采样状态信息的,这在后面解释。

ID3D11ShaderResourceView* CubesTexture;
ID3D11SamplerState* CubesTexSamplerState;
           

顶点结构/输入布局

来看一下顶点结构,用纹理的坐标成员替换了颜色成员。2D纹理的坐标只需要U和V值,然而,对天空贴图来说还会用到3D纹理,它会需要一个额外的w值。在这儿也修改了输入布局来包含纹理坐标的两个浮点元素,它替换了之前的颜色元素。

struct Vertex    //Overloaded Vertex Structure
{
    Vertex(){}
    Vertex(float x, float y, float z,
        float u, float v)
        : pos(x,y,z), texCoord(u, v){}

    XMFLOAT3 pos;
    XMFLOAT2 texCoord;
};

D3D11_INPUT_ELEMENT_DESC layout[] =
{
    { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },  
    { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },  
};
           

顶点结构/缓冲,索引列表

如果没有为每个三角形顶点分离出纹理坐标,那么只有顶部和底部才会被映射出来,这就是为什么要在立方体内为每个三角形添加顶点,因为这样就可以设置它们的每个纹理坐标。可以尝试在上一章的8个顶点上设置纹理左边,但是就如刚才所说的,在六个边上纹理将不会正确的被映射。

由于添加了更多的顶点,所以也需要更新顶点缓冲到24个而不是之前的8个。

Vertex v[] =
        {
            // Front Face
            Vertex(-1.0f, -1.0f, -1.0f, 0.0f, 1.0f),
            Vertex(-1.0f,  1.0f, -1.0f, 0.0f, 0.0f),
            Vertex( 1.0f,  1.0f, -1.0f, 1.0f, 0.0f),
            Vertex( 1.0f, -1.0f, -1.0f, 1.0f, 1.0f),
    
            // Back Face
            Vertex(-1.0f, -1.0f, 1.0f, 1.0f, 1.0f),
            Vertex( 1.0f, -1.0f, 1.0f, 0.0f, 1.0f),
            Vertex( 1.0f,  1.0f, 1.0f, 0.0f, 0.0f),
            Vertex(-1.0f,  1.0f, 1.0f, 1.0f, 0.0f),
    
            // Top Face
            Vertex(-1.0f, 1.0f, -1.0f, 0.0f, 1.0f),
            Vertex(-1.0f, 1.0f,  1.0f, 0.0f, 0.0f),
            Vertex( 1.0f, 1.0f,  1.0f, 1.0f, 0.0f),
            Vertex( 1.0f, 1.0f, -1.0f, 1.0f, 1.0f),
    
            // Bottom Face
            Vertex(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f),
            Vertex( 1.0f, -1.0f, -1.0f, 0.0f, 1.0f),
            Vertex( 1.0f, -1.0f,  1.0f, 0.0f, 0.0f),
            Vertex(-1.0f, -1.0f,  1.0f, 1.0f, 0.0f),
    
            // Left Face
            Vertex(-1.0f, -1.0f,  1.0f, 0.0f, 1.0f),
            Vertex(-1.0f,  1.0f,  1.0f, 0.0f, 0.0f),
            Vertex(-1.0f,  1.0f, -1.0f, 1.0f, 0.0f),
            Vertex(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f),
    
            // Right Face
            Vertex( 1.0f, -1.0f, -1.0f, 0.0f, 1.0f),
            Vertex( 1.0f,  1.0f, -1.0f, 0.0f, 0.0f),
            Vertex( 1.0f,  1.0f,  1.0f, 1.0f, 0.0f),
            Vertex( 1.0f, -1.0f,  1.0f, 1.0f, 1.0f),
        };
    
        DWORD indices[] = {
            // Front Face
            0,  1,  2,
            0,  2,  3,
    
            // Back Face
            4,  5,  6,
            4,  6,  7,
    
            // Top Face
            8,  9, 10,
            8, 10, 11,
    
            // Bottom Face
            12, 13, 14,
            12, 14, 15,
    
            // Left Face
            16, 17, 18,
            16, 18, 19,
    
            // Right Face
            20, 21, 22,
            20, 22, 23
        };
    
        D3D11_BUFFER_DESC indexBufferDesc;
        ZeroMemory( &indexBufferDesc, sizeof(indexBufferDesc) );
    
        indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
        indexBufferDesc.ByteWidth = sizeof(DWORD) * 12 * 3;
        indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
        indexBufferDesc.CPUAccessFlags = 0;
        indexBufferDesc.MiscFlags = 0;
    
        D3D11_SUBRESOURCE_DATA iinitData;
    
        iinitData.pSysMem = indices;
        d3d11Device->CreateBuffer(&indexBufferDesc, &iinitData, &squareIndexBuffer);
    
        d3d11DevCon->IASetIndexBuffer( squareIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
    
