DirectX11 With Windows SDK--07 添加光照与经常使用几何模型、光栅化状态

前言

这一章项目涉及到的内容很是多,你须要了解:html

  1. 光照模型
  2. 常量缓冲区打包规则
  3. 几何模型
  4. 光栅化状态

DirectX11 With Windows SDK完整目录git

Github项目源码github

除此以外你还须要了解下面内容:编程

章节内容
深刻理解HLSL常量缓冲区打包规则

欢迎加入QQ群: 727623616 能够一块儿探讨DX11,以及有什么问题也能够在这里汇报。数组

颜色向量

一个4D的颜色向量,一般状况下会表示为(red, green, blue, alpha),每一个份量的取值范围为[0.0f, 1.0f]。对于红绿蓝份量,用0.0f表示该没有该份量的颜色,用1.0f表示该份量的颜色达到饱和;对于alpha份量,用0.0f表示该份量彻底透明,用1.0f表示该份量彻底不透明。app

对于8位色来讲,每种份量的颜色亮度能够表达出256种,但使用浮点数会大大浪费存储空间。在内存要求苛刻的状况下,咱们可使用32位的数据类型,其中rgba各占8位,若须要映射到浮点数向量,则对应关系为f(x) = x / 255.0f,其中x为整数存储法,表示范围为[0,255]f(x)为浮点存储法,表示范围为[0.0f, 1.0f]ide

在头文件DirectXColors.h中,咱们能够看到定义了一些4D的颜色向量,位于名称空间DirectX::Colors。在这里贴出来供你们参考:函数

// Standard colors (Red/Green/Blue/Alpha)
XMGLOBALCONST XMVECTORF32 AliceBlue            = { { { 0.941176534f, 0.972549081f, 1.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 AntiqueWhite         = { { { 0.980392218f, 0.921568692f, 0.843137324f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Aqua                 = { { { 0.000000000f, 1.000000000f, 1.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Aquamarine           = { { { 0.498039246f, 1.000000000f, 0.831372619f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Azure                = { { { 0.941176534f, 1.000000000f, 1.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Beige                = { { { 0.960784376f, 0.960784376f, 0.862745166f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Bisque               = { { { 1.000000000f, 0.894117713f, 0.768627524f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Black                = { { { 0.000000000f, 0.000000000f, 0.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 BlanchedAlmond       = { { { 1.000000000f, 0.921568692f, 0.803921640f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Blue                 = { { { 0.000000000f, 0.000000000f, 1.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 BlueViolet           = { { { 0.541176498f, 0.168627456f, 0.886274576f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Brown                = { { { 0.647058845f, 0.164705887f, 0.164705887f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 BurlyWood            = { { { 0.870588303f, 0.721568644f, 0.529411793f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 CadetBlue            = { { { 0.372549027f, 0.619607866f, 0.627451003f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Chartreuse           = { { { 0.498039246f, 1.000000000f, 0.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Chocolate            = { { { 0.823529482f, 0.411764741f, 0.117647067f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Coral                = { { { 1.000000000f, 0.498039246f, 0.313725501f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 CornflowerBlue       = { { { 0.392156899f, 0.584313750f, 0.929411829f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Cornsilk             = { { { 1.000000000f, 0.972549081f, 0.862745166f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Crimson              = { { { 0.862745166f, 0.078431375f, 0.235294133f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Cyan                 = { { { 0.000000000f, 1.000000000f, 1.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkBlue             = { { { 0.000000000f, 0.000000000f, 0.545098066f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkCyan             = { { { 0.000000000f, 0.545098066f, 0.545098066f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkGoldenrod        = { { { 0.721568644f, 0.525490224f, 0.043137256f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkGray             = { { { 0.662745118f, 0.662745118f, 0.662745118f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkGreen            = { { { 0.000000000f, 0.392156899f, 0.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkKhaki            = { { { 0.741176486f, 0.717647076f, 0.419607878f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkMagenta          = { { { 0.545098066f, 0.000000000f, 0.545098066f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkOliveGreen       = { { { 0.333333343f, 0.419607878f, 0.184313729f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkOrange           = { { { 1.000000000f, 0.549019635f, 0.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkOrchid           = { { { 0.600000024f, 0.196078449f, 0.800000072f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkRed              = { { { 0.545098066f, 0.000000000f, 0.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkSalmon           = { { { 0.913725555f, 0.588235319f, 0.478431404f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkSeaGreen         = { { { 0.560784340f, 0.737254918f, 0.545098066f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkSlateBlue        = { { { 0.282352954f, 0.239215702f, 0.545098066f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkSlateGray        = { { { 0.184313729f, 0.309803933f, 0.309803933f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkTurquoise        = { { { 0.000000000f, 0.807843208f, 0.819607913f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DarkViolet           = { { { 0.580392182f, 0.000000000f, 0.827451050f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DeepPink             = { { { 1.000000000f, 0.078431375f, 0.576470613f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DeepSkyBlue          = { { { 0.000000000f, 0.749019623f, 1.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DimGray              = { { { 0.411764741f, 0.411764741f, 0.411764741f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 DodgerBlue           = { { { 0.117647067f, 0.564705908f, 1.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Firebrick            = { { { 0.698039234f, 0.133333340f, 0.133333340f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 FloralWhite          = { { { 1.000000000f, 0.980392218f, 0.941176534f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 ForestGreen          = { { { 0.133333340f, 0.545098066f, 0.133333340f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Fuchsia              = { { { 1.000000000f, 0.000000000f, 1.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Gainsboro            = { { { 0.862745166f, 0.862745166f, 0.862745166f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 GhostWhite           = { { { 0.972549081f, 0.972549081f, 1.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Gold                 = { { { 1.000000000f, 0.843137324f, 0.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Goldenrod            = { { { 0.854902029f, 0.647058845f, 0.125490203f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Gray                 = { { { 0.501960814f, 0.501960814f, 0.501960814f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Green                = { { { 0.000000000f, 0.501960814f, 0.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 GreenYellow          = { { { 0.678431392f, 1.000000000f, 0.184313729f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Honeydew             = { { { 0.941176534f, 1.000000000f, 0.941176534f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 HotPink              = { { { 1.000000000f, 0.411764741f, 0.705882370f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 IndianRed            = { { { 0.803921640f, 0.360784322f, 0.360784322f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Indigo               = { { { 0.294117659f, 0.000000000f, 0.509803951f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Ivory                = { { { 1.000000000f, 1.000000000f, 0.941176534f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Khaki                = { { { 0.941176534f, 0.901960850f, 0.549019635f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Lavender             = { { { 0.901960850f, 0.901960850f, 0.980392218f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LavenderBlush        = { { { 1.000000000f, 0.941176534f, 0.960784376f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LawnGreen            = { { { 0.486274540f, 0.988235354f, 0.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LemonChiffon         = { { { 1.000000000f, 0.980392218f, 0.803921640f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LightBlue            = { { { 0.678431392f, 0.847058892f, 0.901960850f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LightCoral           = { { { 0.941176534f, 0.501960814f, 0.501960814f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LightCyan            = { { { 0.878431439f, 1.000000000f, 1.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LightGoldenrodYellow = { { { 0.980392218f, 0.980392218f, 0.823529482f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LightGreen           = { { { 0.564705908f, 0.933333397f, 0.564705908f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LightGray            = { { { 0.827451050f, 0.827451050f, 0.827451050f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LightPink            = { { { 1.000000000f, 0.713725507f, 0.756862819f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LightSalmon          = { { { 1.000000000f, 0.627451003f, 0.478431404f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LightSeaGreen        = { { { 0.125490203f, 0.698039234f, 0.666666687f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LightSkyBlue         = { { { 0.529411793f, 0.807843208f, 0.980392218f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LightSlateGray       = { { { 0.466666698f, 0.533333361f, 0.600000024f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LightSteelBlue       = { { { 0.690196097f, 0.768627524f, 0.870588303f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LightYellow          = { { { 1.000000000f, 1.000000000f, 0.878431439f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Lime                 = { { { 0.000000000f, 1.000000000f, 0.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 LimeGreen            = { { { 0.196078449f, 0.803921640f, 0.196078449f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Linen                = { { { 0.980392218f, 0.941176534f, 0.901960850f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Magenta              = { { { 1.000000000f, 0.000000000f, 1.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Maroon               = { { { 0.501960814f, 0.000000000f, 0.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 MediumAquamarine     = { { { 0.400000036f, 0.803921640f, 0.666666687f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 MediumBlue           = { { { 0.000000000f, 0.000000000f, 0.803921640f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 MediumOrchid         = { { { 0.729411781f, 0.333333343f, 0.827451050f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 MediumPurple         = { { { 0.576470613f, 0.439215720f, 0.858823597f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 MediumSeaGreen       = { { { 0.235294133f, 0.701960802f, 0.443137288f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 MediumSlateBlue      = { { { 0.482352972f, 0.407843173f, 0.933333397f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 MediumSpringGreen    = { { { 0.000000000f, 0.980392218f, 0.603921592f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 MediumTurquoise      = { { { 0.282352954f, 0.819607913f, 0.800000072f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 MediumVioletRed      = { { { 0.780392230f, 0.082352944f, 0.521568656f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 MidnightBlue         = { { { 0.098039225f, 0.098039225f, 0.439215720f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 MintCream            = { { { 0.960784376f, 1.000000000f, 0.980392218f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 MistyRose            = { { { 1.000000000f, 0.894117713f, 0.882353008f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Moccasin             = { { { 1.000000000f, 0.894117713f, 0.709803939f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 NavajoWhite          = { { { 1.000000000f, 0.870588303f, 0.678431392f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Navy                 = { { { 0.000000000f, 0.000000000f, 0.501960814f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 OldLace              = { { { 0.992156923f, 0.960784376f, 0.901960850f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Olive                = { { { 0.501960814f, 0.501960814f, 0.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 OliveDrab            = { { { 0.419607878f, 0.556862772f, 0.137254909f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Orange               = { { { 1.000000000f, 0.647058845f, 0.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 OrangeRed            = { { { 1.000000000f, 0.270588249f, 0.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Orchid               = { { { 0.854902029f, 0.439215720f, 0.839215755f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 PaleGoldenrod        = { { { 0.933333397f, 0.909803987f, 0.666666687f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 PaleGreen            = { { { 0.596078455f, 0.984313786f, 0.596078455f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 PaleTurquoise        = { { { 0.686274529f, 0.933333397f, 0.933333397f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 PaleVioletRed        = { { { 0.858823597f, 0.439215720f, 0.576470613f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 PapayaWhip           = { { { 1.000000000f, 0.937254965f, 0.835294187f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 PeachPuff            = { { { 1.000000000f, 0.854902029f, 0.725490212f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Peru                 = { { { 0.803921640f, 0.521568656f, 0.247058839f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Pink                 = { { { 1.000000000f, 0.752941251f, 0.796078503f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Plum                 = { { { 0.866666734f, 0.627451003f, 0.866666734f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 PowderBlue           = { { { 0.690196097f, 0.878431439f, 0.901960850f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Purple               = { { { 0.501960814f, 0.000000000f, 0.501960814f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Red                  = { { { 1.000000000f, 0.000000000f, 0.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 RosyBrown            = { { { 0.737254918f, 0.560784340f, 0.560784340f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 RoyalBlue            = { { { 0.254901975f, 0.411764741f, 0.882353008f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 SaddleBrown          = { { { 0.545098066f, 0.270588249f, 0.074509807f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Salmon               = { { { 0.980392218f, 0.501960814f, 0.447058856f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 SandyBrown           = { { { 0.956862807f, 0.643137276f, 0.376470625f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 SeaGreen             = { { { 0.180392161f, 0.545098066f, 0.341176480f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 SeaShell             = { { { 1.000000000f, 0.960784376f, 0.933333397f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Sienna               = { { { 0.627451003f, 0.321568638f, 0.176470593f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Silver               = { { { 0.752941251f, 0.752941251f, 0.752941251f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 SkyBlue              = { { { 0.529411793f, 0.807843208f, 0.921568692f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 SlateBlue            = { { { 0.415686309f, 0.352941185f, 0.803921640f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 SlateGray            = { { { 0.439215720f, 0.501960814f, 0.564705908f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Snow                 = { { { 1.000000000f, 0.980392218f, 0.980392218f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 SpringGreen          = { { { 0.000000000f, 1.000000000f, 0.498039246f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 SteelBlue            = { { { 0.274509817f, 0.509803951f, 0.705882370f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Tan                  = { { { 0.823529482f, 0.705882370f, 0.549019635f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Teal                 = { { { 0.000000000f, 0.501960814f, 0.501960814f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Thistle              = { { { 0.847058892f, 0.749019623f, 0.847058892f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Tomato               = { { { 1.000000000f, 0.388235331f, 0.278431386f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Transparent          = { { { 0.000000000f, 0.000000000f, 0.000000000f, 0.000000000f } } };
XMGLOBALCONST XMVECTORF32 Turquoise            = { { { 0.250980407f, 0.878431439f, 0.815686345f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Violet               = { { { 0.933333397f, 0.509803951f, 0.933333397f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Wheat                = { { { 0.960784376f, 0.870588303f, 0.701960802f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 White                = { { { 1.000000000f, 1.000000000f, 1.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 WhiteSmoke           = { { { 0.960784376f, 0.960784376f, 0.960784376f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 Yellow               = { { { 1.000000000f, 1.000000000f, 0.000000000f, 1.000000000f } } };
XMGLOBALCONST XMVECTORF32 YellowGreen          = { { { 0.603921592f, 0.803921640f, 0.196078449f, 1.000000000f } } };

