• 06.索引


    介绍

    本课程直接基于上一课程。我们将学习如何使用索引。索引列表通常是三角形的列表。它们对于绘制几何图形非常有用,并且可以保持顶点计数不变。当我们开始加载模型时,它也非常有用。

    指标

    如果要绘制一个正方形,而没有索引缓冲区,则需要绘制两个三角形。每个三角形将包含3个顶点,因此顶点缓冲区如下所示:{v0,v1,v2,v3,v4,v5},其中三角形1由v0,v1,v2定义,三角形2由v3定义,v4,v5。 现在,考虑一个包含数千个三角形的巨大模型,以及您必须制作多少个重复的顶点。使用索引列表定义三角形,我们的顶点缓冲区应类似于:{v0,v1,v2,v3},其中三角形1由v0,v1,v2定义,三角形2由v0,v2,v3定义。

    全球宣言

    由于我们在上一课中已经介绍了ID3D11Buffer,因此在此不再赘述。但是正如您所看到的,我们创建了一个新的缓冲区来保存我们的平方索引列表。您还可以看到我们将顶点缓冲区的名称更改为正方形而不是三角形。
    ID3D11Buffer* squareIndexBuffer;
    ID3D11Buffer* squareVertBuffer;
    

    顶点列表

    我们将“顶点”列表修改为看起来像正方形,并添加了一个顶点。这里没有太多要说的。
    Vertex v[] =
    {
        Vertex( -0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f ),
        Vertex( -0.5f,  0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f ),
        Vertex(  0.5f,  0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f ),
        Vertex(  0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f ),
    };
    

    索引缓冲区

    这是我们将创建索引缓冲区的地方。首先创建一个DWORD数组来定义两个三角形。然后,我们初始化并填写一个D3D11_BUFFER_DESC对象,该对象将定义索引缓冲区。您可以看到字节宽度是DWORD的大小乘以2乘以3。这是因为索引数组中的每个元素都是DWORD类型,因此我们需要获取DWORD类型的大小,再乘以面数(或三角形),然后将其乘以3,因为每个三角形包含3个顶点或索引数组中的元素。之后,我们将绑定标志设置为D3D11_BIND_INDEX_BUFFER。这将告诉管道的IA阶段这是一个索引缓冲区。
    DWORD indices[] = {
        0, 1, 2,
        0, 2, 3,
    };
    
    D3D11_BUFFER_DESC indexBufferDesc;
    ZeroMemory( &indexBufferDesc, sizeof(indexBufferDesc) );
    
    indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
    indexBufferDesc.ByteWidth = sizeof(DWORD) * 2 * 3;
    indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
    indexBufferDesc.CPUAccessFlags = 0;
    indexBufferDesc.MiscFlags = 0;
    


    接下来,我们将索引数组放入D3D11_SUBRESOURCE_DATA,通过调用D3D11DeviceContext :: CreateBuffer()创建缓冲区,然后通过调用函数D3D11DeviceContext :: IASetIndexBuffer()将缓冲区绑定到管道的IA阶段。第一个参数是创建的索引缓冲区,第二个参数是格式。我们指定DXGI_FORMAT_R32_UINT,这是一个简单的32位浮点数,但是我们也可以为16位浮点数指定DXGI_FORMAT_R16_UINT。最后一个参数是偏移量,它是在索引数组中使用的第一个索引。也许您的索引缓冲区定义了多个对象,但是您只想绘制一个。在绘制对象之前,可以将索引缓冲区与该对象的起始偏移量绑定。

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

    索引缓冲区

    由于我们在顶点数组中添加了另一个顶点,因此我们需要将缓冲区更新为4个顶点的大小,而不是最后一个顶点的3个。
    vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
    vertexBufferDesc.ByteWidth = sizeof( Vertex ) * 4;
    vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vertexBufferDesc.CPUAccessFlags = 0;
    vertexBufferDesc.MiscFlags = 0;
    


    不要忘记释放COM对象!

    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();
    }
    

    索引缓冲区

    最后我们画出正方形。我们可以通过调用D3D11DeviceContext :: DrawIndexed()方法来绘制索引基元。第一个参数是要绘制的索引数,第二个参数是从索引缓冲区开始到开始绘制的偏移量。如果我们只想绘制第二个三角形,则可以在此处指定“ 4”。第三个参数可能有些混乱,也许不是。这是从顶点缓冲区开始到开始绘制的偏移量。您可能有两个索引缓冲区,一个描述一个球体,一个描述一个盒子。但是,也许两者都在一个顶点缓冲区中,其中球体是顶点缓冲区中的第一组顶点,而框是第二组。因此,要绘制框,您需要将第三个参数设置为球体中的顶点数,
    void DrawScene()
    {
        //Clear our backbuffer
        float bgColor[4] = {(0.0f, 0.0f, 0.0f, 0.0f)};
        d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor);
    
        //Draw the triangle
        d3d11DevCon->DrawIndexed( 6, 0, 0 );
    
        //Present the backbuffer to the screen
        SwapChain->Present(0, 0);
    }
    


    现在我们完成了索引课程!

