DirectX11 学习笔记4 - 一个完整的封装框架

DirectX11 学习笔记4 -  一个完整的封装框架

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本程序主要由5个文件组成。1个CPP 4个H文件  本来H文件能够分为4个CPP4个H,可是感觉太多了,就写到一起了

XMain

这个文件就是windows程序的入口函数

<span style="font-size:14px;">//入口
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline, int iCmdshow)
{ XWindow *xwindow=new XWindow;
xwindow->init(); //初始化
xwindow->close();
delete xwindow;
return 0;
}</span>

接下来就是进入XWindow.h

XWindow.h

首先是init()

xwidth=500;
xheight=400;
x_input=new XInput;
x_graphics=new XGraphics; //创建窗体
initWindows(xwidth,xheight,L"Engine");
//初始化键盘
x_input->init();
//初始化渲染
x_graphics->init(xwidth,xheight,m_hwnd); //消息循环
runWindows();
//关闭窗体
closeWindows();

主要就是创建了 窗体,键初始化,渲染初始化。 然后就能够開始我们的消息循环了。

窗体初始化学过windows编程的就知道比較简单。然后x_input后面讲。

唯一与Directx相关的就是消息循环和渲染了。

当中消息循环:

MSG msg;
// 初始化消息结构.
ZeroMemory(&msg, sizeof(MSG));
// 循环进行消息处理
while(!Xexit)
{
// 处理windows消息.
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
// 接收到WM_QUIT消息,退出程序.
if(msg.message == WM_QUIT)
{
Xexit=true;
}
else
{
//渲染
Xexit=!frame();
} }

加了一个frame函数, 意思就是除了接受windows的正常消息之外。还不断的循环着一个函数frame.

这个frame就是渲染有关的啦。

bool XWindow::frame()
{
//推断是否按下ESC键
if(x_input->isKeyDown(VK_ESCAPE))
return false;
//開始渲染
return x_graphics->frame();
}
bool XGraphics::frame()
{
bool hr=render();
return hr;
}
bool XGraphics::render()
{
x_d3d->begin(0.0f,0.0f,0.5f,1.0f);//蓝色
x_d3d->end();
return true;
}

如上面一层一层的调用。

事实上终于就是绘制了一个蓝色的背景。之所以写这么多层,而不在一个程序里2行代码搞定,是由于之后的project越来越大,所有放一个文件。会很难分析其逻辑,并且很难改动。

XGraphics

以后主要代码就是写在这个类里面了。如今还是空空的。

XD3Device

这个类就是做这个框架的意义了。

里面的init() 初始化了一堆非常复杂,非常烦躁的。  设备链,深度模板缓冲,各种状态绑定等等。都是一次性的。

后面仅仅须要改改參数即可。所以把它隔离到这个类。

仅仅要在用的时候轻轻调用一个函数就能够了

bool XGraphics:: init(int screenWidth, int screenHeight, HWND hwnd)
{
x_d3d=new XD3Device;
bool hr=x_d3d->init(screenWidth,screenHeight,VSYNC_ENABLED,hwnd,FULL_SCREEN,SCREEN_DEPTH,SCREEN_NEAR);
if(!hr)
{
MessageBox(hwnd, L"Could not initialize Direct3D", L"Error", MB_OK);
return false;
}
return true;
}

所有代码

XGraphics.h

效果DirectX11 学习笔记4 -  一个完整的封装框架

#pragma once

#include <windows.h>
#include "XD3Device.h"
/////////////
// GLOBALS //
/////////////
const bool FULL_SCREEN = false; //是否全屏
const bool VSYNC_ENABLED = true; //是否垂直同步
const float SCREEN_DEPTH = 1000.0f; //深度,远点
const float SCREEN_NEAR = 0.1f; //深度,近点 class XGraphics
{
public:
bool init(int, int, HWND); //初始化渲染设备
void close();
bool frame(); private:
bool render();
private:
XD3Device *x_d3d;
}; bool XGraphics:: init(int screenWidth, int screenHeight, HWND hwnd)
{
x_d3d=new XD3Device;
bool hr=x_d3d->init(screenWidth,screenHeight,VSYNC_ENABLED,hwnd,FULL_SCREEN,SCREEN_DEPTH,SCREEN_NEAR);
if(!hr)
{
MessageBox(hwnd, L"Could not initialize Direct3D", L"Error", MB_OK);
return false;
}
return true;
} void XGraphics::close()
{
if(x_d3d)
{
x_d3d->close();
delete x_d3d;
x_d3d=0;
}
} bool XGraphics::frame()
{
bool hr=render();
return hr;
} bool XGraphics::render()
{
x_d3d->begin(0.0f,0.0f,0.5f,1.0f);//蓝色
x_d3d->end();
return true;
}

