Directx11教程(10) 画一个简易坐标轴

原文: Directx11教程(10) 画一个简易坐标轴

      本篇教程中,我们将在三维场景中,画一个简易的坐标轴,分别用绿三种颜色表示x,y,z轴的正向坐标轴。

为此,我们要先建立一个AxisModelClass类,来表示坐标轴顶点。

      现在系统类之间的关系图如下:

image

AxisModelClass类和前面的ModelClass类相似,只是创建顶点缓冲和索引缓冲时,指定了3条线段,表示三个坐标轴。

AxisModelClass.h的主要代码如下:

#pragma once

#include <d3d11.h>
#include <d3dx10math.h>
#include "common.h"

class AxisModelClass
    { 

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        void RenderBuffers(ID3D11DeviceContext*);
       //顶点缓冲和顶点索引缓冲
        ID3D11Buffer *m_vertexBuffer, *m_indexBuffer;
        int m_vertexCount, m_indexCount;
    };

AxisModelClass.cpp的主要代码如下:

#include "AxisModelClass.h"

bool AxisModelClass::InitializeBuffers(ID3D11Device* device)
    {
    VertexType* vertices;
    unsigned long* indices;
    D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
    D3D11_SUBRESOURCE_DATA vertexData, indexData;
    HRESULT result;

    //首先,我们创建2个临时缓冲存放顶点和索引数据,以便后面使用。.

    // 设置顶点缓冲大小为6
    m_vertexCount = 6;

    // 设置索引缓冲大小.
    m_indexCount = 6;

    // 创建顶点临时缓冲.
    vertices = new VertexType[m_vertexCount];
    if(!vertices)
        {
        return false;
        }

   // 创建索引缓冲.
    indices = new unsigned long[m_indexCount];
    if(!indices)
        {
        return false;
        }

    // 设置顶点数据.
    //x轴,红色
    vertices[0].position = D3DXVECTOR3(0.0f, 0.0f, 0.0f); 
    vertices[0].color = RED;

    vertices[1].position = D3DXVECTOR3(10.0f, 0.0f, 0.0f); 
    vertices[1].color = RED;

    //y轴,绿色
    vertices[2].position = D3DXVECTOR3(0.0f, 0.0f, 0.0f); 
    vertices[2].color = GREEN;

    vertices[3].position = D3DXVECTOR3(0.0f, 10.0f, 0.0f); 
    vertices[3].color = GREEN;

   //z轴,蓝色
    vertices[4].position = D3DXVECTOR3(0.0f, 0.0f, 0.0f); 
    vertices[4].color = BLUE;

    vertices[5].position = D3DXVECTOR3(0.0f, 0.0f, 10.0f); 
    vertices[5].color = BLUE;


   // 设置索引缓冲数据.
    indices[0] = 0; 
    indices[1] = 1;
    indices[2] = 2; 
    indices[3] = 3;
    indices[4] = 4;
    indices[5] = 5; 


    return true;
    }

void AxisModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
    {
    unsigned int stride;
    unsigned int offset;


    // 设置顶点缓冲跨度和偏移.
    stride = sizeof(VertexType);
    offset = 0;

    //在input assemberl阶段绑定顶点缓冲,以便能够被渲染
    deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);

    //在input assemberl阶段绑定索引缓冲,以便能够被渲染
    deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);

    // 设置体元语义,渲染线段,画出坐标轴 

注意:这儿指定画的体元为线段列表
    deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);

    return;
    }

为了使用颜色宏定义,我么去掉了上篇文章在ModelClass.h 中定义的颜色,而新建一个common.h文件,

ModelClass.h中将包含common.h

ModelClass.h代码改变如下:

#pragma once

#include <d3d11.h>
#include <d3dx10math.h>
#include "common.h"

class ModelClass
    {

    };

common.h的代码如下:

