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C++ 顶点颜色工作不正常_C++_Directx_Direct3d_Directx 11 - Fatal编程技术网

C++ 顶点颜色工作不正常

C++ 顶点颜色工作不正常,c++,directx,direct3d,directx-11,C++,Directx,Direct3d,Directx 11,我正在试用direct3D,所以我画了一些三角形,效果很好,它画了3个黄色三角形 HRESULT GP2_RenderingPipeline::GameInitialize() { HRESULT hr; m_pColoredTriangle1 = new TrianglePosCol2D(m_pDevice); hr = m_pColoredTriangle1->Create(XMFLOAT3(-1.f, -1.f, 0.99f), XMFLOAT3(-1.f,

我正在试用direct3D,所以我画了一些三角形,效果很好,它画了3个黄色三角形

HRESULT GP2_RenderingPipeline::GameInitialize()
{
    HRESULT hr;

    m_pColoredTriangle1 = new TrianglePosCol2D(m_pDevice);
    hr = m_pColoredTriangle1->Create(XMFLOAT3(-1.f, -1.f, 0.99f), XMFLOAT3(-1.f, 1.f, 0.99f), XMFLOAT3(0.f, 1.f, 0.99f), XMFLOAT4(255.f, 0.f, 0.f, 0.f), XMFLOAT4(0.f, 255.f, 0.f, 0.f), XMFLOAT4(0.f, 0.f, 255.f, 0.f));
    if (FAILED(hr))
    {
        MessageBox(nullptr, L"Create TrianglePos2D failed!", L"DirectX says NO", MB_ABORTRETRYIGNORE | MB_ICONERROR);
        exit(-1);
    }

    m_pColoredTriangle2 = new TrianglePosCol2D(m_pDevice);
    hr = m_pColoredTriangle2->Create(XMFLOAT3(-0.5f, 0.f, 0.99f), XMFLOAT3(0.5f, 0.f, .99f), XMFLOAT3(0.f, -1.f, 0.99f), XMFLOAT4(255.f, 0.f, 0.f, 0.f), XMFLOAT4(0.f, 255.f, 0.f, 0.f), XMFLOAT4(0.f, 0.f, 255.f, 0.f));
    if (FAILED(hr))
    {
        MessageBox(nullptr, L"Create TrianglePos2D failed!", L"DirectX says NO", MB_ABORTRETRYIGNORE | MB_ICONERROR);
        exit(-1);
    }

    m_pColoredTriangle3 = new TrianglePosCol2D(m_pDevice);
    hr = m_pColoredTriangle3->Create(XMFLOAT3(0.f, 1.f, 0.99f), XMFLOAT3(1.f, 1.f, 0.99f), XMFLOAT3(1.f, -1.f, 0.99f), XMFLOAT4(255.f, 0.f, 0.f, 0.f), XMFLOAT4(0.f, 255.f, 0.f, 0.f), XMFLOAT4(0.f, 0.f, 255.f, 0.f));
    if (FAILED(hr))
    {
        MessageBox(nullptr, L"Create TrianglePos2D failed!", L"DirectX says NO", MB_ABORTRETRYIGNORE | MB_ICONERROR);
        exit(-1);
    }

    return S_OK;

}
但是现在我尝试制作三角形,每个顶点都有不同的颜色,并且在三角形中有颜色插值。屏幕上显示的是三角形每边的3个三角形有不同的颜色,但三角形内的所有东西都是白色的

我留下了一些代码,我认为这些代码与问题无关,如果有一个函数你认为问题可能存在,只要问一下,我就会编辑这篇文章

这就是我得到的,你可以看到只有三角形的边有颜色:

这是我用来创建三角形的代码

HRESULT GP2_RenderingPipeline::GameInitialize()
{
    HRESULT hr;

    m_pColoredTriangle1 = new TrianglePosCol2D(m_pDevice);
    hr = m_pColoredTriangle1->Create(XMFLOAT3(-1.f, -1.f, 0.99f), XMFLOAT3(-1.f, 1.f, 0.99f), XMFLOAT3(0.f, 1.f, 0.99f), XMFLOAT4(255.f, 0.f, 0.f, 0.f), XMFLOAT4(0.f, 255.f, 0.f, 0.f), XMFLOAT4(0.f, 0.f, 255.f, 0.f));
    if (FAILED(hr))
    {
        MessageBox(nullptr, L"Create TrianglePos2D failed!", L"DirectX says NO", MB_ABORTRETRYIGNORE | MB_ICONERROR);
        exit(-1);
    }

    m_pColoredTriangle2 = new TrianglePosCol2D(m_pDevice);
    hr = m_pColoredTriangle2->Create(XMFLOAT3(-0.5f, 0.f, 0.99f), XMFLOAT3(0.5f, 0.f, .99f), XMFLOAT3(0.f, -1.f, 0.99f), XMFLOAT4(255.f, 0.f, 0.f, 0.f), XMFLOAT4(0.f, 255.f, 0.f, 0.f), XMFLOAT4(0.f, 0.f, 255.f, 0.f));
    if (FAILED(hr))
    {
        MessageBox(nullptr, L"Create TrianglePos2D failed!", L"DirectX says NO", MB_ABORTRETRYIGNORE | MB_ICONERROR);
        exit(-1);
    }