    
        D3D11_BUFFER_DESC vertexBufferDesc;
        ZeroMemory( &vertexBufferDesc, sizeof(vertexBufferDesc) );
    
        vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
        vertexBufferDesc.ByteWidth = sizeof( Vertex ) * 24;
        vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
        vertexBufferDesc.CPUAccessFlags = 0;
        vertexBufferDesc.MiscFlags = 0;
           

从文件中加载纹理:

D3D11CreateShaderResourceViewFromFile()

现在到了初始化场景函数的底部了,在这儿使用函数D3D11CreateShaderResourceViewFromFile()从一个文件内加载纹理:

HRESULT D3DX11CreateShaderResourceViewFromFile(
  __in   ID3D11Device *pDevice,
  __in   LPCTSTR pSrcFile,
  __in   D3DX11_IMAGE_LOAD_INFO *pLoadInfo,
  __in   ID3DX11ThreadPump *pPump,
  __out  ID3D11ShaderResourceView **ppShaderResourceView,
  __out  HRESULT *pHResult
);
           

pDevice

一个指向D3D设备的指针

pSrcFile

文件名(若与exe不在同一个目录,则这里还可以是位置)

pLoadInfo

一个指向结构体D3DX11_IMAGE_LOAD_INFO的指针,它用来定义纹理如何被加载。设为NULL

pPump

一个指向接口ID3DX11ThreadPump的指针,只有当想要多线程时才会使用,并且会使程序继续保持运行,即使此时文件正在被加载。若设为NULL,则会让该函数只有在完成时才会返回。

ppShaderResourceView

这时一个指向着色器资源视图(ID3D11ShaderResourceView)的指针,它将存储该纹理的数据

pHResult

这时一个返回指针,它会存储该函数的结果。

hr = D3DX11CreateShaderResourceViewFromFile( d3d11Device, L"braynzar.jpg",
    NULL, NULL, &CubesTexture, NULL );
           

声明采样状态

D3D11_SAMPLER_DESC

这儿声明采样状态,或者着色器如何渲染纹理。创建D3D11_SAMPLER_DESC对象:

typedef struct D3D11_SAMPLER_DESC {
  D3D11_FILTER               Filter;
  D3D11_TEXTURE_ADDRESS_MODE AddressU;
  D3D11_TEXTURE_ADDRESS_MODE AddressV;
  D3D11_TEXTURE_ADDRESS_MODE AddressW;
  FLOAT                      MipLODBias;
  UINT                       MaxAnisotropy;
  D3D11_COMPARISON_FUNC      ComparisonFunc;
  FLOAT                      BorderColor[4];
  FLOAT                      MinLOD;
  FLOAT                      MaxLOD;
} D3D11_SAMPLER_DESC;
           

Filter

一个D3D11_FILTER的枚举类型,说明了要用到的过滤方法。

AddressU

一个D3D11_TEXTURE_ADDRESS_MODE的枚举类型,说明了当u值大于1或小于0时要做什么

AddressV

一个D3D11_TEXTURE_ADDRESS_MODE的枚举类型,说明了当V值大于1或小于0时要做什么

AddressW

一个D3D11_TEXTURE_ADDRESS_MODE的枚举类型,说明了当w值大于或小于0时要做什么

MipLODBias

已经计算好的贴图级别的偏移量。比如,若d3d计算一个贴图应该在贴图级别3被采样并且MipLODBias是2,那么纹理将会在贴图级别5被采样。

MaxAnisotropy

若将Filter设为D3D11_FILTER_ANISOTROPIC或D3D11_FILTER_COMPARISON_ANISOTROPIC,则会使用clamping值,有效值位于1~16之间。

ComparisonFunc

一个枚举类型的D3D11_COMPARISON_FUNC。这会将该纹理的采样贴图数据和另外个贴图采样数据进行对比。

BorderColor[4]

若AddressU,V或W任意一个指定为D3D11_TEXTURE_ADDRESS_BORDER,若u,v或w比1大或比0小,那么这就表示位于纹理和三角形边缘的颜色空间。

MinLOD

这是要用到的最低的纹理贴图级别,其中0是最详细和最大的一个。

MaxLOD

这是用到的最大的纹理贴图级别,其中0是最详细和最大的。若要使用所以的贴图,那么要指定一个非常大的数字,比如FLT_MAX。

若任意一个成员没有填充,则默认值会被用到:

Filter            MIN_MAG_MIP_LINEAR
AddressU        Clamp
AddressV        Clamp
AddressW        Clamp
MinLOD            -3.402823466e+38F (-FLT_MAX)
MaxLOD            3.402823466e+38F (FLT_MAX)
MipMapLODBias    0.0f
MaxAnisotropy    16
ComparisonFunc    Never
BorderColor        float4(0.0f,0.0f,0.0f,0.0f)

D3D11_SAMPLER_DESC sampDesc;
ZeroMemory( &sampDesc, sizeof(sampDesc) );
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
           

顶点结构/输入布局

(ID3D11Device::CreateSamplerState())