若是颜色相关的运算在C++代码层进行的话,则在最后须要调用XMVectorSaturate函数确保各个份量都控制在[0.0f, 1.0f]之间。布局

法向量

法向量用于表述物体表面的朝向,它是单位向量,而且垂直于该表面。对于曲面上一点,一般描述的是曲面该点的切面所对应的法向量。在光照的计算中会常常用到该向量。可是咱们传入的一般是顶点数据而不是面的数据,所以顶点结构体内还会包含法向量数据:测试

struct VertexPosNormalColor
{
    DirectX::XMFLOAT3 pos;
    DirectX::XMFLOAT3 normal;
    DirectX::XMFLOAT4 color;
    static const D3D11_INPUT_ELEMENT_DESC inputLayout[3];
};

对应的每一个输入元素的描述为:

const D3D11_INPUT_ELEMENT_DESC VertexPosNormalColor::inputLayout[3] = {
    { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
    { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0}
};

对于棱角分明的物体,如立方体,一共由12个三角形组成,2个三角形的4个顶点构成一个面。因为该面的4个顶点要求法向量朝向一致,而一个顶点虽然与立方体的三个面邻接,可是法向量只有一个,所以须要分化出3个包含不一样法向量的顶点。最终用于绘制该立方体的顶点数就须要24个,是立方体顶点数的3倍!

而对于没那么棱角分明的物体,表面只是稍微有些不平坦的话,咱们能够求出该点相邻的全部面的平均法向量。

image

image

对于能够用函数表示的曲面,如球,则能够求出曲面一点对应切面的法向量。

对于函数:

\[f(x,y,z)≡0\]

则对应点切平面的法向量(非单位向量)为:

\[\frac{\partial{f}}{\partial{x}}\vec{i}+\frac{\partial{f}}{\partial{y}}\vec{j}+\frac{\partial{f}}{\partial{z}}\vec{k}\]

最后通过标准化后即为曲面该点对应的单位法向量。如球面方程:

\[f(x,y,z)=x^2+y^2+z^2-1≡0\]

最终对应的单位法向量为:
\[\vec{n}=(x,y,z)\]

法向量的变换

这里省略变换的证实,若一个物体的向量u与法向量n正交,当向量u通过了矩阵变换获得了\(\mathbf{u'}=\mathbf{u}\mathbf{A}\)时,对应变换后的法向量应为\(\mathbf{n'}=\mathbf{n}(\mathbf{A^{-1}})^{\mathbf{T}}\)

物体材质

光在照射到物体上时,因为物体的材质特性会反射一部分光到人眼,最终咱们观察到的物体颜色就是被反射的那部分光的颜色。不一样的物体有不一样的材质属性,决定了各类颜色份量的反射系数是多少。其中红绿蓝每一个份量的取值范围为[0.0f, 1.0f]

在C++中的结构体表示为:

// 物体表面材质
struct Material
{
    Material() { memset(this, 0, sizeof(Material)); }

    DirectX::XMFLOAT4 Ambient;
    DirectX::XMFLOAT4 Diffuse;
    DirectX::XMFLOAT4 Specular; // w = 镜面反射强度
    DirectX::XMFLOAT4 Reflect;
};

在HLSL中则表示为:

// 物体表面材质
struct Material
{
    float4 Ambient;
    float4 Diffuse;
    float4 Specular; // w = SpecPower
    float4 Reflect;
};

光的种类

环境光(Ambient Lighting)

环境光也能够说是间接光照,即光线通过了屡次反射后最终被咱们的人眼所见。即使在一个密闭的暗室使用手电筒照射,你仍是能够感觉到光充满了整个房间。一样,在阳光照射下,阴影部分也并非纯粹的黑色,只是比其余地方暗上许多而已。所以在设置环境光的时候,能够考虑以你想呈现的阴影部分亮度进行设置。

在HLSL中,若环境光向量为\(\mathbf{l_a}\) ,物体材质对环境光的反射向量为\(\mathbf{m_a}\),最终环境光份量呈现的颜色为:

\(\mathbf{A} = \mathbf{l_a} \otimes \mathbf{m_a}\)

这里的乘号表示各个份量相乘,最终获得的向量为

(la.r * ma.r, la.g * ma.g, la.b * ma.b, la.a * ma.a)

漫反射光(Diffuse Lighting)

在现实生活中,咱们看到的光以漫反射光为主。对于粗糙的表面,光照射在物体表面一点后反射的方向是不肯定的。咱们能够近似认为光线在照射到物体表面一点后会朝任意方向反射等量的光照,这样咱们人眼不管在哪一个方向观察该点,呈现的亮度应该是不会变化的(在没有镜面反射的基础)。可是物体的亮度与光线照射的方向有所关系,好比当均匀光线垂直照射物体的时候,此时看到的物体表面是最亮的;而均匀光线不通过物体表面,与表面平行的时候,物体的表面此时几乎是看不到的(此时可能仍有少许的光会到达物体表面,取决于光束的汇聚程度和与物体的距离)。毕竟光束不可能作到彻底同一个方向照射,仍会有少数的散射光。

朗伯余弦定理

既然光照方向与亮度有关系,咱们可使用朗伯余弦定理来表示这种现象,用L表示光反射后的单位方向向量,n表示平面单位法向量,则有:
\(k_d = max(\mathbf{L} \cdot \mathbf{n}, 0)\)

若漫反射光向量为ld,物体材质对环境光的反射向量为md,最终漫反射光份量呈现的颜色为:
\(k_d * \mathbf{l_d} \otimes \mathbf{m_d} = k_d \mathbf{D}\)

镜面反射光(Specular Lighting)

某些较为光滑的平面能够均匀地反射光照。镜面反射光与人眼所在位置有联系,若人站在反射光的路径上看反射点,能够看到此时的点是最亮的,而后随着人眼远离反射光线的路径,看到的镜面反射光会愈来愈少,直至只能看到漫反射光和环境光的部分。

在HLSL中,若R为光反射后的单位方向向量,toEye为物体表面一点到人眼的单位方向向量,p为镜面系数(系数越大,表面越光滑,并且p的值必须大于等于1,不然会有很奇怪的效果),能够用下面的公式来表达镜面系数:

\(k_s=\begin{cases} max(\mathbf{R} \cdot \mathbf{toEye}, 0)^p, \mathbf{L} \cdot \mathbf{n} > 0\\ 0, \mathbf{L} \cdot \mathbf{n} <= 0\\ \end{cases}\)