    m_pColoredTriangle3 = new TrianglePosCol2D(m_pDevice);
    hr = m_pColoredTriangle3->Create(XMFLOAT3(0.f, 1.f, 0.99f), XMFLOAT3(1.f, 1.f, 0.99f), XMFLOAT3(1.f, -1.f, 0.99f), XMFLOAT4(255.f, 0.f, 0.f, 0.f), XMFLOAT4(0.f, 255.f, 0.f, 0.f), XMFLOAT4(0.f, 0.f, 255.f, 0.f));
    if (FAILED(hr))
    {
        MessageBox(nullptr, L"Create TrianglePos2D failed!", L"DirectX says NO", MB_ABORTRETRYIGNORE | MB_ICONERROR);
        exit(-1);
    }

    return S_OK;

}
cpp文件:

#include "TrianglePosCol2D.h"

struct VertexPosCol
{
    XMFLOAT3 Position;
    XMFLOAT4 Color;
};

TrianglePosCol2D::TrianglePosCol2D(ID3D11Device* pD3DDevice)
    :m_pD3DDevice(pD3DDevice)
    ,m_pVertexLayout(nullptr)
    ,m_pVertexBuffer(nullptr)
    ,m_pEffect(nullptr)
    ,m_pTechnique(nullptr)
    ,m_NumVertices(0)
{

}

TrianglePosCol2D::~TrianglePosCol2D(void)
{
    if( m_pVertexBuffer )   m_pVertexBuffer->Release();
    if( m_pVertexLayout)    m_pVertexLayout->Release();
    if( m_pEffect )         m_pEffect->Release();
}

HRESULT TrianglePosCol2D::Create(XMFLOAT3 p1, XMFLOAT3 p2, XMFLOAT3 p3, XMFLOAT4 c1, XMFLOAT4 c2, XMFLOAT4 c3)
{
    HRESULT hr = S_OK;

    // Compile the vertex shader
    BuildEffect();

    // Define the input layout
    D3D11_INPUT_ELEMENT_DESC inputDesc[] =
    {
        { "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}
    };
    UINT numElements = sizeof(inputDesc) / sizeof(inputDesc[0]);

    // Create the input layout
    D3DX11_PASS_DESC passDesc = { 0 };
    m_pTechnique->GetPassByIndex(0)->GetDesc(&passDesc);
    hr = m_pD3DDevice->CreateInputLayout(
        inputDesc,
        numElements,
        passDesc.pIAInputSignature,
        passDesc.IAInputSignatureSize,
        &m_pVertexLayout);

    if (FAILED(hr))
    {
        return hr;
    }

    // Create vertex buffer
    m_NumVertices = 3;
    //VertexPosCol vertices[] = { (p1,p2,p3),(c1,c2,c3)};
    VertexPosCol vertices[] = { { p1,c1 }, { p2,c2 }, { p3,c3 } };


    //vertices.Position = (p1, p2, p3);
    //vertices.Color = (c1, c2, c3);

    D3D11_BUFFER_DESC bufferDesc = { 0 };
    bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
    bufferDesc.ByteWidth = sizeof(vertices)*m_NumVertices;
    bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bufferDesc.CPUAccessFlags = 0;
    bufferDesc.MiscFlags = 0;

    D3D11_SUBRESOURCE_DATA initData = { 0 };
    initData.pSysMem = &vertices[0];

    hr = m_pD3DDevice->CreateBuffer(&bufferDesc, &initData, &m_pVertexBuffer);

    return hr;
}

void TrianglePosCol2D::Paint(ID3D11DeviceContext* pDeviceContext)
{
    // Set the input layout
    pDeviceContext->IASetInputLayout(m_pVertexLayout);

    // Set vertex buffer
    UINT stride = sizeof(VertexPosCol);
    UINT offset = 0;
    pDeviceContext->IASetVertexBuffers(0, 1, &m_pVertexBuffer, &stride, &offset);

    // Set primitive topology
    pDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

    // Render a triangle
    D3DX11_TECHNIQUE_DESC techDesc;
    m_pTechnique->GetDesc(&techDesc);
    for (UINT p = 0; p <techDesc.Passes; ++p)
    {
        m_pTechnique->GetPassByIndex(p)->Apply(0, pDeviceContext);
        pDeviceContext->Draw(m_NumVertices, 0);
    }

}

我猜,您正在从像素着色器输出插值顶点颜色。那么,你的问题是范围

DirectX通常使用范围为
[0,1]
的颜色。高于或低于范围边界的所有内容都被剪裁到范围边界。在边上,可以在组件不相交的颜色之间插值(例如
(255,0,0)
(0255,0)
)。这将导致几乎每个像素的前两个分量大于1,第三个分量大于零。即,结果颜色(剪裁后)为
(1,1,0)
。在三角形内部,每个分量都大于1,因此您将看到白色


长话短说:将颜色范围从
[0255]
减少到
[0,1]

我会试试看,非常感谢:D总是简单的错误让我浏览了几个小时才找到答案。我怎么接受?我似乎找不到合适的选择:s@user3678781-勾选复选标记。如果您发现答案特别有用(或者通常是一个好答案),请选择向上箭头。