我想将纹理应用到我的3D立方体,但它没有正确显示。我相信这可能是一些工作的原因,因为立方体全是棕色,与纹理几乎一样的肤色。我最初并没有将立方体变成棕色。这是我对我所做的添加纹理纹理将不适用于我的3D立方体directX
的步骤我先宣布2个新的变量下
ID3D10EffectShaderResourceVariable* pTextureSR;
ID3D10ShaderResourceView* textureSRV;
我还添加了一个变量,一个struct到我的着色器.FX文件
Texture2D tex2D;
SamplerState linearSampler
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
};
然后我从.cpp文件中的本地硬盘驱动器中抓取图像。我相信这是成功的,我检查了所有的错误,一切都有一个内存地址。另外我之前从事资源的工作并没有遇到任何问题。
D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL);
我一把抓起我的FX文件tex2d varible并放入我的资源varible
pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource();
,并添加了资源的varible
pTextureSR->SetResource(textureSRV);
我还添加了额外的属性我的顶点布局
D3D10_INPUT_ELEMENT_DESC layout[] = {
{"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0}
};
以及我的结构
struct VertexPos
{
D3DXVECTOR3 pos;
D3DXVECTOR4 color;
D3DXVECTOR3 normal;
D3DXVECTOR2 texCoord;
};
然后,我创建了一个新的像素着色器,增加了纹理。下面是它的全部
matrix Projection;
matrix WorldMatrix;
Texture2D tex2D;
float3 lightSource;
float4 lightColor = {0.5, 0.5, 0.5, 0.5};
// PS_INPUT - input variables to the pixel shader
// This struct is created and fill in by the
// vertex shader
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR0;
float4 Normal : NORMAL;
float2 Tex : TEXCOORD;
};
SamplerState linearSampler
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
};
////////////////////////////////////////////////
// Vertex Shader - Main Function
///////////////////////////////////////////////
PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD)
{
PS_INPUT psInput;
// Pass through both the position and the color
psInput.Pos = mul(Pos, Projection);
psInput.Normal = Normal;
psInput.Tex = Tex;
return psInput;
}
///////////////////////////////////////////////
// Pixel Shader
///////////////////////////////////////////////
float4 PS(PS_INPUT psInput) : SV_Target
{
float4 finalColor = 0;
finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor);
return finalColor;
}
float4 textured(PS_INPUT psInput) : SV_Target
{
return tex2D.Sample(linearSampler, psInput.Tex);
}
// Define the technique
technique10 Render
{
pass P0
{
SetVertexShader(CompileShader(vs_4_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, textured()));
}
}
下面是我的CPU的代码。它可能有点sl。。但我只是在任何地方添加代码,因为我只是在试验和玩耍。你应该在底部找到大部分纹理代码createObject
#include "MyGame.h"
#include "OneColorCube.h"
/* This code sets a projection and shows a turning cube. What has been added is the project, rotation and
a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file
which was causing the vertices not to be rendered correctly.*/
typedef struct
{
ID3D10Effect* pEffect;
ID3D10EffectTechnique* pTechnique;
//vertex information
ID3D10Buffer* pVertexBuffer;
ID3D10Buffer* pIndicesBuffer;
ID3D10InputLayout* pVertexLayout;
UINT numVertices;
UINT numIndices;
}ModelObject;
ModelObject modelObject;
// World Matrix
D3DXMATRIX WorldMatrix;
// View Matrix
D3DXMATRIX ViewMatrix;
// Projection Matrix
D3DXMATRIX ProjectionMatrix;
ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL;
ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL;
ID3D10EffectVectorVariable* pLightVarible = NULL;
ID3D10EffectShaderResourceVariable* pTextureSR;
bool MyGame::InitDirect3D()
{
if(!DX3dApp::InitDirect3D())
{
return false;
}
D3D10_RASTERIZER_DESC rastDesc;
rastDesc.FillMode = D3D10_FILL_WIREFRAME;
rastDesc.CullMode = D3D10_CULL_FRONT;
rastDesc.FrontCounterClockwise = true;
rastDesc.DepthBias = false;
rastDesc.DepthBiasClamp = 0;
rastDesc.SlopeScaledDepthBias = 0;
rastDesc.DepthClipEnable = false;
rastDesc.ScissorEnable = false;
rastDesc.MultisampleEnable = false;
rastDesc.AntialiasedLineEnable = false;
ID3D10RasterizerState *g_pRasterizerState;
mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState);
//mpD3DDevice->RSSetState(g_pRasterizerState);
// Set up the World Matrix
D3DXMatrixIdentity(&WorldMatrix);
D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f));
// Set up the projection matrix
D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f);
if(!CreateObject())
{
return false;
}
return true;
}
//These are actions that take place after the clearing of the buffer and before the present
void MyGame::GameDraw()
{
static float rotationAngleY = 15.0f;
static float rotationAngleX = 0.0f;
static D3DXMATRIX rotationXMatrix;
static D3DXMATRIX rotationYMatrix;
D3DXMatrixIdentity(&rotationXMatrix);
D3DXMatrixIdentity(&rotationYMatrix);
// create the rotation matrix using the rotation angle
D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY);
D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX);
rotationAngleY += (float)D3DX_PI * 0.0008f;
rotationAngleX += (float)D3DX_PI * 0.0005f;
WorldMatrix = rotationYMatrix * rotationXMatrix;
// Set the input layout
mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout);
pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix);
// Set vertex buffer
UINT stride = sizeof(VertexPos);
UINT offset = 0;
mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset);
// Set primitive topology
mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
