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我想要运行D3D 11渲染系统来加载和呈现FBX文件的做法,但是我在顶点着色器中转换顶点时遇到了问题。顶点着色器中的Direct3D11错误顶点转换
我不认为在Visual Studio图形调试器中出了什么问题,我可以看到在输入汇编程序阶段传递给管道的网格状态正常,但是在顶点着色器转换完成后,如果有人可以判断出现错误我出了什么问题我会欣赏信息。
View of the Input Assembler Stage
View of the Vertex Shader Output
这是顶点着色器代码
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
struct VertexInputType
{
float4 position : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
PixelInputType TextureVertexShader(VertexInputType input)
{
PixelInputType output;
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
output.normal = input.normal;
output.uv = input.uv;
return output;
}
这是矩阵初始化
float lFieldOfView = 3.141592f * 0.4f;
float lScreenAspect = static_cast<float>(width_)/static_cast<float>(height_);
DirectX::XMMATRIX lProjection = MatrixDirectX::XMMatrixPerspectiveFovLHlFieldOfView, lScreenAspect, 1.0f, 10000.0f);
DirectX::XMStoreFloat4x4(&lMatrixBuffer.projectionMatrix, lProjectionMatrix);
DirectX::XMMATRIX lWorldMatrix = DirectX::XMMatrixIdentity();
DirectX::XMStoreFloat4x4(&lMatrixBuffer.worldMatrix, lWorldMatrix);
DirectX::XMFLOAT3 lookAtPos(0.0f, 0.0f, 0.0f);
DirectX::XMFLOAT3 eyePos(0.0f, 0.0f, -50.0f);
DirectX::XMFLOAT3 upDir(0.0f, 1.0f, 0.0f);
DirectX::FXMVECTOR lLookAtPos = DirectX::XMLoadFloat3(&lookAtPos);
DirectX::FXMVECTOR lEyePos = DirectX::XMLoadFloat3(&eyePos);
DirectX::FXMVECTOR lUpDir = DirectX::XMLoadFloat3(&upDir);
DirectX::XMMATRIX lViewMatrix = DirectX::XMMatrixLookAtLH(lEyePos, lLookAtPos, lUpDir);
DirectX::XMStoreFloat4x4(&lMatrixBuffer.viewMatrix, lViewMatrix);
D3D11_BUFFER_DESC lBufferDesc = { 0 };
lBufferDesc.ByteWidth = sizeof(MatrixBufferType);
lBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
D3D11_SUBRESOURCE_DATA lMatrixBufferData;
lMatrixBufferData.pSysMem = &lMatrixBuffer;
hResult = D3DDevice_->CreateBuffer(&lBufferDesc, &lMatrixBufferData, &D3DMatrixBuffer_);
通常你的顶点输入位置是一个“float3”而不是“float4”。如果您始终将顶点缓冲区中的w组件设置为1.0,则可以使用''float4'',但使用''float3''可能会更好。 –
感谢您的帮助。问题解决了。问题是乘法顺序。我先把矢量然后把矩阵放在mul运算符上,然后正确的乘法顺序是反向的,先是矩阵然后是向量。谢谢!! –