DirectX 3D C++ 圆柱体的渲染(源代码)

代码功能:渲染一个绕中心轴自转的圆柱体。要求该圆柱体高度为3.0,半径为0.5。

#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include "resource.h"
using namespace std;

//自定义圆周率常量的近似值
const float pi = 3.1415926536;

//设置基本的参数(包括圆面的顶点数量 圆柱体高度和底面半径)
float TotalHeight = 3.0;
float radius = 0.5;
const int RoundPointNum = 50;

//通过结构体定义的方式来定义一个简单的顶点类型
struct SimpleVertex
{
    XMFLOAT3 Pos;    //通过一个三维向量表示顶点的三维坐标信息
    XMFLOAT4 Color;  //通过一个四维向量表示顶点的颜色信息(RGB和透明度)
};

//通过结构体的方式定义常量缓冲区的数据格式
struct ConstantBuffer
{
    XMMATRIX mWorld;       //存储世界矩阵,将顶点变换到世界空间
    XMMATRIX mView;        //存储观察矩阵,将顶点变换到观察空间
    XMMATRIX mProjection;  //存储投影矩阵,将顶点坐标变换到裁剪空间
};

//全局变量定义区
HINSTANCE               g_hInst = NULL;                          //存储应用程序的实例句柄
HWND                    g_hWnd = NULL;                           //存储应用程序的主窗口句柄
D3D_DRIVER_TYPE         g_driverType = D3D_DRIVER_TYPE_NULL;     //存储Direct3D驱动类型
D3D_FEATURE_LEVEL       g_featureLevel = D3D_FEATURE_LEVEL_11_0; //指定Direct3D特性级别
ID3D11Device*           g_pd3dDevice = NULL;                     //指定Direct3D设备对象
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;

//前向函数声明(用于后续的过程中)
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
HRESULT InitDevice();
void CleanupDevice();
LRESULT CALLBACK    WndProc(HWND, UINT, WPARAM, LPARAM);
void Render();


//程序入口:进行了初始化并进入消息循环,在空闲时间内进行场景渲染
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow)
{
    //消除未使用参数的编译警告
    UNREFERENCED_PARAMETER(hPrevInstance);
    UNREFERENCED_PARAMETER(lpCmdLine);
    //对窗口进行初始化
    if (FAILED(InitWindow(hInstance, nCmdShow)))
        return 0;
    //初始化Direct3D的设备和相关资源
    if (FAILED(InitDevice()))
    {
        CleanupDevice();
        return 0;
    }
    //处理窗口消息和渲染场景
    MSG msg = { 0 };
    //循环一直运行知道窗口关闭
    while (WM_QUIT != msg.message)
    {
        //判断消息队列中是否还有消息没有处理
        if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            //将未处理的消息转换为合适的形式发送给窗口过程
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        //空闲时间则进行渲染
        else
        {
            Render();
        }
    }
    //清理所占用的资源
    CleanupDevice();
    //消息循环的退出代码
    return (int)msg.wParam;
}

//初始化窗口并注册窗口类
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow)
{
    //对窗口的相关属性进行设置
    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, (LPCTSTR)IDI_TUTORIAL1);
    wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
    wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
    wcex.lpszMenuName = NULL;
    wcex.lpszClassName = L"TutorialWindowClass";
    wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_TUTORIAL1);
    //对窗口进行创建
    if (!RegisterClassEx(&wcex))
        return E_FAIL;
    //完成创建窗口的过程
    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;
}

//用于编译着色器的辅助函数
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;
}

// 初始化和设置一些与图形渲染相关的对象和参数
HRESULT InitDevice(void)
{
    //定义了一个名为hr的变量,类型为HRESULT,并将其初始化为S_OK
    HRESULT hr = S_OK;

    //定义了一个名为rc的变量,类型为RECT,用于存储窗口的矩形区域
    RECT rc;
    //调用GetClientRect函数,将窗口g_hWnd的客户区域的矩形信息存储到rc变量中
    GetClientRect(g_hWnd, &rc);
    //计算窗口宽度
    UINT width = rc.right - rc.left;
    //计算窗口高度
    UINT height = rc.bottom - rc.top;
    //存储创建Direct3D设备时的标志
    UINT createDeviceFlags = 0;
    //如果定义了_DEBUG宏,则执行#ifdef _DEBUG和#endif之间的代码块
#ifdef _DEBUG
    //如果处于调试模式,将D3D11_CREATE_DEVICE_DEBUG标志位按位或运算( |= )到createDeviceFlags变量上
    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
    //定义了一个名为driverTypes的数组,包含了三种Direct3D驱动类型:硬件驱动、WARP驱动和参考驱动
    D3D_DRIVER_TYPE driverTypes[] =
    {
        D3D_DRIVER_TYPE_HARDWARE,
        D3D_DRIVER_TYPE_WARP,
        D3D_DRIVER_TYPE_REFERENCE,
    };
    //计算driverTypes数组中驱动类型的数量
    UINT numDriverTypes = ARRAYSIZE(driverTypes);