若镜面反射光向量为ls,物体材质对镜面光的反射向量为ms,最终镜面反射光份量呈现的颜色为:

\(k_s * \mathbf{l_s} \otimes \mathbf{m_s} = k_s \mathbf{S}\)

HLSL常量缓冲区打包规则

这一部份内容已经转移到下面的连接了:

http://www.javashuo.com/article/p-pxcbmqfe-dh.html

光照模型

平行光/方向光

平行光一般是一种全局光,它有一个固定的照射方向。

经平行光照射下物体表面一点的颜色能够初步表示为:
\(\mathbf{litColor}=\mathbf{A} + k_d \mathbf{D} + k_s \mathbf{S}\)
其中
\(k_d = max(\mathbf{L} \cdot \mathbf{n}, 0)\)
\(k_s=\begin{cases} max(\mathbf{R} \cdot \mathbf{toEye}, 0)^p, \mathbf{L} \cdot \mathbf{n} > 0\\ 0, \mathbf{L} \cdot \mathbf{n} <= 0\\ \end{cases}\)

在C++中,方向光的结构体表示为:

struct DirectionalLight
{
    DirectionalLight() { memset(this, 0, sizeof(DirectionalLight)); }

    DirectX::XMFLOAT4 Ambient;
    DirectX::XMFLOAT4 Diffuse;
    DirectX::XMFLOAT4 Specular;
    DirectX::XMFLOAT3 Direction;
    float Pad; // 最后用一个浮点数填充使得该结构体大小知足16的倍数,便于咱们之后在HLSL设置数组
};

在HLSL则表示为:

struct DirectionalLight
{
    float4 Ambient;
    float4 Diffuse;
    float4 Specular;
    float3 Direction;
    float Pad;
};

在HLSL中计算平行光/方向光的函数以下(光向量是与光照射方向相反的单位向量):

void ComputeDirectionalLight(Material mat, DirectionalLight L,
    float3 normal, float3 toEye,
    out float4 ambient,
    out float4 diffuse,
    out float4 spec)
{
    // 初始化输出
    ambient = float4(0.0f, 0.0f, 0.0f, 0.0f);
    diffuse = float4(0.0f, 0.0f, 0.0f, 0.0f);
    spec = float4(0.0f, 0.0f, 0.0f, 0.0f);

    // 光向量与照射方向相反
    float3 lightVec = -L.Direction;

    // 添加环境光
    ambient = mat.Ambient * L.Ambient;

    // 添加漫反射光和镜面光
    float diffuseFactor = dot(lightVec, normal);

    // 展开,避免动态分支
    [flatten]
    if (diffuseFactor > 0.0f)
    {
        float3 v = reflect(-lightVec, normal);
        float specFactor = pow(max(dot(v, toEye), 0.0f), mat.Specular.w);

        diffuse = diffuseFactor * mat.Diffuse * L.Diffuse;
        spec = specFactor * mat.Specular * L.Specular;
    }
}

注意该函数的normaltoEye向量都为单位向量,除此以外输出了光的三种份量。

点光

点光是一种有源光照模型,肯定光源位置后,它会朝全部方向辐射光照。

image

在HLSL,若已知光源位置向量Q和照射点P,则单位光向量为:

(Q - P) / length(Q - P)

光的衰弱

随着距离的增加,光源照射到物体表面更远一点时呈现的亮度更低。其中光的衰弱只对直接光照有效,对间接光(如环境光份量)没有影响。

d为光源到物体一点的距离,则有:

\(I(d) = \frac{I_{0}}{a_{0}+a_{1}d+a_{2}d^2}\)

若灯光距离物体太远,计算到的衰弱因子接近于0.咱们可使用标量range来控制照射范围,对距离过大的物体提早避免了漫射光和镜面光的计算。

则经点光照射下物体表面一点的亮度能够初步表示为:
\(\mathbf{litColor}=\mathbf{A} + \frac{k_d \mathbf{D} + k_s \mathbf{S}}{a_{0}+a_{1}d+a_{2}d^2}\)

在C++中,点光能够被表示为:

// 点光
struct PointLight
{
    PointLight() { memset(this, 0, sizeof(PointLight)); }

    DirectX::XMFLOAT4 Ambient;
    DirectX::XMFLOAT4 Diffuse;
    DirectX::XMFLOAT4 Specular;

    // 打包成4D向量: (Position, Range)
    DirectX::XMFLOAT3 Position;
    float Range;

    // 打包成4D向量: (A0, A1, A2, Pad)
    DirectX::XMFLOAT3 Att;
    float Pad; // 最后用一个浮点数填充使得该结构体大小知足16的倍数,便于咱们之后在HLSL设置数组
};

在HLSL则表示为:

// 点光
struct PointLight
{
    float4 Ambient;
    float4 Diffuse;
    float4 Specular;

    float3 Position;
    float Range;

    float3 Att;
    float Pad;
};

在HLSL中计算点光的函数以下

void ComputePointLight(Material mat, PointLight L, float3 pos, float3 normal, float3 toEye,
    out float4 ambient, out float4 diffuse, out float4 spec)
{
    // 初始化输出
    ambient = float4(0.0f, 0.0f, 0.0f, 0.0f);
    diffuse = float4(0.0f, 0.0f, 0.0f, 0.0f);
    spec = float4(0.0f, 0.0f, 0.0f, 0.0f);

    // 从表面到光源的向量
    float3 lightVec = L.Position - pos;

    // 表面到光线的距离
    float d = length(lightVec);

    // 灯光范围测试
    if (d > L.Range)
        return;

    // 标准化光向量
    lightVec /= d;

    // 环境光计算
    ambient = mat.Ambient * L.Ambient;

    // 漫反射和镜面计算
    float diffuseFactor = dot(lightVec, normal);

    // 展开以免动态分支
    [flatten]
    if (diffuseFactor > 0.0f)
    {
        float3 v = reflect(-lightVec, normal);
        float specFactor = pow(max(dot(v, toEye), 0.0f), mat.Specular.w);

        diffuse = diffuseFactor * mat.Diffuse * L.Diffuse;
        spec = specFactor * mat.Specular * L.Specular;
    }

    // 光的衰弱
    float att = 1.0f / dot(L.Att, float3(1.0f, d, d * d));

    diffuse *= att;
    spec *= att;
}

聚光灯

聚光灯也是一种有源光照模型,在肯定光源位置后,其照射区域能够看做一个锥体,在同等照射距离下,越靠近照射中心,亮度越强。一样随着距离的增大,光照强度逐渐减弱。
image

在HLSL,若已知光源位置向量Q和照射点P,则单位光向量为:

(Q - P) / length(Q - P)

若已知光向量L和照射强度d,以及光的汇聚程度spot,则能够获得光照强度因子:
\(k_{spot} = max(\mathbf{-L} \cdot \mathbf{d}, 0)^{spot}\)

一般spot的值越大,光束的汇聚程度越强。

则经聚光灯照射下物体表面一点的亮度能够初步表示为:
\(\mathbf{LitColor} = k_{spot}(\mathbf{A} + \frac{k_d \mathbf{D} + k_s \mathbf{S}}{a_{0}+a_{1}d+a_{2}d^2})\)

在C++中,聚光灯的结构体以下:

struct SpotLight
{
    SpotLight() { memset(this, 0, sizeof(SpotLight)); }

    DirectX::XMFLOAT4 Ambient;
    DirectX::XMFLOAT4 Diffuse;
    DirectX::XMFLOAT4 Specular;

    // 打包成4D向量: (Position, Range)
    DirectX::XMFLOAT3 Position;
    float Range;

    // 打包成4D向量: (Direction, Spot)
    DirectX::XMFLOAT3 Direction;
    float Spot;

    // 打包成4D向量: (Att, Pad)
    DirectX::XMFLOAT3 Att;
    float Pad; // 最后用一个浮点数填充使得该结构体大小知足16的倍数,便于咱们之后在HLSL设置数组
};

在HLSL中,则表示为:

struct SpotLight
{
    float4 Ambient;
    float4 Diffuse;
    float4 Specular;

    float3 Position;
    float Range;

    float3 Direction;
    float Spot;

    float3 Att;
    float Pad;
};

在HLSL中计算聚光灯的函数以下

void ComputeSpotLight(Material mat, SpotLight L, float3 pos, float3 normal, float3 toEye,
    out float4 ambient, out float4 diffuse, out float4 spec)
{
    // 初始化输出
    ambient = float4(0.0f, 0.0f, 0.0f, 0.0f);
    diffuse = float4(0.0f, 0.0f, 0.0f, 0.0f);
    spec = float4(0.0f, 0.0f, 0.0f, 0.0f);

    // // 从表面到光源的向量
    float3 lightVec = L.Position - pos;

    // 表面到光源的距离
    float d = length(lightVec);

    // 范围测试
    if (d > L.Range)
        return;

    // 标准化光向量
    lightVec /= d;

    // 计算环境光部分
    ambient = mat.Ambient * L.Ambient;


    // 计算漫反射光和镜面反射光部分
    float diffuseFactor = dot(lightVec, normal);

    // 展开以免动态分支
    [flatten]
    if (diffuseFactor > 0.0f)
    {
        float3 v = reflect(-lightVec, normal);
        float specFactor = pow(max(dot(v, toEye), 0.0f), mat.Specular.w);

        diffuse = diffuseFactor * mat.Diffuse * L.Diffuse;
        spec = specFactor * mat.Specular * L.Specular;
    }

