DX11 纹理的添加

http://www.rastertek.com/tutindex.html

上面网址的教程用微软初级教程的顺序编程来实现,不用考虑类。

今天是教程5添加纹理功能。

 

添加texture:

1.定义上:  修改vertexStruct, 定义ID3D11ShaderResourceView(实例化资源 供shader使用)和SamplerState(采样状态)

2.初始化上:

                 修改vertexShader对应的layout 、

                  对vertex实际坐标赋值、

                 加载纹理地址:  D3DX11CreateShaderResourceViewFromFile、

                 device创建采样状态: hr = g_pd3dDevice->CreateSamplerState(&sampDesc,&g_pSamplerLinear);、  

3.render上:     context来set纹理资源和采样状态

4.shader的修改:修改 vs的vertexStruct,  定义采样方式和texture2D资源,

                  哎,texDiffuse.Sample写成Sampler了,一直报错

 

纹理采样的几种方式:

 

 

绘制立方体时,如果需要添加多个纹理,应创建ID3D11ShaderResourceView 数组,并在Render循环时,DrawIndex不同的index对应不同的resourceView.

 

结果:

代码:

//--------------------------------------------------------------------------------------
// File: Tutorial03.cpp
//
// This application displays a triangle 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;
    XMFLOAT2 Tex;//add texture position
};

struct  SimpleMatrix
{
	XMMATRIX mWorld;
	XMMATRIX mView;
	XMMATRIX mProject;
};

//--------------------------------------------------------------------------------------
// 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;

//BEGIN 添加纹理
ID3D11ShaderResourceView  *g_pTextureRV = NULL;
ID3D11SamplerState        *g_pSamplerLinear = NULL;
//end

//constant buffer
ID3D11Buffer             *g_pConstantMatrixBuffer = NULL;
XMMATRIX  g_pWorld;
XMMATRIX  g_View;
XMMATRIX  g_Project;
//

//--------------------------------------------------------------------------------------
// 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, ( 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 );
    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 3: Shaders",
                           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"Tutorial03.fx", "VS", "vs_4_0", &pVSBlob );
	if( FAILED( hr ) )
	{
		MessageBox( NULL,
			L"VS Error.", 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 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_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"Tutorial03.fx", "PS", "ps_4_0", &pPSBlob );
	if( FAILED( hr ) )
	{
		MessageBox( NULL,
			L"PS Error.", 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 ),XMFLOAT2(0.0f,0.0f)},
		{XMFLOAT3( 1.0f, -1.0f, -1.0f  ),XMFLOAT2(1.0f,0.0f)},
		{XMFLOAT3( -1.0f, -1.0f, -1.0f ),XMFLOAT2(1.0f,1.0f)},
    };
    D3D11_BUFFER_DESC bd;
	ZeroMemory( &bd, sizeof(bd) );
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( SimpleVertex ) * 3;
    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 );

	WORD indices[]=
	{
		0,1,2   
	};
	bd.Usage = D3D11_USAGE_DEFAULT;
	bd.ByteWidth = sizeof( WORD ) * 3;
	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 );

	bd.Usage = D3D11_USAGE_DEFAULT;
	bd.ByteWidth = sizeof(SimpleMatrix);
	bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	bd.CPUAccessFlags = 0;
	hr = g_pd3dDevice->CreateBuffer( &bd, NULL, &g_pConstantMatrixBuffer );
	if( FAILED( hr ) )
		return hr;

	//BEGIN
	//载入纹理资源
	hr = D3DX11CreateShaderResourceViewFromFile(g_pd3dDevice,L"seafloor.dds",NULL,NULL,&g_pTextureRV,NULL);
	if (FAILED(hr))
	{
		return hr;
	}

	//创建纹理采样状态
	D3D11_SAMPLER_DESC sampDesc;
	ZeroMemory(&sampDesc,sizeof(sampDesc));
	sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
	sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
	sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
	sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
	sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
	sampDesc.MinLOD = 0;
	sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
	hr = g_pd3dDevice->CreateSamplerState(&sampDesc,&g_pSamplerLinear);
	if( FAILED( hr ) )
		return hr;


	//END

	// Initialize the world matrix
	g_pWorld = 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_Project = XMMatrixPerspectiveFovLH( XM_PIDIV2, width / (FLOAT)height, 0.01f, 100.0f );


    return S_OK;
}


//--------------------------------------------------------------------------------------
// Clean up the objects we've created
//--------------------------------------------------------------------------------------
void CleanupDevice()
{
	if (g_pSamplerLinear)
	{
		g_pSamplerLinear->Release();
	}
	if (g_pConstantMatrixBuffer)
	{
		g_pConstantMatrixBuffer->Release();
	}
    if( g_pImmediateContext ) g_pImmediateContext->ClearState();
    if( g_pVertexBuffer ) g_pVertexBuffer->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()
{
    // 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
	//
	SimpleMatrix cb;
	cb.mWorld = XMMatrixTranspose( g_pWorld );
	cb.mView = XMMatrixTranspose( g_View );
	cb.mProject = XMMatrixTranspose( g_Project );
	g_pImmediateContext->UpdateSubresource( g_pConstantMatrixBuffer, 0, NULL, &cb, 0, 0 );
    // Render a triangle
	g_pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
	g_pImmediateContext->VSSetConstantBuffers(0,1,&g_pConstantMatrixBuffer);

	g_pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
	//BEGIN  提供纹理资源和采样状态给PixelShader使用
	g_pImmediateContext->PSSetShaderResources(0,1,&g_pTextureRV);
	g_pImmediateContext->PSSetSamplers(0,1,&g_pSamplerLinear);
	//END
    g_pImmediateContext->DrawIndexed( 3, 0 , 0 );

    // Present the information rendered to the back buffer to the front buffer (the screen)
    g_pSwapChain->Present( 0, 0 );
}

  

Texture2D texDiffuse : register(t0);
SamplerState samLiner : register(s0);

cbuffer cbMatrix : register(b0)
{
	matrix World;
	matrix View;
	matrix Projection;
};

struct VS_INPUT
{
	float4 Pos : POSITION;
	float2 tex : TEXCOORD0;
};

struct PS_INPUT
{
	float4 Pos : SV_POSITION;
	float2 tex : TEXCOORD0;
};

PS_INPUT VS( VS_INPUT input )
{
	PS_INPUT output=(PS_INPUT)0;
	output.Pos = mul(input.Pos,World);
	output.Pos = mul(output.Pos,View);
	output.Pos = mul(output.Pos,Projection);
 
	output.tex = input.tex;
    return output;
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PS( PS_INPUT input) : SV_Target
{
	float4 color;
    color = texDiffuse.Sample(samLiner,input.tex);//故意写错
    return  color;
}

  

 

 

posted @ 2014-04-13 20:41  dust_fly  阅读(1046)  评论(0编辑  收藏  举报