Directx11 HelloWorld之简单三角形绘制

  学习SDK,在d3d11中进行简单的三角形绘制,以此熟悉Direct11的绘制流程。此文参考上一篇的Directx11的基本Demo。

  相对Directx11的basic demo,在Directx11中绘制一个三角形,初始化的工作主要是在InitDevice()中1:创建一个顶点着色器Vertex Shader;2:描述我们自己的顶点格式D3D11_INPUT_ELEMENT_DESC;3:创建像素着色器Pixel Shader;4:描述,创建存储我们要绘制的顶点的buffer并绑定其到pipeline。

  然后在Render部分1:指定我们要调用的像素着色器和顶点着色器;2:调用Draw()。

  下面来详细描述其在InitDevice()中的初始化工作。

HRESULT InitDevice()

{

 //======================

//之前讨论的InitDevice的基本初始化工作,主要利用D3D11CreateDeviceAndSwapChain()创建IDXGISwapChain,ID3D11Device,ID3D11DeviceContext;

……………………………………………………

//=======================

    //下面开始初始化基本顶点绘制的工作。/

    //(1)创建一个顶点着色器 

    //(1.1)先通过函数D3DX11CompileFromFile()编译fx文件中的vertex shader代码,将编译好的二进制代码存在ID3DBlob*中。

    ID3DBlob* vErrorBlob;

    ID3DBlob* pVSBlob = NULL;

    hr = D3DX11CompileFromFile( L"Basic.fx", NULL, NULL, "VS", "vs_4_0", 

    dwShaderFlags, 0, NULL, &pVSBlob, &vErrorBlob, NULL );

 

    //(1.2)通过ID3D11Device::CreateVertexShader(),利用编译好的shader代码创建vertex shader

    hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL,          &g_pVertexShader );

 

 

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以下是使用 DirectX 12 编写的 "Hello World" 示例代码: ```cpp #include <windows.h> #include <d3d12.h> #include <dxgi1_4.h> #pragma comment(lib, "d3d12.lib") #pragma comment(lib, "dxgi.lib") int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // 创建窗口 HWND hWnd = CreateWindowEx(0, L"static", L"DirectX12 HelloWorld", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, nullptr, nullptr, hInstance, nullptr); // 初始化 DirectX 12 IDXGIFactory4* dxgiFactory = nullptr; HRESULT hr = CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)); if (FAILED(hr)) return 1; IDXGIAdapter1* adapter = nullptr; for (UINT adapterIndex = 0; DXGI_ERROR_NOT_FOUND != dxgiFactory->EnumAdapters1(adapterIndex, &adapter); ++adapterIndex) { DXGI_ADAPTER_DESC1 adapterDesc; adapter->GetDesc1(&adapterDesc); if (adapterDesc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) { continue; } // 创建设备 hr = D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device)); if (FAILED(hr)) return 1; // 退出循环 break; } // 创建命令队列 D3D12_COMMAND_QUEUE_DESC queueDesc = {}; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue)); if (FAILED(hr)) return 1; // 创建交换链 DXGI_MODE_DESC backBufferDesc = {}; backBufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; backBufferDesc.Width = 640; backBufferDesc.Height = 480; backBufferDesc.RefreshRate.Numerator = 60; backBufferDesc.RefreshRate.Denominator = 1; backBufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; backBufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; DXGI_SWAP_CHAIN_DESC swapChainDesc = {}; swapChainDesc.BufferCount = 2; swapChainDesc.BufferDesc = backBufferDesc; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.OutputWindow = hWnd; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.Windowed = TRUE; IDXGISwapChain* swapChain = nullptr; hr = dxgiFactory->CreateSwapChain(commandQueue, &swapChainDesc, &swapChain); if (FAILED(hr)) return 1; // 创建渲染目标视图 ID3D12Resource* backBuffer = nullptr; hr = swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)); if (FAILED(hr)) return 1; D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {}; heapDesc.NumDescriptors = 1; heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; ID3D12DescriptorHeap* rtvHeap = nullptr; hr = device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&rtvHeap)); if (FAILED(hr)) return 1; CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(rtvHeap->GetCPUDescriptorHandleForHeapStart()); device->CreateRenderTargetView(backBuffer, nullptr, rtvHandle); // 渲染循环 MSG msg = {}; while (msg.message != WM_QUIT) { if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { // 清除后台缓冲区 float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr); // 切换后台缓冲区 hr = swapChain->Present(1, 0); if (FAILED(hr)) return 1; } } return 0; } ``` 这段代码创建了一个包含一个后台缓冲区的窗口,并在该缓冲区内清除颜色并显示它。
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