    // 计算汇聚因子和衰弱系数
    float spot = pow(max(dot(-lightVec, L.Direction), 0.0f), L.Spot);
    float att = spot / dot(L.Att, float3(1.0f, d, d * d));

    ambient *= spot;
    diffuse *= att;
    spec *= att;
}

HLSL代码

在LightHelper.hlsli标头文件中包含了上述全部的HLSL结构体以及三种光照模型的函数

而后Light_VS.hlsl和Light_PS.hlsl分别存放的是须要用到的顶点着色器和像素着色器

// Light.hlsli
#include "LightHelper.hlsli"

cbuffer VSConstantBuffer : register(b0)
{
    matrix g_World; 
    matrix g_View;  
    matrix g_Proj;  
    matrix g_WorldInvTranspose;
}

cbuffer PSConstantBuffer : register(b1)
{
    DirectionalLight g_DirLight;
    PointLight g_PointLight;
    SpotLight g_SpotLight;
    Material g_Material;
    float3 g_EyePosW;
    float g_Pad;
}


struct VertexIn
{
    float3 PosL : POSITION;
    float3 NormalL : NORMAL;
    float4 Color : COLOR;
};

struct VertexOut
{
    float4 PosH : SV_POSITION;
    float3 PosW : POSITION;     // 在世界中的位置
    float3 NormalW : NORMAL;    // 法向量在世界中的方向
    float4 Color : COLOR;
};
// Light_VS.hlsl
#include "Light.hlsli"

// 顶点着色器
VertexOut VS(VertexIn vIn)
{
    VertexOut vOut;
    matrix viewProj = mul(g_View, g_Proj);
    float4 posW = mul(float4(vIn.PosL, 1.0f), g_World);

    vOut.PosH = mul(posW, viewProj);
    vOut.PosW = posW.xyz;
    vOut.NormalW = mul(vIn.NormalL, (float3x3) g_WorldInvTranspose);
    vOut.Color = vIn.Color; // 这里alpha通道的值默认为1.0
    return vOut;
}
// Light_PS.hlsl
#include "Light.hlsli"

// 像素着色器
float4 PS(VertexOut pIn) : SV_Target
{
    // 标准化法向量
    pIn.NormalW = normalize(pIn.NormalW);

    // 顶点指向眼睛的向量
    float3 toEyeW = normalize(g_EyePosW - pIn.PosW);

    // 初始化为0 
    float4 ambient, diffuse, spec;
    float4 A, D, S;
    ambient = diffuse = spec = A = D = S = float4(0.0f, 0.0f, 0.0f, 0.0f);

    ComputeDirectionalLight(g_Material, g_DirLight, pIn.NormalW, toEyeW, A, D, S);
    ambient += A;
    diffuse += D;
    spec += S;

    ComputePointLight(g_Material, g_PointLight, pIn.PosW, pIn.NormalW, toEyeW, A, D, S);
    ambient += A;
    diffuse += D;
    spec += S;

    ComputeSpotLight(g_Material, g_SpotLight, pIn.PosW, pIn.NormalW, toEyeW, A, D, S);
    ambient += A;
    diffuse += D;
    spec += S;

    float4 litColor = pIn.Color * (ambient + diffuse) + spec;
    
    litColor.a = g_Material.Diffuse.a * pIn.Color.a;
    
    return litColor;
}

这里有两个常量缓冲区,一个用于顶点着色阶段,另外一个用于像素着色阶段。

因为这里的顶点信息还包含了颜色,咱们只让像素颜色受环境光和漫反射光的影响,以凸显高光效果。

经常使用几何模型

在头文件Geometry.h中的名称空间Geometry内包含了五个经常使用的3D模型:球、立方体、圆柱体、圆锥体和平面。调用它能够生成模型数据以写入顶点和索引缓冲区。

(2018/12/15更新)目前的几何模型网格数据采用模板形式,能够作到支持VertexPosVertexPosColorVertexPosTexVertexPosNormalTexVertexPosNormalColorVertexPosNormalTangentTex的顶点以及WORDDWORD索引的输出

namespace Geometry
{
    // 网格数据
    template<class VertexType = VertexPosNormalTex, class IndexType = WORD>
    struct MeshData
    {
        std::vector<VertexType> vertexVec;  // 顶点数组
        std::vector<IndexType> indexVec;    // 索引数组

        MeshData()
        {
            // 需检验索引类型合法性
            static_assert(sizeof(IndexType) == 2 || sizeof(IndexType) == 4, "The size of IndexType must be 2 bytes or 4 bytes!");
            static_assert(std::is_unsigned<IndexType>::value, "IndexType must be unsigned integer!");
        }
    };

    // 建立球体网格数据,levels和slices越大,精度越高。
    template<class VertexType = VertexPosNormalTex, class IndexType = WORD>
    MeshData<VertexType, IndexType> CreateSphere(float radius = 1.0f, UINT levels = 20, UINT slices = 20,
        const DirectX::XMFLOAT4& color = { 1.0f, 1.0f, 1.0f, 1.0f });


    // 建立立方体网格数据
    template<class VertexType = VertexPosNormalTex, class IndexType = WORD>
    MeshData<VertexType, IndexType> CreateBox(float width = 2.0f, float height = 2.0f, float depth = 2.0f,
        const DirectX::XMFLOAT4& color = { 1.0f, 1.0f, 1.0f, 1.0f });

    // 建立圆柱体网格数据,slices越大,精度越高。
    template<class VertexType = VertexPosNormalTex, class IndexType = WORD>
    MeshData<VertexType, IndexType> CreateCylinder(float radius = 1.0f, float height = 2.0f, UINT slices = 20,
        const DirectX::XMFLOAT4& color = { 1.0f, 1.0f, 1.0f, 1.0f });



    // 建立只有圆柱体侧面的网格数据,slices越大,精度越高
    template<class VertexType = VertexPosNormalTex, class IndexType = WORD>
    MeshData<VertexType, IndexType> CreateCylinderNoCap(float radius = 1.0f, float height = 2.0f, UINT slices = 20,
        const DirectX::XMFLOAT4& color = { 1.0f, 1.0f, 1.0f, 1.0f });

    // 建立一个覆盖NDC屏幕的面
    template<class VertexType = VertexPosTex, class IndexType = WORD>
    MeshData<VertexType, IndexType> Create2DShow(const DirectX::XMFLOAT2& center, const DirectX::XMFLOAT2& scale = { 1.0f, 1.0f },
        const DirectX::XMFLOAT4& color = { 1.0f, 1.0f, 1.0f, 1.0f });
    template<class VertexType = VertexPosTex, class IndexType = WORD>
    MeshData<VertexType, IndexType> Create2DShow(float centerX = 0.0f, float centerY = 0.0f, float scaleX = 1.0f, float scaleY = 1.0f,
        const DirectX::XMFLOAT4& color = { 1.0f, 1.0f, 1.0f, 1.0f });

    // 建立一个平面
    template<class VertexType = VertexPosNormalTex, class IndexType = WORD>
    MeshData<VertexType, IndexType> CreatePlane(const DirectX::XMFLOAT3& center, const DirectX::XMFLOAT2& planeSize = { 10.0f, 10.0f },
        const DirectX::XMFLOAT2& maxTexCoord = { 1.0f, 1.0f }, const DirectX::XMFLOAT4& color = { 1.0f, 1.0f, 1.0f, 1.0f });
    template<class VertexType = VertexPosNormalTex, class IndexType = WORD>
    MeshData<VertexType, IndexType> CreatePlane(float centerX = 0.0f, float centerY = 0.0f, float centerZ = 0.0f,
        float width = 10.0f, float depth = 10.0f, float texU = 1.0f, float texV = 1.0f,
        const DirectX::XMFLOAT4& color = { 1.0f, 1.0f, 1.0f, 1.0f });
}

为了可以保证支持前面提到的顶点类型,在内部实现中须要依赖VertexData产生完整的顶点数据,并根据顶点的类型进行针对性筛选保留,并输出到对应的顶点类型。其中筛选的核心,一是要创建元素语义与VertexData对应内存区间关系,二是要肯定当前顶点须要插入的字节偏移位置。关于第一点,在下面的代码中,咱们直接利用map创建映射关系

namespace Geometry
{
    namespace Internal
    {
        //
        // 如下结构体和函数仅供内部实现使用
        //

        struct VertexData
        {
            DirectX::XMFLOAT3 pos;
            DirectX::XMFLOAT3 normal;
            DirectX::XMFLOAT4 tangent;
            DirectX::XMFLOAT4 color;
            DirectX::XMFLOAT2 tex;
        };

        // 根据目标顶点类型选择性将数据插入
        template<class VertexType>
        inline void InsertVertexElement(VertexType& vertexDst, const VertexData& vertexSrc)
        {
            static std::string semanticName;
            static const std::map<std::string, std::pair<size_t, size_t>> semanticSizeMap = {
                {"POSITION", std::pair<size_t, size_t>(0, 12)},
                {"NORMAL", std::pair<size_t, size_t>(12, 24)},
                {"TANGENT", std::pair<size_t, size_t>(24, 40)},
                {"COLOR", std::pair<size_t, size_t>(40, 56)},
                {"TEXCOORD", std::pair<size_t, size_t>(56, 64)}
            };

            for (size_t i = 0; i < ARRAYSIZE(VertexType::inputLayout); i++)
            {
                semanticName = VertexType::inputLayout[i].SemanticName;
                const auto& range = semanticSizeMap.at(semanticName);
                memcpy_s(reinterpret_cast<char*>(&vertexDst) + VertexType::inputLayout[i].AlignedByteOffset,
                    range.second - range.first,
                    reinterpret_cast<const char*>(&vertexSrc) + range.first,
                    range.second - range.first);
            }
        }
    }
// ...

