DX11 绘制三角形 判断顺时针

  DX默认绘制顺时针  ,cull逆时针.

参考: http://blog.csdn.net/diyer2002/article/details/1655146

绘制东西时,还是在纸上画画比较好,脑袋想容易出错。

顺时针的判断:根据三角形的法线和摄像机方向向量乘积的值,小零则为顺时针。(左手坐标系下)              其实把自己想象成摄像机,对着三角形,顶点顺时针绘制 。

其中:三角形法线:(v0,v1,v2): (v1-v0)*(v2-v0)得到法线方向(左手)

注意:输入的顶点法线做光照计算等,和三角形中心法线两码事。

结果:在环境光和漫反射光下不同纹理的两三角形。

//--------------------------------------------------------------------------------------
// 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"

#include<winstring.h>
#include <string.h>
#include <cstring>
#include <tchar.h>
#include <wchar.h>
using namespace  std;
//--------------------------------------------------------------------------------------
// Structures
//--------------------------------------------------------------------------------------
struct SimpleVertex
{
	XMFLOAT3 Pos;
	XMFLOAT2 Tex;//add texture position
	XMFLOAT3 Nor;
};

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[2] ={NULL,NULL};
ID3D11SamplerState        *g_pSamplerLinear = NULL;
//end

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

//BEGIN 添加depthStencil buffer和view 
ID3D11Texture2D  *g_pDepthStencilBuffer = NULL;//
ID3D11DepthStencilView *g_pDepthStencilView = NULL;
//end

//添加光照
ID3D11Buffer  *g_pConstantLightBuffer = NULL;

struct  LightStruct
{
	XMFLOAT4 lightAmbientColor;
	XMFLOAT4 lightDiffuseColor;
	XMFLOAT3 lightDir;
	float  ss;//我擦!!!!!!!!!!!!
};
XMFLOAT4 lightAmbientColor = XMFLOAT4(0.15f,0.15f,0.15f,1.0f);
XMFLOAT4 lightDiffuseColor =XMFLOAT4(1.0f,1.0f,1.0f,1.0f);
XMFLOAT3 lightDir = XMFLOAT3(1.f,-1.0f,1.0f);

//END
//--------------------------------------------------------------------------------------
// 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


	//int sizeLight = sizeof(LightStruct);//测试LightStruct的大小
	////int sizeLight = sizeof(float);
	//wchar_t bufferT[256];
	//wsprintfW(bufferT,L"%d",sizeLight);
	//MessageBox(NULL,bufferT,bufferT,MB_OK);


	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;


	//BEGIN 添加深度蒙版buffer
	D3D11_TEXTURE2D_DESC descDepth;//为什么不用D3D11_BUFFER_DESC
	ZeroMemory( &descDepth, sizeof(descDepth) );
	descDepth.Width = width;
	descDepth.Height = height;
	descDepth.MipLevels = 1;
	descDepth.ArraySize = 1;
	descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	descDepth.SampleDesc.Count = 1;
	descDepth.SampleDesc.Quality = 0;
	descDepth.Usage = D3D11_USAGE_DEFAULT;
	descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
	descDepth.CPUAccessFlags = 0;
	descDepth.MiscFlags = 0;

	hr = g_pd3dDevice->CreateTexture2D(&descDepth,NULL,&g_pDepthStencilBuffer);
	if (FAILED(hr))
	{
		return hr;
	}
	
	D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
	ZeroMemory( &descDSV, sizeof(descDSV) );
	descDSV.Format = descDepth.Format;
	descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
	descDSV.Texture2D.MipSlice = 0;

	hr =  g_pd3dDevice->CreateDepthStencilView(g_pDepthStencilBuffer,&descDSV,&g_pDepthStencilView);
	if( FAILED( hr ) )
		return hr;

		g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView );
	//END




	// 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 },
		{"NORMAL" ,  0, DXGI_FORMAT_R32G32B32_FLOAT,0,20,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(0.0f,0.0f,-1.0f)},
		{XMFLOAT3( 1.0f, -1.0f, -1.0f  ),XMFLOAT2(1.0f,0.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
		{XMFLOAT3( -1.0f, -1.0f, -1.0f ),XMFLOAT2(1.0f,1.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},

