所以,我试图在DirectX10中使用简单着色器进行硬件实例化,其中顶点结构为顶点和实例的顶点和模型矩阵提供位置,纹理坐标和法线。问题在于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,该矩阵只能得到无意义的值。DirectX10,实例渲染,顶点缓冲区输入
相关代码:
输入布局
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));
的Shader结构
struct VS_IN
{
float4 Pos : POSITION;
float2 TexCoord : TEXCOORD0;
float4 Normal : NORMAL;
row_major float4x4 mTransform : mTransform;
};
缓冲器
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);
}
绘制调用
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);
}
}
m_instanceData是为每个实例保存D3DXMATRIX的向量。看过SDK附带的例子,我们的输入布局似乎看起来是一样的,但矩阵没有正确传输?
我目前只是发送一个标识矩阵作为测试用途的模型矩阵,但它显示为完全不同的东西。我已经检查过,确保一旦我初始化实例缓冲区后,数据就在向量中。
EDIT1: 改变了BuildInstanceBuffer()方法来
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;
D3D10_SUBRESOURCE_DATA vinitData;
vinitData.pSysMem = &m_instanceData[0];
m_D3DDevice->CreateBuffer(&ibd, &vinitData, &m_InstanceBuffer);
D3DXMATRIX* pMatrices = NULL;
m_InstanceBuffer->Map(D3D10_MAP_WRITE_DISCARD, NULL, (void**)&pMatrices);
memcpy(pMatrices, m_InstanceBuffer, m_instanceData->size() * sizeof(D3DXMATRIX));
m_InstanceBuffer->Unmap();
}
第二编辑:想这是一个比特的预成熟。似乎在着色器中我的模型矩阵正在被“正确”填充,因为每一行都在正确的位置得到了一个值。但是,这个价值仍然不是我通过的价值。
这真诚地在一分钟内变得陌生。当我在Visual Studio中调试程序时,我会看到绿色的网格。在PIX中,它显示为黑色。我真的可以使用这个帮助,我不知道现在发生了什么。
那么什么值在GPU上的实例缓冲区(使用PIX检查它)?另外,网格是否正确渲染?你说它被渲染成绿色,而PIX是黑色的?你可以张贴一些截图吗? – 2012-02-03 12:48:20