XWindows.h

#pragma once
//定义该宏可以降低windows头文件的大小,使编译器不编译一些不必要的文件,加快编译时间
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include "XGraphics.h"
#include "XInput.h"
//退出
static bool Xexit=false;
//全屏
static bool fullScreen=false;
class XWindow
{
private:
//窗体类名字
LPCWSTR m_applicationName;
//实例句柄
HINSTANCE m_hinstance;
//窗体句柄
HWND m_hwnd;
int xwidth,xheight;
//按键类
XInput * x_input;
//图形类
XGraphics * x_graphics;
private:
//初始化窗体
void initWindows(int& screenWidth, int& screenHeight,LPCWSTR m_applicationName);
//关闭窗体
void closeWindows();
//消息循环
void runWindows(); public:
//初始化全局
virtual void init();
//渲染
virtual bool frame();
//退出
virtual void close();
//消息函数
LRESULT CALLBACK MessageHandler(HWND, UINT, WPARAM, LPARAM);
};
//消息循环回调函数
static LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
static XWindow * appXWindow=NULL;
void XWindow::close()
{
if(x_input)
{
delete x_input;
x_input=NULL;
}
if(x_graphics)
{
x_graphics->close();
delete x_graphics;
x_graphics=NULL;
}
}
void XWindow::init()
{
xwidth=500;
xheight=400;
x_input=new XInput;
x_graphics=new XGraphics; //创建窗体
initWindows(xwidth,xheight,L"Engine");
//初始化键盘
x_input->init();
//初始化渲染
x_graphics->init(xwidth,xheight,m_hwnd); //消息循环
runWindows();
//关闭窗体
closeWindows();
}
bool XWindow::frame()
{
//推断是否按下ESC键
if(x_input->isKeyDown(VK_ESCAPE))
return false;
//開始渲染
return x_graphics->frame();
}
void XWindow::initWindows(int& screenWidth, int& screenHeight,LPCWSTR m_applicationName)
{
WNDCLASSEX wc;
DEVMODE dmScreenSettings;
int posX, posY;
this->m_applicationName=m_applicationName;
// 得到应用程序实例句柄
m_hinstance = GetModuleHandle(NULL);
appXWindow=this;
// 设置窗体类參数.
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; wc.lpfnWndProc = WndProc; //指定回调函数
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = m_hinstance;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hIconSm = wc.hIcon;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); //默认黑色窗体黑色背景
wc.lpszMenuName = NULL;
wc.lpszClassName = m_applicationName;
wc.cbSize = sizeof(WNDCLASSEX); // 注冊窗体类
RegisterClassEx(&wc); // 依据是否全屏设置不同的分辨率.
if(fullScreen)
{
// 得到windows桌面分辨率
screenWidth = GetSystemMetrics(SM_CXSCREEN);
screenHeight = GetSystemMetrics(SM_CYSCREEN);
//全屏模式下。设置窗体大小为windows桌面分辨率.
memset(&dmScreenSettings, 0, sizeof(dmScreenSettings));
