• D3D11中的绘制


    两种绘制方式:

     

    1、 使用顶点缓存进行绘制

    (1) 创建顶点缓存

      a) 声明一个描述顶点数据的结构

      b) 使用实际的顶点数据填充顶点结构数组

      c) 创建一个D3D11_BUFFER_DESC对象(a buffer description),将其BindFlags成员赋值为D3D11_BIND_VERTEX_BUFFER, ByteWidth成员赋值为顶点对象数组      的实际大小。

      d) 创建一个D3D11_SUBRESOURCE_DATA对象(a subresource data description),将其pSysMem成员赋值为第二步中创建的资源数据对象的指针。

      e) 调用ID3D11Device::CreateBuffer创建顶点缓存,第1个参数传入创建的D3D11_BUFFER_DESC对象,第2个参数为创建的D3D11_SUBRESOURCE_DATA对象,第3个参数返回生成的ID3D11Buffer定点缓存对象的指针。 

    (2) 设置顶点缓存

    调用ID3D10Device::IASetVertexBuffers()方法设置顶点缓存

    (3) 设置图元拓扑结构

    调用ID3D11DeviceContext::IASetVertexBuffers()方法设置图元拓扑。

    (4) 使用顶点缓存进行绘制

    调用ID3D11DeviceContext::Draw()方法绘制 顶点缓存

    (5) 资源回收

             调用ID3D11Buffer::Release()方法释放定点缓存资源。

    注:之前还需要先创建好VS和PS以及Input Layout。D3D11的绘制过程,VS和PS是必须要有的。

    2、使用索引缓存进行绘制

    (1) 创建并设置顶点缓存

    (2) 创建索引缓存

      a) 创建索引信息(一般是用一个数组记录顶点索引信息)

      b) 创建一个D3D11_BUFFER_DESC对象(a buffer description),将其BindFlags成员赋值为D3D11_BIND_INDEX_BUFFER, ByteWidth成员赋值为索引数组的实际大小

      c) 创建一个D3D11_SUBRESOURCE_DATA对象(a subresource data description),将其pSysMem成员赋值为第二步中创建的索引结构对象的指针

      d) 调用ID3D11Device::CreateBuffer创建索引缓存,第1个参数传入创建的D3D11_BUFFER_DESC对象,第2个参数为创建的D3D11_SUBRESOURCE_DATA对象,第3个参数返回生成的ID3D11Buffer索引缓存对象的指针

    (3) 调用ID3D10Device::IASetIndexBuffer()方法设置顶点索引缓存。

    (4) 使用顶点索引缓存进行绘制

    调用ID3D11DeviceContext::DrawIndexed()方法绘制图元。

    注:之前还需要先创建好VS和PS以及Input Layout。D3D11的绘制过程,VS和PS是必须要有的。

    创建顶点缓存示例代码
    1 /*
    2 **创建顶点缓存示例代码
    3  */
    4 ID3D11Buffer* g_pVertexBuffer;
    5
    6  // Define the data-type that
    7  // describes a vertex.
    8  struct SimpleVertexCombined
    9 {
    10 D3DXVECTOR3 Pos;
    11 D3DXVECTOR3 Col;
    12 };
    13
    14  // Supply the actual vertex data.
    15  SimpleVertexCombined verticesCombo[] =
    16 {
    17 D3DXVECTOR3( 0.0f, 0.5f, 0.5f ),
    18 D3DXVECTOR3( 0.0f, 0.0f, 0.5f ),
    19 D3DXVECTOR3( 0.5f, -0.5f, 0.5f ),
    20 D3DXVECTOR3( 0.5f, 0.0f, 0.0f ),
    21 D3DXVECTOR3( -0.5f, -0.5f, 0.5f ),
    22 D3DXVECTOR3( 0.0f, 0.5f, 0.0f ),
    23 };
    24
    25  // Fill in a buffer description.
    26  D3D11_BUFFER_DESC bufferDesc;
    27 bufferDesc.Usage = D3D11_USAGE_DEFAULT;
    28 bufferDesc.ByteWidth = sizeof( SimpleVertexCombined ) * 3;
    29 bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    30 bufferDesc.CPUAccessFlags = 0;
    31 bufferDesc.MiscFlags = 0;
    32
    33  // Fill in the subresource data.
    34 D3D11_SUBRESOURCE_DATA InitData;
    35 InitData.pSysMem = verticesCombo;
    36 InitData.SysMemPitch = 0;
    37 InitData.SysMemSlicePitch = 0;
    38
    39 // Create the vertex buffer.
    40 hr = g_pd3dDevice->CreateBuffer( &bufferDesc, &InitData, &g_pVertexBuffer );
    创建索引缓存示例代码
    1 /*
    2 **创建索引缓存示例代码
    3 */
    4 ID3D11Buffer *g_pIndexBuffer = NULL;
    5
    6 // Create indices.
    7 unsigned int indices[] = { 0, 1, 2 };
    8
    9 // Fill in a buffer description.
    10 D3D11_BUFFER_DESC bufferDesc;
    11 bufferDesc.Usage = D3D11_USAGE_DEFAULT;
    12 bufferDesc.ByteWidth = sizeof( unsigned int ) * 3;
    13 bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
    14 bufferDesc.CPUAccessFlags = 0;
    15 bufferDesc.MiscFlags = 0;
    16
    17 // Define the resource data.
    18 D3D11_SUBRESOURCE_DATA InitData;
    19 InitData.pSysMem = indices;
    20 InitData.SysMemPitch = 0;
    21 InitData.SysMemSlicePitch = 0;
    22
    23 // Create the buffer with the device.
    24 hr = g_pd3dDevice->CreateBuffer( &bufferDesc, &InitData, &g_pIndexBuffer );
    25 if( FAILED( hr ) )
    26 return hr;
    27
    28 // Set the buffer.
    29 g_pd3dContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );

    使用索引缓存进行图元绘制的完整例子:

    //--------------------------------------------------------------------------------------
    // File: Tutorial04.cpp
    //
    // This application displays a 3D cube using Direct3D 11
    //
    // Copyright (c) Microsoft Corporation. All rights reserved.
    //--------------------------------------------------------------------------------------
    #include <windows.h>
    #include <d3d11.h>
    #include <d3dx11.h>
    #include <d3dcompiler.h>
    #include <xnamath.h>
    #include "resource.h"
    
    
    //--------------------------------------------------------------------------------------
    // Structures
    //--------------------------------------------------------------------------------------
    struct SimpleVertex
    {
        XMFLOAT3 Pos;
        XMFLOAT4 Color;
    };
    
    
    struct ConstantBuffer
    {
    	XMMATRIX mWorld;
    	XMMATRIX mView;
    	XMMATRIX mProjection;
    };
    
    
    //--------------------------------------------------------------------------------------
    // Global Variables
    //--------------------------------------------------------------------------------------
    HINSTANCE               g_hInst = NULL;
    HWND                    g_hWnd = NULL;
    D3D_DRIVER_TYPE         g_driverType = D3D_DRIVER_TYPE_NULL;
    D3D_FEATURE_LEVEL       g_featureLevel = D3D_FEATURE_LEVEL_11_0;
    ID3D11Device*           g_pd3dDevice = NULL;
    ID3D11DeviceContext*    g_pImmediateContext = NULL;
    IDXGISwapChain*         g_pSwapChain = NULL;
    ID3D11RenderTargetView* g_pRenderTargetView = NULL;
    ID3D11VertexShader*     g_pVertexShader = NULL;
    ID3D11PixelShader*      g_pPixelShader = NULL;
    ID3D11InputLayout*      g_pVertexLayout = NULL;
    ID3D11Buffer*           g_pVertexBuffer = NULL;
    ID3D11Buffer*           g_pIndexBuffer = NULL;
    ID3D11Buffer*           g_pConstantBuffer = NULL;
    XMMATRIX                g_World;
    XMMATRIX                g_View;
    XMMATRIX                g_Projection;
    
    
    //--------------------------------------------------------------------------------------
    // Forward declarations
    //--------------------------------------------------------------------------------------
    HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
    HRESULT InitDevice();
    void CleanupDevice();
    LRESULT CALLBACK    WndProc( HWND, UINT, WPARAM, LPARAM );
    void Render();
    
    
    //--------------------------------------------------------------------------------------
    // Entry point to the program. Initializes everything and goes into a message processing 
    // loop. Idle time is used to render the scene.
    //--------------------------------------------------------------------------------------
    int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
    {
        UNREFERENCED_PARAMETER( hPrevInstance );
        UNREFERENCED_PARAMETER( lpCmdLine );
    
        if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
            return 0;
    
        if( FAILED( InitDevice() ) )
        {
            CleanupDevice();
            return 0;
        }
    
