以前学的是openGL, 最近才开始学DirectX11,写了个很垃圾的代码,怀念以前的glPushMatrix(), glPopMatrix(), glBegin(), glEnd(), 多简单啊,可惜在openGL4后面的版本中放弃了这些经典的函数,改成了跟directX差不多的自定义管线, 我觉得openGL已经被改的面目全非了,可能是openGL慢的缘故吧。openGL4.3的VAO,VBO还是不能理解。  

写了个垃圾的程序,许多个几何体,自己写函数实现了以前glPushMatrix(),glPopMatrix()的功能。界面还是Qt写的,毕竟方便,调用API函数代码量太大。DirectX的代码真多啊,以后分装成一个类库试试。

贴一下主要的代码吧。

几何体顶点过多变成球的时候,运行很卡,我的代码效率海水很差啊。

#ifndef DWIDGET_H
#define DWIDGET_H
#include "xBasic.h"
#include <d3d11.h>
#include <DirectXMath.h>
#include "DPainter.h"
#include <QWidget>
#include <stack> class DPainter; class DWidget : public QWidget
{
Q_OBJECT public:
DWidget(QWidget *parent = nullptr);
~DWidget();
void rotateX();
void rotateY();
void rotateZ(); protected:
virtual void paintEvent(QPaintEvent *event);
virtual void resizeEvent(QResizeEvent *event);
void mousePressEvent(QMouseEvent *event);
virtual QPaintEngine *paintEngine() const { return nullptr; } private:
void updateWVP();
void initializeD3D();
void pushWorldMatrix();
void multipyWorldMatrix(DirectX::XMMATRIX *matrix);
void popWorldMatrix();
void worldMatrixIdentity();
void setCurrentWorldMatrix(DirectX::XMMATRIX *matrix); std::stack<XMFLOAT4X4> worldStack;
DPainter *d3dPainter;
HWND hwnd; ID3D11Device *device;
ID3D11DeviceContext *context;
IDXGISwapChain *swapChain;
ID3D11RenderTargetView *renderTargetView;
ID3D11VertexShader *VS;
ID3D11PixelShader *PS;
ID3D10Blob *VS_Buffer;
ID3D10Blob *PS_Buffer;
ID3D11Buffer *constantBuffer;
ID3D11InputLayout *vertexLayout;
ID3D11Buffer *worldBuffer;
ID3D11Buffer *viewBuffer;
ID3D11Buffer *projectionBuffer;
ID3D11DepthStencilView *depthStencilView;
ID3D11Texture2D *depthStencilBuffer;
ID3D11DepthStencilState *depthStencilState; XMFLOAT4X4 world;
XMFLOAT4X4 view;
XMFLOAT4X4 projection;
XMFLOAT4 eye;
XMFLOAT4 target;
XMFLOAT4 up;
CPerObject WVP; const D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", , DXGI_FORMAT_R32G32B32_FLOAT, , , D3D11_INPUT_PER_VERTEX_DATA, },
{ "COLOR", , DXGI_FORMAT_R32G32B32A32_FLOAT, , , D3D11_INPUT_PER_VERTEX_DATA, },
};
int numElements = ;
}; #endif // DWIDGET_H