dmScreenSettings.dmSize = sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = (unsigned long)screenWidth;
dmScreenSettings.dmPelsHeight = (unsigned long)screenHeight;
dmScreenSettings.dmBitsPerPel = 32;
dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; // 暂时设置显示设备为全屏模式,注意:应用程序退出时候。将恢复系统默认设置。 ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN); // 设置窗体的左上角坐标位置为(0,0).
posX = posY = 0;
}
else
{
// 窗体左上角坐标位置,posX, posY
posX = (GetSystemMetrics(SM_CXSCREEN) - screenWidth) / 2;
posY = (GetSystemMetrics(SM_CYSCREEN) - screenHeight) / 2;
} // 全屏和窗体使用不同的參数.
if( fullScreen)
{
m_hwnd = CreateWindowEx(WS_EX_APPWINDOW, m_applicationName, m_applicationName,
WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_POPUP,
posX, posY, screenWidth, screenHeight, NULL, NULL, m_hinstance, NULL);
}
else
{
m_hwnd = CreateWindowEx(WS_EX_APPWINDOW, m_applicationName, m_applicationName,
WS_OVERLAPPEDWINDOW,
posX, posY, screenWidth, screenHeight, NULL, NULL, m_hinstance, NULL);
} // 显示窗体并设置其为焦点.
ShowWindow(m_hwnd, SW_SHOW);
SetForegroundWindow(m_hwnd);
SetFocus(m_hwnd);
// 隐藏鼠标.
//ShowCursor(false); } void XWindow::runWindows()
{
MSG msg;
// 初始化消息结构.
ZeroMemory(&msg, sizeof(MSG));
// 循环进行消息处理
while(!Xexit)
{
// 处理windows消息.
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
// 接收到WM_QUIT消息,退出程序.
if(msg.message == WM_QUIT)
{
Xexit=true;
}
else
{
//渲染
Xexit=!frame();
} }
return;
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT umessage, WPARAM wparam, LPARAM lparam)
{
switch(umessage)
{ // 窗体销毁消息.
case WM_DESTROY:
case WM_CLOSE:
{
PostQuitMessage(0);
return 0;
}
break;
//MessageHandle过程处理其他全部消息.
default:
{
return appXWindow->MessageHandler(hwnd, umessage, wparam, lparam);
}
break;
} } LRESULT CALLBACK XWindow::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam, LPARAM lparam)
{ switch(umsg)
{
// 检測按键消息.
case WM_KEYDOWN:
x_input->keyDown(wparam);
break;
case WM_KEYUP:
x_input->keyUp(wparam);
break;
//不论什么其他消息发送到windows缺省处理.
default:
{
return DefWindowProc(hwnd, umsg, wparam, lparam);
}
}
return 0;
}
void XWindow::closeWindows()
{
//显示光标.
//ShowCursor(true);
// 恢复默认显示设置.
if(fullScreen)
{
ChangeDisplaySettings(NULL, 0);
}
//释放窗体句柄.
DestroyWindow(m_hwnd);
m_hwnd = NULL;
// 释放应用程序实例.
UnregisterClass(m_applicationName, m_hinstance);
m_hinstance = NULL;
appXWindow=NULL;
return;
}