//定义一些常用颜色
#include <d3d11.h>
#include <d3dx10math.h>

const D3DXVECTOR4 WHITE(1.0f, 1.0f, 1.0f, 1.0f);
const D3DXVECTOR4 BLACK(0.0f, 0.0f, 0.0f, 1.0f);
const D3DXVECTOR4 RED(1.0f, 0.0f, 0.0f, 1.0f);
const D3DXVECTOR4 GREEN(0.0f, 1.0f, 0.0f, 1.0f);
const D3DXVECTOR4 BLUE(0.0f, 0.0f, 1.0f, 1.0f);
const D3DXVECTOR4 YELLOW(1.0f, 1.0f, 0.0f, 1.0f);
const D3DXVECTOR4 CYAN(0.0f, 1.0f, 1.0f, 1.0f); //蓝绿色
const D3DXVECTOR4 MAGENTA(1.0f, 0.0f, 1.0f, 1.0f); //洋红色

const D3DXVECTOR4 BEACH_SAND(1.0f, 0.96f, 0.62f, 1.0f);
const D3DXVECTOR4 LIGHT_YELLOW_GREEN(0.48f, 0.77f, 0.46f, 1.0f);
const D3DXVECTOR4 DARK_YELLOW_GREEN(0.1f, 0.48f, 0.19f, 1.0f);
const D3DXVECTOR4 DARKBROWN(0.45f, 0.39f, 0.34f, 1.0f);

GraphicsClass.h修改的代码如下:

#pragma once

#include "modelclass.h"
#include "AxisModelClass.h"
#include "colorshaderclass.h"

class GraphicsClass
    { 

        ModelClass* m_Model;
        AxisModelClass* m_AxisModel;
        ColorShaderClass* m_ColorShader;

    };

GraphicsClass.cpp代码如下:

#include "GraphicsClass.h"


GraphicsClass::GraphicsClass(void)
    {
    m_D3D = 0;
    m_Camera = 0;
    m_Model = 0;
    m_AxisModel = 0;
    m_ColorShader = 0;
   
    }

bool GraphicsClass:: Initialize(int screenWidth, int screenHeight, HWND hwnd)
    { 
   …

   // 创轴建模型对象.
    m_AxisModel = new AxisModelClass;
    if(!m_AxisModel)
        {
        return false;
        }

    // 初始化坐标轴模型对象.
    result = m_AxisModel->Initialize(m_D3D->GetDevice());
    if(!result)
        {
        MessageBox(hwnd, L"Could not initialize the axis model object.", L"Error", MB_OK);
        return false;
        }

    return true;
    }


bool GraphicsClass::Frame()
    {
    bool result;


    // 调用Render函数,渲染3D场景
    // Render是GraphicsClass的私有函数.
    result = Render();
    if(!result)
        {
        return false;
        }

    return true;
    }


bool GraphicsClass::Render()
    {

    D3DXMATRIX viewMatrix, projectionMatrix, worldMatrix;
    bool result;


    // 设置framebuffer.为浅蓝色
    m_D3D->BeginScene(0.0f, 0.0f, 0.5f, 1.0f);

    // 得到3个矩阵.
    m_Camera->getViewMatrix(&viewMatrix);
    m_D3D->GetWorldMatrix(worldMatrix);
    m_D3D->GetProjectionMatrix(projectionMatrix);

    m_AxisModel->Render(m_D3D->GetDeviceContext());
    // 用shader渲染.
    result = m_ColorShader->Render(m_D3D->GetDeviceContext(), m_AxisModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix);
    if(!result)
        {
        return false;
        }   
    // 把模型顶点和索引缓冲放入管线,准备渲染.
    m_Model->Render(m_D3D->GetDeviceContext());

    // 用shader渲染.
    result = m_ColorShader->Render(m_D3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix);
    if(!result)
        {
        return false;
        }
   
   //把framebuffer中的图像present到屏幕上.
    m_D3D->EndScene();

    return true;
    }

程序执行后,如下图所示:

image

完整的代码请参考:

工程文件myTutorialD3D11_9

代码下载:

http://files.cnblogs.com/mikewolf2002/myTutorialD3D11.zip

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转载自www.cnblogs.com/lonelyxmas/p/10817467.html