        // Main message loop
        MSG msg = {0};
        while( WM_QUIT != msg.message )
        {
            if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
            {
                TranslateMessage( &msg );
                DispatchMessage( &msg );
            }
            else
            {
                Render();
            }
        }
    
        CleanupDevice();
    
        return ( int )msg.wParam;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Register class and create window
    //--------------------------------------------------------------------------------------
    HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
    {
        // Register class
        WNDCLASSEX wcex;
        wcex.cbSize = sizeof( WNDCLASSEX );
        wcex.style = CS_HREDRAW | CS_VREDRAW;
        wcex.lpfnWndProc = WndProc;
        wcex.cbClsExtra = 0;
        wcex.cbWndExtra = 0;
        wcex.hInstance = hInstance;
        wcex.hIcon = LoadIcon( hInstance, IDI_APPLICATION );
        wcex.hCursor = LoadCursor( NULL, IDC_ARROW );
        wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
        wcex.lpszMenuName = NULL;
        wcex.lpszClassName = L"TutorialWindowClass";
        wcex.hIconSm = LoadIcon( wcex.hInstance, IDI_APPLICATION );
        if( !RegisterClassEx( &wcex ) )
            return E_FAIL;
    
        // Create window
        g_hInst = hInstance;
        RECT rc = { 0, 0, 640, 480 };
        AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
        g_hWnd = CreateWindow( L"TutorialWindowClass", L"Direct3D 11 Tutorial 4: 3D Spaces", WS_OVERLAPPEDWINDOW,
                               CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance,
                               NULL );
        if( !g_hWnd )
            return E_FAIL;
    
        ShowWindow( g_hWnd, nCmdShow );
    
        return S_OK;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Helper for compiling shaders with D3DX11
    //--------------------------------------------------------------------------------------
    HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )
    {
        HRESULT hr = S_OK;
    
        DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
    #if defined( DEBUG ) || defined( _DEBUG )
        // Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
        // Setting this flag improves the shader debugging experience, but still allows 
        // the shaders to be optimized and to run exactly the way they will run in 
        // the release configuration of this program.
        dwShaderFlags |= D3DCOMPILE_DEBUG;
    #endif
    
        ID3DBlob* pErrorBlob;
        hr = D3DX11CompileFromFile( szFileName, NULL, NULL, szEntryPoint, szShaderModel, 
            dwShaderFlags, 0, NULL, ppBlobOut, &pErrorBlob, NULL );
        if( FAILED(hr) )
        {
            if( pErrorBlob != NULL )
                OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() );
            if( pErrorBlob ) pErrorBlob->Release();
            return hr;
        }
        if( pErrorBlob ) pErrorBlob->Release();
    
        return S_OK;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Create Direct3D device and swap chain
    //--------------------------------------------------------------------------------------
    HRESULT InitDevice()
    {
        HRESULT hr = S_OK;
    
        RECT rc;
        GetClientRect( g_hWnd, &rc );
        UINT width = rc.right - rc.left;
        UINT height = rc.bottom - rc.top;
    
        UINT createDeviceFlags = 0;
    #ifdef _DEBUG
        createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
    #endif
    
        D3D_DRIVER_TYPE driverTypes[] =
        {
            D3D_DRIVER_TYPE_HARDWARE,
            D3D_DRIVER_TYPE_WARP,
            D3D_DRIVER_TYPE_REFERENCE,
        };
        UINT numDriverTypes = ARRAYSIZE( driverTypes );
    
        D3D_FEATURE_LEVEL featureLevels[] =
        {
            D3D_FEATURE_LEVEL_11_0,
            D3D_FEATURE_LEVEL_10_1,
            D3D_FEATURE_LEVEL_10_0,
        };
    	UINT numFeatureLevels = ARRAYSIZE( featureLevels );
    