在描述完采样之后,需要创建它。可使用函数CreateSamplerState()来做这些事,这里第一个参数是描述的采样状态,第二个参数是将采样状态放入的接口。

hr = d3d11Device->CreateSamplerState( &sampDesc, &CubesTexSamplerState );
           

发送采样状态和纹理到着色器

ID3D11DeviceContext::PSSetShaderResources()

ID3D11DeviceContext::PSSetSamplers()

若想要,只需要让每个要使用该采样状态和纹理的对象组将采样状态和纹理发送到像素着色器一次,但是大多数情况下,对象不止一个纹理,所以每个对象就不能值设置一次了。由于是PS用到这些信息,可以调用ID3D11DeviceContext::PSSetShaderResources()和ID3D11DeviceContext::PSSetSamplers()来完成。

ID3D11DeviceContext::PSSetShaderResources()的第一个参数是槽号,会将着色器发送进去。第二个参数是纹理矩阵的元素数量。因为只发送一个纹理,所以这里设为0,但实际上是可以发送一个纹理数组到着色器的。第三个参数是ID3D11ShaderResourceView的数组。

除了不是发送一个ID3D11ShaderResourceView的数组,而是发送一个ID3D11SamplerState的数组之外,PSSetSamplers也是类似的,这里只有一个采样状态,因此只需要发送一个就好:

void DrawScene()
{
    //Clear our backbuffer
    float bgColor[4] = {(0.0f, 0.0f, 0.0f, 0.0f)};
    d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor);

    //Refresh the Depth/Stencil view
    d3d11DevCon->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);

    //Set the WVP matrix and send it to the constant buffer in effect file
    WVP = cube1World * camView * camProjection;
    cbPerObj.WVP = XMMatrixTranspose(WVP);    
    d3d11DevCon->UpdateSubresource( cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0 );
    d3d11DevCon->VSSetConstantBuffers( 0, 1, &cbPerObjectBuffer );
    ///**************new**************
    d3d11DevCon->PSSetShaderResources( 0, 1, &CubesTexture );
    d3d11DevCon->PSSetSamplers( 0, 1, &CubesTexSamplerState );
    ///**************new**************

    //Draw the first cube
    d3d11DevCon->DrawIndexed( 36, 0, 0 );

    WVP = cube2World * camView * camProjection;
    cbPerObj.WVP = XMMatrixTranspose(WVP);    
    d3d11DevCon->UpdateSubresource( cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0 );
    d3d11DevCon->VSSetConstantBuffers( 0, 1, &cbPerObjectBuffer );
    ///**************new**************
    d3d11DevCon->PSSetShaderResources( 0, 1, &CubesTexture );
    d3d11DevCon->PSSetSamplers( 0, 1, &CubesTexSamplerState );
    ///**************new**************

    //Draw the second cube
    d3d11DevCon->DrawIndexed( 36, 0, 0 );

    //Present the backbuffer to the screen
    SwapChain->Present(0, 0);
}
           

代码实例如下:

#include "stdafx.h"
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dx11.lib")
#pragma comment(lib, "d3dx10.lib")

#include <windows.h>
#include "Resource.h"
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
#include <xnamath.h>

//全局描述符
IDXGISwapChain* SwapChain;
ID3D11Device* d3d11Device;
ID3D11DeviceContext* d3d11DevCon;
ID3D11RenderTargetView* renderTargetView;

//索引缓冲
ID3D11Buffer* squareIndexBuffer;
ID3D11Buffer* squareVertBuffer;

//深度值-20170927
ID3D11DepthStencilView* depthStencilView;
ID3D11Texture2D* depthStencilBuffer;

//着色器
ID3D11Buffer* triangleVertBuffer;
ID3D11VertexShader* VS;
ID3D11PixelShader* PS;
ID3D10Blob* VS_Buffer;
ID3D10Blob* PS_Buffer;
ID3D11InputLayout* vertLayout;

///
ID3D11Buffer* cbPerObjectBuffer;
///

ID3D11ShaderResourceView* CubesTexture;
ID3D11SamplerState* CubesTexSamplerState;
// 设置线框
//ID3D11RasterizerState* WireFrame;


#if 0
float red = 0.0f;
float green = 0.0f;
float blue = 0.0f;
int colormodr = 1;
int colormodg = 1;
int colormodb = 1;
#endif
/
LPCTSTR WndClassName = "firstwindow";
HWND hwnd = NULL;
HRESULT hr;

const int Width = 800; //设置宽
const int Height = 800; // 设置高

///四个空间以及相机属性
XMMATRIX WVP;
//立方体
XMMATRIX cube1World;
XMMATRIX cube2World;
//
XMMATRIX World;
XMMATRIX camView;
XMMATRIX camProjection;

XMVECTOR camPosition;
XMVECTOR camTarget;
XMVECTOR camUp;

//相机
XMMATRIX Rotation;
XMMATRIX Scale;
XMMATRIX Translation;
float rot = 0.01f;

//函数声明
bool InitializeDirect3d11App(HINSTANCE hInstance);
//void ReleaseObjects();
void CleanUp();
bool InitScene();
void UpdateScene();
void DrawScene();