// cpp文件

#include "DWidget.h"
#include <qevent.h>
#include "GeometryProvider.h" ID3D11Buffer *boolBuffer;
ID3D11DepthStencilView* pDSV;
struct ABCD
{
bool a;
}isT; ID3D11Buffer *cylinderVertexBuffer;
ID3D11Buffer *cylinderIndexBuffer; DWidget::DWidget(QWidget *parent)
: QWidget(parent)
{
setAttribute(Qt::WA_PaintOnScreen, true);
setAttribute(Qt::WA_NativeWindow, true);
setAutoFillBackground(false);
setFocusPolicy(Qt::StrongFocus);
hwnd = (HWND)winId();
initializeD3D();
depthStencilBuffer = nullptr;
depthStencilView = nullptr;
d3dPainter = new DPainter;
d3dPainter->context = context;
d3dPainter->device = device;
d3dPainter->createSphere(, );
} DWidget::~DWidget()
{
context->Release();
device->Release();
} void DWidget::rotateX()
{
XMMATRIX tmpWord;// = XMLoadFloat4x4(&world);
XMVECTOR anx = XMVectorSet(, , , );
tmpWord = XMMatrixRotationAxis(anx, 0.05);
multipyWorldMatrix(&tmpWord);
update();
} void DWidget::rotateY()
{
XMMATRIX tmpWord;// = XMLoadFloat4x4(&world);
XMVECTOR anx = XMVectorSet(, , , );
tmpWord = XMMatrixRotationAxis(anx, 0.05);
multipyWorldMatrix(&tmpWord);
update();
} void DWidget::rotateZ()
{
XMMATRIX tmpWord;
XMVECTOR anx = XMVectorSet(, , , );
tmpWord = XMMatrixRotationAxis(anx, 0.01);
multipyWorldMatrix(&tmpWord);
update();
} void DWidget::paintEvent(QPaintEvent * event)
{
FLOAT bgColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
context->ClearRenderTargetView(renderTargetView, bgColor);
context->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0.0f); {
pushWorldMatrix();
multipyWorldMatrix(&XMMatrixScaling(0.14, 0.14, 0.14));
multipyWorldMatrix(&XMMatrixTranslation(-, -, -)); context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
UINT stride = sizeof(Vertex);
UINT offset = ;
context->IASetVertexBuffers(, , &cylinderVertexBuffer, &stride, &offset);
context->IASetIndexBuffer(cylinderIndexBuffer, DXGI_FORMAT_R32_UINT, );
context->DrawIndexed(, , ); {
pushWorldMatrix();
multipyWorldMatrix(&XMMatrixTranslation(, , ));
multipyWorldMatrix(&XMMatrixScaling(0.1, 0.1, 0.1)); d3dPainter->drawSphere(); popWorldMatrix();
} for (int i = ; i < ; i++)
{
for (int j = ; j <= ; j++)
{
for (int k = ; k < ; k++)
{
pushWorldMatrix();
multipyWorldMatrix(&XMMatrixTranslation(i, j, k));
multipyWorldMatrix(&XMMatrixScaling(0.1, 0.1, 0.1));
d3dPainter->drawSphere();
popWorldMatrix(); }
}
} popWorldMatrix();
}//d3dPainter->drawSphere(); swapChain->Present(, ); } void DWidget::updateWVP()
{
XMStoreFloat4x4(&WVP.view, XMMatrixTranspose(XMLoadFloat4x4(&view)));
XMStoreFloat4x4(&WVP.world, XMMatrixTranspose(XMLoadFloat4x4(&world)));
XMStoreFloat4x4(&WVP.projection, XMMatrixTranspose(XMLoadFloat4x4(&projection)));
context->UpdateSubresource(constantBuffer, , NULL, &WVP, , );
context->VSSetConstantBuffers(, , &constantBuffer);
::isT.a = ;
} void DWidget::resizeEvent(QResizeEvent * event)
{
int width = this->width();
int height = this->height();
::xBasicChangeSize(device, context, swapChain, &renderTargetView, width, height); D3D11_TEXTURE2D_DESC depthStencilBufferDesc;
ZeroMemory(&depthStencilBufferDesc, sizeof(D3D11_TEXTURE2D_DESC));
depthStencilBufferDesc.Width = width;
depthStencilBufferDesc.Height = height;
depthStencilBufferDesc.MipLevels = ;
depthStencilBufferDesc.ArraySize = ;
depthStencilBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilBufferDesc.SampleDesc.Count = ;
depthStencilBufferDesc.SampleDesc.Quality = ;
depthStencilBufferDesc.Usage = D3D11_USAGE_DEFAULT;
depthStencilBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthStencilBufferDesc.CPUAccessFlags = ;
depthStencilBufferDesc.MiscFlags = ; device->CreateTexture2D(&depthStencilBufferDesc, NULL, &depthStencilBuffer); D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