        DXGI_SWAP_CHAIN_DESC sd;
        ZeroMemory( &sd, sizeof( sd ) );
        sd.BufferCount = 1;
        sd.BufferDesc.Width = width;
        sd.BufferDesc.Height = height;
        sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        sd.BufferDesc.RefreshRate.Numerator = 60;
        sd.BufferDesc.RefreshRate.Denominator = 1;
        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        sd.OutputWindow = g_hWnd;
        sd.SampleDesc.Count = 1;
        sd.SampleDesc.Quality = 0;
        sd.Windowed = TRUE;
    
        for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
        {
            g_driverType = driverTypes[driverTypeIndex];
            hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags, featureLevels, numFeatureLevels,
                                                D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
            if( SUCCEEDED( hr ) )
                break;
        }
        if( FAILED( hr ) )
            return hr;
    
        // Create a render target view
        ID3D11Texture2D* pBackBuffer = NULL;
        hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer );
        if( FAILED( hr ) )
            return hr;
    
        hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView );
        pBackBuffer->Release();
        if( FAILED( hr ) )
            return hr;
    
        g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, NULL );
    
        // Setup the viewport
        D3D11_VIEWPORT vp;
        vp.Width = (FLOAT)width;
        vp.Height = (FLOAT)height;
        vp.MinDepth = 0.0f;
        vp.MaxDepth = 1.0f;
        vp.TopLeftX = 0;
        vp.TopLeftY = 0;
        g_pImmediateContext->RSSetViewports( 1, &vp );
    
        // Compile the vertex shader
        ID3DBlob* pVSBlob = NULL;
        hr = CompileShaderFromFile( L"Tutorial04.fx", "VS", "vs_4_0", &pVSBlob );
        if( FAILED( hr ) )
        {
            MessageBox( NULL,
                        L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
            return hr;
        }
    
    	// Create the vertex shader
    	hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader );
    	if( FAILED( hr ) )
    	{	
    		pVSBlob->Release();
            return hr;
    	}
    
        // Define the input layout
        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 );
    
        // Create the input layout
    	hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
                                              pVSBlob->GetBufferSize(), &g_pVertexLayout );
    	pVSBlob->Release();
    	if( FAILED( hr ) )
            return hr;
    
        // Set the input layout
        g_pImmediateContext->IASetInputLayout( g_pVertexLayout );
    
    	// Compile the pixel shader
    	ID3DBlob* pPSBlob = NULL;
        hr = CompileShaderFromFile( L"Tutorial04.fx", "PS", "ps_4_0", &pPSBlob );
        if( FAILED( hr ) )
        {
            MessageBox( NULL,
                        L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
            return hr;
        }
    
    	// Create the pixel shader
    	hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader );
    	pPSBlob->Release();
        if( FAILED( hr ) )
            return hr;
    
        // Create vertex buffer
        SimpleVertex vertices[] =
        {
            { XMFLOAT3( -1.0f, 1.0f, -1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
            { XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT4( 0.0f, 1.0f, 0.0f, 1.0f ) },
            { XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ) },
            { XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT4( 1.0f, 0.0f, 0.0f, 1.0f ) },
            { XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT4( 1.0f, 0.0f, 1.0f, 1.0f ) },
            { XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT4( 1.0f, 1.0f, 0.0f, 1.0f ) },
            { XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT4( 1.0f, 1.0f, 1.0f, 1.0f ) },
            { XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f ) },
        };
        D3D11_BUFFER_DESC bd;
    	ZeroMemory( &bd, sizeof(bd) );
        bd.Usage = D3D11_USAGE_DEFAULT;
        bd.ByteWidth = sizeof( SimpleVertex ) * 8;
        bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    	bd.CPUAccessFlags = 0;
        D3D11_SUBRESOURCE_DATA InitData;
    	ZeroMemory( &InitData, sizeof(InitData) );
        InitData.pSysMem = vertices;
        hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
        if( FAILED( hr ) )
            return hr;
    
        // Set vertex buffer
        UINT stride = sizeof( SimpleVertex );
        UINT offset = 0;
        g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );
    
        // Create index buffer
        WORD indices[] =
        {
            3,1,0,
            2,1,3,
    
            0,5,4,
            1,5,0,
    
            3,4,7,
            0,4,3,
    
            1,6,5,
            2,6,1,
    
            2,7,6,
            3,7,2,
    
            6,4,5,
            7,4,6,
        };
        bd.Usage = D3D11_USAGE_DEFAULT;
        bd.ByteWidth = sizeof( WORD ) * 36;        // 36 vertices needed for 12 triangles in a triangle list
        bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    	bd.CPUAccessFlags = 0;
        InitData.pSysMem = indices;
        hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pIndexBuffer );
        if( FAILED( hr ) )
            return hr;
    