// 初始化窗口
bool InitializeWindow(HINSTANCE hInstance,
	int ShowWnd,
	int width, int height,
	bool windowed);

//初始化消息循环函数
int messageloop();
//初始化窗口回调过程。Windows API是事件驱动型的编程模型。在该函数中捕获Windows消息,比如一个按键按下(也叫事件)以及程序操作流程。

LRESULT CALLBACK WndProc(HWND hWnd,
	UINT msg,
	WPARAM wParam,
	LPARAM lParam);

//创建效果常量缓冲的结构体
struct cbPerObject
{
	XMMATRIX WVP;
};

cbPerObject cbPerObj;

//顶点结构体以及顶点布局(输入布局)
#if 1
struct Vertex
{
	Vertex(){}
	Vertex(float x, float y, float z,
		float u, float v)
		:pos(x, y, z), texCoord(u, v){}
	XMFLOAT3 pos;
	XMFLOAT2 texCoord;
};
D3D11_INPUT_ELEMENT_DESC layout[] = {
	{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
	{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE(layout);
#else
struct Vertex
{
	Vertex(){}
	Vertex(float x, float y, float z,
		float cr, float cg, float cb, float ca)
		:pos(x, y, z), color(cr, cg, cb, ca){}
	XMFLOAT3 pos;
	XMFLOAT4 color;
};

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);
#endif
//主函数,传入应用程序句柄hInstance,前一个应用程序句柄hPrevInstance,传给函数处理的命令行lpCmdLine以及窗口显示方式的nShowCmd
int WINAPI WinMain(HINSTANCE hInstance,
	HINSTANCE hPrevInstance,
	LPSTR lpCmdLine,
	int nShowCmd)
{
	//创建并注册窗口
	if (!InitializeWindow(hInstance, nShowCmd, Width, Height, true))
	{
		MessageBox(0, "Window Initilization - Failed", "Error", MB_OK);
		return 0;
	}

	/new
	if (!InitializeDirect3d11App(hInstance)) // 初始化D3D
	{
		MessageBox(0, "Direct3D Initialization - Failed", "Error", MB_OK);
		return 0;
	}

	if (!InitScene())
	{
		MessageBox(0, "Scene Initialization - Failed", "Error", MB_OK);
		return 0;
	}
	
	messageloop();
	CleanUp();
	//ReleaseObjects();

	return 0;
}
// windowed 若为true则为窗口模式显示,若为false则为全屏模式显示
bool InitializeWindow(HINSTANCE hInstance,
	int ShowWnd,
	int width, int height,
	bool windowed)
{
	/*typedef struct _WNDCLASS{
		UINT cbSize;
		UINT style;
		WNDPROC lpfnWndProc;
		int cbClsExtra;
		int cbWndExtra;
		HANDLE hInstance;
		HICON hIcon;
		HCURSOR hCursor;
		HBRUSH hbrBackground;
		LPCTSTR lpszMenuName;
		LPCTSTR lpszClassName;
	}WNDCLASS;
	*/
	WNDCLASSEX wc;
	wc.cbSize = sizeof(WNDCLASSEX); //window类的大小
	/********windows类风格
	*CS_CLASSDC 一个使用该类创建的在所有窗口间共享的设备上下文
	*CS_DBLCLKS 在窗口上使能双击功能
	*CS_HREDRAW 若窗口的宽度有改变或者窗口水平地移动,窗口将会刷新
	*CS_NOCLOSE 窗口菜单上禁止关闭选项
	*CS_OWNDC   为每个窗口创建自己的设备上下文。正好与CS_CLASSDC相反
	*CS_PARENTDC 这会设置创建的子窗口的剪裁四边形到父窗口,这允许子窗口能够在父窗口上绘画
	*CS_VERDRAW 若在窗口的高度或窗口在垂直方向有移动窗口会重绘
	**/
	wc.style = CS_HREDRAW | CS_VREDRAW;
	//lpfnWndProc是一个指向处理窗口消息函数的指针,设置窗口处理函数的函数名WndProc
	wc.lpfnWndProc = WndProc;
	//cbClsExtra是WNDCLASSEX之后额外申请的字节数
	wc.cbClsExtra = NULL;
	//cbWndExtra指定窗口实例之后所申请的字节数
	wc.cbWndExtra = NULL;
	//当前窗口应用程序的句柄,通过给函数GetModuleHandle()函数第一个参数传入NULL可获取当前窗口应用程序。
	wc.hInstance = hInstance;

	//hIcon用来指定窗口标题栏左上角的图标。以下是一些标准图标:
	/*
	*IDI_APPLICATION 默认应用程序图标
	*IDI_HAND 手形状的图标
	*IDI_EXCLAMATION 感叹号图标
	*IDI_INFORMATION 星号图标
	*IDI_QUESTION 问号图标
	*IDI_WINLOGO 若使用的是XP则是默认应用程序图标,否则是窗口logo
	*/
	wc.hIcon = LoadIcon(NULL, (LPCTSTR)IDI_SMALL);