上面的pair对应了VertexData指定语义的元素所在的内存区间。

而关于第二点,就是要肯定当前我要赋值的顶点元素目前处理到第几个成员,其字节偏移量是多少。这些可使用顶点的成员布局来实现,好比VertexPosNormalTex

struct VertexPosNormalTex
{
    DirectX::XMFLOAT3 pos;
    DirectX::XMFLOAT3 normal;
    DirectX::XMFLOAT2 tex;
    static const D3D11_INPUT_ELEMENT_DESC inputLayout[3];
};

const D3D11_INPUT_ELEMENT_DESC VertexPosNormalTex::inputLayout[3] = {
    { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};

最后就是顶点元素插入的实现:

// 根据目标顶点类型选择性将数据插入
template<class VertexType>
inline void Geometry::InsertVertexElement(VertexType& vertexDst, const VertexData& vertexSrc)
{
    static std::string semanticName;
    for (size_t i = 0; i < ARRAYSIZE(VertexType::inputLayout); i++)
    {
        semanticName = VertexType::inputLayout[i].SemanticName;
        const auto& range = Geometry::semanticSizeMap.at(semanticName);
        memcpy_s(reinterpret_cast<char*>(&vertexDst) + VertexType::inputLayout[i].AlignedByteOffset,
            range.second - range.first,
            reinterpret_cast<const char*>(&vertexSrc) + range.first,
            range.second - range.first);
    }
}

Geometry::CreateBox函数--建立立方体

该函数会建立包含24个顶点的数组(立方体一个顶点重复3次,但法向量不相同),以及一个含36个索引的数组:

template<class VertexType, class IndexType>
inline MeshData<VertexType, IndexType> CreateBox(float width, float height, float depth, const DirectX::XMFLOAT4 & color)
{
    using namespace DirectX;

    MeshData<VertexType, IndexType> meshData;
    meshData.vertexVec.resize(24);


    Internal::VertexData vertexDataArr[24];
    float w2 = width / 2, h2 = height / 2, d2 = depth / 2;

    // 右面(+X面)
    vertexDataArr[0].pos = XMFLOAT3(w2, -h2, -d2);
    vertexDataArr[1].pos = XMFLOAT3(w2, h2, -d2);
    vertexDataArr[2].pos = XMFLOAT3(w2, h2, d2);
    vertexDataArr[3].pos = XMFLOAT3(w2, -h2, d2);
    // 左面(-X面)
    vertexDataArr[4].pos = XMFLOAT3(-w2, -h2, d2);
    vertexDataArr[5].pos = XMFLOAT3(-w2, h2, d2);
    vertexDataArr[6].pos = XMFLOAT3(-w2, h2, -d2);
    vertexDataArr[7].pos = XMFLOAT3(-w2, -h2, -d2);
    // 顶面(+Y面)
    vertexDataArr[8].pos = XMFLOAT3(-w2, h2, -d2);
    vertexDataArr[9].pos = XMFLOAT3(-w2, h2, d2);
    vertexDataArr[10].pos = XMFLOAT3(w2, h2, d2);
    vertexDataArr[11].pos = XMFLOAT3(w2, h2, -d2);
    // 底面(-Y面)
    vertexDataArr[12].pos = XMFLOAT3(w2, -h2, -d2);
    vertexDataArr[13].pos = XMFLOAT3(w2, -h2, d2);
    vertexDataArr[14].pos = XMFLOAT3(-w2, -h2, d2);
    vertexDataArr[15].pos = XMFLOAT3(-w2, -h2, -d2);
    // 背面(+Z面)
    vertexDataArr[16].pos = XMFLOAT3(w2, -h2, d2);
    vertexDataArr[17].pos = XMFLOAT3(w2, h2, d2);
    vertexDataArr[18].pos = XMFLOAT3(-w2, h2, d2);
    vertexDataArr[19].pos = XMFLOAT3(-w2, -h2, d2);
    // 正面(-Z面)
    vertexDataArr[20].pos = XMFLOAT3(-w2, -h2, -d2);
    vertexDataArr[21].pos = XMFLOAT3(-w2, h2, -d2);
    vertexDataArr[22].pos = XMFLOAT3(w2, h2, -d2);
    vertexDataArr[23].pos = XMFLOAT3(w2, -h2, -d2);

    for (UINT i = 0; i < 4; ++i)
    {
        // 右面(+X面)
        vertexDataArr[i].normal = XMFLOAT3(1.0f, 0.0f, 0.0f);
        vertexDataArr[i].tangent = XMFLOAT4(0.0f, 0.0f, 1.0f, 1.0f);
        vertexDataArr[i].color = color;
        // 左面(-X面)
        vertexDataArr[i + 4].normal = XMFLOAT3(-1.0f, 0.0f, 0.0f);
        vertexDataArr[i + 4].tangent = XMFLOAT4(0.0f, 0.0f, -1.0f, 1.0f);
        vertexDataArr[i + 4].color = color;
        // 顶面(+Y面)
        vertexDataArr[i + 8].normal = XMFLOAT3(0.0f, 1.0f, 0.0f);
        vertexDataArr[i + 8].tangent = XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f);
        vertexDataArr[i + 8].color = color;
        // 底面(-Y面)
        vertexDataArr[i + 12].normal = XMFLOAT3(0.0f, -1.0f, 0.0f);
        vertexDataArr[i + 12].tangent = XMFLOAT4(-1.0f, 0.0f, 0.0f, 1.0f);
        vertexDataArr[i + 12].color = color;
        // 背面(+Z面)
        vertexDataArr[i + 16].normal = XMFLOAT3(0.0f, 0.0f, 1.0f);
        vertexDataArr[i + 16].tangent = XMFLOAT4(-1.0f, 0.0f, 0.0f, 1.0f);
        vertexDataArr[i + 16].color = color;
        // 正面(-Z面)
        vertexDataArr[i + 20].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
        vertexDataArr[i + 20].tangent = XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f);
        vertexDataArr[i + 20].color = color;
    }

    for (UINT i = 0; i < 6; ++i)
    {
        vertexDataArr[i * 4].tex = XMFLOAT2(0.0f, 1.0f);
        vertexDataArr[i * 4 + 1].tex = XMFLOAT2(0.0f, 0.0f);
        vertexDataArr[i * 4 + 2].tex = XMFLOAT2(1.0f, 0.0f);
        vertexDataArr[i * 4 + 3].tex = XMFLOAT2(1.0f, 1.0f);
    }

    for (UINT i = 0; i < 24; ++i)
    {
        Internal::InsertVertexElement(meshData.vertexVec[i], vertexDataArr[i]);
    }

    meshData.indexVec = {
        0, 1, 2, 2, 3, 0,       // 右面(+X面)
        4, 5, 6, 6, 7, 4,       // 左面(-X面)
        8, 9, 10, 10, 11, 8,    // 顶面(+Y面)
        12, 13, 14, 14, 15, 12, // 底面(-Y面)
        16, 17, 18, 18, 19, 16, // 背面(+Z面)
        20, 21, 22, 22, 23, 20  // 正面(-Z面)
    };

    return meshData;
}

Geometry::CreateSphere函数--建立球体

因为3D模型都是用三角形模拟的,这里的球体若是想要效果更佳逼真,须要用到更多的三角形。球体的法向量如前面所述,使用微分法求出。在提供参数的时候,levels决定上下分多少层,slices决定一个水平圆切面的顶点数目。levelsslices越高,生成的顶点数、索引数都会越多。

template<class VertexType, class IndexType>
inline MeshData<VertexType, IndexType> CreateSphere(float radius, UINT levels, UINT slices, const DirectX::XMFLOAT4 & color)
{
    using namespace DirectX;

    MeshData<VertexType, IndexType> meshData;
    UINT vertexCount = 2 + (levels - 1) * (slices + 1);
    UINT indexCount = 6 * (levels - 1) * slices;
    meshData.vertexVec.resize(vertexCount);
    meshData.indexVec.resize(indexCount);

    Internal::VertexData vertexData;
    IndexType vIndex = 0, iIndex = 0;

    float phi = 0.0f, theta = 0.0f;
    float per_phi = XM_PI / levels;
    float per_theta = XM_2PI / slices;
    float x, y, z;

    // 放入顶端点
    vertexData = { XMFLOAT3(0.0f, radius, 0.0f), XMFLOAT3(0.0f, 1.0f, 0.0f), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f), color, XMFLOAT2(0.0f, 0.0f) };
    Internal::InsertVertexElement(meshData.vertexVec[vIndex++], vertexData);

    for (UINT i = 1; i < levels; ++i)
    {
        phi = per_phi * i;
        // 须要slices + 1个顶点是由于 起点和终点需为同一点,但纹理坐标值不一致
        for (UINT j = 0; j <= slices; ++j)
        {
            theta = per_theta * j;
            x = radius * sinf(phi) * cosf(theta);
            y = radius * cosf(phi);
            z = radius * sinf(phi) * sinf(theta);
            // 计算出局部坐标、法向量、Tangent向量和纹理坐标
            XMFLOAT3 pos = XMFLOAT3(x, y, z), normal;
            XMStoreFloat3(&normal, XMVector3Normalize(XMLoadFloat3(&pos)));

            vertexData = { pos, normal, XMFLOAT4(-sinf(theta), 0.0f, cosf(theta), 1.0f), color, XMFLOAT2(theta / XM_2PI, phi / XM_PI) };
            Internal::InsertVertexElement(meshData.vertexVec[vIndex++], vertexData);
        }
    }

    // 放入底端点
    vertexData = { XMFLOAT3(0.0f, -radius, 0.0f), XMFLOAT3(0.0f, -1.0f, 0.0f),
        XMFLOAT4(-1.0f, 0.0f, 0.0f, 1.0f), color, XMFLOAT2(0.0f, 1.0f) };
    Internal::InsertVertexElement(meshData.vertexVec[vIndex++], vertexData);


    // 逐渐放入索引
    if (levels > 1)
    {
        for (UINT j = 1; j <= slices; ++j)
        {
            meshData.indexVec[iIndex++] = 0;
            meshData.indexVec[iIndex++] = j % (slices + 1) + 1;
            meshData.indexVec[iIndex++] = j;
        }
    }


    for (UINT i = 1; i < levels - 1; ++i)
    {
        for (UINT j = 1; j <= slices; ++j)
        {
            meshData.indexVec[iIndex++] = (i - 1) * (slices + 1) + j;
            meshData.indexVec[iIndex++] = (i - 1) * (slices + 1) + j % (slices + 1) + 1;
            meshData.indexVec[iIndex++] = i * (slices + 1) + j % (slices + 1) + 1;

            meshData.indexVec[iIndex++] = i * (slices + 1) + j % (slices + 1) + 1;
            meshData.indexVec[iIndex++] = i * (slices + 1) + j;
            meshData.indexVec[iIndex++] = (i - 1) * (slices + 1) + j;
        }
    }

