• Directx11学习笔记【十一】 画一个简单的三角形--effect框架的使用


    这里不再介绍effect框架的具体使用,有关effect框架使用可参考http://www.cnblogs.com/zhangbaochong/p/5475961.html

    实现的功能依然是画一个简单的三角形,只不过使用了effect框架。

    为了体现使用effect框架方便变量绑定的优点,我们对着色器代码做了修改,增加了一个常量float4x4 gWorldViewProj

    cbuffer cbPerObject
    {
        float4x4 gWorldViewProj; 
    };
    
    float4 VS_Main( float4 pos : POSITION ) : SV_POSITION  
      
    {    
        pos = mul(pos,gWorldViewProj);
        return pos;  
      
    }  
      
    float4 PS_Main( float4 pos : SV_POSITION ) : SV_TARGET  
      
    {  
      
        return float4( 1.0f, 0.0f, 0.0f, 1.0f );  
      
    } 
    
    technique11 ColorTech
    {
        pass P0
        {
            SetVertexShader( CompileShader( vs_5_0, VS_Main() ) );
            SetGeometryShader( NULL );
            SetPixelShader( CompileShader( ps_5_0, PS_Main() ) );
        }
    }

    由于代码很简单,这里不再给出解释,直接看代码吧!

    下面是修改后的TriangleDemo.h

     1 #pragma once
     2 
     3 #include "Dx11DemoBase.h"
     4 #include "d3dx11effect.h"
     5 
     6 class TriangleDemo : public Dx11DemoBase
     7 {
     8 public:
     9     TriangleDemo();
    10     ~TriangleDemo();
    11 
    12     bool LoadContent() override;
    13     void UnLoadContent() override;
    14 
    15     void Update(float dt) override;
    16     void Render() override;
    17 
    18 private:
    19     ID3D11Buffer *m_pVertexBuffer;
    20     ID3D11InputLayout *m_pInputLayout;
    21 
    22     ID3DX11Effect *m_pFx;
    23     ID3DX11EffectTechnique *m_pTechnique;
    24     ID3DX11EffectMatrixVariable *m_pFxWorldViewProj;
    25     XMFLOAT4X4 m_world;
    26     XMFLOAT4X4 m_view;
    27     XMFLOAT4X4 m_proj;
    28 
    29 };