	/*定义光标图标
	*IDC_APPSTARTING 标准箭头以及小型沙漏光标
	*IDC_ARROW 标准箭头光标
	*IDC_CROSS 十字线光标
	*IDC_HAND 手型光标
	*IDC_NO 斜线圈光标
	*IDC_WAIT 沙漏光标
	*/
	wc.hCursor = LoadCursor(NULL, IDC_ARROW);
	//hbrBackground是一个刷子的句柄,可使得背景黑色。
	wc.hbrBackground = (HBRUSH)(COLOR_BTNSHADOW + 2);
	//附加到窗口的菜单名字,不需要的话设置为NULL
	wc.lpszMenuName = NULL;
	//对类进行命名
	wc.lpszClassName = WndClassName;
	//指定任务栏的图标,使用上面的IDI_图标
	wc.hIconSm = LoadIcon(NULL, (LPCTSTR)IDI_MYICON);
	//注册类。若失败则会获得一个错误,若成功,则继续创建窗口
	if (!RegisterClassEx(&wc))
	{
		MessageBox(NULL, "Error registering class", "Error", MB_OK | MB_ICONERROR);
		return 1;
	}

	//创建窗口
	hwnd = CreateWindowEx(NULL, WndClassName, "Rotating Cube", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, width,
		height, NULL, NULL, hInstance, NULL);

	if (!hwnd)
	{
		MessageBox(NULL, "Error registering class", "Error", MB_OK | MB_ICONERROR);
		return 1;
	}

	//BOOL ShowWindow(HWND hWnd, int nCmdShow);
	//BOOL UpdateWindow(HWND hWnd);

	ShowWindow(hwnd, ShowWnd);
	UpdateWindow(hwnd);// 发送WM_PAINT消息到窗口过程,若窗口客户区没有任何东西要显示,则不发送消息。返回true,继续运行到mainloop中去。

	return true;
}

bool InitializeDirect3d11App(HINSTANCE hInstance)
{
	//声明缓冲
	DXGI_MODE_DESC bufferDesc;

	ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC));

	bufferDesc.Width = Width;
	bufferDesc.Height = Height;
	bufferDesc.RefreshRate.Numerator = 60;
	bufferDesc.RefreshRate.Denominator = 1;
	bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

	//声明交换链
	DXGI_SWAP_CHAIN_DESC swapChainDesc;

	ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));

	swapChainDesc.BufferDesc = bufferDesc;
	swapChainDesc.SampleDesc.Count = 1;
	swapChainDesc.SampleDesc.Quality = 0;
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swapChainDesc.BufferCount = 1;
	swapChainDesc.OutputWindow = hwnd;
	swapChainDesc.Windowed = TRUE;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;


	//创建交换链
	D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL,
		D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon);

	//创建后缓冲
	ID3D11Texture2D* BackBuffer;
	SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&BackBuffer);

	//创建渲染目标
	d3d11Device->CreateRenderTargetView(BackBuffer, NULL, &renderTargetView);
	BackBuffer->Release();

	//创建深度模板缓冲
	D3D11_TEXTURE2D_DESC depthStencilDesc;
	depthStencilDesc.Width = Width;
	depthStencilDesc.Height = Height;
	depthStencilDesc.MipLevels = 1;
	depthStencilDesc.ArraySize = 1;
	depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthStencilDesc.SampleDesc.Count = 1;
	depthStencilDesc.SampleDesc.Quality = 0;
	depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
	depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; //绑定到OM
	depthStencilDesc.CPUAccessFlags = 0;
	depthStencilDesc.MiscFlags = 0;

	//创建深度模板视图
	d3d11Device->CreateTexture2D(&depthStencilDesc, NULL, &depthStencilBuffer);
	d3d11Device->CreateDepthStencilView(depthStencilBuffer, NULL, &depthStencilView);

	//设置渲染目标
	d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, depthStencilView);

	return true;
}

void CleanUp()
{
	SwapChain->Release();
	d3d11Device->Release();
	d3d11DevCon->Release();
	renderTargetView->Release();

	squareVertBuffer->Release();
	squareIndexBuffer->Release();

	//triangleVertBuffer->Release();
	VS->Release();
	PS->Release();
	VS_Buffer->Release();
	PS_Buffer->Release();
	vertLayout->Release();

	depthStencilView->Release();
	depthStencilBuffer->Release();

	//
	cbPerObjectBuffer->Release();

	//释放线框
	//WireFrame->Release();
}

void ReleaseObjects()
{
//释放创建的COM对象
	SwapChain->Release();
	d3d11Device->Release();
	d3d11DevCon->Release();
}

bool InitScene()
{
	//编译着色器
	hr = D3DX11CompileFromFile("Effects.fx", 0, 0, "VS", "vs_4_0", 0, 0, 0, &VS_Buffer, 0, 0);
	hr = D3DX11CompileFromFile("Effects.fx", 0, 0, "PS", "ps_4_0", 0, 0, 0, &PS_Buffer, 0, 0);