XInput.h

#pragma once
class XInput
{
public:
void init();
void keyDown(unsigned int);
void keyUp(unsigned int);
bool isKeyDown(unsigned int);
private:
bool x_keys[256]; };
void XInput::init()
{
int i; // 初始全部的键都是非按下状态.
for(i=0; i<256; i++)
{
x_keys[i] = false;
} return;
}
void XInput::keyDown(unsigned int input)
{
//键被按下.
x_keys[input] = true;
return;
}
void XInput::keyUp(unsigned int input)
{
//键被按下.
x_keys[input] = false;
return;
}
bool XInput::isKeyDown(unsigned int key)
{
// 推断键是否被按下?
return x_keys[key];
}

XMain.cpp

#include "XWindow.h"
//入口
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline, int iCmdshow)
{ XWindow *xwindow=new XWindow;
xwindow->init(); //初始化
xwindow->close();
delete xwindow;
return 0;
}

XD3Device.h

</pre><pre name="code" class="cpp">#pragma once
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dx11.lib")
#pragma comment(lib, "d3dx10.lib")
#include <dxgi.h>
#include <d3dcommon.h>
#include <d3d11.h>
#include <d3dx10math.h>
#include <xnamath.h>
class XD3Device
{
public:
XD3Device();
//3D设备全部初始化
bool init(int, int, bool, HWND, bool, float, float);
//关闭设备
void close();
//開始渲染设备
void begin(float, float, float, float);
//显示到前景
void end(); public:
bool m_vsync_enabled; //是否启用垂直同步
IDXGISwapChain* m_swapChain; //交换链对象
ID3D11Device* m_device; //设备对象
ID3D11DeviceContext* m_deviceContext; //设备上下文对象
ID3D11RenderTargetView* m_renderTargetView; //渲染目标视图
ID3D11Texture2D* m_depthStencilBuffer; //深度模板缓冲
ID3D11DepthStencilState* m_depthStencilState; //深度磨成状态
ID3D11DepthStencilView* m_depthStencilView; //深度目标视图
ID3D11RasterizerState* m_rasterState; //光栅化状态
D3DXMATRIX m_projectionMatrix; //投影矩阵
D3DXMATRIX m_worldMatrix;//世界坐标系矩阵
D3DXMATRIX m_orthoMatrix;//正交投影矩阵
};
void XD3Device::begin(float red, float green, float blue, float alpha)
{
float color[]={red,green,blue,alpha};
//清除后缓冲.
m_deviceContext->ClearRenderTargetView(m_renderTargetView, color); //清除深度缓冲.
m_deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0); }
void XD3Device::end()
{
//渲染完毕后。把后缓冲内容present到前缓冲
if(m_vsync_enabled)
{
// 锁定屏幕刷新率.
m_swapChain->Present(1, 0);
}
else
{
// 尽可能快的present后缓冲.
m_swapChain->Present(0, 0);
} }
void XD3Device::close()
{
// 释放交换链资源前。先设置为窗体模式,否则可能会产生异常.
if(m_swapChain)
{
m_swapChain->SetFullscreenState(false, NULL);
} if(m_rasterState)
{
m_rasterState->Release();
m_rasterState = 0;
} if(m_depthStencilView)
{
m_depthStencilView->Release();
m_depthStencilView = 0;
} if(m_depthStencilState)
{
m_depthStencilState->Release();
m_depthStencilState = 0;
} if(m_depthStencilBuffer)
{
m_depthStencilBuffer->Release();
m_depthStencilBuffer = 0;
} if(m_renderTargetView)
{
m_renderTargetView->Release();
m_renderTargetView = 0;
} if(m_deviceContext)
{
m_deviceContext->Release();
m_deviceContext = 0;
} if(m_device)
{
m_device->Release();
m_device = 0;
} if(m_swapChain)
{
m_swapChain->Release();
m_swapChain = 0;
} }
XD3Device::XD3Device()
{
m_swapChain = 0;
m_device = 0;
m_deviceContext = 0;
m_renderTargetView = 0;
m_depthStencilBuffer = 0;
m_depthStencilState = 0;
m_depthStencilView = 0;
m_rasterState = 0;
}
//Initialize函数包括完毕D3D设置的全部代码。
bool XD3Device::init(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen,
float screenDepth, float screenNear)
{
HRESULT result;
IDXGIFactory* factory;
IDXGIAdapter* adapter;
IDXGIOutput* adapterOutput;
unsigned int numModes, i, stringLength;
DXGI_MODE_DESC* displayModeList;
DXGI_ADAPTER_DESC adapterDesc;
int error;
DXGI_SWAP_CHAIN_DESC swapChainDesc;
D3D_FEATURE_LEVEL featureLevel;
ID3D11Texture2D* backBufferPtr;
D3D11_TEXTURE2D_DESC depthBufferDesc;
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
D3D11_RASTERIZER_DESC rasterDesc;
D3D11_VIEWPORT viewport;
float fieldOfView, screenAspect; // 保存垂直同步设置
m_vsync_enabled = vsync; // 初始化交换链描写叙述
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
//MessageBox(hwnd, L"Could 2", L"Error", MB_OK);
// 用1个后缓冲
swapChainDesc.BufferCount = 1; //帧缓冲的大小和应用程序窗体大小相等.
swapChainDesc.BufferDesc.Width = screenWidth;
swapChainDesc.BufferDesc.Height = screenHeight; // 后缓冲的surface的格式为DXGI_FORMAT_R8G8B8A8_UNORM.
// surface的每一个像素用4个无符号的8bit[映射到0-1]来表示。 NORM表示归一化。
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // 假设使用垂直同步,设置后缓冲的刷新率。.
//刷新率就是一秒钟把后缓冲内容在屏幕上画出的次数。 //假设开启垂直同步,则锁定刷新率,则fps是固定的
