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| #ifndef UNICODE #define UNICODE #endif
#include <windows.h> #include <d3d11.h> #include <d3dcompiler.h> #include <iostream> #include <wrl/client.h> #include <cmath>
#pragma comment(lib, "d3d11.lib") #pragma comment(lib, "dxgi.lib") #pragma comment(lib, "d3dcompiler.lib")
using Microsoft::WRL::ComPtr;
ComPtr<ID3D11Device> g_device; ComPtr<ID3D11DeviceContext> g_context; ComPtr<IDXGISwapChain> g_swapChain; ComPtr<ID3D11RenderTargetView> g_rtv; ComPtr<ID3D11Buffer> g_vertexBuffer; ComPtr<ID3D11Buffer> g_constantBuffer; ComPtr<ID3D11VertexShader> g_vertexShader; ComPtr<ID3D11PixelShader> g_pixelShader; ComPtr<ID3D11InputLayout> g_inputLayout;
struct Vertex { float x, y, z; float r, g, b, a; };
struct ConstantBuffer { float matrix[4][4]; };
const char* shaderSource = R"( cbuffer SceneData : register(b0) { matrix transform; }; struct VOut { float4 pos : SV_POSITION; float4 col : COLOR; }; VOut VShader(float4 pos : POSITION, float4 col : COLOR) { VOut output; output.pos = mul(pos, transform); output.col = col; return output; } float4 PShader(float4 pos : SV_POSITION, float4 col : COLOR) : SV_TARGET { return col; } )"; void ShowFPS() { static int frames = 0; static double lastTime = GetTickCount64(); frames++; double currentTime = GetTickCount64(); if (currentTime - lastTime >= 1000.0) { std::cout << "\r当前渲染帧率 (FPS): " << frames << " " << std::flush; frames = 0; lastTime = currentTime; } }
void Render() { if (!g_context || !g_rtv) return;
static float time = 0.0f; time += 0.0005f;
ConstantBuffer cbData = {}; float s = sin(time), c = cos(time); cbData.matrix[0][0] = c; cbData.matrix[0][1] = -s; cbData.matrix[1][0] = s; cbData.matrix[1][1] = c; cbData.matrix[2][2] = 1.0f; cbData.matrix[3][3] = 1.0f;
D3D11_MAPPED_SUBRESOURCE mapped; g_context->Map(g_constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); memcpy(mapped.pData, &cbData, sizeof(cbData)); g_context->Unmap(g_constantBuffer.Get(), 0);
float bgColor[] = { 0.1f, 0.2f, 0.3f, 1.0f }; g_context->ClearRenderTargetView(g_rtv.Get(), bgColor);
g_context->OMSetRenderTargets(1, g_rtv.GetAddressOf(), nullptr); UINT stride = sizeof(Vertex), offset = 0; g_context->IASetVertexBuffers(0, 1, g_vertexBuffer.GetAddressOf(), &stride, &offset); g_context->IASetInputLayout(g_inputLayout.Get()); g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); g_context->VSSetShader(g_vertexShader.Get(), nullptr, 0); g_context->VSSetConstantBuffers(0, 1, g_constantBuffer.GetAddressOf()); g_context->PSSetShader(g_pixelShader.Get(), nullptr, 0);
g_context->Draw(3, 0); g_swapChain->Present(1, 0); ShowFPS(); }
void ResizeD3D(int width, int height) { if (!g_swapChain) return;
g_rtv.Reset();
g_swapChain->ResizeBuffers(0, width, height, DXGI_FORMAT_UNKNOWN, 0);
ComPtr<ID3D11Texture2D> pBackBuffer; g_swapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); g_device->CreateRenderTargetView(pBackBuffer.Get(), nullptr, &g_rtv);
D3D11_VIEWPORT vp = { 0, 0, (float)width, (float)height, 0.0f, 1.0f }; g_context->RSSetViewports(1, &vp); }
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch (message) { case WM_SIZE: if (g_device && wParam != SIZE_MINIMIZED) { int width = LOWORD(lParam); int height = HIWORD(lParam); ResizeD3D(width, height); Render(); } return 0;
case WM_PAINT: Render(); ValidateRect(hWnd, NULL); return 0;
case WM_ENTERSIZEMOVE: return 0; case WM_EXITSIZEMOVE: return 0; case WM_ERASEBKGND: return 1; case WM_DESTROY: PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, message, wParam, lParam); }
int main() { system("chcp 65001");
WNDCLASSW wc = { 0 }; wc.lpfnWndProc = WindowProc; wc.hInstance = GetModuleHandle(NULL); wc.lpszClassName = L"D3D11_Modern_Class"; wc.hCursor = LoadCursor(NULL, IDC_ARROW); RegisterClassW(&wc);
HWND hWnd = CreateWindowExW(0, L"D3D11_Modern_Class", L"Direct3D 11 旋转三角形 - Unicode 版", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 800, 600, nullptr, nullptr, wc.hInstance, nullptr);
ShowWindow(hWnd, SW_SHOW);
DXGI_SWAP_CHAIN_DESC sd = {}; sd.BufferCount = 1; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = hWnd; sd.SampleDesc.Count = 1; sd.Windowed = TRUE;
D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, nullptr, 0, D3D11_SDK_VERSION, &sd, &g_swapChain, &g_device, nullptr, &g_context);
ComPtr<ID3D11Texture2D> pBackBuffer; g_swapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); g_device->CreateRenderTargetView(pBackBuffer.Get(), nullptr, &g_rtv);
ComPtr<ID3DBlob> vsBlob, psBlob; D3DCompile(shaderSource, strlen(shaderSource), nullptr, nullptr, nullptr, "VShader", "vs_4_0", 0, 0, &vsBlob, nullptr); D3DCompile(shaderSource, strlen(shaderSource), nullptr, nullptr, nullptr, "PShader", "ps_4_0", 0, 0, &psBlob, nullptr); g_device->CreateVertexShader(vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), nullptr, &g_vertexShader); g_device->CreatePixelShader(psBlob->GetBufferPointer(), psBlob->GetBufferSize(), nullptr, &g_pixelShader);
D3D11_INPUT_ELEMENT_DESC ied[] = { {"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} }; g_device->CreateInputLayout(ied, 2, vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), &g_inputLayout);
Vertex verts[] = { {0, 0.5f, 0, 1, 0, 0, 1}, {0.5f, -0.5f, 0, 0, 1, 0, 1}, {-0.5f, -0.5f, 0, 0, 0, 1, 1} }; D3D11_BUFFER_DESC vbd = { sizeof(verts), D3D11_USAGE_DEFAULT, D3D11_BIND_VERTEX_BUFFER, 0, 0, 0 }; D3D11_SUBRESOURCE_DATA vsd = { verts, 0, 0 }; g_device->CreateBuffer(&vbd, &vsd, &g_vertexBuffer);
D3D11_BUFFER_DESC cbd = { sizeof(ConstantBuffer), D3D11_USAGE_DYNAMIC, D3D11_BIND_CONSTANT_BUFFER, D3D11_CPU_ACCESS_WRITE, 0, 0 }; g_device->CreateBuffer(&cbd, nullptr, &g_constantBuffer);
D3D11_VIEWPORT vp = { 0, 0, 800, 600, 0.0f, 1.0f }; g_context->RSSetViewports(1, &vp);
MSG msg = { 0 }; while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { Render(); } } return 0; }
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