本篇笔记要实现的是在屏幕上渲染出一个三角形,重点要学习的是渲染一个几何体的流程方式。
为了渲染几何图形,需要一个顶点缓存和一个描述顶点布局的输入层,还有着色器(主要是顶点着色器和像素着色器),下面来看看具体Demo的实现。
新建一个Win32项目 ,新建一个类我们叫做TriangleDemo,继承自前面教程我们实现的基类Dx11DemoBase。
TriangleDemo.h头文件
#pragma once#include "Dx11DemoBase.h"class TriangleDemo : public Dx11DemoBase{public: TriangleDemo(); ~TriangleDemo(); bool LoadContent() override; void UnLoadContent() override; void Update(float dt) override; void Render() override;private: ID3D11Buffer *m_pVertexBuffer; ID3D11InputLayout *m_pInputLayout; ID3D11VertexShader *m_pSolidColorVS; ID3D11PixelShader *m_pSolidColorPS;};
在类中添加了四个成员变量,用来保存着色器、顶点缓存和顶点布局的指针。
定义顶点结构体
#include "TriangleDemo.h"#includestruct VertexPos{ XMFLOAT3 pos;};TriangleDemo::TriangleDemo() : m_pInputLayout(0), m_pVertexBuffer(0), m_pSolidColorPS(0), m_pSolidColorVS(0){}TriangleDemo::~TriangleDemo(){}void TriangleDemo::UnLoadContent(){ if (m_pSolidColorPS) m_pSolidColorPS->Release(); if (m_pSolidColorVS) m_pSolidColorVS->Release(); if (m_pVertexBuffer) m_pVertexBuffer->Release(); if (m_pInputLayout) m_pInputLayout->Release(); m_pSolidColorVS = 0; m_pSolidColorPS = 0; m_pVertexBuffer = 0; m_pInputLayout = 0;}
着色器的加载
为了方便我们在基类中定义了一个CompileD3DShader函数实现加载着色器文本的功能,具体实现如下
bool Dx11DemoBase::CompileD3DShader(char* filePath, char* entry, char* shaderModel, ID3DBlob** buffer){ DWORD shaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;#if defined _DEBUG || defined DEBUG shaderFlags = D3DCOMPILE_DEBUG;#endif ID3DBlob *errorBuffer = 0; HRESULT result; result = D3DX11CompileFromFile(filePath, 0, 0, entry, shaderModel, shaderFlags, 0, 0, buffer, &errorBuffer,0); if (FAILED(result)) { if (errorBuffer != 0) { OutputDebugString((char*)errorBuffer->GetBufferPointer()); errorBuffer->Release(); } return false; } if (errorBuffer != 0) { return false; } return true;}
具体加载着色器的代码我们写在LoadContent函数中,下面是该函数的一部分代码
1 //载入顶点着色器 2 ID3DBlob *vsBuffer = 0; 3 bool compileResult = CompileD3DShader("SolidColor.fx", "VS_Main", "vs_4_0", &vsBuffer); 4 if (!compileResult) 5 { 6 MessageBox(0, "载入顶点着色器错误", "编译错误", MB_OK); 7 return false; 8 } 9 10 HRESULT result;11 result = m_pd3dDevice->CreateVertexShader(vsBuffer->GetBufferPointer(), vsBuffer->GetBufferSize(),12 0, &m_pSolidColorVS);13 14 if (FAILED(result))15 {16 if (vsBuffer)17 {18 vsBuffer->Release();19 }20 return false;21 }22 23 D3D11_INPUT_ELEMENT_DESC solidColorLayout[] = 24 {25 { "POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0}26 };27 28 UINT numLayoutElements = ARRAYSIZE(solidColorLayout);29 result = m_pd3dDevice->CreateInputLayout(solidColorLayout, numLayoutElements, vsBuffer->GetBufferPointer(),30 vsBuffer->GetBufferSize(), &m_pInputLayout);31 vsBuffer->Release();32 33 if (FAILED(result))34 {35 return false;36 }37 38 //载入像素着色器39 ID3DBlob *psBuffer = 0;40 compileResult = CompileD3DShader("SolidColor.fx", "PS_Main", "ps_4_0", &psBuffer);41 if (!compileResult)42 {43 MessageBox(0, "像素着色器加载失败", "编译错误", MB_OK);44 return false;45 }46 47 result = m_pd3dDevice->CreatePixelShader(psBuffer->GetBufferPointer(), psBuffer->GetBufferSize(),48 0, &m_pSolidColorPS);49 psBuffer->Release();50 if (FAILED(result))51 {52 return false;53 }
其中输入布局信息D3D11_INPUT_ELEMENT_DESC
(A description of a single element for the input-assembler stage.)