    行使:

    1.制作两个索引缓冲区。一个保持一个三角形,另一个保持两个三角形。将所有顶点放入一个缓冲区中,并仅在顶点缓冲区中绘制后两个三角形。提示->>(DrawIndexed方法的第三个参数)


    2.执行与第一个练习中相同的操作,但不要有两个索引缓冲区,而要创建两个顶点缓冲区和一个索引缓冲区。提示->>(DrawIndexed方法的第二个参数)


    这是最终的代码:

    main.cpp

    //Include and link appropriate libraries and headers//
    #pragma comment(lib, "d3d11.lib")
    #pragma comment(lib, "d3dx11.lib")
    #pragma comment(lib, "d3dx10.lib")
    
    #include <windows.h>
    #include <d3d11.h>
    #include <d3dx11.h>
    #include <d3dx10.h>
    #include <xnamath.h>
    
    //Global Declarations - Interfaces//
    IDXGISwapChain* SwapChain;
    ID3D11Device* d3d11Device;
    ID3D11DeviceContext* d3d11DevCon;
    ID3D11RenderTargetView* renderTargetView;
    ///**************new**************
    ID3D11Buffer* squareIndexBuffer;
    ID3D11Buffer* squareVertBuffer;
    ///**************new**************
    ID3D11VertexShader* VS;
    ID3D11PixelShader* PS;
    ID3D10Blob* VS_Buffer;
    ID3D10Blob* PS_Buffer;
    ID3D11InputLayout* vertLayout;
    
    //Global Declarations - Others//
    LPCTSTR WndClassName = L"firstwindow";
    HWND hwnd = NULL;
    HRESULT hr;
    
    const int Width  = 300;
    const int Height = 300;
    
    //Function Prototypes//
    bool InitializeDirect3d11App(HINSTANCE hInstance);
    void CleanUp();
    bool InitScene();
    void UpdateScene();
    void DrawScene();
    
    bool InitializeWindow(HINSTANCE hInstance,
        int ShowWnd,
        int width, int height,
        bool windowed);
    int messageloop();
    
    LRESULT CALLBACK WndProc(HWND hWnd,
        UINT msg,
        WPARAM wParam,
        LPARAM lParam);
    
    //Vertex Structure and Vertex Layout (Input Layout)//
    struct Vertex    //Overloaded Vertex Structure
    {
        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);
    
    int WINAPI WinMain(HINSTANCE hInstance,    //Main windows function
        HINSTANCE hPrevInstance, 
        LPSTR lpCmdLine,
        int nShowCmd)
    {
    
        if(!InitializeWindow(hInstance, nShowCmd, Width, Height, true))
        {
            MessageBox(0, L"Window Initialization - Failed",
                L"Error", MB_OK);
            return 0;
        }
    
        if(!InitializeDirect3d11App(hInstance))    //Initialize Direct3D
        {
            MessageBox(0, L"Direct3D Initialization - Failed",
                L"Error", MB_OK);
            return 0;
        }
    
        if(!InitScene())    //Initialize our scene
        {
            MessageBox(0, L"Scene Initialization - Failed",
                L"Error", MB_OK);
            return 0;
        }
    
        messageloop();
    
        CleanUp();    
    
        return 0;
    }
    
    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);
        wc.style = CS_HREDRAW | CS_VREDRAW;
        wc.lpfnWndProc = WndProc;
        wc.cbClsExtra = NULL;
        wc.cbWndExtra = NULL;
        wc.hInstance = hInstance;
        wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
        wc.hCursor = LoadCursor(NULL, IDC_ARROW);
        wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 2);
        wc.lpszMenuName = NULL;
        wc.lpszClassName = WndClassName;
        wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
    
        if (!RegisterClassEx(&wc))
        {
            MessageBox(NULL, L"Error registering class",    
                L"Error", MB_OK | MB_ICONERROR);
            return 1;
        }
    
        hwnd = CreateWindowEx(
            NULL,
            WndClassName,
            L"Lesson 4 - Begin Drawing",
            WS_OVERLAPPEDWINDOW,
            CW_USEDEFAULT, CW_USEDEFAULT,
            width, height,
            NULL,
            NULL,
            hInstance,
            NULL
            );
    
        if (!hwnd)
        {
            MessageBox(NULL, L"Error creating window",
                L"Error", MB_OK | MB_ICONERROR);
            return 1;
        }
    
        ShowWindow(hwnd, ShowWnd);
        UpdateWindow(hwnd);
    
        return true;
    }
    
    bool InitializeDirect3d11App(HINSTANCE hInstance)
    {
        //Describe our Buffer
        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;
    
        //Describe our SwapChain
        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;
    
    
        //Create our SwapChain
        hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL,
            D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon);
    
        //Create our BackBuffer
        ID3D11Texture2D* BackBuffer;
        hr = SwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), (void**)&BackBuffer );
    
        //Create our Render Target
        hr = d3d11Device->CreateRenderTargetView( BackBuffer, NULL, &renderTargetView );
        BackBuffer->Release();
    
