要使用DX11绘制一个长方体,你需要按照以下步骤进行操作:

  1. 创建一个DX11设备和设备上下文:

    ID3D11Device* device;
    ID3D11DeviceContext* context;
    D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, nullptr, 0, D3D11_SDK_VERSION, &device, nullptr, &context);
    
  2. 创建一个顶点缓冲区:

    struct Vertex {
        DirectX::XMFLOAT3 position;
        DirectX::XMFLOAT4 color;
    };
    
    Vertex vertices[] = {
        { DirectX::XMFLOAT3(-0.5f, -0.5f, -0.5f), DirectX::XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f) },
        { DirectX::XMFLOAT3(-0.5f, 0.5f, -0.5f), DirectX::XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f) },
        { DirectX::XMFLOAT3(0.5f, 0.5f, -0.5f), DirectX::XMFLOAT4(0.0f, 0.0f, 1.0f, 1.0f) },
        { DirectX::XMFLOAT3(0.5f, -0.5f, -0.5f), DirectX::XMFLOAT4(1.0f, 1.0f, 0.0f, 1.0f) },
        { DirectX::XMFLOAT3(-0.5f, -0.5f, 0.5f), DirectX::XMFLOAT4(0.0f, 1.0f, 1.0f, 1.0f) },
        { DirectX::XMFLOAT3(-0.5f, 0.5f, 0.5f), DirectX::XMFLOAT4(1.0f, 0.0f, 1.0f, 1.0f) },
        { DirectX::XMFLOAT3(0.5f, 0.5f, 0.5f), DirectX::XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f) },
        { DirectX::XMFLOAT3(0.5f, -0.5f, 0.5f), DirectX::XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f) }
    };
    
    D3D11_BUFFER_DESC vertexBufferDesc;
    ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc));
    vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
    vertexBufferDesc.ByteWidth = sizeof(Vertex) * 8;
    vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vertexBufferDesc.CPUAccessFlags = 0;
    
    D3D11_SUBRESOURCE_DATA vertexBufferData;
    ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
    vertexBufferData.pSysMem = vertices;
    
    ID3D11Buffer* vertexBuffer;
    device->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &vertexBuffer);
    
  3. 创建一个索引缓冲区:

    DWORD indices[] = {
        0, 1, 2,
        0, 2, 3,
        4, 6, 5,
        4, 7, 6,
        4, 5, 1,
        4, 1, 0,
        3, 2, 6,
        3, 6, 7,
        1, 5, 6,
        1, 6, 2,
        4, 0, 3,
        4, 3, 7
    };
    
    D3D11_BUFFER_DESC indexBufferDesc;
    ZeroMemory(&indexBufferDesc, sizeof(indexBufferDesc));
    indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
    indexBufferDesc.ByteWidth = sizeof(DWORD) * 36;
    indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
    indexBufferDesc.CPUAccessFlags = 0;
    
    D3D11_SUBRESOURCE_DATA indexBufferData;
    ZeroMemory(&indexBufferData, sizeof(indexBufferData));
    indexBufferData.pSysMem = indices;
    
    ID3D11Buffer* indexBuffer;
    device->CreateBuffer(&indexBufferDesc, &indexBufferData, &indexBuffer);
    
  4. 创建一个顶点着色器和像素着色器:

    ID3DBlob* vertexShaderBlob;
    D3DReadFileToBlob(L"VertexShader.cso", &vertexShaderBlob);
    device->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &vertexShader);
    
    ID3DBlob* pixelShaderBlob;
    D3DReadFileToBlob(L"PixelShader.cso", &pixelShaderBlob);
    device->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &pixelShader);
    
  5. 创建输入布局:

    D3D11_INPUT_ELEMENT_DESC layoutDesc[] = {
        { "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 }
    };
    
    ID3D11InputLayout* inputLayout;
    device->CreateInputLayout(layoutDesc, 2, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &inputLayout);
    
  6. 设置渲染状态:

    context->IASetInputLayout(inputLayout);
    context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    context->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
    context->IASetIndexBuffer(indexBuffer, DXGI_FORMAT_R32_UINT, 0);
    context->VSSetShader(vertexShader, nullptr, 0);
    context->PSSetShader(pixelShader, nullptr, 0);
    
  7. 渲染场景:

    context->DrawIndexed(36, 0, 0);
    
  8. 清理资源:

    vertexBuffer->Release();
    indexBuffer->Release();
    vertexShader->Release();
    pixelShader->Release();
    inputLayout->Release();
    ``
    
如何使用DX11绘制一个长方体

原文地址: https://www.cveoy.top/t/topic/hThS 著作权归作者所有。请勿转载和采集!

免费AI点我,无需注册和登录