DirectX11学习笔记

      一、如果图元每个定点的颜色都不同,那么图元表面的颜色将由每个定点的颜色通过线性插值来赋予,这被称为高洛德着色(Gouraud Shading),也叫平滑着色;

     二、三维图元:Direct3D中,使用三角形组成大多数的多边形,因为三角形的三个顶点一定是共面的;应用程序可以用三角形组合成大而且复杂的多边形及网格(mesh);

     三、顶点缓存(Vertex Buffer): Direct3D 中,所有传递给显卡的数据都是以缓存的形式存放的,顶点的相关信息也不例外,其中存放顶点信息的缓存成为顶点缓存;

    四、输入布局:在Direct3D中,顶点的数据结构为:

                             Struct Vertex {

                                     

                                                       XMFLOAT3 Pos;

                                                    };

         该数据结构仅仅定义了顶点数据存储的形式,为了让显卡能够识别数据结构的布局,需要利用显卡可以识别的形式来描述一个顶点;Direct3D 11提供了D3D11_INPUT_ELEMENT_DESC结构用来描述输入元素的布局。在程序中,输入布局被描述成一个或者多个元素的元素,并利用该数组来创建一个对象以描述输入顶点的布局信息。数据结构如下所示:

D3D11_INPUT_ELEMENT_DESC  layout[ ]={


                                                                   {"POSITION" ,0,DXGIFORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA,0}

                                                        };

    



不错的dx11入门教程 Tutorial 1: Setting up DirectX 11 with Visual Studio Tutorial 2: Creating a Framework and Window Tutorial 3: Initializing DirectX 11 Tutorial 4: Buffers, Shaders, and HLSL Tutorial 5: Texturing Tutorial 6: Diffuse Lighting Tutorial 7: 3D Model Rendering Tutorial 8: Loading Maya 2011 Models Tutorial 9: Ambient Lighting Tutorial 10: Specular Lighting Tutorial 11: 2D Rendering Tutorial 12: Font Engine Tutorial 13: Direct Input Tutorial 14: Direct Sound Tutorial 15: FPS, CPU Usage, and Timers Tutorial 16: Frustum Culling Tutorial 17: Multitexturing and Texture Arrays Tutorial 18: Light Maps Tutorial 19: Alpha Mapping Tutorial 20: Bump Mapping Tutorial 21: Specular Mapping Tutorial 22: Render to Texture Tutorial 23: Fog Tutorial 24: Clipping Planes Tutorial 25: Texture Translation Tutorial 26: Transparency Tutorial 27: Reflection Tutorial 28: Screen Fades Tutorial 29: Water Tutorial 30: Multiple Point Lights Tutorial 31: 3D Sound Tutorial 32: Glass and Ice Tutorial 33: Fire Tutorial 34: Billboarding Tutorial 35: Depth Buffer Tutorial 36: Blur Tutorial 37: Coming Soon... DirectX 10 Tutorials: Tutorial 1: Setting up DirectX 10 with Visual Studio Tutorial 2: Creating a Framework and Window Tutorial 3: Initializing DirectX 10 Tutorial 4: Buffers, Shaders, and HLSL Tutorial 5: Texturing Tutorial 6: Diffuse Lighting Tutorial 7: 3D Model Rendering Tutorial 8: Loading Maya 2011 Models Tutorial 9: Ambient Lighting Tutorial 10: Specular Lighting Tutorial 11: 2D Rendering Tutorial 12: Font Engine Tutorial 13: Direct Input Tutorial 14: Direct Sound Tutorial 15: FPS, CPU Usage, and Timers Tutorial 16: Frustum Culling Tutorial 17: Multitexturing and Texture Arrays Tutorial 18: Light Maps Tutorial 19: Alpha Mapping Tutorial 20: Bump Mapping Tutorial 21: Specular Mapping Tutorial 22: Render to Texture Tutorial 23: Fog Tutorial 24: Clipping Planes Tutorial 25: Texture Translation Tutorial 26: Transparency Tutorial 27: Reflection Tutorial 28: Screen Fades Tutorial 29: Water Tutorial 30: Multiple Point Lights Tutorial 31: 3D Sound Tutorial 32: Glass and Ice Tutorial 33: Fire Tutorial 34: Billboarding Tutorial 35: Depth Buffer Tutorial 36: Blur Tutorial 37: Coming Soon... DirectX 10 Terrain Tutorials: Tutorial 1: Grid and Camera Movement Tutorial 2: Height Maps Tutorial 3: Terrain Lighting Tutorial 4: Terrain Texturing Tutorial 5: Color Mapped Terrain Tutorial 6: Quad Trees Tutorial 7: Coming Soon... 。。。。。。。。
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值