    TriangleDemo.cpp

      1 #include "TriangleDemo.h"
      2 
      3 
      4 struct VertexPos
      5 {
      6     XMFLOAT3 pos;
      7 };
      8 
      9 TriangleDemo::TriangleDemo() 
     10 : m_pInputLayout(0), m_pVertexBuffer(0)
     11 {
     12     XMMATRIX I = XMMatrixIdentity();
     13     XMStoreFloat4x4(&m_world, I);
     14     XMStoreFloat4x4(&m_view, I);
     15     XMStoreFloat4x4(&m_proj, I);
     16 }
     17 
     18 
     19 TriangleDemo::~TriangleDemo()
     20 {
     21 }
     22 
     23 void TriangleDemo::UnLoadContent()
     24 {
     25     if (m_pVertexBuffer)
     26         m_pVertexBuffer->Release();
     27     if (m_pInputLayout)
     28         m_pInputLayout->Release();
     29     if (m_pFx)
     30         m_pFx->Release();
     31     m_pVertexBuffer = 0;
     32     m_pInputLayout = 0;
     33     m_pFx = 0;
     34 }
     35 
     36 bool TriangleDemo::LoadContent()
     37 {
     38     HRESULT result;
     39     VertexPos vertices[] =
     40     {
     41         XMFLOAT3(0.5f, 0.5f, 0.5f),
     42         XMFLOAT3(0.5f, -0.5f, 0.5f),
     43         XMFLOAT3(-0.5f, -0.5f, 0.5f)
     44     };
     45 
     46     D3D11_BUFFER_DESC vertexDesc;
     47     ZeroMemory(&vertexDesc, sizeof(vertexDesc));
     48     vertexDesc.Usage = D3D11_USAGE_DEFAULT;
     49     vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
     50     vertexDesc.ByteWidth = sizeof(VertexPos)* 3;
     51 
     52     D3D11_SUBRESOURCE_DATA resourceData;
     53     ZeroMemory(&resourceData, sizeof(resourceData));
     54     resourceData.pSysMem = vertices;
     55 
     56     result = m_pd3dDevice->CreateBuffer(&vertexDesc, &resourceData, &m_pVertexBuffer);
     57     if (FAILED(result))
     58     {
     59         return false;
     60     }
     61 
     62 
     63     DWORD shaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
     64 #if defined _DEBUG || defined DEBUG
     65     shaderFlags = D3DCOMPILE_DEBUG;
     66 #endif
     67 
     68     ID3D10Blob *compiledShader = 0;
     69     ID3D10Blob *compilationMsgs = 0;
     70     result = D3DX11CompileFromFile("SolidColor.fx", 0, 0, 0, "fx_5_0", shaderFlags,
     71         0, 0, &compiledShader, &compilationMsgs, 0);
     72     if (compilationMsgs != 0)
     73     {
     74         MessageBox(0, (char*)compilationMsgs->GetBufferPointer(), 0, 0);
     75         compilationMsgs->Release();
     76         compilationMsgs = 0;
     77     }
     78     if (FAILED(result))
     79     {
     80         MessageBox(0, "载入着色器错误", 0, 0);
     81         return false;
     82     }
     83 
     84     result = D3DX11CreateEffectFromMemory(compiledShader->GetBufferPointer(), compiledShader->GetBufferSize(),
     85         0, m_pd3dDevice, &m_pFx);
     86     compiledShader->Release();
     87     if (FAILED(result))
     88     {
     89         MessageBox(0, "载入着色器失败", 0, 0);
     90         return false;
     91     }
     92     m_pTechnique = m_pFx->GetTechniqueByName("ColorTech");
     93     m_pFxWorldViewProj = m_pFx->GetVariableByName("gWorldViewProj")->AsMatrix();
     94     
     95     D3D11_INPUT_ELEMENT_DESC solidColorLayout[] =
     96     {
     97         { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
     98     };
     99     UINT numLayoutElements = ARRAYSIZE(solidColorLayout);
    100     D3DX11_PASS_DESC passDesc;
    101     m_pTechnique->GetPassByIndex(0)->GetDesc(&passDesc);
    102 
    103     result = m_pd3dDevice->CreateInputLayout(solidColorLayout, numLayoutElements, passDesc.pIAInputSignature,
    104         passDesc.IAInputSignatureSize, &m_pInputLayout);
    105     
    106     return true;
    107 }
    108 
    109 
    110 
    111 void TriangleDemo::Update(float dt)
    112 {
    113 
    114 }
    115 
    116 void TriangleDemo::Render()
    117 {
    118     if (m_pImmediateContext == 0)
    119         return;
    120     //清除渲染目标视图
    121     float clearColor[4] = { 0.5f, 0.5f, 0.5f, 1.0f };//背景颜色
    122     m_pImmediateContext->ClearRenderTargetView(m_pRenderTargetView, clearColor);
    123 
    124     UINT stride = sizeof(VertexPos);
    125     UINT offset = 0;
    126     //设置数据信息格式控制信息
    127     m_pImmediateContext->IASetInputLayout(m_pInputLayout);
    128     //设置要绘制的几何体信息
    129     m_pImmediateContext->IASetVertexBuffers(0,1,&m_pVertexBuffer,&stride,&offset);
    130     //指明如何绘制三角形
    131     m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    132 
    133     //设置常量 
    134     XMMATRIX world = XMLoadFloat4x4(&m_world);
    135     XMMATRIX view = XMLoadFloat4x4(&m_view);
    136     XMMATRIX proj = XMLoadFloat4x4(&m_proj);
    137     XMMATRIX worldViewProj = world*view*proj;
    138     m_pFxWorldViewProj->SetMatrix(reinterpret_cast<float*>(&worldViewProj));
    139 
    140     D3DX11_TECHNIQUE_DESC techDesc;
    141     m_pTechnique->GetDesc(&techDesc);
    142     for (UINT i = 0; i < techDesc.Passes; ++i)
    143     {
    144         m_pTechnique->GetPassByIndex(i)->Apply(0, m_pImmediateContext);
    145         m_pImmediateContext->Draw(3, 0);
    146     }
    147     //马上输出
    148     m_pSwapChain->Present(0, 0);
    149 }

    运行结果同之前的一样,不再贴图了

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  • 原文地址:https://www.cnblogs.com/zhangbaochong/p/5478977.html
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