• Directx11教程(7) 画一个颜色立方体


          前面教程我们通过D3D11画了一个三角形,本章我们将画一个颜色立方体,它的立体感更强。主要的变动是ModelClass类,在ModelClass中定义一个立方体需要的顶点信息,然后创建顶点缓冲和索引缓冲。

         在ModelClass.h中,我们定义一些宏来表示颜色,以便后面给顶点颜色属性赋值时用。

    ModelClass.h代码如下:

    #pragma once

    #include <d3d11.h>
    #include <d3dx10math.h>

    //定义一些常用颜色
    const D3DXVECTOR4 WHITE(1.0f, 1.0f, 1.0f, 1.0f);
    const D3DXVECTOR4 BLACK(0.0f, 0.0f, 0.0f, 1.0f);
    const D3DXVECTOR4 RED(1.0f, 0.0f, 0.0f, 1.0f);
    const D3DXVECTOR4 GREEN(0.0f, 1.0f, 0.0f, 1.0f);
    const D3DXVECTOR4 BLUE(0.0f, 0.0f, 1.0f, 1.0f);
    const D3DXVECTOR4 YELLOW(1.0f, 1.0f, 0.0f, 1.0f);
    const D3DXVECTOR4 CYAN(0.0f, 1.0f, 1.0f, 1.0f);
    //蓝绿色
    const D3DXVECTOR4 MAGENTA(1.0f, 0.0f, 1.0f, 1.0f); //洋红色

    const D3DXVECTOR4 BEACH_SAND(1.0f, 0.96f, 0.62f, 1.0f);
    const D3DXVECTOR4 LIGHT_YELLOW_GREEN(0.48f, 0.77f, 0.46f, 1.0f);
    const D3DXVECTOR4 DARK_YELLOW_GREEN(0.1f, 0.48f, 0.19f, 1.0f);
    const D3DXVECTOR4 DARKBROWN(0.45f, 0.39f, 0.34f, 1.0f);

    ModelClass.cpp的主要代码如下

    bool ModelClass::InitializeBuffers(ID3D11Device* device)
        {
        VertexType* vertices;
        unsigned long* indices;
        D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
        D3D11_SUBRESOURCE_DATA vertexData, indexData;
        HRESULT result;

        //首先,我们创建2个临时缓冲存放顶点和索引数据,以便后面使用。.

        // 设置顶点缓冲大小为8,一个正方体.
        m_vertexCount = 8;

        // 设置索引缓冲大小.
       m_indexCount = 36;

        // 创建顶点临时缓冲.
        vertices = new VertexType[m_vertexCount];
        if(!vertices)
            {
            return false;
            }

       // 创建索引缓冲.
        indices = new unsigned long[m_indexCount];
        if(!indices)
            {
            return false;
            }
       //创建顺时针方向的三角形,左手规则
        // 设置顶点数据.
        vertices[0].position = D3DXVECTOR3(-1.0f, -1.0f, -1.0f); 
        vertices[0].color = WHITE;

        vertices[1].position = D3DXVECTOR3(-1.0f, 1.0f, -1.0f); 
        vertices[1].color = BLACK;

        vertices[2].position = D3DXVECTOR3(1.0f, 1.0f, -1.0f); 
        vertices[2].color = RED;

        vertices[3].position = D3DXVECTOR3(1.0f, -1.0f, -1.0f); 
        vertices[3].color = GREEN;

        vertices[4].position = D3DXVECTOR3(-1.0f, -1.0f, 1.0f); 
        vertices[4].color = BLUE;

        vertices[5].position = D3DXVECTOR3(-1.0f, 1.0f, 1.0f); 
        vertices[5].color = YELLOW;

        vertices[6].position = D3DXVECTOR3(1.0f, 1.0f, 1.0f); 
        vertices[6].color = CYAN;

        vertices[7].position = D3DXVECTOR3(1.0f, -1.0f, 1.0f); 
        vertices[7].color = MAGENTA
    ;

       // 设置索引缓冲数据.
        indices[0] = 0;  // 前面
        indices[1] = 1;
        indices[2] = 2; 
        indices[3] = 0;
        indices[4] = 2;
        indices[5] = 3; 

        indices[6] = 4;  // 后面
        indices[7] = 6;
        indices[8] = 5; 
        indices[9] = 4;
        indices[10] = 7;
        indices[11] = 6;

        indices[12] = 4;  // 左面
        indices[13] = 5;
        indices[14] = 1; 
        indices[15] = 4;
        indices[16] = 1;
        indices[17] = 0;

        indices[18] = 3;  //右面
        indices[19] = 2;
        indices[20] = 6; 
        indices[21] = 3;
        indices[22] = 6;
        indices[23] = 7;

        indices[24] = 1;  // 上面
        indices[25] = 5;
        indices[26] = 6; 
        indices[27] = 1;
        indices[28] = 6;
        indices[29] = 2;

        indices[30] = 4; // 下面
        indices[31] = 0;
        indices[32] = 3; 
        indices[33] = 4;
        indices[34] = 3;
        indices[35] = 7;


        // 设置顶点缓冲描述
        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;

        return true;
        }

    CameraClass.cpp中Render函数做了小小变动,使得摄像机始终指向原点:

    void CameraClass::Render()
        {

        // 设置摄像机的位置.
        position.x = m_positionX;
        position.y = m_positionY;
        position.z = m_positionZ;

        // 设置摄像机lookat的方向.
        //lookAt.x = 0.0f;
        //lookAt.y = 0.0f;
        //lookAt.z = 1.0f;
        //设置摄像机始终指向原点

        D3DXVec3Normalize(&lookAt, &position);
        lookAt = lookAt * (-1);

       // 得到弧度单位的欧拉旋转 yaw (Y axis), pitch (X axis), 以及 roll (Z axis) .
        pitch = m_rotationX * 0.0174532925f;
        yaw   = m_rotationY * 0.0174532925f;
        roll  = m_rotationZ * 0.0174532925f;

        return;
        }

    程序运行后如下图所示:

    image

    完整的代码请参考:

    工程文件myTutorialD3D11_6

    代码下载:

    https://files.cnblogs.com/mikewolf2002/myTutorialD3D11.zip

  • 相关阅读:
    Struts2 语法--action
    react ref获取dom对象
    react 简单的用函数调出ui显示
    express.js graphql express-graphql
    Nestjs 增加全局前缀
    react使用BrowserRouter打包后,刷新页面出现404
    在node环境使用axios发送文件
    Nest js 使用axios模块
    Flutter For Web
    css实现开关效果
  • 原文地址:https://www.cnblogs.com/mikewolf2002/p/2390056.html
Copyright © 2020-2023  润新知