    // 逐渐放入索引
    if (levels > 1)
    {
        for (UINT j = 1; j <= slices; ++j)
        {
            meshData.indexVec[iIndex++] = (levels - 2) * (slices + 1) + j;
            meshData.indexVec[iIndex++] = (levels - 2) * (slices + 1) + j % (slices + 1) + 1;
            meshData.indexVec[iIndex++] = (levels - 1) * (slices + 1) + 1;
        }
    }


    return meshData;
}

Geometry::CreateCylinderNoCap函数--建立圆柱体的侧面

因为后续项目要用到无上下圆面的圆柱体,故拆分出来单独实现:

template<class VertexType, class IndexType>
inline MeshData<VertexType, IndexType> CreateCylinderNoCap(float radius, float height, UINT slices, const DirectX::XMFLOAT4 & color)
{
    using namespace DirectX;

    MeshData<VertexType, IndexType> meshData;
    UINT vertexCount = 2 * (slices + 1);
    UINT indexCount = 6 * slices;
    meshData.vertexVec.resize(vertexCount);
    meshData.indexVec.resize(indexCount);

    float h2 = height / 2;
    float theta = 0.0f;
    float per_theta = XM_2PI / slices;

    Internal::VertexData vertexData;

    // 放入侧面顶端点
    for (UINT i = 0; i <= slices; ++i)
    {
        theta = i * per_theta;
        vertexData = { XMFLOAT3(radius * cosf(theta), h2, radius * sinf(theta)), XMFLOAT3(cosf(theta), 0.0f, sinf(theta)),
            XMFLOAT4(-sinf(theta), 0.0f, cosf(theta), 1.0f), color, XMFLOAT2(theta / XM_2PI, 0.0f) };
        Internal::InsertVertexElement(meshData.vertexVec[i], vertexData);
    }

    // 放入侧面底端点
    for (UINT i = 0; i <= slices; ++i)
    {
        theta = i * per_theta;
        vertexData = { XMFLOAT3(radius * cosf(theta), -h2, radius * sinf(theta)), XMFLOAT3(cosf(theta), 0.0f, sinf(theta)),
            XMFLOAT4(-sinf(theta), 0.0f, cosf(theta), 1.0f), color, XMFLOAT2(theta / XM_2PI, 1.0f) };
        UINT vIndex = (slices + 1) + i;
        Internal::InsertVertexElement(meshData.vertexVec[vIndex], vertexData);
    }

    // 放入索引
    UINT iIndex = 0;

    for (UINT i = 0; i < slices; ++i)
    {
        meshData.indexVec[iIndex++] = i;
        meshData.indexVec[iIndex++] = i + 1;
        meshData.indexVec[iIndex++] = (slices + 1) + i + 1;

        meshData.indexVec[iIndex++] = (slices + 1) + i + 1;
        meshData.indexVec[iIndex++] = (slices + 1) + i;
        meshData.indexVec[iIndex++] = i;
    }


    return meshData;
}

Geometry::CreateCylinder函数--建立圆柱体

圆柱体侧面能够调用上面的函数,剩下的两个圆盖在这完成:

template<class VertexType, class IndexType>
inline MeshData<VertexType, IndexType> CreateCylinder(float radius, float height, UINT slices, const DirectX::XMFLOAT4 & color)
{
    using namespace DirectX;

    auto meshData = CreateCylinderNoCap<VertexType, IndexType>(radius, height, slices, color);
    UINT vertexCount = 4 * (slices + 1) + 2;
    UINT indexCount = 12 * slices;
    meshData.vertexVec.resize(vertexCount);
    meshData.indexVec.resize(indexCount);

    float h2 = height / 2;
    float theta = 0.0f;
    float per_theta = XM_2PI / slices;

    IndexType vIndex = 2 * (slices + 1), iIndex = 6 * slices;
    IndexType offset = 2 * (slices + 1);
    Internal::VertexData vertexData;

    // 放入顶端圆心
    vertexData = { XMFLOAT3(0.0f, h2, 0.0f), XMFLOAT3(0.0f, 1.0f, 0.0f),
                  XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f), color, XMFLOAT2(0.5f, 0.5f) };
    Internal::InsertVertexElement(meshData.vertexVec[vIndex++], vertexData);

    // 放入顶端圆上各点
    for (UINT i = 0; i <= slices; ++i)
    {
        theta = i * per_theta;
        vertexData = { XMFLOAT3(radius * cosf(theta), h2, radius * sinf(theta)), XMFLOAT3(0.0f, 1.0f, 0.0f),
                      XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f), color, XMFLOAT2(cosf(theta) / 2 + 0.5f, sinf(theta) / 2 + 0.5f) };
        Internal::InsertVertexElement(meshData.vertexVec[vIndex++], vertexData);
    }

    // 放入底端圆心
    vertexData = { XMFLOAT3(0.0f, -h2, 0.0f), XMFLOAT3(0.0f, -1.0f, 0.0f),
                  XMFLOAT4(-1.0f, 0.0f, 0.0f, 1.0f), color, XMFLOAT2(0.5f, 0.5f) };
    Internal::InsertVertexElement(meshData.vertexVec[vIndex++], vertexData);

    // 放入底部圆上各点
    for (UINT i = 0; i <= slices; ++i)
    {
        theta = i * per_theta;
        vertexData = { XMFLOAT3(radius * cosf(theta), -h2, radius * sinf(theta)), XMFLOAT3(0.0f, -1.0f, 0.0f),
                      XMFLOAT4(-1.0f, 0.0f, 0.0f, 1.0f), color, XMFLOAT2(cosf(theta) / 2 + 0.5f, sinf(theta) / 2 + 0.5f) };
        Internal::InsertVertexElement(meshData.vertexVec[vIndex++], vertexData);
    }



    // 逐渐放入顶部三角形索引
    for (UINT i = 1; i <= slices; ++i)
    {
        meshData.indexVec[iIndex++] = offset;
        meshData.indexVec[iIndex++] = offset + i % (slices + 1) + 1;
        meshData.indexVec[iIndex++] = offset + i;
    }

    // 逐渐放入底部三角形索引
    offset += slices + 2;
    for (UINT i = 1; i <= slices; ++i)
    {
        meshData.indexVec[iIndex++] = offset;
        meshData.indexVec[iIndex++] = offset + i;
        meshData.indexVec[iIndex++] = offset + i % (slices + 1) + 1;
    }

    return meshData;
}

Geometry::CreateConeNoCap函数--建立圆锥体的侧面

该函数不包含底部的圆形面,注意圆锥的尖端由于各自所处的三角形法向量不一致,须要建立和底部圆相同的数目的顶点:

template<class VertexType, class IndexType>
    MeshData<VertexType, IndexType> CreateConeNoCap(float radius, float height, UINT slices, const DirectX::XMFLOAT4& color)
{
    using namespace DirectX;

    MeshData<VertexType, IndexType> meshData;
    meshData.vertexVec.resize(2 * slices);
    meshData.indexVec.resize(3 * slices);

    float h2 = height / 2;
    float theta = 0.0f;
    float per_theta = XM_2PI / slices;
    float len = sqrtf(height * height + radius * radius);
    UINT iIndex = 0;
    UINT vIndex = 0;
    Internal::VertexData vertexData;

    // 放入圆锥尖端顶点(每一个顶点包含不一样的法向量和切线向量)
    for (UINT i = 0; i < slices; ++i)
    {
        theta = i * per_theta + per_theta / 2;
        vertexData = { XMFLOAT3(0.0f, h2, 0.0f), XMFLOAT3(radius * cosf(theta) / len, height / len, radius * sinf(theta) / len),
                      XMFLOAT4(-sinf(theta), 0.0f, cosf(theta), 1.0f), color, XMFLOAT2(0.5f, 0.5f) };
        Internal::InsertVertexElement(meshData.vertexVec[vIndex++], vertexData);
    }

    // 放入圆锥底面顶点
    for (UINT i = 0; i < slices; ++i)
    {
        theta = i * per_theta;
        vertexData = { XMFLOAT3(radius * cosf(theta), -h2, radius * sinf(theta)), XMFLOAT3(radius * cosf(theta) / len, height / len, radius * sinf(theta) / len),
                      XMFLOAT4(-sinf(theta), 0.0f, cosf(theta), 1.0f), color, XMFLOAT2(cosf(theta) / 2 + 0.5f, sinf(theta) / 2 + 0.5f) };
        Internal::InsertVertexElement(meshData.vertexVec[vIndex++], vertexData);
    }

    // 放入索引
    for (UINT i = 0; i < slices; ++i)
    {
        meshData.indexVec[iIndex++] = i;
        meshData.indexVec[iIndex++] = slices + (i + 1) % slices;
        meshData.indexVec[iIndex++] = slices + i % slices;
    }

    return meshData;
}

Geometry::CreateCone函数--建立圆锥体

template<class VertexType, class IndexType>
    MeshData<VertexType, IndexType> CreateCone(float radius, float height, UINT slices, const DirectX::XMFLOAT4& color)
{
    using namespace DirectX;
    auto meshData = CreateConeNoCap<VertexType, IndexType>(radius, height, slices, color);

    UINT vertexCount = 3 * slices + 1;
    UINT indexCount = 6 * slices;
    meshData.vertexVec.resize(vertexCount);
    meshData.indexVec.resize(indexCount);

    float h2 = height / 2;
    float theta = 0.0f;
    float per_theta = XM_2PI / slices;
    UINT iIndex = 3 * slices;
    UINT vIndex = 2 * slices;
    Internal::VertexData vertexData;