//ViewMatrix._43 += 0.005f;
// Combine and send the final matrix to the shader
D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix);
pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix);
// make sure modelObject is valid
// Render a model object
D3D10_TECHNIQUE_DESC techniqueDescription;
modelObject.pTechnique->GetDesc(&techniqueDescription);
// Loop through the technique passes
for(UINT p=0; p < techniqueDescription.Passes; ++p)
{
modelObject.pTechnique->GetPassByIndex(p)->Apply(0);
// draw the cube using all 36 vertices and 12 triangles
mpD3DDevice->Draw(36,0);
}
}
//Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you
//present data
void MyGame::Render()
{
DX3dApp::Render();
}
bool MyGame::CreateObject()
{
//Create Layout
D3D10_INPUT_ELEMENT_DESC layout[] = {
{"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0}
};
UINT numElements = (sizeof(layout)/sizeof(layout[0]));
modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos);
for(int i = 0; i < modelObject.numVertices; i += 3)
{
D3DXVECTOR3 out;
D3DXVECTOR3 v1 = vertices[0 + i].pos;
D3DXVECTOR3 v2 = vertices[1 + i].pos;
D3DXVECTOR3 v3 = vertices[2 + i].pos;
D3DXVECTOR3 u = v2 - v1;
D3DXVECTOR3 v = v3 - v1;
D3DXVec3Cross(&out, &u, &v);
D3DXVec3Normalize(&out, &out);
vertices[0 + i].normal = out;
vertices[1 + i].normal = out;
vertices[2 + i].normal = out;
}
//Create buffer desc
D3D10_BUFFER_DESC bufferDesc;
bufferDesc.Usage = D3D10_USAGE_DEFAULT;
bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices;
bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA initData;
initData.pSysMem = vertices;
//Create the buffer
HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer);
if(FAILED(hr))
return false;
/*
//Create indices
DWORD indices[] =
{
0,1,3,
1,2,3
};
ModelObject.numIndices = sizeof(indices)/sizeof(DWORD);
bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices;
bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;
initData.pSysMem = indices;
hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer);
if(FAILED(hr))
return false;*/
/////////////////////////////////////////////////////////////////////////////
//Set up fx files
LPCWSTR effectFilename = L"effect.fx";
modelObject.pEffect = NULL;
hr = D3DX10CreateEffectFromFile(effectFilename,
NULL,
NULL,
"fx_4_0",
D3D10_SHADER_ENABLE_STRICTNESS,
0,
mpD3DDevice,
NULL,
NULL,
&modelObject.pEffect,
NULL,
NULL);
if(FAILED(hr))
return false;
pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix();
pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix();
pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource();
ID3D10ShaderResourceView* textureSRV;
D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL);
pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector();
//Dont sweat the technique. Get it!
LPCSTR effectTechniqueName = "Render";
D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f);
pLightVarible->SetFloatVector(vLight);
modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName);
if(modelObject.pTechnique == NULL)
return false;
pTextureSR->SetResource(textureSRV);
//Create Vertex layout
D3D10_PASS_DESC passDesc;
modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc);
hr = mpD3DDevice->CreateInputLayout(layout, numElements,
passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize,
&modelObject.pVertexLayout);
if(FAILED(hr))
return false;
return true;
}
这里是我的立方体坐标。实际上我只在一边添加了坐标。这就是正面。要仔细检查我翻在各个方向上的立方体只是为了确保我没有不小心放置文本上不正确的侧
//Create vectors and put in vertices
// Create vertex buffer
VertexPos vertices[] =
{
// BACK SIDES
{ D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)},
{ D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)},
{ D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
// 2 FRONT SIDE
{ D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)},
{ D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)},
{ D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)},
{ D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)},
{ D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)},
// 3
{ D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
// 4
{ D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
// 5
{ D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)},
{ D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)},
// 6
{D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
{D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)},
};
好了,我在下面的代码
HRESULT *pHResult = NULL;
D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,pHResult);
我添加了一个HRESULT检查结果,它什么都没有返回。 pHResult 0x00000的地址无法评估表达式。不知道是否因为它没有正确加载crate.jpg或什么。该位置是正确的。我的crate.jpg与我的effect.fx文件位于同一位置。我以同样的方式加载了我的效果文件。 “effect.fx”
如果有人可以看看我的顶点,并确保我的UV坐标是正确的。那太好了。我对此有点怀疑。
好的,没关系,我在MSDN中读到,pHResult值通常返回NULL。所以我添加它像这样... pHResult = D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L“crate.bmp”,NULL,NULL,&textureSRV,NULL); 它作为S_OK返回。我对这个问题无能为力。 – numerical25 2010-05-30 02:16:16
这是一个相当冗长的问题......好吧......更可能是一条废弃的线路上结束的思路。 下次减价以获得一些利益。 – Jamie 2010-05-30 03:03:23