D3D11中的绘制

两种绘制方式:

 

1、 使用顶点缓存进行绘制

(1) 创建顶点缓存

  a) 声明一个描述顶点数据的结构

  b) 使用实际的顶点数据填充顶点结构数组

  c) 创建一个D3D11_BUFFER_DESC对象(a buffer description),将其BindFlags成员赋值为D3D11_BIND_VERTEX_BUFFER, ByteWidth成员赋值为顶点对象数组      的实际大小。

  d) 创建一个D3D11_SUBRESOURCE_DATA对象(a subresource data description),将其pSysMem成员赋值为第二步中创建的资源数据对象的指针。

  e) 调用ID3D11Device::CreateBuffer创建顶点缓存,第1个参数传入创建的D3D11_BUFFER_DESC对象,第2个参数为创建的D3D11_SUBRESOURCE_DATA对象,第3个参数返回生成的ID3D11Buffer定点缓存对象的指针。 

(2) 设置顶点缓存

调用ID3D10Device::IASetVertexBuffers()方法设置顶点缓存

(3) 设置图元拓扑结构

调用ID3D11DeviceContext::IASetVertexBuffers()方法设置图元拓扑。

(4) 使用顶点缓存进行绘制

调用ID3D11DeviceContext::Draw()方法绘制 顶点缓存

(5) 资源回收

         调用ID3D11Buffer::Release()方法释放定点缓存资源。

注:之前还需要先创建好VS和PS以及Input Layout。D3D11的绘制过程,VS和PS是必须要有的。

2、使用索引缓存进行绘制

(1) 创建并设置顶点缓存

(2) 创建索引缓存

  a) 创建索引信息(一般是用一个数组记录顶点索引信息)

  b) 创建一个D3D11_BUFFER_DESC对象(a buffer description),将其BindFlags成员赋值为D3D11_BIND_INDEX_BUFFER, ByteWidth成员赋值为索引数组的实际大小

  c) 创建一个D3D11_SUBRESOURCE_DATA对象(a subresource data description),将其pSysMem成员赋值为第二步中创建的索引结构对象的指针

  d) 调用ID3D11Device::CreateBuffer创建索引缓存,第1个参数传入创建的D3D11_BUFFER_DESC对象,第2个参数为创建的D3D11_SUBRESOURCE_DATA对象,第3个参数返回生成的ID3D11Buffer索引缓存对象的指针

(3) 调用ID3D10Device::IASetIndexBuffer()方法设置顶点索引缓存。

(4) 使用顶点索引缓存进行绘制

调用ID3D11DeviceContext::DrawIndexed()方法绘制图元。

注:之前还需要先创建好VS和PS以及Input Layout。D3D11的绘制过程,VS和PS是必须要有的。

D3D11中的绘制 创建顶点缓存示例代码
   
     
1 /*
2 **创建顶点缓存示例代码
3   */
4 ID3D11Buffer * g_pVertexBuffer;
5
6   // Define the data-type that
7   // describes a vertex.
8   struct SimpleVertexCombined
9 {
10 D3DXVECTOR3 Pos;
11 D3DXVECTOR3 Col;
12 };
13
14   // Supply the actual vertex data.
15   SimpleVertexCombined verticesCombo[] =
16 {
17 D3DXVECTOR3( 0.0f , 0.5f , 0.5f ),
18 D3DXVECTOR3( 0.0f , 0.0f , 0.5f ),
19 D3DXVECTOR3( 0.5f , - 0.5f , 0.5f ),
20 D3DXVECTOR3( 0.5f , 0.0f , 0.0f ),
21 D3DXVECTOR3( - 0.5f , - 0.5f , 0.5f ),
22 D3DXVECTOR3( 0.0f , 0.5f , 0.0f ),
23 };
24
25   // Fill in a buffer description.
26   D3D11_BUFFER_DESC bufferDesc;
27 bufferDesc.Usage = D3D11_USAGE_DEFAULT;
28 bufferDesc.ByteWidth = sizeof ( SimpleVertexCombined ) * 3 ;
29 bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
30 bufferDesc.CPUAccessFlags = 0 ;
31 bufferDesc.MiscFlags = 0 ;
32
33   // Fill in the subresource data.
34 D3D11_SUBRESOURCE_DATA InitData;
35 InitData.pSysMem = verticesCombo;
36 InitData.SysMemPitch = 0 ;
37 InitData.SysMemSlicePitch = 0 ;
38
39 // Create the vertex buffer.
40 hr = g_pd3dDevice -> CreateBuffer( & bufferDesc, & InitData, & g_pVertexBuffer );
D3D11中的绘制 创建索引缓存示例代码
   