	//创建着色器对象
	hr = d3d11Device->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS);
	hr = d3d11Device->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS);

	//设置顶点和像素着色器
	d3d11DevCon->VSSetShader(VS, 0, 0);
	d3d11DevCon->PSSetShader(PS, 0, 0);

	//创建顶点缓冲
	Vertex v[] = {
#if 1
		// Front Face
		Vertex(-1.0f, -1.0f, -1.0f, 0.0f, 1.0f),
		Vertex(-1.0f,  1.0f, -1.0f, 0.0f, 0.0f),
		Vertex( 1.0f,  1.0f, -1.0f, 1.0f, 0.0f),
		Vertex( 1.0f, -1.0f, -1.0f, 1.0f, 1.0f),

		// Back Face
		Vertex(-1.0f, -1.0f, 1.0f, 1.0f, 1.0f),
		Vertex( 1.0f, -1.0f, 1.0f, 0.0f, 1.0f),
		Vertex( 1.0f,  1.0f, 1.0f, 0.0f, 0.0f),
		Vertex(-1.0f, 1.0f, 1.0f, 1.0f, 0.0f),

		// Top Face
		Vertex(-1.0f, 1.0f, -1.0f, 0.0f, 1.0f),
		Vertex(-1.0f, 1.0f, 1.0f, 0.0f, 0.0f),
		Vertex(1.0f, 1.0f, 1.0f, 1.0f, 0.0f),
		Vertex(1.0f, 1.0f, -1.0f, 1.0f, 1.0f),

		// Bottom Face
		Vertex(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f),
		Vertex(1.0f, -1.0f, -1.0f, 0.0f, 1.0f),
		Vertex(1.0f, -1.0f, 1.0f, 0.0f, 0.0f),
		Vertex(-1.0f, -1.0f, 1.0f, 1.0f, 0.0f),

		// Left Face
		Vertex(-1.0f, -1.0f, 1.0f, 0.0f, 1.0f),
		Vertex(-1.0f, 1.0f, 1.0f, 0.0f, 0.0f),
		Vertex(-1.0f, 1.0f, -1.0f, 1.0f, 0.0f),
		Vertex(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f),

		// Right Face
		Vertex(1.0f, -1.0f, -1.0f, 0.0f, 1.0f),
		Vertex(1.0f, 1.0f, -1.0f, 0.0f, 0.0f),
		Vertex(1.0f, 1.0f, 1.0f, 1.0f, 0.0f),
		Vertex(1.0f, -1.0f, 1.0f, 1.0f, 1.0f),
#else
		Vertex(-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f),
		Vertex(-1.0f, +1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f),
		Vertex(+1.0f, +1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f),
		Vertex(+1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f),
		Vertex(-1.0f, -1.0f, +1.0f, 0.0f, 1.0f, 1.0f, 1.0f),
		Vertex(-1.0f, +1.0f, +1.0f, 1.0f, 1.0f, 1.0f, 1.0f),
		Vertex(+1.0f, +1.0f, +1.0f, 1.0f, 0.0f, 1.0f, 1.0f),
		Vertex(+1.0f, -1.0f, +1.0f, 1.0f, 0.0f, 0.0f, 1.0f),
#endif
	};

	DWORD indices[] = {
		// Front Face
		0,  1,  2,
		0,  2,  3,

		// Back Face
		4,  5,  6,
		4,  6,  7,

		// Top Face
		8,  9, 10,
		8, 10, 11,

		// Bottom Face
		12, 13, 14,
		12, 14, 15,

		// Left Face
		16, 17, 18,
		16, 18, 19,

		// Right Face
		20, 21, 22,
		20, 22, 23
	};

	D3D11_BUFFER_DESC indexBufferDesc;
	ZeroMemory(&indexBufferDesc, sizeof(indexBufferDesc));

	indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
	indexBufferDesc.ByteWidth = sizeof(DWORD) * 12 * 3;
	indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
	indexBufferDesc.CPUAccessFlags = 0;
	indexBufferDesc.MiscFlags = 0;

	D3D11_SUBRESOURCE_DATA iinitData;
	iinitData.pSysMem = indices;
	d3d11Device->CreateBuffer(&indexBufferDesc, &iinitData, &squareIndexBuffer);
	d3d11DevCon->IASetIndexBuffer(squareIndexBuffer, DXGI_FORMAT_R32_UINT, 0);

	D3D11_BUFFER_DESC vertexBufferDesc;
	ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc));

	vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
	vertexBufferDesc.ByteWidth = sizeof(Vertex) * 24;
	vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	vertexBufferDesc.CPUAccessFlags = 0;
	vertexBufferDesc.MiscFlags = 0;

	D3D11_SUBRESOURCE_DATA vertexBufferData;
	ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
	vertexBufferData.pSysMem = v;
	hr = d3d11Device->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &squareVertBuffer);

