直接源码
// include the basic windows header file
#include <windows.h>
#include <windowsx.h>
#include<DirectXMath.h>
#include <d3d11.h>
#pragma comment(lib,"d3d11.lib")
#pragma comment(lib,"DirectXTK.lib")
#pragma comment(lib,"DXGI.lib")
#pragma comment(lib, "D3DCompiler.lib")
#include <d3dcompiler.h>
// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
using RGBA = float[4];
typedef struct D3DXCOLOR {
FLOAT r;
FLOAT g;
FLOAT b;
FLOAT a;
} D3DXCOLOR, *LPD3DXCOLOR;
//#define D3DXCOLOR float{0,0,0,0}
// global declarations
IDXGISwapChain *swapchain; // the pointer to the swap chain interface
ID3D11Device *dev; // the pointer to our Direct3D device interface
ID3D11DeviceContext *devcon; // the pointer to our Direct3D device context
ID3D11RenderTargetView *backbuffer; // the pointer to our back buffer
ID3D11InputLayout *pLayout; // the pointer to the input layout
ID3D11VertexShader *pVS; // the pointer to the vertex shader
ID3D11PixelShader *pPS; // the pointer to the pixel shader
ID3D11Buffer *pVBuffer; // the pointer to the vertex buffer
// a struct to define a single vertex
struct VERTEX { FLOAT X, Y, Z, R, G, B, A; };
// function prototypes
void InitD3D(HWND hWnd); // sets up and initializes Direct3D
void RenderFrame(void); // renders a single frame
void CleanD3D(void); // closes Direct3D and releases memory
void InitGraphics(void); // creates the shape to render
void InitPipeline(void); // loads and prepares the shaders
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
// the handle for the window, filled by a function
HWND hWnd;
// this struct holds information for the window class
WNDCLASSEX wc;
// clear out the window class for use
ZeroMemory(&wc, sizeof(WNDCLASSEX));
// fill in the struct with the needed information
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
//wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass1";
// register the window class
RegisterClassEx(&wc);
RECT wr = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT }; // set the size, but not the position
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE); // adjust the size
// create the window and use the result as the handle
hWnd = CreateWindowEx(NULL,
L"WindowClass1", // name of the window class
L"My First Window Program", // title of the window
WS_OVERLAPPEDWINDOW, // window style
300, // x-position of the window
300, // y-position of the window
wr.right - wr.left, // width of the window
wr.bottom - wr.top, // height of the window
NULL, // we have no parent window, NULL
NULL, // we aren't using menus, NULL
hInstance, // application handle
NULL); // used with multiple windows, NULL
// display the window on the screen
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
InitD3D(hWnd);
// this struct holds Windows event messages
MSG msg = { 0 };
// Enter the infinite message loop
while (TRUE)
{
// Check to see if any messages are waiting in the queue
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
// translate keystroke messages into the right format
TranslateMessage(&msg);
// send the message to the WindowProc function
DispatchMessage(&msg);
// check to see if it's time to quit
if (msg.message == WM_QUIT)
break;
}
else
{
RenderFrame();
// Run game code here
// ...
// ...