     
1 /*
2 **创建索引缓存示例代码
3 */
4 ID3D11Buffer * g_pIndexBuffer = NULL;
5
6 // Create indices.
7 unsigned int indices[] = { 0 , 1 , 2 };
8
9 // Fill in a buffer description.
10 D3D11_BUFFER_DESC bufferDesc;
11 bufferDesc.Usage = D3D11_USAGE_DEFAULT;
12 bufferDesc.ByteWidth = sizeof ( unsigned int ) * 3 ;
13 bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
14 bufferDesc.CPUAccessFlags = 0 ;
15 bufferDesc.MiscFlags = 0 ;
16
17 // Define the resource data.
18 D3D11_SUBRESOURCE_DATA InitData;
19 InitData.pSysMem = indices;
20 InitData.SysMemPitch = 0 ;
21 InitData.SysMemSlicePitch = 0 ;
22
23 // Create the buffer with the device.
24 hr = g_pd3dDevice -> CreateBuffer( & bufferDesc, & InitData, & g_pIndexBuffer );
25 if ( FAILED( hr ) )
26 return hr;
27
28 // Set the buffer.
29 g_pd3dContext -> IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );

使用索引缓存进行图元绘制的完整例子:

//--------------------------------------------------------------------------------------

// File: Tutorial04.cpp

//

// This application displays a 3D cube using Direct3D 11

//

// Copyright (c) Microsoft Corporation. All rights reserved.

//--------------------------------------------------------------------------------------

#include <windows.h>

#include <d3d11.h>

#include <d3dx11.h>

#include <d3dcompiler.h>

#include <xnamath.h>

#include "resource.h"





//--------------------------------------------------------------------------------------

// Structures

//--------------------------------------------------------------------------------------

struct SimpleVertex

{

    XMFLOAT3 Pos;

    XMFLOAT4 Color;

};





struct ConstantBuffer

{

	XMMATRIX mWorld;

	XMMATRIX mView;

	XMMATRIX mProjection;

};





//--------------------------------------------------------------------------------------

// Global Variables

//--------------------------------------------------------------------------------------

HINSTANCE               g_hInst = NULL;

HWND                    g_hWnd = NULL;

D3D_DRIVER_TYPE         g_driverType = D3D_DRIVER_TYPE_NULL;

D3D_FEATURE_LEVEL       g_featureLevel = D3D_FEATURE_LEVEL_11_0;

ID3D11Device*           g_pd3dDevice = NULL;

ID3D11DeviceContext*    g_pImmediateContext = NULL;

IDXGISwapChain*         g_pSwapChain = NULL;

ID3D11RenderTargetView* g_pRenderTargetView = NULL;

ID3D11VertexShader*     g_pVertexShader = NULL;

ID3D11PixelShader*      g_pPixelShader = NULL;

ID3D11InputLayout*      g_pVertexLayout = NULL;

ID3D11Buffer*           g_pVertexBuffer = NULL;

ID3D11Buffer*           g_pIndexBuffer = NULL;

ID3D11Buffer*           g_pConstantBuffer = NULL;

XMMATRIX                g_World;

XMMATRIX                g_View;

XMMATRIX                g_Projection;





//--------------------------------------------------------------------------------------

// Forward declarations

//--------------------------------------------------------------------------------------

HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );

HRESULT InitDevice();

void CleanupDevice();

LRESULT CALLBACK    WndProc( HWND, UINT, WPARAM, LPARAM );

void Render();





//--------------------------------------------------------------------------------------

// Entry point to the program. Initializes everything and goes into a message processing 

// loop. Idle time is used to render the scene.