    //定义了一个名为featureLevels的数组,包含了三种Direct3D功能级别:11.0、10.1和10.0
    D3D_FEATURE_LEVEL featureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
    };
    //计算featureLevels数组中功能级别的数量
    UINT numFeatureLevels = ARRAYSIZE(featureLevels);

    //设置交换链的描述信息
    //包括缓冲区数量、尺寸、像素格式、刷新率、使用方式、输出窗口、抗锯齿采样等
    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;

    //使用一个循环来尝试不同的驱动类型,创建Direct3D设备和交换链
    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;
    }
    //如果设备和交换链创建失败则返回错误代码
    if (FAILED(hr))
        return hr;

    //创建渲染目标视图
    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;

    //将渲染目标视图设置为当前的渲染目标,以便将渲染的图像输出到该渲染目标
    g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, NULL);

    //设置视口,定义了渲染目标上的可见区域
    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);

    //编译顶点着色器
    ID3DBlob* pVSBlob = NULL;
    hr = CompileShaderFromFile(L"Cylinder Rendering.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;
    }

    //创建顶点着色器
    hr = g_pd3dDevice->CreateVertexShader(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader);
    if (FAILED(hr))
    {
        pVSBlob->Release();
        return hr;
    }

    // 定义输入布局,指定顶点数据的格式
    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);

    //创建输入布局,将输入布局元素与顶点着色器关联起来
    hr = g_pd3dDevice->CreateInputLayout(layout, numElements, pVSBlob->GetBufferPointer(),
        pVSBlob->GetBufferSize(), &g_pVertexLayout);
    pVSBlob->Release();
    if (FAILED(hr))
        return hr;

    //设置当前渲染管线中的输入布局
    g_pImmediateContext->IASetInputLayout(g_pVertexLayout);

    //编译像素着色器
    ID3DBlob* pPSBlob = NULL;
    hr = CompileShaderFromFile(L"Cylinder Rendering.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;
    }

    //创建像素着色器
    hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader);
    pPSBlob->Release();
    if (FAILED(hr))
        return hr;
    
    //设置构成圆面的顶点的个数
    const int PointNum = 2 * RoundPointNum + 2;
    float angleUnit = 360.0 / RoundPointNum;
    float halfHeight = TotalHeight / 2;
    SimpleVertex vertices[PointNum];
    random_device device;
    mt19937 engine(device());
    uniform_real_distribution<float> getRandom(0.0f, 1.0f);
    //逐一为每一个顶点设置空间坐标和颜色
    for (int i(0); i < RoundPointNum; ++i)
    {
        float x = radius * sin(i * angleUnit * pi / 180.0);
        float z = radius * cos(i * angleUnit * pi / 180.0);
        float R = getRandom(engine);
        float G = getRandom(engine);
        float B = getRandom(engine);
        vertices[i] = { XMFLOAT3(x,-halfHeight,z) ,XMFLOAT4(R,G,B,1.0f)};
        vertices[i + RoundPointNum] = { XMFLOAT3(x,halfHeight,z),XMFLOAT4(R,G,B,1.0f) };
    }
    float R1 = getRandom(engine);
    float G1 = getRandom(engine);
    float B1 = getRandom(engine);
    float R2 = getRandom(engine);
    float G2 = getRandom(engine);
    float B2 = getRandom(engine);
    vertices[2 * RoundPointNum] = { XMFLOAT3(0,halfHeight,0),XMFLOAT4(R1,G1,B1,1.0f) };
    vertices[2 * RoundPointNum + 1] = { XMFLOAT3(0,halfHeight,0),XMFLOAT4(R2,G2,B2,1.0f) };


    D3D11_BUFFER_DESC bd;
    ZeroMemory(&bd, sizeof(bd));
    //设置缓冲区的使用方式为默认
    bd.Usage = D3D11_USAGE_DEFAULT;
    //设置缓冲区的字节宽度
    bd.ByteWidth = sizeof(SimpleVertex) * PointNum;
    //设置缓冲区的绑定标志为顶点缓冲区
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    //定义了一个D3D11_SUBRESOURCE_DATA结构体变量,并将其内存清零
    bd.CPUAccessFlags = 0;
    //将顶点数据数组的指针赋给InitData的pSysMem成员
    D3D11_SUBRESOURCE_DATA InitData;
    ZeroMemory(&InitData, sizeof(InitData));
    InitData.pSysMem = vertices;
    //创建顶点缓冲区
    hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pVertexBuffer);
    //检查创建顶点缓冲区是否失败
    if (FAILED(hr))
        return hr;

    //将顶点缓冲区绑定到输入装配阶段,使得图形渲染管线能够使用该顶点缓冲区中的数据进行渲染
    UINT stride = sizeof(SimpleVertex);
    UINT offset = 0;
    g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);