    // 放入圆锥底面顶点
    for (UINT i = 0; i < slices; ++i)
    {
        theta = i * per_theta;
        vertexData = { XMFLOAT3(radius * cosf(theta), -h2, radius * sinf(theta)), XMFLOAT3(0.0f, -1.0f, 0.0f),
                      XMFLOAT4(-1.0f, 0.0f, 0.0f, 1.0f), color, XMFLOAT2(cosf(theta) / 2 + 0.5f, sinf(theta) / 2 + 0.5f) };
        Internal::InsertVertexElement(meshData.vertexVec[vIndex++], vertexData);
    }
    vertexData = { XMFLOAT3(0.0f, -h2, 0.0f), XMFLOAT3(0.0f, -1.0f, 0.0f),
                  XMFLOAT4(-1.0f, 0.0f, 0.0f, 1.0f), color, XMFLOAT2(0.5f, 0.5f) };
    Internal::InsertVertexElement(meshData.vertexVec[vIndex++], vertexData);

    // 放入索引
    UINT offset = 2 * slices;
    for (UINT i = 0; i < slices; ++i)
    {
        meshData.indexVec[iIndex++] = offset + slices;
        meshData.indexVec[iIndex++] = offset + i % slices;
        meshData.indexVec[iIndex++] = offset + (i + 1) % slices;
    }

    return meshData;
}

剩下关于平面的建立能够在项目源码中阅读。

光栅化状态

Direct3D是基于状态机的,咱们能够经过修改这些状态来修改渲染管线的当前行为。有三种状态值得咱们如今以及后续留意:

  1. 光栅化状态(光栅化阶段)
  2. 混合状态(输出合并阶段)
  3. 深度/模板状态(输出合并阶段)

光栅化阶段尽管是不可编程的,但在该阶段须要完成许多任务:

  1. 顶点着色器、几何着色器完成了顶点输出后,光栅化阶段会负责对前面传来的顶点数据,尤为是对4D位置向量(SV_POSITION)进行透视除法,判断顶点是否在NDC空间内。
  2. 其次,根据光栅化状态来决定顶点顺(逆)时针排布的三角形是否经过。
  3. 它还能指定额外的裁剪区域,即矩形区域外的三角形(或者部分)被裁剪掉,仅留下剩余在矩形区域内的像素片元传递到像素着色器中进行处理。
  4. 根据三角形的三个顶点,光栅化就能够经过线性插值法对顶点内的全部成员(如位置,颜色,法向量等)进行插值运算,并根据视口信息计算出位于三角形内的全部像素顶点以传递给像素着色器,也正由于如此你才能在第二章看到高洛德着色(Gouraud Shading)呈现的渐变效果。
  5. 因为光栅化阶段会进行视口变换,在像素着色器中,SV_POSITIONx份量和y份量都已经通过视口变换成为最终的屏幕坐标,且带有小数点0.5,这是由于要取到像素的中心位置,即对于800x600的视口区域,实际上的屏幕坐标取值范围为[0.5, 800.5]x[0.5, 600.5]z份量取值范围为[0, 1]。这一点读者能够修改像素着色器使得SV_POSITION与像素颜色结果有关联,而后进入调试以验证。

ID3D11Device::CreateRasterizerState方法--建立光栅化状态

在建立光栅化状态前,咱们须要先填充D3D11_RASTERIZER_DESC结构体来描述光栅化状态:

typedef struct D3D11_RASTERIZER_DESC
{
    D3D11_FILL_MODE FillMode;          // 填充模式
    D3D11_CULL_MODE CullMode;          // 裁剪模式
    BOOL FrontCounterClockwise;        // 是否三角形顶点按逆时针排布时为正面
    INT DepthBias;                     // 忽略
    FLOAT DepthBiasClamp;              // 忽略
    FLOAT SlopeScaledDepthBias;        // 忽略
    BOOL DepthClipEnable;              // 是否容许深度测试将范围外的像素进行裁剪,默认TRUE
    BOOL ScissorEnable;                // 是否容许指定矩形范围的裁剪,若TRUE,则须要在RSSetScissor设置像素保留的矩形区域
    BOOL MultisampleEnable;            // 是否容许多重采样
    BOOL AntialiasedLineEnable;        // 是否容许反走样线,仅当多重采样为FALSE时才有效
}   D3D11_RASTERIZER_DESC;

对于枚举类型D3D11_FILL_MODE有以下枚举值:

枚举值 含义
D3D11_FILL_WIREFRAME = 2 线框填充方式
D3D11_FILL_SOLID = 3 面填充方式

枚举类型D3D11_CULL_MODE有以下枚举值:

枚举值 含义
D3D11_CULL_NONE = 1 无背面裁剪,即三角形不管处在视野的正面仍是背面都能看到
D3D11_CULL_FRONT = 2 对处在视野正面的三角形进行裁剪
D3D11_CULL_BACK = 3 对处在视野背面的三角形进行裁剪

光栅化建立的方法以下:

HRESULT ID3D11Device::CreateRasterizerState( 
    const D3D11_RASTERIZER_DESC *pRasterizerDesc,    // [In]光栅化状态描述
    ID3D11RasterizerState **ppRasterizerState) = 0;  // [Out]输出光栅化状态

ID3D11DeviceContext::RSSetState方法--设置光栅化状态

void ID3D11DeviceContext::RSSetState(
  ID3D11RasterizerState *pRasterizerState);  // [In]光栅化状态,若为nullptr,则使用默认光栅化状态

默认光栅化状态以下:

FillMode = D3D11_FILL_SOLID;
CullMode = D3D11_CULL_BACK;
FrontCounterClockwise = FALSE;
DepthBias = 0;
SlopeScaledDepthBias = 0.0f;
DepthBiasClamp = 0.0f;
DepthClipEnable = TRUE;
ScissorEnable = FALSE;
MultisampleEnable = FALSE;
AntialiasedLineEnable = FALSE;

绘制线框

绘制线框有两种方式:

  1. 在输入装配阶段,以图元linelist的方式进行装配,而后还修改索引缓冲区,使得每两个索引对应一条线。
  2. 修改光栅化阶段,以线框(wireframe)的方式进行像素点的标记。

显然,第2种方式操做起来会更加容易一些。

首先咱们须要建立线框绘制的光栅化状态:

// ******************
// 初始化光栅化状态
//
D3D11_RASTERIZER_DESC rasterizerDesc;
ZeroMemory(&rasterizerDesc, sizeof(rasterizerDesc));
rasterizerDesc.FillMode = D3D11_FILL_WIREFRAME;
rasterizerDesc.CullMode = D3D11_CULL_NONE;
rasterizerDesc.FrontCounterClockwise = false;
rasterizerDesc.DepthClipEnable = true;
HR(m_pd3dDevice->CreateRasterizerState(&rasterizerDesc, m_pRSWireframe.GetAddressOf()));

而后绘制线框的时候只须要这样调用:

m_pd3dImmediateContext->RSSetState(m_pRSWireframe.Get());

若是想要恢复正常的面绘制,上述传入nullptr便可。

GameApp类

GameApp类的变化以下:

class GameApp : public D3DApp
{
public:

    struct VSConstantBuffer
    {
        DirectX::XMMATRIX world;
        DirectX::XMMATRIX view;
        DirectX::XMMATRIX proj;
        DirectX::XMMATRIX worldInvTranspose;
        
    };

    struct PSConstantBuffer
    {
        DirectionalLight dirLight;
        PointLight pointLight;
        SpotLight spotLight;
        Material material;
        DirectX::XMFLOAT4 eyePos;
    };



public:
    GameApp(HINSTANCE hInstance);
    ~GameApp();

    bool Init();
    void OnResize();
    void UpdateScene(float dt);
    void DrawScene();


private:
    bool InitEffect();
    bool InitResource();
    bool ResetMesh(const Geometry::MeshData<VertexPosNormalColor>& meshData);


private:
    ComPtr<ID3D11InputLayout> m_pVertexLayout;      // 顶点输入布局
    ComPtr<ID3D11Buffer> m_pVertexBuffer;           // 顶点缓冲区
    ComPtr<ID3D11Buffer> m_pIndexBuffer;            // 索引缓冲区
    ComPtr<ID3D11Buffer> m_pConstantBuffers[2];     // 常量缓冲区
    UINT m_IndexCount;                              // 绘制物体的索引数组大小

    ComPtr<ID3D11VertexShader> m_pVertexShader;     // 顶点着色器
    ComPtr<ID3D11PixelShader> m_pPixelShader;       // 像素着色器
    VSConstantBuffer m_VSConstantBuffer;            // 用于修改用于VS的GPU常量缓冲区的变量
    PSConstantBuffer m_PSConstantBuffer;            // 用于修改用于PS的GPU常量缓冲区的变量

    DirectionalLight m_DirLight;                    // 默认环境光
    PointLight m_PointLight;                        // 默认点光
    SpotLight m_SpotLight;                          // 默认汇聚光

    ComPtr<ID3D11RasterizerState> m_pRSWireframe;   // 光栅化状态: 线框模式
    bool m_IsWireframeMode;                         // 当前是否为线框模式
    
};

其中,LightHelper.h包含了前面描述的材质和三种光照模型的结构体

GameApp类中则新添加了几个结构体和对应的一些成员。

GameApp::ResetMesh方法--从新设置要使用的模型

该项目为了演示不一样3D模型下的光照效果,建立了该方法用于从新设置要使用的模型,但在这里物体表面的颜色默认都被设置为白色。实现以下:

bool GameApp::ResetMesh(const Geometry::MeshData<VertexPosNormalColor>& meshData)
{
    // 释放旧资源
    m_pVertexBuffer.Reset();
    m_pIndexBuffer.Reset();

    // 设置顶点缓冲区描述
    D3D11_BUFFER_DESC vbd;
    ZeroMemory(&vbd, sizeof(vbd));
    vbd.Usage = D3D11_USAGE_IMMUTABLE;
    vbd.ByteWidth = (UINT)meshData.vertexVec.size() * sizeof(VertexPosNormalColor);
    vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vbd.CPUAccessFlags = 0;
    // 新建顶点缓冲区
    D3D11_SUBRESOURCE_DATA InitData;
    ZeroMemory(&InitData, sizeof(InitData));
    InitData.pSysMem = meshData.vertexVec.data();
    HR(m_pd3dDevice->CreateBuffer(&vbd, &InitData, m_pVertexBuffer.GetAddressOf()));