//--------------------------------------------------------------------------------------

int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )

{

    UNREFERENCED_PARAMETER( hPrevInstance );

    UNREFERENCED_PARAMETER( lpCmdLine );



    if( FAILED( InitWindow( hInstance, nCmdShow ) ) )

        return 0;



    if( FAILED( InitDevice() ) )

    {

        CleanupDevice();

        return 0;

    }



    // Main message loop

    MSG msg = {0};

    while( WM_QUIT != msg.message )

    {

        if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )

        {

            TranslateMessage( &msg );

            DispatchMessage( &msg );

        }

        else

        {

            Render();

        }

    }



    CleanupDevice();



    return ( int )msg.wParam;

}





//--------------------------------------------------------------------------------------

// Register class and create window

//--------------------------------------------------------------------------------------

HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )

{

    // Register class

    WNDCLASSEX wcex;

    wcex.cbSize = sizeof( WNDCLASSEX );

    wcex.style = CS_HREDRAW | CS_VREDRAW;

    wcex.lpfnWndProc = WndProc;

    wcex.cbClsExtra = 0;

    wcex.cbWndExtra = 0;

    wcex.hInstance = hInstance;

    wcex.hIcon = LoadIcon( hInstance, IDI_APPLICATION );

    wcex.hCursor = LoadCursor( NULL, IDC_ARROW );

    wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );

    wcex.lpszMenuName = NULL;

    wcex.lpszClassName = L"TutorialWindowClass";

    wcex.hIconSm = LoadIcon( wcex.hInstance, IDI_APPLICATION );

    if( !RegisterClassEx( &wcex ) )

        return E_FAIL;



    // Create window

    g_hInst = hInstance;

    RECT rc = { 0, 0, 640, 480 };

    AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );

    g_hWnd = CreateWindow( L"TutorialWindowClass", L"Direct3D 11 Tutorial 4: 3D Spaces", WS_OVERLAPPEDWINDOW,

                           CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance,

                           NULL );

    if( !g_hWnd )

        return E_FAIL;



    ShowWindow( g_hWnd, nCmdShow );



    return S_OK;

}





//--------------------------------------------------------------------------------------

// Helper for compiling shaders with D3DX11

//--------------------------------------------------------------------------------------

HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )

{

    HRESULT hr = S_OK;



    DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;

#if defined( DEBUG ) || defined( _DEBUG )

    // Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.

    // Setting this flag improves the shader debugging experience, but still allows 

    // the shaders to be optimized and to run exactly the way they will run in 

    // the release configuration of this program.

    dwShaderFlags |= D3DCOMPILE_DEBUG;

#endif



    ID3DBlob* pErrorBlob;

    hr = D3DX11CompileFromFile( szFileName, NULL, NULL, szEntryPoint, szShaderModel, 

        dwShaderFlags, 0, NULL, ppBlobOut, &pErrorBlob, NULL );

    if( FAILED(hr) )

    {

        if( pErrorBlob != NULL )

            OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() );

        if( pErrorBlob ) pErrorBlob->Release();

        return hr;

    }

    if( pErrorBlob ) pErrorBlob->Release();



    return S_OK;

}





//--------------------------------------------------------------------------------------

// Create Direct3D device and swap chain

//--------------------------------------------------------------------------------------

HRESULT InitDevice()

{

    HRESULT hr = S_OK;



    RECT rc;

    GetClientRect( g_hWnd, &rc );

    UINT width = rc.right - rc.left;

    UINT height = rc.bottom - rc.top;



    UINT createDeviceFlags = 0;

#ifdef _DEBUG

    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;

#endif



    D3D_DRIVER_TYPE driverTypes[] =

    {

        D3D_DRIVER_TYPE_HARDWARE,

        D3D_DRIVER_TYPE_WARP,

        D3D_DRIVER_TYPE_REFERENCE,

    };

    UINT numDriverTypes = ARRAYSIZE( driverTypes );



    D3D_FEATURE_LEVEL featureLevels[] =

    {

        D3D_FEATURE_LEVEL_11_0,

        D3D_FEATURE_LEVEL_10_1,

        D3D_FEATURE_LEVEL_10_0,

    };

	UINT numFeatureLevels = ARRAYSIZE( featureLevels );



    DXGI_SWAP_CHAIN_DESC sd;

    ZeroMemory( &sd, sizeof( sd ) );

    sd.BufferCount = 1;

    sd.BufferDesc.Width = width;

    sd.BufferDesc.Height = height;

    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

    sd.BufferDesc.RefreshRate.Numerator = 60;

    sd.BufferDesc.RefreshRate.Denominator = 1;