定义如下
typedef struct D3D11_INPUT_ELEMENT_DESC { LPCSTR SemanticName; UINT SemanticIndex; DXGI_FORMAT Format; UINT InputSlot; UINT AlignedByteOffset; D3D11_INPUT_CLASSIFICATION InputSlotClass; UINT InstanceDataStepRate;} D3D11_INPUT_ELEMENT_DESC;
顶点信息生成及处理
TriangleDemo::LoadContent() 的 上半部分完成了 inputlayout 和 shader, 剩下的就是 vertex 这些顶点的生成及处理了。
三角形的顶点列表 vertex list 存放处在 vertices数组里, 同时这个vertices 也作为 创建vertex buffer函数CreateBuffer()的参数之一:Subresource data。
下面是LoadContent()的另外一部分代码:
1 VertexPos vertices[] = 2 { 3 XMFLOAT3(0.5f, 0.5f, 0.5f), 4 XMFLOAT3(0.5f, -0.5f, 0.5f), 5 XMFLOAT3(-0.5f,-0.5f,0.5f) 6 }; 7 8 D3D11_BUFFER_DESC vertexDesc; 9 ZeroMemory(&vertexDesc, sizeof(vertexDesc));10 vertexDesc.Usage = D3D11_USAGE_DEFAULT;11 vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;12 vertexDesc.ByteWidth = sizeof(VertexPos)* 3;13 14 D3D11_SUBRESOURCE_DATA resourceData;15 ZeroMemory(&resourceData, sizeof(resourceData));16 resourceData.pSysMem = vertices;17 18 result = m_pd3dDevice->CreateBuffer(&vertexDesc, &resourceData, &m_pVertexBuffer);19 if (FAILED(result))20 {21 return false;22 }23 24 return true;
其中D3D11_BUFFER_DESC定义如下:
typedef struct D3D11_BUFFER_DESC { UINT ByteWidth; D3D11_USAGE Usage; UINT BindFlags; UINT CPUAccessFlags; UINT MiscFlags; UINT StructureByteStride;} D3D11_BUFFER_DESC;
D3D11_SUBRESOURCE_DATA定义如下:
typedef struct D3D11_SUBRESOURCE_DATA { const void *pSysMem; UINT SysMemPitch; UINT SysMemSlicePitch;} D3D11_SUBRESOURCE_DATA;
渲染几何体
剩下代码是渲染几何体和 shaders 。我们在TriangleDemo::Render() 函数进行渲染几何体的工作
1 void TriangleDemo::Render() 2 { 3 if (m_pImmediateContext == 0) 4 return; 5 //清除渲染目标视图 6 float clearColor[4] = { 0.5f, 0.5f, 0.5f, 1.0f };//背景颜色 7 m_pImmediateContext->ClearRenderTargetView(m_pRenderTargetView, clearColor); 8 9 UINT stride = sizeof(VertexPos);10 UINT offset = 0;11 //设置数据信息格式控制信息12 m_pImmediateContext->IASetInputLayout(m_pInputLayout);13 //设置要绘制的几何体信息14 m_pImmediateContext->IASetVertexBuffers(0,1,&m_pVertexBuffer,&stride,&offset);15 //指明如何绘制三角形16 m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);17 m_pImmediateContext->VSSetShader(m_pSolidColorVS, 0, 0);18 m_pImmediateContext->PSSetShader(m_pSolidColorPS, 0, 0);19 m_pImmediateContext->Draw(3, 0);20 //马上输出21 m_pSwapChain->Present(0, 0);22 }
着色器.fx文件代码
float4 VS_Main( float4 pos : POSITION ) : SV_POSITION { return pos; } float4 PS_Main( float4 pos : SV_POSITION ) : SV_TARGET { return float4( 1.0f, 0.0f, 0.0f, 1.0f ); }
我们使用的vertex shader很简单的, 仅仅是传递输入的顶点坐标到输出设备;
pixel shader的工作也很简单, 仅仅是 为每个 像素pixel 配置一种固定的颜色( 红色)。