if(m_vsync_enabled)
{
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
}
else
{
swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
} // 设置后缓冲的用途
// 我们的渲染目标缓冲为后缓冲。
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // 后缓冲输出的窗体句柄.
swapChainDesc.OutputWindow = hwnd; // 不使用多重採样
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0; // 设置全屏或者窗体模式.
if(fullscreen)
{
swapChainDesc.Windowed = false;
}
else
{
swapChainDesc.Windowed = true;
}
//MessageBox(hwnd, L"Could 1", L"Error", MB_OK);
// 设定扫描线ordering以及缩放为unspecified.
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; // 后缓冲内容呈现到屏幕后。放弃其内容
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; //不设置标志
swapChainDesc.Flags = 0; // 设置feature level为D3D11
// 假设显卡不支持D3D11,我们可以通过设置这个參数,使用D3D10,或者9.
//featureLevel = D3D_FEATURE_LEVEL_10_1;
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE( featureLevels );
// 创建交换链,设备以及设备上下文.
result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);
//MessageBox(hwnd, L"Could 1", L"Error", MB_OK);
if(FAILED(result))
{
return false;
} // 得到交换链中的后缓冲指针.
result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
if(FAILED(result))
{
return false;
} // 用后缓冲创建渲染目标视图.
result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
if(FAILED(result))
{
return false;
} //释放后缓冲.(引用计数减1)
backBufferPtr->Release();
backBufferPtr = 0; // 初始化深度缓冲描写叙述.
ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc)); //设置深度缓冲描写叙述
depthBufferDesc.Width = screenWidth;
depthBufferDesc.Height = screenHeight;
depthBufferDesc.MipLevels = 1;//对于深度缓冲为1
depthBufferDesc.ArraySize = 1;//对于深度缓冲为1。对于纹理,这2个參数有很多其它用途
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthBufferDesc.SampleDesc.Count = 1;
depthBufferDesc.SampleDesc.Quality = 0;
depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthBufferDesc.CPUAccessFlags = 0;
depthBufferDesc.MiscFlags = 0; // 创建深度缓冲.
result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
if(FAILED(result))
{
return false; } // 初始化深度模版状态描写叙述.
ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc)); // 设置深度模版状态描写叙述.
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;//D3D11_DEPTH_WRITE_MASK_ZERO禁止写深度缓冲
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS; depthStencilDesc.StencilEnable = true;
depthStencilDesc.StencilReadMask = 0xFF;
depthStencilDesc.StencilWriteMask = 0xFF; // 对于front face 像素使用的模版操作操作.
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; // 对于back face像素使用的模版操作模式.
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; // 创建深度模版状态,使其生效
result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
if(FAILED(result))
{
return false; } // 设置深度模版状态.
m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1); // 初始化深度模版视图.
ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc)); // 设置深度模版视图描写叙述.
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = 0; // 创建深度模版视图.
result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
if(FAILED(result))
{
return false;
} // 绑定渲染目标视图和深度缓冲到渲染管线.
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView); // 设置光栅化描写叙述,指定多边形怎样被渲染.
rasterDesc.AntialiasedLineEnable = false;
rasterDesc.CullMode = D3D11_CULL_BACK;
rasterDesc.DepthBias = 0;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = true;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.FrontCounterClockwise = false;
rasterDesc.MultisampleEnable = false;
rasterDesc.ScissorEnable = false;
rasterDesc.SlopeScaledDepthBias = 0.0f; // 创建光栅化状态
result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
if(FAILED(result))
{
return false;
} //设置光栅化状态,使其生效
m_deviceContext->RSSetState(m_rasterState); // 设置视口,显示全部后缓冲内容
viewport.Width = (float)screenWidth;
viewport.Height = (float)screenHeight;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f; // 创建视口
m_deviceContext->RSSetViewports(1, &viewport); // 设置透视投影矩阵
fieldOfView = (float)D3DX_PI / 4.0f;
screenAspect = (float)screenWidth / (float)screenHeight; // 创建透视投影矩阵.
D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth); //初始化world矩阵为单位矩阵.
//该矩阵实现局部坐标到世界坐标的转换
D3DXMatrixIdentity(&m_worldMatrix); // 创建正交投影矩阵,主要用来实施2D渲染.
D3DXMatrixOrthoLH(&m_orthoMatrix, (float)screenWidth, (float)screenHeight, screenNear, screenDepth); return true; }
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