    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

    sd.OutputWindow = g_hWnd;

    sd.SampleDesc.Count = 1;

    sd.SampleDesc.Quality = 0;

    sd.Windowed = TRUE;



    for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )

    {

        g_driverType = driverTypes[driverTypeIndex];

        hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags, featureLevels, numFeatureLevels,

                                            D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );

        if( SUCCEEDED( hr ) )

            break;

    }

    if( FAILED( hr ) )

        return hr;



    // Create a render target view

    ID3D11Texture2D* pBackBuffer = NULL;

    hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer );

    if( FAILED( hr ) )

        return hr;



    hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView );

    pBackBuffer->Release();

    if( FAILED( hr ) )

        return hr;



    g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, NULL );



    // Setup the viewport

    D3D11_VIEWPORT vp;

    vp.Width = (FLOAT)width;

    vp.Height = (FLOAT)height;

    vp.MinDepth = 0.0f;

    vp.MaxDepth = 1.0f;

    vp.TopLeftX = 0;

    vp.TopLeftY = 0;

    g_pImmediateContext->RSSetViewports( 1, &vp );



    // Compile the vertex shader

    ID3DBlob* pVSBlob = NULL;

    hr = CompileShaderFromFile( L"Tutorial04.fx", "VS", "vs_4_0", &pVSBlob );

    if( FAILED( hr ) )

    {

        MessageBox( NULL,

                    L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );

        return hr;

    }



	// Create the vertex shader

	hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader );

	if( FAILED( hr ) )

	{	

		pVSBlob->Release();

        return hr;

	}



    // Define the input layout

    D3D11_INPUT_ELEMENT_DESC layout[] =

    {

        { "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 },

	};

	UINT numElements = ARRAYSIZE( layout );



    // Create the input layout

	hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),

                                          pVSBlob->GetBufferSize(), &g_pVertexLayout );

	pVSBlob->Release();

	if( FAILED( hr ) )

        return hr;



    // Set the input layout

    g_pImmediateContext->IASetInputLayout( g_pVertexLayout );



	// Compile the pixel shader

	ID3DBlob* pPSBlob = NULL;

    hr = CompileShaderFromFile( L"Tutorial04.fx", "PS", "ps_4_0", &pPSBlob );

    if( FAILED( hr ) )

    {

        MessageBox( NULL,

                    L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );

        return hr;

    }



	// Create the pixel shader

	hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader );

	pPSBlob->Release();

    if( FAILED( hr ) )

        return hr;



    // Create vertex buffer

    SimpleVertex vertices[] =

    {

        { XMFLOAT3( -1.0f, 1.0f, -1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },

        { XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT4( 0.0f, 1.0f, 0.0f, 1.0f ) },

        { XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ) },

        { XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT4( 1.0f, 0.0f, 0.0f, 1.0f ) },

        { XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT4( 1.0f, 0.0f, 1.0f, 1.0f ) },

        { XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT4( 1.0f, 1.0f, 0.0f, 1.0f ) },

        { XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT4( 1.0f, 1.0f, 1.0f, 1.0f ) },

        { XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f ) },

    };

    D3D11_BUFFER_DESC bd;

	ZeroMemory( &bd, sizeof(bd) );

    bd.Usage = D3D11_USAGE_DEFAULT;

    bd.ByteWidth = sizeof( SimpleVertex ) * 8;

    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;

	bd.CPUAccessFlags = 0;

    D3D11_SUBRESOURCE_DATA InitData;

	ZeroMemory( &InitData, sizeof(InitData) );

    InitData.pSysMem = vertices;

    hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );

    if( FAILED( hr ) )

        return hr;



    // Set vertex buffer

    UINT stride = sizeof( SimpleVertex );

    UINT offset = 0;

    g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );



    // Create index buffer

    WORD indices[] =

    {

        3,1,0,

        2,1,3,



        0,5,4,

        1,5,0,



        3,4,7,

        0,4,3,



        1,6,5,

        2,6,1,



        2,7,6,

        3,7,2,



        6,4,5,

        7,4,6,

    };

    bd.Usage = D3D11_USAGE_DEFAULT;

    bd.ByteWidth = sizeof( WORD ) * 36;        // 36 vertices needed for 12 triangles in a triangle list

    bd.BindFlags = D3D11_BIND_INDEX_BUFFER;

	bd.CPUAccessFlags = 0;