ZeroMemory(&depthStencilDesc, sizeof(D3D11_DEPTH_STENCIL_DESC));
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
depthStencilDesc.StencilEnable = true;
depthStencilDesc.StencilReadMask = 0xFF;
depthStencilDesc.StencilWriteMask = 0xFF;
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; device->CreateDepthStencilState(&depthStencilDesc, &depthStencilState); context->OMSetDepthStencilState(depthStencilState, ); D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
ZeroMemory(&depthStencilViewDesc, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC));
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = ; device->CreateDepthStencilView(depthStencilBuffer, &depthStencilViewDesc, &depthStencilView);
context->OMSetRenderTargets(, &renderTargetView, depthStencilView); XMMATRIX tmpProjection = XMMatrixPerspectiveFovLH(XM_PIDIV2 / , (float)width / (float)height, 0.01f, 100.0f);
XMStoreFloat4x4(&projection, tmpProjection);
} void DWidget::mousePressEvent(QMouseEvent * event)
{
} void DWidget::initializeD3D()
{
::xBasicInitializeDirectX11(hwnd, &swapChain, &device, &context, &renderTargetView);
::xBasicCreateShader(device, context, L"Effects.fx", &VS_Buffer, &PS_Buffer, &VS, &PS);
::xBasicCreateBuffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(CPerObject), &WVP, &constantBuffer);
::xBasicCreateBuffer(device, D3D11_BIND_CONSTANT_BUFFER, , &::isT, &::boolBuffer); XMMATRIX tmpWorld = XMMatrixScaling(0.1, 0.1, 0.1) *XMMatrixTranslation( * , * , );;
XMStoreFloat4x4(&world, tmpWorld); XMVECTOR eye = XMVectorSet(0.0f, 0.0f, -1.0f, 0.0f);
XMVECTOR at = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f);
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
XMStoreFloat4x4(&view, XMMatrixLookAtLH(eye, at, up)); //Create the Input Layout
device->CreateInputLayout(layout, , VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), &vertexLayout); //Set the Input Layout
context->IASetInputLayout(vertexLayout); GeometryProvider provider;
std::vector<Vertex> vertices;
std::vector<UINT> indices;
GeometryProvider::MeshData data;
provider.createCylinder(data, );
for (size_t i = ; i < data.vertices.size(); i++)
{
Vertex tmpV;
tmpV.pos = data.vertices[i].position;
tmpV.color = XMFLOAT4(rand() % , rand() % , rand() % , );
vertices.push_back(tmpV);
} for (size_t i = ; i < data.indices.size(); i++)
{
indices.push_back(data.indices[i]);
} ::xBasicCreateBuffer(device, D3D11_BIND_VERTEX_BUFFER, vertices.size() * sizeof(Vertex), &vertices[], &cylinderVertexBuffer);
::xBasicCreateBuffer(device, D3D11_BIND_INDEX_BUFFER, indices.size() * sizeof(UINT), &indices[], &cylinderIndexBuffer);
} void DWidget::pushWorldMatrix()
{
if (worldStack.empty())
{
worldMatrixIdentity();
}
worldStack.push(worldStack.top());
} void DWidget::multipyWorldMatrix(DirectX::XMMATRIX * matrix)
{
if (worldStack.empty())
{
worldMatrixIdentity();
} XMMATRIX aMatrix = XMLoadFloat4x4(&worldStack.top());
XMMATRIX ansMatrix = *matrix * aMatrix;
XMStoreFloat4x4(&worldStack.top(), ansMatrix); world = worldStack.top();
updateWVP();
} void DWidget::popWorldMatrix()
{
worldStack.pop(); world = worldStack.top(); updateWVP();
} void DWidget::worldMatrixIdentity()
{
while (!worldStack.empty())
{
worldStack.pop();
} worldStack.push(XMFLOAT4X4()); XMStoreFloat4x4(&worldStack.top(), XMMatrixIdentity()); world = worldStack.top();
updateWVP();
} void DWidget::setCurrentWorldMatrix(DirectX::XMMATRIX * matrix)
{
if (worldStack.empty())
{
worldMatrixIdentity();
} XMMATRIX aMatrix = XMLoadFloat4x4(&worldStack.top());
XMMATRIX ansMatrix = *matrix * aMatrix;
XMStoreFloat4x4(&worldStack.top(), ansMatrix); world = worldStack.top();
updateWVP();
}