		{XMFLOAT3( -1.5f, -2.5f, -0.8f ),XMFLOAT2(0.0f,0.0f),XMFLOAT3(0.0f,1.0f,0.0f)},
		{XMFLOAT3( 1.5f, -2.5f, -1.6f  ),XMFLOAT2(1.0f,0.0f),XMFLOAT3(0.0f,1.0f,0.0f)},
		{XMFLOAT3( 1.5f, -2.5f, 0.8f ),XMFLOAT2(1.0f,1.0f),XMFLOAT3(0.0f,1.0f,0.0f)},

		//{XMFLOAT3( -0.5f, 1.5f, -0.8f ),XMFLOAT2(0.0f,0.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
		//{XMFLOAT3( 1.5f, -0.5f, -0.8f  ),XMFLOAT2(1.0f,0.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
		//{XMFLOAT3( -0.5f, -0.5f, -0.8f ),XMFLOAT2(1.0f,1.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
	};
	D3D11_BUFFER_DESC bd;
	ZeroMemory( &bd, sizeof(bd) );
	bd.Usage = D3D11_USAGE_DEFAULT;
	bd.ByteWidth = sizeof( SimpleVertex ) * 6;
	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,  

		3,5,4
	};
	bd.Usage = D3D11_USAGE_DEFAULT;
	bd.ByteWidth = sizeof( WORD ) * 6;
	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;
	
	//创建light的constantBuffer
	bd.ByteWidth = sizeof(LightStruct);
	hr = g_pd3dDevice->CreateBuffer(&bd,NULL,&g_pConstantLightBuffer);
	if (FAILED(hr))
	{
		MessageBox(NULL,L"Error",L"error",MB_OK);
	}

//end

	//BEGIN
	//载入纹理资源
	hr = D3DX11CreateShaderResourceViewFromFile(g_pd3dDevice,L"seafloor.dds",NULL,NULL,&g_pTextureRV[0],NULL);
	if (FAILED(hr))
	{
		return hr;
	}
	//载入第二个纹理
	hr = D3DX11CreateShaderResourceViewFromFile(g_pd3dDevice,L"grass.dds",NULL,NULL,&g_pTextureRV[1],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,  0.0f, 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 );
    g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView,D3D11_CLEAR_DEPTH,1.0f,0);

	//
	// 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 );
	
	LightStruct g_Light ;
	g_Light.lightAmbientColor =  lightAmbientColor;
	g_Light.lightDiffuseColor =  lightDiffuseColor;
	g_Light.lightDir = lightDir;
	g_pImmediateContext->UpdateSubresource(g_pConstantLightBuffer,0,NULL,&g_Light,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->PSSetConstantBuffers(1,1,&g_pConstantLightBuffer);
	g_pImmediateContext->PSSetShaderResources(0,1,&g_pTextureRV[0]);
	g_pImmediateContext->PSSetSamplers(0,1,&g_pSamplerLinear);
	//END
	g_pImmediateContext->DrawIndexed( 3, 0 , 0 );


	g_pImmediateContext->PSSetShaderResources(0,1,&g_pTextureRV[1]);
	g_pImmediateContext->DrawIndexed(3,3,0);

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

  fx:

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

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

cbuffer cbLight : register(b1)
{
	float4 ambientColor;
	float4 diffuseColor;
	float3 lightDir;
	float  padding;

};

struct VS_INPUT
{
	float4 Pos : POSITION;
	float2 tex : TEXCOORD0;
	float3 nor : NORMAL;
};

struct PS_INPUT
{
	float4 Pos : SV_POSITION;
	float2 tex : TEXCOORD0;
	float4 nor : NORMAL ;
};

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;

	output.nor = mul(input.nor,World);
    output.nor = normalize(output.nor);
    return output;
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PS( PS_INPUT input) : SV_Target
{
	float4 textureColor;
	float3 ps_lightDir;
	float lightIntensity;
	float4 color;
	textureColor = texDiffuse.Sample(samLiner,input.tex);

	 color = ambientColor;
	 ps_lightDir =  - lightDir;



	lightIntensity = saturate(dot(input.nor,ps_lightDir));
	color += (diffuseColor * lightIntensity);
	color = saturate(color);
	color = color*textureColor;
	return  color;
}

  

原文地址:https://www.cnblogs.com/dust-fly/p/3671815.html