前面教程我们通过D3D11画了一个三角形,本章我们将画一个颜色立方体,它的立体感更强。主要的变动是ModelClass类,在ModelClass中定义一个立方体需要的顶点信息,然后创建顶点缓冲和索引缓冲。
在ModelClass.h中,我们定义一些宏来表示颜色,以便后面给顶点颜色属性赋值时用。
ModelClass.h代码如下:
#pragma once
#include <d3d11.h>
#include <d3dx10math.h>
//定义一些常用颜色
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);
…
ModelClass.cpp的主要代码如下: bool ModelClass::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8,一个正方体.
m_vertexCount = 8;
// 设置索引缓冲大小.
m_indexCount = 36;
// 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;
}
//创建顺时针方向的三角形,左手规则
// 设置顶点数据.
vertices[0].position = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);
vertices[0].color = WHITE;
vertices[1].position = D3DXVECTOR3(-1.0f, 1.0f, -1.0f);
vertices[1].color = BLACK;
vertices[2].position = D3DXVECTOR3(1.0f, 1.0f, -1.0f);
vertices[2].color = RED;
vertices[3].position = D3DXVECTOR3(1.0f, -1.0f, -1.0f);
vertices[3].color = GREEN;
vertices[4].position = D3DXVECTOR3(-1.0f, -1.0f, 1.0f);
vertices[4].color = BLUE;
vertices[5].position = D3DXVECTOR3(-1.0f, 1.0f, 1.0f);
vertices[5].color = YELLOW;
vertices[6].position = D3DXVECTOR3(1.0f, 1.0f, 1.0f);
vertices[6].color = CYAN;
vertices[7].position = D3DXVECTOR3(1.0f, -1.0f, 1.0f);
vertices[7].color = MAGENTA;
// 设置索引缓冲数据.
indices[0] = 0; // 前面
indices[1] = 1;
indices[2] = 2;
indices[3] = 0;
indices[4] = 2;
indices[5] = 3;
indices[6] = 4; // 后面
indices[7] = 6;
indices[8] = 5;
indices[9] = 4;
indices[10] = 7;
indices[11] = 6;
indices[12] = 4; // 左面
indices[13] = 5;
indices[14] = 1;
indices[15] = 4;
indices[16] = 1;
indices[17] = 0;
indices[18] = 3; //右面
indices[19] = 2;
indices[20] = 6;
indices[21] = 3;
indices[22] = 6;
indices[23] = 7;
indices[24] = 1; // 上面
indices[25] = 5;
indices[26] = 6;
indices[27] = 1;
indices[28] = 6;
indices[29] = 2;
indices[30] = 4; // 下面
indices[31] = 0;
indices[32] = 3;
indices[33] = 4;
indices[34] = 3;
indices[35] = 7;
// 设置顶点缓冲描述
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
vertexBufferDesc.StructureByteStride = 0;
…
return true;
}
CameraClass.cpp中Render函数做了小小变动,使得摄像机始终指向原点:
void CameraClass::Render()
{
…
// 设置摄像机的位置.
position.x = m_positionX;
position.y = m_positionY;
position.z = m_positionZ;
// 设置摄像机lookat的方向.
//lookAt.x = 0.0f;
//lookAt.y = 0.0f;
//lookAt.z = 1.0f;
//设置摄像机始终指向原点
D3DXVec3Normalize(&lookAt, &position);
lookAt = lookAt * (-1);
// 得到弧度单位的欧拉旋转 yaw (Y axis), pitch (X axis), 以及 roll (Z axis) .
pitch = m_rotationX * 0.0174532925f;
yaw = m_rotationY * 0.0174532925f;
roll = m_rotationZ * 0.0174532925f;
…
return;
}
程序运行后如下图所示:
完整的代码请参考:
工程文件myTutorialD3D11_6
代码下载:
http://files.cnblogs.com/mikewolf2002/myTutorialD3D11.zip