	//设置顶点缓冲
	UINT stride = sizeof(Vertex);
	UINT offset = 0;
	d3d11DevCon->IASetVertexBuffers(0, 1, &squareVertBuffer, &stride, &offset);

	//创建输入布局
	d3d11Device->CreateInputLayout(layout, numElements, VS_Buffer->GetBufferPointer(),
		VS_Buffer->GetBufferSize(), &vertLayout);

	//设置输入布局
	d3d11DevCon->IASetInputLayout(vertLayout);
	
	//设置图元拓扑
	d3d11DevCon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

	//创建视口
	D3D11_VIEWPORT viewport;
	ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));

	viewport.TopLeftX = 0;
	viewport.TopLeftY = 0;
	viewport.Width = Width;
	viewport.Height = Height;
	
	viewport.MinDepth = 0;
	viewport.MaxDepth = 1;
	//设置视口
	d3d11DevCon->RSSetViewports(1, &viewport);

	//创建缓冲用来发送到效果文件的cbuffer
	D3D11_BUFFER_DESC cbbd;
	ZeroMemory(&cbbd, sizeof(D3D11_BUFFER_DESC));
	cbbd.Usage = D3D11_USAGE_DEFAULT;
	cbbd.ByteWidth = sizeof(cbPerObject);
	cbbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	cbbd.CPUAccessFlags = 0;
	cbbd.MiscFlags = 0;

	hr = d3d11Device->CreateBuffer(&cbbd, NULL, &cbPerObjectBuffer);

	//相机信息
	//相机信息
	camPosition = XMVectorSet(0.0f, 3.0f, -8.0f, 0.0f);
	//camPosition = XMVectorSet(0.0f, 0.0f, -0.5f, 0.0f);
	camTarget = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f);
	camUp = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);

	//设置视图矩阵
	camView = XMMatrixLookAtLH(camPosition, camTarget, camUp);

	//设置投影矩阵
	camProjection = XMMatrixPerspectiveFovLH(0.4f*3.14f, (float)Width / Height, 1.0f, 1000.0f);
#if 1
	hr = D3DX11CreateShaderResourceViewFromFile(d3d11Device, "Eye.jpg", NULL, NULL, &CubesTexture, NULL);

	//配置采样状态
	D3D11_SAMPLER_DESC sampDesc;
	ZeroMemory(&sampDesc, sizeof(sampDesc));
	sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
	sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
	sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
	sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
	sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
	sampDesc.MinLOD = 0;
	sampDesc.MaxLOD = D3D11_FLOAT32_MAX;

	//创建采样状态
	hr = d3d11Device->CreateSamplerState(&sampDesc, &CubesTexSamplerState);

#else
	//设置线框
	D3D11_RASTERIZER_DESC wfdesc;
	ZeroMemory(&wfdesc, sizeof(D3D11_RASTERIZER_DESC));
	wfdesc.FillMode = D3D11_FILL_WIREFRAME;
	wfdesc.CullMode = D3D11_CULL_NONE;
	hr = d3d11Device->CreateRasterizerState(&wfdesc, &WireFrame);
	d3d11DevCon->RSSetState(WireFrame);
#endif
	return true;
}

void UpdateScene()
{
	// 更新场景颜色
	//让立方体旋转起来
	rot += 0.00005f;
	if (rot > 6.26f)
		rot = 0.0f;

	//复位cube1World
	cube1World = XMMatrixIdentity();

	//定义cube1的世界空间矩阵
	XMVECTOR rotaxis = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
	Rotation = XMMatrixRotationAxis(rotaxis, rot);
	Translation = XMMatrixTranslation(0.0f, 0.0f, 4.0f);

	//用转换设置cube1的世界空间
	cube1World = Translation* Rotation;

	//复位cube2World
	cube2World = XMMatrixIdentity();
	
	//定义cube2的世界空间矩阵
	Rotation = XMMatrixRotationAxis(rotaxis, -rot);
	Scale = XMMatrixScaling(1.3f, 1.3f, 1.3f);

	//设置cube2的世界空间矩阵
	cube2World = Rotation * Scale;

#if 0
	red += colormodr * 0.00005f;
	green += colormodg * 0.00002f;
	blue += colormodb * 0.00001f;

	if (red >= 1.0f || red <= 0.0f)
		colormodr *= -1;
	if (green >= 1.0f || green <= 0.0f)
		colormodg *= -1;
	if (blue >= 1.0f || blue <= 0.0f)
		colormodb *= -1;
#endif
}

void DrawScene()
{
	//将更新的颜色填充后缓冲
//	D3DXCOLOR bgColor(red, green, blue, 1.0f);
	float bgColor[4] = {(0.0f, 0.0f, 0.0f, 0.0f)};
	d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor);

	//刷新深度模板视图
	d3d11DevCon->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);

