C++ Directx10,实例渲染,顶点缓冲区输入
因此,我尝试在DirectX10中使用一个简单的着色器进行硬件实例化,其中顶点结构为顶点获取位置、纹理坐标和法线,并为实例获取模型矩阵。问题是创建将数据发送到着色器中的模型矩阵的输入布局。用PIX进行调试表明,矩阵只得到无意义的值 相关代码: 输入布局C++ Directx10,实例渲染,顶点缓冲区输入,c++,directx,hlsl,vertex-buffer,C++,Directx,Hlsl,Vertex Buffer,因此,我尝试在DirectX10中使用一个简单的着色器进行硬件实例化,其中顶点结构为顶点获取位置、纹理坐标和法线,并为实例获取模型矩阵。问题是创建将数据发送到着色器中的模型矩阵的输入布局。用PIX进行调试表明,矩阵只得到无意义的值 相关代码: 输入布局 m_Tech = m_Effect->GetTechniqueByName("SimpleTech"); //Position-normal-texture vertex D3D10_INPUT_ELEMENT_DESC posNorma
m_Tech = m_Effect->GetTechniqueByName("SimpleTech");
//Position-normal-texture vertex
D3D10_INPUT_ELEMENT_DESC posNormalTexVertexDesc[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D10_APPEND_ALIGNED_ELEMENT, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D10_APPEND_ALIGNED_ELEMENT, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"mTransform", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D10_INPUT_PER_INSTANCE_DATA, 1},
{"mTransform", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D10_APPEND_ALIGNED_ELEMENT, D3D10_INPUT_PER_INSTANCE_DATA, 1},
{"mTransform", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D10_APPEND_ALIGNED_ELEMENT, D3D10_INPUT_PER_INSTANCE_DATA, 1},
{"mTransform", 3, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D10_APPEND_ALIGNED_ELEMENT, D3D10_INPUT_PER_INSTANCE_DATA, 1}
};
D3D10_PASS_DESC PassDesc;
m_Effect->GetTechniqueByName("SimpleTech")->GetPassByIndex(0)->GetDesc(&PassDesc);
HR(mp_D3DDevice->CreateInputLayout(posNormalTexVertexDesc, 7, PassDesc.pIAInputSignature,
PassDesc.IAInputSignatureSize, &m_InputLayout));
着色器结构
struct VS_IN
{
float4 Pos : POSITION;
float2 TexCoord : TEXCOORD0;
float4 Normal : NORMAL;
row_major float4x4 mTransform : mTransform;
};
缓冲区
void Model::BuildVertexBuffer()
{
D3D10_BUFFER_DESC vbd;
vbd.Usage = D3D10_USAGE_DEFAULT;
vbd.ByteWidth = sizeof(MeshVertex) * (UINT)m_Mesh->VertexCount();
vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA vinitData;
vinitData.pSysMem = m_Mesh->VertexData();
m_D3DDevice->CreateBuffer(&vbd, &vinitData, &m_VertexBuffer);
}
void Model::BuildInstanceBuffer()
{
D3D10_BUFFER_DESC ibd;
ibd.Usage = D3D10_USAGE_DEFAULT;
ibd.ByteWidth = sizeof(D3DXMATRIX) * (UINT)m_instanceData->size();
ibd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA vinitData;
vinitData.pSysMem = &m_instanceData[0];
m_D3DDevice->CreateBuffer(&ibd, &vinitData, &m_InstanceBuffer);
}
抽签
void Model::Draw(Camera& camera)
{
UINT strides[2];
UINT offsets[2];
ID3D10Buffer* bufferPointers[2];
//Set buffer strides
strides[0] = sizeof(MeshVertex);
strides[1] = sizeof(D3DXMATRIX);
//Set buffer offsets
offsets[0] = 0;
offsets[1] = 0;
//Set the array of pointers to the vertex and instance buffers
bufferPointers[0] = m_VertexBuffer;
bufferPointers[1] = m_InstanceBuffer;
//Set the vertex and instance buffers to active in the input assembler so it may be rendered
m_D3DDevice->IASetVertexBuffers(0,2,bufferPointers, strides, offsets);
m_D3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
//Set input layout
m_D3DDevice->IASetInputLayout(m_Effect->GetLayout());
//Set
m_Effect->SetResources(camera, NULL);
D3D10_TECHNIQUE_DESC techDesc;
ID3D10EffectTechnique* tech = m_Effect->GetTech();
tech->GetDesc( &techDesc );
for(UINT i = 0; i < techDesc.Passes; ++i)
{
ID3D10EffectPass* pass = tech->GetPassByIndex(i);
pass->Apply(0);
m_D3DDevice->DrawInstanced(m_Mesh->VertexCount(), m_instanceData->size(),0,0);
}
}
第二次编辑:我猜这有点不成熟。似乎着色器中的模型矩阵被“正确”填充,因为每行都在正确的点上获得一个值。但这个值仍然不是我要传递的值
这真是一分钟比一分钟更奇怪。当我在VisualStudio中调试程序时,会得到一个绿色网格。在PIX中,它以黑色显示。我真的需要这方面的帮助,我不知道现在发生了什么。我想晚一点总比不晚一点好,以防其他人偶然发现这个问题。 将BuildInstanceBuffer更改为:
void Model::BuildInstanceBuffer()
{
D3D10_BUFFER_DESC ibd;
ibd.Usage = D3D10_USAGE_DYNAMIC;
ibd.ByteWidth = sizeof(D3DXMATRIX) * (UINT)m_instanceData->size();
ibd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
ibd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
ibd.MiscFlags = 0;
m_D3DDevice->CreateBuffer(&ibd, NULL, &m_InstanceBuffer);
D3DXMATRIX* pMatrices = NULL;
m_InstanceBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, ( void** )&pMatrices );
memcpy( pMatrices, m_instanceData->data(), m_instanceData->size() * sizeof( D3DXMATRIX ) );
m_InstanceBuffer->Unmap();
}
基本上,从那以后就是小菜一碟。那么GPU上的实例缓冲区中有哪些值(使用PIX检查)?此外,网格渲染是否正确?你说它被渲染成绿色,而在PIX中是黑色的?你能发布一些截图吗?
void Model::BuildInstanceBuffer()
{
D3D10_BUFFER_DESC ibd;
ibd.Usage = D3D10_USAGE_DYNAMIC;
ibd.ByteWidth = sizeof(D3DXMATRIX) * (UINT)m_instanceData->size();
ibd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
ibd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
ibd.MiscFlags = 0;
m_D3DDevice->CreateBuffer(&ibd, NULL, &m_InstanceBuffer);
D3DXMATRIX* pMatrices = NULL;
m_InstanceBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, ( void** )&pMatrices );
memcpy( pMatrices, m_instanceData->data(), m_instanceData->size() * sizeof( D3DXMATRIX ) );
m_InstanceBuffer->Unmap();
}