        // Set index buffer
        g_pImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0 );
    
        // Set primitive topology
        g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
    
    	//获取VS的常量表
    	// Create the constant buffer
    	bd.Usage = D3D11_USAGE_DEFAULT;
    	bd.ByteWidth = sizeof(ConstantBuffer);
    	bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    	bd.CPUAccessFlags = 0;
        hr = g_pd3dDevice->CreateBuffer( &bd, NULL, &g_pConstantBuffer );
        if( FAILED( hr ) )
            return hr;
    
        // Initialize the world matrix
    	g_World = XMMatrixIdentity();
    
        // Initialize the view matrix
    	XMVECTOR Eye = XMVectorSet( 0.0f, 1.0f, -5.0f, 0.0f );
    	XMVECTOR At = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
    	XMVECTOR Up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
    	g_View = XMMatrixLookAtLH( Eye, At, Up );
    
        // Initialize the projection matrix
    	g_Projection = XMMatrixPerspectiveFovLH( XM_PIDIV2, width / (FLOAT)height, 0.01f, 100.0f );
    
        return S_OK;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Clean up the objects we've created
    //--------------------------------------------------------------------------------------
    void CleanupDevice()
    {
        if( g_pImmediateContext ) g_pImmediateContext->ClearState();
    
        if( g_pConstantBuffer ) g_pConstantBuffer->Release();
        if( g_pVertexBuffer ) g_pVertexBuffer->Release();
        if( g_pIndexBuffer ) g_pIndexBuffer->Release();
        if( g_pVertexLayout ) g_pVertexLayout->Release();
        if( g_pVertexShader ) g_pVertexShader->Release();
        if( g_pPixelShader ) g_pPixelShader->Release();
        if( g_pRenderTargetView ) g_pRenderTargetView->Release();
        if( g_pSwapChain ) g_pSwapChain->Release();
        if( g_pImmediateContext ) g_pImmediateContext->Release();
        if( g_pd3dDevice ) g_pd3dDevice->Release();
    }
    
    
    //--------------------------------------------------------------------------------------
    // Called every time the application receives a message
    //--------------------------------------------------------------------------------------
    LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
    {
        PAINTSTRUCT ps;
        HDC hdc;
    
        switch( message )
        {
            case WM_PAINT:
                hdc = BeginPaint( hWnd, &ps );
                EndPaint( hWnd, &ps );
                break;
    
            case WM_DESTROY:
                PostQuitMessage( 0 );
                break;
    
            default:
                return DefWindowProc( hWnd, message, wParam, lParam );
        }
    
        return 0;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Render a frame
    //--------------------------------------------------------------------------------------
    void Render()
    {
        // Update our time
        static float t = 0.0f;
        if( g_driverType == D3D_DRIVER_TYPE_REFERENCE )
        {
            t += ( float )XM_PI * 0.0125f;
        }
        else
        {
            static DWORD dwTimeStart = 0;
            DWORD dwTimeCur = GetTickCount();
            if( dwTimeStart == 0 )
                dwTimeStart = dwTimeCur;
            t = ( dwTimeCur - dwTimeStart ) / 1000.0f;
        }
    
        //
        // Animate the cube
        //
    	g_World = XMMatrixRotationY( t );
    
        //
        // Clear the back buffer
        //
        float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red,green,blue,alpha
        g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, ClearColor );
    
        //
        // Update variables
        //
        ConstantBuffer cb;
    	cb.mWorld = XMMatrixTranspose( g_World );
    	cb.mView = XMMatrixTranspose( g_View );
    	cb.mProjection = XMMatrixTranspose( g_Projection );
    	g_pImmediateContext->UpdateSubresource( g_pConstantBuffer, 0, NULL, &cb, 0, 0 );
    
        //
        // Renders a triangle
        //
    	g_pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
    	g_pImmediateContext->VSSetConstantBuffers( 0, 1, &g_pConstantBuffer );
    	g_pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
    	g_pImmediateContext->DrawIndexed( 36, 0, 0 );        // 36 vertices needed for 12 triangles in a triangle list
    
        //
        // Present our back buffer to our front buffer
        //
        g_pSwapChain->Present( 0, 0 );
    }
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  • 原文地址:https://www.cnblogs.com/sifenkesi/p/1955286.html
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