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。
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 );
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 ); }