    InitData.pSysMem = indices;

    hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pIndexBuffer );

    if( FAILED( hr ) )

        return hr;



    // Set index buffer

    g_pImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0 );



    // Set primitive topology

    g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );



	//获取VS的常量表

	// Create the constant buffer

	bd.Usage = D3D11_USAGE_DEFAULT;

	bd.ByteWidth = sizeof(ConstantBuffer);

	bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;

	bd.CPUAccessFlags = 0;

    hr = g_pd3dDevice->CreateBuffer( &bd, NULL, &g_pConstantBuffer );

    if( FAILED( hr ) )

        return hr;



    // Initialize the world matrix

	g_World = XMMatrixIdentity();



    // Initialize the view matrix

	XMVECTOR Eye = XMVectorSet( 0.0f, 1.0f, -5.0f, 0.0f );

	XMVECTOR At = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );

	XMVECTOR Up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );

	g_View = XMMatrixLookAtLH( Eye, At, Up );



    // Initialize the projection matrix

	g_Projection = XMMatrixPerspectiveFovLH( XM_PIDIV2, width / (FLOAT)height, 0.01f, 100.0f );



    return S_OK;

}





//--------------------------------------------------------------------------------------

// Clean up the objects we've created

//--------------------------------------------------------------------------------------

void CleanupDevice()

{

    if( g_pImmediateContext ) g_pImmediateContext->ClearState();



    if( g_pConstantBuffer ) g_pConstantBuffer->Release();

    if( g_pVertexBuffer ) g_pVertexBuffer->Release();

    if( g_pIndexBuffer ) g_pIndexBuffer->Release();

    if( g_pVertexLayout ) g_pVertexLayout->Release();

    if( g_pVertexShader ) g_pVertexShader->Release();

    if( g_pPixelShader ) g_pPixelShader->Release();

    if( g_pRenderTargetView ) g_pRenderTargetView->Release();

    if( g_pSwapChain ) g_pSwapChain->Release();

    if( g_pImmediateContext ) g_pImmediateContext->Release();

    if( g_pd3dDevice ) g_pd3dDevice->Release();

}





//--------------------------------------------------------------------------------------

// Called every time the application receives a message

//--------------------------------------------------------------------------------------

LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )

{

    PAINTSTRUCT ps;

    HDC hdc;



    switch( message )

    {

        case WM_PAINT:

            hdc = BeginPaint( hWnd, &ps );

            EndPaint( hWnd, &ps );

            break;



        case WM_DESTROY:

            PostQuitMessage( 0 );

            break;



        default:

            return DefWindowProc( hWnd, message, wParam, lParam );

    }



    return 0;

}





//--------------------------------------------------------------------------------------

// Render a frame

//--------------------------------------------------------------------------------------

void Render()

{

    // Update our time

    static float t = 0.0f;

    if( g_driverType == D3D_DRIVER_TYPE_REFERENCE )

    {

        t += ( float )XM_PI * 0.0125f;

    }

    else

    {

        static DWORD dwTimeStart = 0;

        DWORD dwTimeCur = GetTickCount();

        if( dwTimeStart == 0 )

            dwTimeStart = dwTimeCur;

        t = ( dwTimeCur - dwTimeStart ) / 1000.0f;

    }



    //

    // Animate the cube

    //

	g_World = XMMatrixRotationY( t );



    //

    // Clear the back buffer

    //

    float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red,green,blue,alpha

    g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, ClearColor );



    //

    // Update variables

    //

    ConstantBuffer cb;

	cb.mWorld = XMMatrixTranspose( g_World );

	cb.mView = XMMatrixTranspose( g_View );

	cb.mProjection = XMMatrixTranspose( g_Projection );

	g_pImmediateContext->UpdateSubresource( g_pConstantBuffer, 0, NULL, &cb, 0, 0 );



    //

    // Renders a triangle

    //

	g_pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );

	g_pImmediateContext->VSSetConstantBuffers( 0, 1, &g_pConstantBuffer );

	g_pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );

	g_pImmediateContext->DrawIndexed( 36, 0, 0 );        // 36 vertices needed for 12 triangles in a triangle list



    //

    // Present our back buffer to our front buffer

    //

    g_pSwapChain->Present( 0, 0 );

}

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