}
}
// clean up DirectX and COM
CleanD3D();
// return this part of the WM_QUIT message to Windows
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
// sort through and find what code to run for the message given
switch (message)
{
// this message is read when the window is closed
case WM_DESTROY:
{
// close the application entirely
PostQuitMessage(0);
return 0;
} break;
}
// Handle any messages the switch statement didn't
return DefWindowProc(hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void InitD3D(HWND hWnd)
{
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;
// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferDesc.Width = SCREEN_WIDTH; // set the back buffer width
scd.BufferDesc.Height = SCREEN_HEIGHT; // set the back buffer height
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
scd.OutputWindow = hWnd; // the window to be used
scd.SampleDesc.Count = 4; // how many multisamples
scd.Windowed = TRUE; // windowed/full-screen mode
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; // allow full-screen switching
// create a device, device context and swap chain using the information in the scd struct
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapchain,
&dev,
NULL,
&devcon);
// get the address of the back buffer
ID3D11Texture2D *pBackBuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
// use the back buffer address to create the render target
dev->CreateRenderTargetView(pBackBuffer, NULL, &backbuffer);
pBackBuffer->Release();
// set the render target as the back buffer
devcon->OMSetRenderTargets(1, &backbuffer, NULL);
// Set the viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.MinDepth = 0;
viewport.MaxDepth = 0;
viewport.Width = SCREEN_WIDTH;
viewport.Height = SCREEN_HEIGHT;
devcon->RSSetViewports(1, &viewport);
InitPipeline();
InitGraphics();
}
void RenderFrame(void)
{
// clear the back buffer to a deep blue
float bgcolor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
devcon->ClearRenderTargetView(backbuffer, RGBA{ 0.0f, 0.2f, 0.4f, 1.0f });
// do 3D rendering on the back buffer here
// select which vertex buffer to display
UINT stride = sizeof(VERTEX);
UINT offset = 0;
devcon->IASetVertexBuffers(0, 1, &pVBuffer, &stride, &offset);
// select which primtive type we are using//D3D11_PRIMITIVE_TOPOLOGY_POINTLIST
devcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// draw the vertex buffer to the back buffer
devcon->Draw(3, 0);
// switch the back buffer and the front buffer
swapchain->Present(0, 0);
}
// this is the function that cleans up Direct3D and COM
void CleanD3D()
{
swapchain->SetFullscreenState(FALSE, NULL); // switch to windowed mode
// close and release all existing COM objects
pLayout->Release();
pVS->Release();
pPS->Release();
pVBuffer->Release();
swapchain->Release();
backbuffer->Release();
dev->Release();
devcon->Release();
}
// this is the function that creates the shape to render
void InitGraphics()
{
// create a triangle using the VERTEX struct
VERTEX OurVertices[] =
{
{0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f},
{0.45f, -0.5, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{-0.45f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f}
};
// create the vertex buffer
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC; // write access access by CPU and GPU
bd.ByteWidth = sizeof(VERTEX) * 3; // size is the VERTEX struct * 3
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; // use as a vertex buffer
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // allow CPU to write in buffer
dev->CreateBuffer(&bd, NULL, &pVBuffer); // create the buffer
// copy the vertices into the buffer
D3D11_MAPPED_SUBRESOURCE ms;
devcon->Map(pVBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms); // map the buffer
memcpy(ms.pData, OurVertices, sizeof(OurVertices)); // copy the data
devcon->Unmap(pVBuffer, NULL); // unmap the buffer
}
// this function loads and prepares the shaders
void InitPipeline()
{
// load and compile the two shaders
ID3D10Blob *VS, *PS;
D3DReadFileToBlob(L"D:\\code\\DirectX11 Learning\\MyFirstWindow\\Debug\\VertexShader.cso", &VS);
D3DReadFileToBlob(L"D:\\code\\DirectX11 Learning\\MyFirstWindow\\Debug\\PixelShader.cso", &PS);
/*D3DX11CompileFromFile(L"shaders.shader", 0, 0, "VShader", "vs_4_0", 0, 0, 0, &VS, 0, 0);
D3DX11CompileFromFile(L"shaders.shader", 0, 0, "PShader", "ps_4_0", 0, 0, 0, &PS, 0, 0);*/
// encapsulate both shaders into shader objects
dev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVS);
dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);
// set the shader objects
devcon->VSSetShader(pVS, 0, 0);
devcon->PSSetShader(pPS, 0, 0);
// create the input layout object
D3D11_INPUT_ELEMENT_DESC ied[] =
{
{"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},
};
dev->CreateInputLayout(ied, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &pLayout);
devcon->IASetInputLayout(pLayout);
}
.cso是.hlsl编译后生成的
PixelShader.hlsl
float4 main(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET
{
return color;
}
VertexShader.hlsl
struct VOut
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
VOut main(float4 position : POSITION, float4 color : COLOR)
{
VOut output;
output.position = position;
output.color = color;
return output;
}