我想绘制一个obj文件的实例。在我实现Instancing而不是通过他自己的draw()函数绘制每个Object(它工作得很好)后,实例定位不正确。可能没有在着色器中正确设置InstanceBuffer中的数据。
D3DMain.cpp - 创建输入布局
struct INSTANCE {
//D3DXMATRIX matTrans;
D3DXVECTOR3
};
/***/
// create the input layout object
D3D11_INPUT_ELEMENT_DESC ied[] =
{
//vertex buffer
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
//instance buffer
{"INSTTRANS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D11_INPUT_PER_INSTANCE_DATA, 1},
//{"INSTTRANS", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
//{"INSTTRANS", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
//{"INSTTRANS", 3, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
};
if (FAILED(d3ddev->CreateInputLayout(ied, 4, VS->GetBufferPointer(), VS->GetBufferSize(), &pLayout))) throw(std::string("Input Layout Creation Error"));
d3ddevcon->IASetInputLayout(pLayout);
World.cpp - 设置实例缓冲区
std::vector<INSTANCE> instanceBuffer;
INSTANCE insertInstance;
D3DXMATRIX scaleMat, transMat;
D3DXMatrixScaling(&scaleMat, 50.0f, 50.0f, 50.0f);
int i=0;
for (std::list<SINSTANCES>::iterator it = sInstances.begin(); it != sInstances.end(); it++) {
if ((*it).TypeID == typeId) {
//do something
D3DXMatrixTranslation(&transMat, (*it).pos.x, (*it).pos.y, (*it).pos.z);
insertInstance.matTrans = (*it).pos;//scaleMat * transMat;
instanceBuffer.push_back(insertInstance);
i++;
}
}
instanceCount[typeId] = i;
//create new IB
D3D11_BUFFER_DESC instanceBufferDesc;
ZeroMemory(&instanceBufferDesc, sizeof(instanceBufferDesc));
instanceBufferDesc.Usage = D3D11_USAGE_DEFAULT;
instanceBufferDesc.ByteWidth = sizeof(INSTANCE) * i;
instanceBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
instanceBufferDesc.CPUAccessFlags = 0;
instanceBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA instanceData;
ZeroMemory(&instanceData, sizeof(instanceData));
instanceData.pSysMem = &instanceBuffer[0];
if (FAILED(d3ddev->CreateBuffer(&instanceBufferDesc, &instanceData, &instanceBufferMap[typeId]))) throw(std::string("Failed to Update Instance Buffer"));
OpenDrawObj.cpp - 绘制.obj文件
UINT stride[2] = {sizeof(VERTEX), sizeof(INSTANCE)};
UINT offset[2] = {0, 0};
ID3D11Buffer* combinedBuffer[2] = {meshVertBuff, instanceBuffer};
d3ddevcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
d3ddevcon->IASetVertexBuffers(0, 2, combinedBuffer, stride, offset);
d3ddevcon->IASetIndexBuffer(meshIndexBuff, DXGI_FORMAT_R32_UINT, 0);
std::map<std::wstring, OBJMATERIAL>::iterator fit;
for (std::vector<DRAWLIST>::iterator it = drawList.begin(); it != drawList.end(); it++) {
fit = objMaterials.find((*it).material);
if (fit != objMaterials.end()) {
if ((*fit).second.texture != NULL) {
d3ddevcon->PSSetShaderResources(0, 1, &((*fit).second.texture));
}
d3ddevcon->DrawIndexedInstanced((*it).indexCount, instanceCount, (*it).startIndex, 0, 0);
}
}
这里调用绘图函数(上面):我传递实例缓冲区(map(int,ID3D11Buffer *)和实例编号)
(*it).second->draw(0.0f, 0.0f, 0.0f, 0, instanceBufferMap[typeId], instanceCount[typeId]);
shader.hlsl
struct VIn
{
float4 position : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD;
//row_major float4x4 instTrans : INSTTRANS;
float4 instTrans : INSTTRANS;
uint instanceID : SV_InstanceID;
};
VOut VShader(VIn input)
{
VOut output;
//first: transforming instance
//output.position = mul(input.instTrans, input.position);
output.position = input.position;
output.position.xyz *= 50.0; //scale
output.position.z += input.instTrans.z; //apply only z value
float4 transPos = mul(world, output.position); //transform position with world matrix
output.position = mul(view, transPos); //project to screen
最后一个文件中的“input.instTrans”不正确并包含ramdom数据。 你有什么想法吗?
答案 0 :(得分:0)
所以我发现了这个错误,它位于一个完全意想不到的位置...... 所以这是代码片段:
ID3D10Blob *VS, *VS2, *PS, *PS2; //<- i only used VS and PS before
//volume shader
if (FAILED(D3DX11CompileFromFile(L"resources/volume.hlsl", 0, 0, "VShader", "vs_5_0", D3D10_SHADER_PREFER_FLOW_CONTROL | D3D10_SHADER_SKIP_OPTIMIZATION, 0, 0, &VS, 0, 0))) throw(std::string("Volume Shader Error 1"));
if (FAILED(D3DX11CompileFromFile(L"resources/volume.hlsl", 0, 0, "PShader", "ps_5_0", D3D10_SHADER_PREFER_FLOW_CONTROL | D3D10_SHADER_SKIP_OPTIMIZATION, 0, 0, &PS, 0, 0))) throw(std::string("Volume Shader Error 2"));
// encapsulate both shaders into shader objects
if (FAILED(d3ddev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pvolumeVS))) throw(std::string("Volume Shader Error 1A"));
if (FAILED(d3ddev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pvolumePS))) throw(std::string("Volume Shader Error 2A"));
//sky shader
if (FAILED(D3DX11CompileFromFile(L"resources/sky.hlsl", 0, 0, "VShader", "vs_5_0", D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, 0, &VS2, 0, 0))) throw(std::string("Sky Shader Error 1"));
if (FAILED(D3DX11CompileFromFile(L"resources/sky.hlsl", 0, 0, "PShader", "ps_5_0", D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, 0, &PS2, 0, 0))) throw(std::string("Sky Shader Error 2"));
// encapsulate both shaders into shader objects
if (FAILED(d3ddev->CreateVertexShader(VS2->GetBufferPointer(), VS2->GetBufferSize(), NULL, &pskyVS))) throw(std::string("Sky Shader Error 1A"));
if (FAILED(d3ddev->CreatePixelShader(PS2->GetBufferPointer(), PS2->GetBufferSize(), NULL, &pskyPS))) throw(std::string("Sky Shader Error 2A"));
使用两个缓冲区来编译着色器解决了这个问题,虽然我不知道为什么。谢谢你的支持,但是;)