    //创建一个索引数组
    WORD indices[12 * RoundPointNum];
    for (int i(0); i < RoundPointNum - 1; ++i)
    {
        //渲染下面的部分
        indices[i * 12] = 2 * RoundPointNum;
        indices[i * 12 + 1] = i;
        indices[i * 12 + 2] = i + 1;
        //渲染上面的部分
        indices[i * 12 + 3] = 2 * RoundPointNum + 1;
        indices[i * 12 + 4] = i + RoundPointNum;
        indices[i * 12 + 5] = i + RoundPointNum + 1;
        //渲染侧面的第一个三角形
        indices[i * 12 + 6] = i;
        indices[i * 12 + 7] = i + 1;
        indices[i * 12 + 8] = i + RoundPointNum;
        //渲染侧面的第二个三角形
        indices[i * 12 + 9] = i + 1;
        indices[i * 12 + 10] = i + RoundPointNum;
        indices[i * 12 + 11] = i + RoundPointNum - 1;
    }
    //渲染边界的情况
    int i(RoundPointNum - 1);
    //渲染下面的部分
    indices[i * 12] = 2 * RoundPointNum;
    indices[i * 12 + 1] = 0;
    indices[i * 12 + 2] = RoundPointNum - 1;
    //渲染上面的部分
    indices[i * 12 + 3] = 2 * RoundPointNum + 1;
    indices[i * 12 + 4] = RoundPointNum;
    indices[i * 12 + 5] = 2 * RoundPointNum - 1;
    //渲染侧面的第一个三角形
    indices[i * 12 + 6] = RoundPointNum - 1;
    indices[i * 12 + 7] = 0;
    indices[i * 12 + 8] = 2 * RoundPointNum - 1;
    //渲染侧面的第二个三角形
    indices[i * 12 + 9] = 0;
    indices[i * 12 + 10] = RoundPointNum;
    indices[i * 12 + 11] = 2 * RoundPointNum - 1;

    //设置缓冲区的使用方式为默认
    bd.Usage = D3D11_USAGE_DEFAULT;
    //设置缓冲区的字节宽度,这里是每个索引的字节大小乘以索引数量(36个索引)
    bd.ByteWidth = sizeof(WORD) * (12 * RoundPointNum);
    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;

    //设置索引缓冲区
    g_pImmediateContext->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);

    //设置图元拓扑,表示要绘制的图元拓扑类型为三角形列表
    g_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

    //创建常量缓冲区
    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;

    //初始化世界矩阵
    g_World = XMMatrixIdentity();

    //初始化视图矩阵
    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);

    //初始化投影矩阵
    g_Projection = XMMatrixPerspectiveFovLH(XM_PIDIV2, width / (FLOAT)height, 0.01f, 100.0f);

    return S_OK;
}

//释放创建的对象的函数
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();
}

//窗口过程函数,用于处理程序接收到的消息
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;
}

//用于渲染一帧的函数
void Render(void)
{
    //记录时间流逝的变量
    static float t = 0.0f;
    //检查当前的驱动类型是否为参考驱动类型
    if (g_driverType == D3D_DRIVER_TYPE_REFERENCE)
    {
        //如果使用参考驱动类型,将t增加一个固定的增量用于模拟动画效果。
        t += (float)XM_PI * 0.0125f;
    }
    //如果不是参考驱动类型,执行以下代码块
    else
    {
        //记录程序开始运行的时间
        static DWORD dwTimeStart = 0;
        //获取当前的系统时间
        DWORD dwTimeCur = GetTickCount();
        //如果dwTimeStart为0,表示是第一次执行Render函数,则将dwTimeStart设置为当前时间
        if (dwTimeStart == 0)
            dwTimeStart = dwTimeCur;
        //计算从程序开始运行到当前时间的经过的秒数
        t = (dwTimeCur - dwTimeStart) / 1000.0f;
    }

    //根据时间计算旋转矩阵用于物体的旋转变换
    g_World = XMMatrixRotationY(t);

    //定义一个清除元素数组(包含RGBA分量的值)
    float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f };
    //使用清除颜色清除后备缓冲区,准备渲染新的帧
    g_pImmediateContext->ClearRenderTargetView(g_pRenderTargetView, ClearColor);

    //定义一个名为cb的常量缓冲区结构
    ConstantBuffer cb;
    //将g_World矩阵转置后赋值给cb结构的mWorld成员
    cb.mWorld = XMMatrixTranspose(g_World);
    //将g_View矩阵转置后赋值给cb结构的mView成员
    cb.mView = XMMatrixTranspose(g_View);
    //将g_Projection矩阵转置后赋值给cb结构的mProjection成员
    cb.mProjection = XMMatrixTranspose(g_Projection);
    //将cb结构的数据更新到常量缓冲区g_pConstantBuffer中
    g_pImmediateContext->UpdateSubresource(g_pConstantBuffer, 0, NULL, &cb, 0, 0);

    //设置顶点着色器为g_pVertexShader
    g_pImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
    //将常量缓冲区g_pConstantBuffer绑定到顶点着色器的指定槽位
    g_pImmediateContext->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
    //设置像素着色器为g_pPixelShader
    g_pImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
    //使用索引缓冲区进行绘制
    //绘制36个顶点,形成12个三角形。这是一个绘制立方体的操作
    g_pImmediateContext->DrawIndexed(12*RoundPointNum, 0, 0);

    //将后备缓冲区的内容呈现到屏幕上,显示渲染结果
    g_pSwapChain->Present(0, 0);
}

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