	//设置WVP矩阵并将它送到效果文件中的常量缓冲中
	WVP = cube1World * camView * camProjection;
	cbPerObj.WVP = XMMatrixTranspose(WVP);
	d3d11DevCon->UpdateSubresource(cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0);
	d3d11DevCon->VSSetConstantBuffers(0, 1, &cbPerObjectBuffer);
	///
	d3d11DevCon->PSSetShaderResources(0, 1, &CubesTexture);
	d3d11DevCon->PSSetSamplers(0, 1, &CubesTexSamplerState);

	//绘制第一个立方体
	d3d11DevCon->DrawIndexed(36, 0, 0);

	//设置世界/视图/投影矩阵,随后发送到效果文件的常量缓冲中
	//World = XMMatrixIdentity();

	WVP = cube2World * camView * camProjection;
	cbPerObj.WVP = XMMatrixTranspose(WVP);
	d3d11DevCon->UpdateSubresource(cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0);
	d3d11DevCon->VSSetConstantBuffers(0, 1, &cbPerObjectBuffer);
	///
	d3d11DevCon->PSSetShaderResources(0, 1, &CubesTexture);
	d3d11DevCon->PSSetSamplers(0, 1, &CubesTexSamplerState);
	//绘制第二个立方体
	d3d11DevCon->DrawIndexed(36, 0, 0);
	//绘制三角形
	//d3d11DevCon->DrawIndexed(6, 0, 0);
	//画三角形
	//d3d11DevCon->Draw(3, 0);

	//将后缓冲呈现到屏幕
	SwapChain->Present(0, 0);
}

int messageloop(){
	MSG msg;
	ZeroMemory(&msg, sizeof(MSG));//清除结构体被设为NULL。

	while (true){
		//使用PeekMessage()检查是否有消息传进来
		/*LPMSG lpMsg 消息结构体的指针
		*HWND hWnd 发送消息的窗口句柄。若设为NULL,那么它会从当前程序中接收来自任何一个窗口的消息
		*UINT wMsgFilterMin 指定消息范围内第一个要检查的消息的值。若wMsgFilterMin和wMsgFilterMax都设为0,那么PeekMessage将会检查素有的消息
		*UINT wMsgFilterMax 指定消息范围内最后一个要检测的消息的值
		*UINT wRemoveMsg 指定消息的处理方式。若设置为PM_REMOVE,则在读取之后会被删除
		*/
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			if (msg.message == WM_QUIT)
			{
				break;
			}
			//若消息为窗口消息,则解析并分发它。TranslateMessage()将会让窗口做一些解析,类似键盘的虚拟键值转换到字符形式。
			//而DispatchMessage()则发送消息到窗口过程WndProc。
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else //若没有窗口消息,则运行游戏
		{
			 // run game code
			UpdateScene();
			DrawScene();
		}
	}
	return msg.wParam;
}

//窗口消息处理函数
//HWND hwnd 获取消息的窗口句柄
//UINT msg 消息的内容
/*
*WM_ACTIVE 当窗口激活时发送的消息
*WM_CLOSE 当窗口关闭时发送的消息
*WM_CREATE 当窗口创建时发送的消息
*WM_DESTROY 当窗口销毁时发送的消息
*/
//wParam和lParam时消息的额外信息。使用wParam来检测键盘输入消息
LRESULT CALLBACK WndProc(HWND hwnd,
	UINT msg,
	WPARAM wParam,
	LPARAM lParam
	)
{
	// 这是事件检测消息的地方,若escape键被按下,会显示一个消息框,询问是否真的退出。若点击yes,则程序关闭。若不点击,则消息框关闭。若消息包含WM_DESTROY
	// 则意味着窗口正在被销毁,返回0并且程序关闭
	switch (msg)
	{
	case WM_KEYDOWN:
		if (wParam == VK_ESCAPE)
		{
			if (MessageBox(0, "Are you sure you want to exit?",
				"Really?", MB_YESNO | MB_ICONASTERISK) == IDYES)
			{
				DestroyWindow(hwnd);
			}
			return 0;

		}
		break;

	case WM_DESTROY:
		PostQuitMessage(0);
		break;

	default:
		break;
	}

	//调用默认窗口过程函数
	return DefWindowProc(hwnd,
		msg,
		wParam,
		lParam);
}
           

效果文件:

cbuffer cbPerObject
{
    float4x4 WVP;
};

Texture2D ObjTexture;
SamplerState ObjSamplerState;

struct VS_OUTPUT
{
    float4 Pos : SV_POSITION;
    float2 TexCoord : TEXCOORD;
};

VS_OUTPUT VS(float4 inPos : POSITION, float2 inTexCoord : TEXCOORD)
{
    VS_OUTPUT output;

    output.Pos = mul(inPos, WVP);
    output.TexCoord = inTexCoord;

    return output;
}

float4 PS(VS_OUTPUT input) : SV_TARGET
{
    return ObjTexture.Sample( ObjSamplerState, input.TexCoord );
}
           

将eye.jpg与源代码放在同一个目录即可:

D3D11的纹理

效果:

D3D11的纹理

参考网址

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