    // 输入装配阶段的顶点缓冲区设置
    UINT stride = sizeof(VertexPosNormalColor); // 跨越字节数
    UINT offset = 0;                            // 起始偏移量

    m_pd3dImmediateContext->IASetVertexBuffers(0, 1, m_pVertexBuffer.GetAddressOf(), &stride, &offset);



    // 设置索引缓冲区描述
    m_IndexCount = (UINT)meshData.indexVec.size();
    D3D11_BUFFER_DESC ibd;
    ZeroMemory(&ibd, sizeof(ibd));
    ibd.Usage = D3D11_USAGE_IMMUTABLE;
    ibd.ByteWidth = m_IndexCount * sizeof(WORD);
    ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    ibd.CPUAccessFlags = 0;
    // 新建索引缓冲区
    InitData.pSysMem = meshData.indexVec.data();
    HR(m_pd3dDevice->CreateBuffer(&ibd, &InitData, m_pIndexBuffer.GetAddressOf()));
    // 输入装配阶段的索引缓冲区设置
    m_pd3dImmediateContext->IASetIndexBuffer(m_pIndexBuffer.Get(), DXGI_FORMAT_R16_UINT, 0);

    return true;
}

GameApp::InitResource方法的变化

该方法初始化模型后,就会初始化常量缓冲区的数据,以及一些光照模型和物体材质。矩阵须要注意转置:

bool GameApp::InitResource()
{
    // ******************
    // 初始化网格模型
    //
    auto meshData = Geometry::CreateBox<VertexPosNormalColor>();
    ResetMesh(meshData);


    // ******************
    // 设置常量缓冲区描述
    //
    D3D11_BUFFER_DESC cbd;
    ZeroMemory(&cbd, sizeof(cbd));
    cbd.Usage = D3D11_USAGE_DYNAMIC;
    cbd.ByteWidth = sizeof(VSConstantBuffer);
    cbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    cbd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    // 新建用于VS和PS的常量缓冲区
    HR(m_pd3dDevice->CreateBuffer(&cbd, nullptr, m_pConstantBuffers[0].GetAddressOf()));
    cbd.ByteWidth = sizeof(PSConstantBuffer);
    HR(m_pd3dDevice->CreateBuffer(&cbd, nullptr, m_pConstantBuffers[1].GetAddressOf()));

    // ******************
    // 初始化默认光照
    // 方向光
    m_DirLight.ambient = XMFLOAT4(0.2f, 0.2f, 0.2f, 1.0f);
    m_DirLight.diffuse = XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f);
    m_DirLight.specular = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
    m_DirLight.direction = XMFLOAT3(-0.577f, -0.577f, 0.577f);
    // 点光
    m_PointLight.position = XMFLOAT3(0.0f, 0.0f, -10.0f);
    m_PointLight.ambient = XMFLOAT4(0.3f, 0.3f, 0.3f, 1.0f);
    m_PointLight.diffuse = XMFLOAT4(0.7f, 0.7f, 0.7f, 1.0f);
    m_PointLight.specular = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
    m_PointLight.att = XMFLOAT3(0.0f, 0.1f, 0.0f);
    m_PointLight.range = 25.0f;
    // 聚光灯
    m_SpotLight.position = XMFLOAT3(0.0f, 0.0f, -5.0f);
    m_SpotLight.direction = XMFLOAT3(0.0f, 0.0f, 1.0f);
    m_SpotLight.ambient = XMFLOAT4(0.0f, 0.0f, 0.0f, 1.0f);
    m_SpotLight.diffuse = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
    m_SpotLight.specular = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
    m_SpotLight.att = XMFLOAT3(1.0f, 0.0f, 0.0f);
    m_SpotLight.spot = 12.0f;
    m_SpotLight.range = 10000.0f;
    // 初始化用于VS的常量缓冲区的值
    m_VSConstantBuffer.world = XMMatrixIdentity();          
    m_VSConstantBuffer.view = XMMatrixTranspose(XMMatrixLookAtLH(
        XMVectorSet(0.0f, 0.0f, -5.0f, 0.0f),
        XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f),
        XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f)
    ));
    m_VSConstantBuffer.proj = XMMatrixTranspose(XMMatrixPerspectiveFovLH(XM_PIDIV2, AspectRatio(), 1.0f, 1000.0f));
    m_VSConstantBuffer.worldInvTranspose = XMMatrixIdentity();
    
    // 初始化用于PS的常量缓冲区的值
    m_PSConstantBuffer.material.ambient = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
    m_PSConstantBuffer.material.diffuse = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
    m_PSConstantBuffer.material.specular = XMFLOAT4(0.5f, 0.5f, 0.5f, 5.0f);
    // 使用默认平行光
    m_PSConstantBuffer.dirLight = m_DirLight;
    // 注意不要忘记设置此处的观察位置,不然高亮部分会有问题
    m_PSConstantBuffer.eyePos = XMFLOAT4(0.0f, 0.0f, -5.0f, 0.0f);

    // 更新PS常量缓冲区资源
    D3D11_MAPPED_SUBRESOURCE mappedData;
    HR(m_pd3dImmediateContext->Map(m_pConstantBuffers[1].Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedData));
    memcpy_s(mappedData.pData, sizeof(PSConstantBuffer), &m_VSConstantBuffer, sizeof(PSConstantBuffer));
    m_pd3dImmediateContext->Unmap(m_pConstantBuffers[1].Get(), 0);

    // ******************
    // 初始化光栅化状态
    //
    D3D11_RASTERIZER_DESC rasterizerDesc;
    ZeroMemory(&rasterizerDesc, sizeof(rasterizerDesc));
    rasterizerDesc.FillMode = D3D11_FILL_WIREFRAME;
    rasterizerDesc.CullMode = D3D11_CULL_NONE;
    rasterizerDesc.FrontCounterClockwise = false;
    rasterizerDesc.DepthClipEnable = true;
    HR(m_pd3dDevice->CreateRasterizerState(&rasterizerDesc, m_pRSWireframe.GetAddressOf()));

    // ******************
    // 给渲染管线各个阶段绑定好所需资源
    //

    // 设置图元类型,设定输入布局
    m_pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    m_pd3dImmediateContext->IASetInputLayout(m_pVertexLayout.Get());
    // 将着色器绑定到渲染管线
    m_pd3dImmediateContext->VSSetShader(m_pVertexShader.Get(), nullptr, 0);
    // VS常量缓冲区对应HLSL寄存于b0的常量缓冲区
    m_pd3dImmediateContext->VSSetConstantBuffers(0, 1, m_pConstantBuffers[0].GetAddressOf());
    // PS常量缓冲区对应HLSL寄存于b1的常量缓冲区
    m_pd3dImmediateContext->PSSetConstantBuffers(1, 1, m_pConstantBuffers[1].GetAddressOf());
    m_pd3dImmediateContext->PSSetShader(m_pPixelShader.Get(), nullptr, 0);

    // ******************
    // 设置调试对象名
    //
    D3D11SetDebugObjectName(m_pVertexLayout.Get(), "VertexPosNormalTexLayout");
    D3D11SetDebugObjectName(m_pConstantBuffers[0].Get(), "VSConstantBuffer");
    D3D11SetDebugObjectName(m_pConstantBuffers[1].Get(), "PSConstantBuffer");
    D3D11SetDebugObjectName(m_pVertexShader.Get(), "Light_VS");
    D3D11SetDebugObjectName(m_pPixelShader.Get(), "Light_PS");

    return true;
}

GameApp::UpdateScene方法的变化

这里排除掉键盘操做的代码部分,重点须要观察worldworldInvTranspose的赋值:

void GameApp::UpdateScene(float dt)
{
    static float phi = 0.0f, theta = 0.0f;
    phi += 0.0001f, theta += 0.00015f;
    XMMATRIX W = XMMatrixRotationX(phi) * XMMatrixRotationY(theta);
    m_VSConstantBuffer.world = XMMatrixTranspose(W);
    m_VSConstantBuffer.worldInvTranspose = XMMatrixInverse(nullptr, W); // 两次转置能够抵消
    
    // ...
    
    // 更新常量缓冲区,让立方体转起来
    D3D11_MAPPED_SUBRESOURCE mappedData;
    HR(m_pd3dImmediateContext->Map(m_pConstantBuffers[0].Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedData));
    memcpy_s(mappedData.pData, sizeof(VSConstantBuffer), &m_VSConstantBuffer, sizeof(VSConstantBuffer));
    m_pd3dImmediateContext->Unmap(m_pConstantBuffers[0].Get(), 0);

    HR(m_pd3dImmediateContext->Map(m_pConstantBuffers[1].Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedData));
    memcpy_s(mappedData.pData, sizeof(PSConstantBuffer), &m_PSConstantBuffer, sizeof(PSConstantBuffer));
    m_pd3dImmediateContext->Unmap(m_pConstantBuffers[1].Get(), 0);

}

下面的程序按一、二、3分别对应切换平行光、点光、聚光,按Q、W、E、R分别对应切换立方体、球体、柱体和圆锥体,按S则切换面模式或线框模式:

练习题

粗体字为自定义题目

  1. 尝试修改本章Demo的光照,让方向光只射出红光,点光灯只射出绿光,聚光灯只射出蓝光。
  2. 尝试修改本章Demo所用到的材质,让其只反射红光。
  3. 尝试修改本章Demo所用到的聚光灯,经过鼠标滚轮的形式,对光照汇聚强度增长/减小,范围为2-512,观察效果。
  4. 尝试修改本章Demo所用到的材质,看看若是镜面反射强度的值小于1会发生什么状况。
  5. 尝试用HLSL内建函数lit来改写LightHelper.hlsli
  6. 实现一个函数用于建立胶囊(capsule)几何体,须要指定上下半球的半径(radius)、柱体部分高度(height)、球面三角形切片数(slices)和上下半球的层级数(levels),而且实现顶点要包含位置(position)、法向量(normal)和颜色信息(color)。

DirectX11 With Windows SDK完整目录

Github项目源码

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