有些很奇葩的写法就不管了。

初学DirectX11, 留个纪恋。的更多相关文章

  1. python初学代码留个纪念

    最简单的代码  if   else if  else 1.python中else if   用  elif表示 2.注释: 单行注释:##### 多行注释:''' ------''',"&q ...

  2. 3500常用汉字与标点符号(已排除不支持GB2312的)

    .?!,.::“”‘’…()<>〈〉[].,:;!?-'_"'()[]<>|&~;+-*/=<>0123456789ABCEFGHIJKLMNOP ...

  3. [商业_法务] 2、注册公司起名很费劲,用C++怒写个随机名字生成器

    前言 博主最近在注册公司,由于之前听说过注册公司的名字很难通过,于是便直接找代理去帮忙跑趟,为确保万无一失,还自己绞尽脑汁想了几个很奇葩的名字(噬菌体.云木.灌木.杏仁...). 但是不幸的是那些奇葩 ...

  4. Python抓取百度汉字笔画的gif

    偶然发现百度汉语里面,有一笔一划的汉字顺序:          觉得这个动态的图片,等以后娃长大了,可以用这个教写字.然后就去找找常用汉字,现代汉语常用字表 .拿到这里面的汉字,做两个数组出来,一共是 ...

  5. Java随机产生中文昵称

    有时候我们注册一个网站第一次登陆系统会产生一个随机昵称供用户选择,在项目测试阶段遇到了这个问题,因为注册时没有让用户填写昵称,于是找了两种产生随机中文昵称的方法: 代码如下 package com.u ...

  6. [转]TrueType(TTF)字体文件裁剪(支持简体中文,繁体中文TTF字体裁剪)

    原文入口: TTF字体文件裁剪(支持简体中文,繁体中文TTF字体裁剪) 对于TrueType(TTF)字体格式的介绍可以看: https://www.cnblogs.com/slysky/p/1131 ...

  7. RenderDoc图形调试器详细使用教程(基于DirectX11)

    前言 由于最近Visual Studio的图形调试器老是抽风,不得不寻找一个替代品了. 对于图形程序开发者来说,学会使用RenderDoc图形调试器可以帮助你全面了解渲染管线绑定的资源和运行状态,从而 ...

  8. 【转】Directx11 HelloWorld之HLSL的Effect框架的使用

    最近尝试用了下Directx下的Effect框架,作为一初学者初学者,说下为什么我们要使用Effect框架及其好处吧. 首先Effect最大好处的就是简单,使得编写Shader绘制的程序工作量大大下降 ...

  9. DirectX11 With Windows SDK--25 法线贴图

    前言 在很早之前的纹理映射中,纹理存放的元素是像素的颜色,通过纹理坐标映射到目标像素以获取其颜色.但是我们的法向量依然只是定义在顶点上,对于三角形面内一点的法向量,也只是通过比较简单的插值法计算出相应 ...

随机推荐

  1. dotNET跨平台相关文档整理

    一直在从事C#开发的相关技术工作,从C# 1.0一路用到现在的C# 6.0, 通常情况下被局限于Windows平台,Mono项目把我们C#程序带到了Windows之外的平台,在工作之余花了很多时间在M ...

  2. .NetCore中的日志(1)日志组件解析

    .NetCore中的日志(1)日志组件解析 0x00 问题的产生 日志记录功能在开发中很常用,可以记录程序运行的细节,也可以记录用户的行为.在之前开发时我一般都是用自己写的小工具来记录日志,输出目标包 ...

  3. Android笔记——Button点击事件几种写法

    Button点击事件:大概可以分为以下几种: 匿名内部类 定义内部类,实现OnClickListener接口 定义的构造方法 用Activity实现OnClickListener接口 指定Button ...

  4. 07.LoT.UI 前后台通用框架分解系列之——轻巧的文本编辑器

    LoT.UI汇总:http://www.cnblogs.com/dunitian/p/4822808.html#lotui 上次说的是强大的百度编辑器 http://www.cnblogs.com/d ...

  5. 在Ubuntu 16.10 安装 git 并上传代码至 git.oschina.net

    1. 注册一个账号和创建项目 先在git.oschina.net上注册一个账号和新建一个project ,如project name 是"myTest". 2.安装git sudo ...

  6. Linux 权限设置chmod

    Linux中设置权限,一般用chmod命令 1.介绍 权限设置chmod 功能:改变权限命令.常用参数: 1=x(执行权execute) 2=w(写权write) 4=r(读权Read) setuid ...

  7. Bluemix中国版体验(二)

    从上一篇到现在大概有一个多月了.时隔一个月再登录中国版Bluemix,发现界面竟然更新了,现在的风格和国际版已经基本保持一致!这次我们来体验一下Mobile Service.不过mobile serv ...

  8. BZOJ 4453: cys就是要拿英魂![后缀数组 ST表 单调栈类似物]

    4453: cys就是要拿英魂! Time Limit: 3 Sec  Memory Limit: 128 MBSubmit: 90  Solved: 46[Submit][Status][Discu ...

  9. springMvc的日期转换之二

    方式一:使用@InitBinder注解实现日期转换 前台页面: 后台打印: 方式二:处理多种日期格式类型之间的转换 采用方式:由于binder.registerCustomEditor(Date.cl ...

  10. WiFi QC 自动测试:ixChariot API初探

    Chariot虽然给我们提供了友好的界面,但是必须使用命令行或者使用它的API才能 实现自动测试.Chariot在安装的时候会让你选择命令行界面组件,在它的安装目录下面有一些工具, 暂时还不知道是干什 ...