这儿是在上一个博客基础上修改转换代码。在D3D中,物体都是停留在当前状态中的,没有物体会回退到它的“默认”状态。比如图元拓扑,一旦设置了它,就像之前在一个三角形列表中所做的一样,除非显式的去改变它,否则它就会一直停留在三角形列表中。就像顶点和索引缓冲,一旦将它们绑定到管线,除非去改变它们,否则它们就会一直停留在那儿。这儿,将说到的是渲染状态。渲染状态所做的就是封装能够用来配置d3d的设置。有不同状态供我们选择:
ID3D11RasterizerState
该接口用于客制化管线的光栅化阶段,本博客中将会用到它
ID3D11BlendState
这用于混合阶段。
ID3D11DepthStencilState
该状态接口用于配置深度模板测试。在之后会说到模板缓冲,且深度缓冲设置用来做默认的深度测试。
全局声明
这是一个接口对象的声明,用于设置RS管线阶段的渲染状态。
ID3D11RasterizerState* WireFrame;
销毁
别忘记
void CleanUp()
{
//Release the COM Objects we created
SwapChain->Release();
d3d11Device->Release();
d3d11DevCon->Release();
renderTargetView->Release();
squareVertBuffer->Release();
squareIndexBuffer->Release();
VS->Release();
PS->Release();
VS_Buffer->Release();
PS_Buffer->Release();
vertLayout->Release();
depthStencilView->Release();
depthStencilBuffer->Release();
cbPerObjectBuffer->Release();
///**************new**************
WireFrame->Release();
///**************new**************
}
描述渲染状态
D3D11_RASTERIZER_DESC
通过描述一个声明为D3D11_RASTERIZER_DESC结构体的wfdesc变量开始。在该变量中会要创建的存储光栅化状态的定义:
typedef struct D3D11_RASTERIZER_DESC {
D3D11_FILL_MODE FillMode;
D3D11_CULL_MODE CullMode;
BOOL FrontCounterClockwise;
INT DepthBias;
FLOAT DepthBiasClamp;
FLOAT SlopeScaledDepthBias;
BOOL DepthClipEnable;
BOOL ScissorEnable;
BOOL MultisampleEnable;
BOOL AntialiasedLineEnable;
} D3D11_RASTERIZER_DESC;
FillMode
在这儿能设置两种模式:线框渲染的D3D11_FILL_WIREFRAME模式,或者实体渲染的D3D11_FILL_SOLID模式,通常都是这种模式,它是默认模式。
CullMode
可以设置D3D11_CULL_NONE来禁止裁剪(也就是不渲染三角形的另外一边),D3D11_CULL_FRONT用于裁剪前面部分(这时前面不会被渲染),D3D11_CULL_BACK用于裁剪后面部分(这时后面不会被渲染),这也是默认的模式。
FrontCounterClockwise
将这设为true或false。true意味着如果三角形顶点以顺时针绕着相机渲染,那么就是前面,false则是相反的。
DepthBias
将深度值添加到一个给定像素。默认值是0.0f
DepthBiasClamp
指定一个像素的最大深度偏差。默认值是0.0f
SlopeScaledDepthBias
指定给定像素斜率上的标量。默认值是0.0f
DepthClipEnable
基于离相机的距离来使能或禁止剪裁
ScissorEnable
使能或禁止矩形剪刀剪裁。所有的位于激活剪刀矩形外的像素会被裁剪掉。默认值是FALSE。
MultiSampleEnable
使能或禁止多重采样抗锯齿
AntialiasedLineEnable
使能或禁止线性抗锯齿。注意该选项只在α混合使能时或绘制线条时或MultisampleEnable成员为FALSE时应用。该默认值为FALSE。
D3D11_RASTERIZER_DESC wfdesc;
填充D3D11_RASTERIZER_DESC结构体
首先确保内存是清空的。随后设置filllmode为D3D11_FILL_WIREFRAME,因此d3d以线框方式渲染立方体。随后设置cullmode为D3D_CULL_NONE,所以当旋转时能够看到立方体的背面。
在填充完D3D11_RASTERIZER_DESC结构体之后,需要创建新的渲染状态。渲染状态将会被绑定到管线的RS阶段,使用函数ID3D11Device::CreateRasterizerState()方法创建渲染状态。第一个参数是渲染状态的描述符,第二个参数是一个指向ID3D11RasterizerState对象的指针,它将会存储新的渲染状态。
ZeroMemory(&wfdesc, sizeof(D3D11_RASTERIZER_DESC));
wfdesc.FillMode = D3D11_FILL_WIREFRAME;
wfdesc.CullMode = D3D11_CULL_NONE;
hr = d3d11Device->CreateRasterizerState(&wfdesc, &WireFrame);
设置渲染状态
在创建完渲染状态之后,需要设置它,或将它绑定到管线的RS阶段。可调用方法ID3D11DeviceContext::RSSetState()来做这件事情。唯一的一个参数就是想要绑定的渲染状态。
大多数时间,对象会使用场景中不同的渲染状态,因此当初始化场景时设置的渲染状态一般都不是所想要的,需要在每个想要用到那个渲染状态的对象或对象组之前设置渲染状态。若要使用默认渲染状态,只需要传入一个NULL到该函数即可。
d3d11DevCon->RSSetState(WireFrame);
代码如下:
#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;
///
// 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)
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);
//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[] = {
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),
};
DWORD indices[] = {
// front face
0, 1, 2,
0, 2, 3,
// back face
4, 6, 5,
4, 7, 6,
// left face
4, 5, 1,
4, 1, 0,
// right face
3, 2, 6,
3, 6, 7,
// top face
1, 5, 6,
1, 6, 2,
// bottom face
4, 0, 3,
4, 3, 7
};
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) * 8;
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);
//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);
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);
//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);
//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);
}
效果如下:
参考网址