        //Set our Render Target
        d3d11DevCon->OMSetRenderTargets( 1, &renderTargetView, NULL );
    
        return true;
    }
    
    void CleanUp()
    {
        //Release the COM Objects we created
        SwapChain->Release();
        d3d11Device->Release();
        d3d11DevCon->Release();
        renderTargetView->Release();
        ///**************new**************
        squareVertBuffer->Release();
        squareIndexBuffer->Release();
        ///**************new**************
        VS->Release();
        PS->Release();
        VS_Buffer->Release();
        PS_Buffer->Release();
        vertLayout->Release();
    }
    
    bool InitScene()
    {
        //Compile Shaders from shader file
        hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "VS", "vs_4_0", 0, 0, 0, &VS_Buffer, 0, 0);
        hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "PS", "ps_4_0", 0, 0, 0, &PS_Buffer, 0, 0);
    
        //Create the Shader Objects
        hr = d3d11Device->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS);
        hr = d3d11Device->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS);
    
        //Set Vertex and Pixel Shaders
        d3d11DevCon->VSSetShader(VS, 0, 0);
        d3d11DevCon->PSSetShader(PS, 0, 0);
    
        ///**************new**************
        //Create the vertex buffer
        Vertex v[] =
        {
            Vertex( -0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f ),
            Vertex( -0.5f,  0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f ),
            Vertex(  0.5f,  0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f ),
            Vertex(  0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f ),
        };
    
        DWORD indices[] = {
            0, 1, 2,
            0, 2, 3,
        };
    
        D3D11_BUFFER_DESC indexBufferDesc;
        ZeroMemory( &indexBufferDesc, sizeof(indexBufferDesc) );
    
        indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
        indexBufferDesc.ByteWidth = sizeof(DWORD) * 2 * 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 ) * 4;
        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);
        ///**************new**************
    
        //Set the vertex buffer
        UINT stride = sizeof( Vertex );
        UINT offset = 0;
        d3d11DevCon->IASetVertexBuffers( 0, 1, &squareVertBuffer, &stride, &offset );
    
        //Create the Input Layout
        hr = d3d11Device->CreateInputLayout( layout, numElements, VS_Buffer->GetBufferPointer(), 
            VS_Buffer->GetBufferSize(), &vertLayout );
    
        //Set the Input Layout
        d3d11DevCon->IASetInputLayout( vertLayout );
    
        //Set Primitive Topology
        d3d11DevCon->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
    
        //Create the Viewport
        D3D11_VIEWPORT viewport;
        ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
    
        viewport.TopLeftX = 0;
        viewport.TopLeftY = 0;
        viewport.Width = Width;
        viewport.Height = Height;
    
        //Set the Viewport
        d3d11DevCon->RSSetViewports(1, &viewport);
    
        return true;
    }
    
    void UpdateScene()
    {
    
    }
    
    void DrawScene()
    {
        //Clear our backbuffer
        float bgColor[4] = {(0.0f, 0.0f, 0.0f, 0.0f)};
        d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor);
    
        ///**************new**************
        //Draw the triangle
        d3d11DevCon->DrawIndexed( 6, 0, 0 );
        ///**************new**************
    
        //Present the backbuffer to the screen
        SwapChain->Present(0, 0);
    }
    
    int messageloop(){
        MSG msg;
        ZeroMemory(&msg, sizeof(MSG));
        while(true)
        {
            BOOL PeekMessageL( 
                LPMSG lpMsg,
                HWND hWnd,
                UINT wMsgFilterMin,
                UINT wMsgFilterMax,
                UINT wRemoveMsg
                );
    
            if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
            {
                if (msg.message == WM_QUIT)
                    break;
                TranslateMessage(&msg);    
                DispatchMessage(&msg);
            }
            else{
                // run game code            
                UpdateScene();
                DrawScene();
            }
        }
        return msg.wParam;
    }
    
    LRESULT CALLBACK WndProc(HWND hwnd,
        UINT msg,
        WPARAM wParam,
        LPARAM lParam)
    {
        switch( msg )
        {
        case WM_KEYDOWN:
            if( wParam == VK_ESCAPE ){
                DestroyWindow(hwnd);
            }
            return 0;
    
        case WM_DESTROY:
            PostQuitMessage(0);
            return 0;
        }
        return DefWindowProc(hwnd,
            msg,
            wParam,
            lParam);
    }
    


    效果器

    struct VS_OUTPUT
    {
        float4 Pos : SV_POSITION;
        float4 Color : COLOR;
    };
    
    VS_OUTPUT VS(float4 inPos : POSITION, float4 inColor : COLOR)
    {
        VS_OUTPUT output;
    
        output.Pos = inPos;
        output.Color = inColor;
    
        return output;
    }
    
    float4 PS(VS_OUTPUT input) : SV_TARGET
    {
        return input.Color;
    }
    
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  • 原文地址:https://www.cnblogs.com/szmtjs10/p/16110357.html
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