如何在dx11中的同一帧中渲染TriangleList和LineList

时间:2014-05-31 11:29:30

标签: direct3d directx-11

如何在dx11中的同一帧中渲染TriangleList和LineList。

我尝试将两组缓冲区绑定到GPU。

每个缓冲区集包含一个index_buffer和一个顶点缓冲区。 并使用ID3D11Device :: DrawIndexed函数渲染顶点。

我认为要确定要呈现的多边形只是简单地实时调用ID3D11DeviceContext :: IASetPrimitiveTopology函数。 但它似乎不会起作用。

enter image description here 只渲染一行。 如何在同一帧中渲染三角形和直线?

我的代码基于"中的dxsdk tutorials03。 dx11 area"。代码如下。我只需添加一个光线渲染类来渲染一条线。

#pragma once
//RayRenderClass.h

#include<D3D11.h>
#include<D3DX11.h>
#include<D3DX10math.h>


struct PointClass
{
    float _XYZ[3];
};
struct VertexClass
{
    PointClass pts;
    float nor[3];
    float tex[3];
};

class RayRenderClass
{
public:
    RayRenderClass();
    ~RayRenderClass();

    HRESULT Initialize(ID3D11Device* device, ID3D11DeviceContext* context);
    HRESULT Shutdown();

    HRESULT Render(ID3D11Device* device, ID3D11DeviceContext* context);

    HRESULT UpdateStartPosition(D3DXVECTOR3 st);
    HRESULT UpdateEndPosition(D3DXVECTOR3 ed);

    D3DXVECTOR3 GetStartPosition();
    D3DXVECTOR3 GetEndPosition();

private:
    ULONG indices[2];
    VertexClass pts[2];
    ID3D11Buffer* m_indexBuffer;
    ID3D11Buffer* m_vertices;
};

#include "RayRenderClass.h"
//RayRenderClass.cpp

#define SAFE_RELEASE(x) if((x)){(x)->Release(); x= nullptr;}

RayRenderClass::RayRenderClass()
{
    ZeroMemory(pts, sizeof(pts));
    //start point
    pts[0].pts._XYZ[0] = 0.0f;
    pts[0].pts._XYZ[1] = 0.0f;
    pts[0].pts._XYZ[2] = 0.0f;
    //end point
    pts[1].pts._XYZ[0] = 1.0f;
    pts[1].pts._XYZ[1] = 0.0f;
    pts[1].pts._XYZ[2] = 0.0f;
}


RayRenderClass::~RayRenderClass()
{
}

HRESULT RayRenderClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* context)
{
    HRESULT hr = E_FAIL;
    D3D11_BUFFER_DESC verticesDesc;
    D3D11_BUFFER_DESC indexDesc;
    D3D11_SUBRESOURCE_DATA verticesData;
    D3D11_SUBRESOURCE_DATA indexData;
    ZeroMemory(&verticesDesc, sizeof(verticesDesc));
    verticesDesc.Usage = D3D11_USAGE_DYNAMIC;
    verticesDesc.ByteWidth = sizeof(VertexClass)* 2;
    verticesDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    verticesDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;

    ZeroMemory(&verticesData, sizeof(verticesData));
    verticesData.pSysMem = &pts[0].pts._XYZ[0];
    hr = device->CreateBuffer(&verticesDesc, &verticesData, &m_vertices);
    if (FAILED(hr))
        return hr;
    ZeroMemory(&indexDesc, sizeof(indexDesc));
    indexDesc.Usage = D3D11_USAGE_DEFAULT;
    indexDesc.ByteWidth = sizeof(ULONG)* 2;
    indexDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;

    ZeroMemory(&indexData, sizeof(indexData));
    indexData.pSysMem = indices;
    indexData.SysMemPitch = 0;
    indexData.SysMemSlicePitch = 0;
    hr = device->CreateBuffer(&indexDesc, &indexData, &m_indexBuffer);
    if (FAILED(hr))
    {
        return hr;
    }
    return S_OK;
}

HRESULT RayRenderClass::Shutdown()
{
    SAFE_RELEASE(m_vertices);
    SAFE_RELEASE(m_indexBuffer);
    return S_OK;
}

HRESULT RayRenderClass::UpdateStartPosition(D3DXVECTOR3 st)
{
    HRESULT hr = E_FAIL;
    pts[0].pts._XYZ[0] = st.x;
    pts[0].pts._XYZ[1] = st.y;
    pts[0].pts._XYZ[2] = st.z;
    return hr;
}

HRESULT RayRenderClass::UpdateEndPosition(D3DXVECTOR3 ed)
{
    HRESULT hr = E_FAIL;
    pts[1].pts._XYZ[0] = ed.x;
    pts[1].pts._XYZ[1] = ed.y;
    pts[1].pts._XYZ[2] = ed.z;
    return hr;
}

D3DXVECTOR3 RayRenderClass::GetStartPosition()
{
    D3DXVECTOR3 ret = { pts[0].pts._XYZ };
    return ret;
}

D3DXVECTOR3 RayRenderClass::GetEndPosition()
{
    D3DXVECTOR3 ret = { pts[1].pts._XYZ };
    return ret;
}

HRESULT RayRenderClass::Render(ID3D11Device* device, ID3D11DeviceContext* context)
{
    HRESULT hr = E_FAIL;
    D3D11_MAPPED_SUBRESOURCE mappedResource;
    VertexClass* verticesPtr;
    UINT stride = sizeof(VertexClass);
    UINT offset = 0;

    hr = context->Map(m_vertices, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
    if (FAILED(hr))
        return hr;
    verticesPtr = (VertexClass*)mappedResource.pData;
    memcpy(verticesPtr, (void*)pts, (sizeof(VertexClass)* 2));
    context->Unmap(m_vertices, 0);


    context->IASetVertexBuffers(0, 1, &m_vertices, &stride, &offset);
    context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
    //D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST
    context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
    context->DrawIndexed(2, 0, 0);
    return hr;
}


//--------------------------------------------------------------------------------------
// File: Tutorial03.cpp
//
// This application displays a triangle using Direct3D 11
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include <windows.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dcompiler.h>
#include <xnamath.h>
#include "resource.h"
#include "RayRenderClass.h"

//--------------------------------------------------------------------------------------
// Structures
//--------------------------------------------------------------------------------------
struct SimpleVertex
{
    XMFLOAT3 Pos;
};


//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE               g_hInst = NULL;
HWND                    g_hWnd = NULL;
D3D_DRIVER_TYPE         g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL       g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device*           g_pd3dDevice = NULL;
ID3D11DeviceContext*    g_pImmediateContext = NULL;
IDXGISwapChain*         g_pSwapChain = NULL;
ID3D11RenderTargetView* g_pRenderTargetView = NULL;
ID3D11VertexShader*     g_pVertexShader = NULL;
ID3D11PixelShader*      g_pPixelShader = NULL;
ID3D11InputLayout*      g_pVertexLayout = NULL;
ID3D11Buffer*           g_pVertexBuffer = NULL;
ID3D11Buffer*           g_index = NULL;
RayRenderClass          m_ray;

//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
HRESULT InitDevice();
void CleanupDevice();
LRESULT CALLBACK    WndProc( HWND, UINT, WPARAM, LPARAM );
void Render();


//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing 
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
    UNREFERENCED_PARAMETER( hPrevInstance );
    UNREFERENCED_PARAMETER( lpCmdLine );

    if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
        return 0;

    if( FAILED( InitDevice() ) )
    {
        CleanupDevice();
        return 0;
    }

    // Main message loop
    MSG msg = {0};
    while( WM_QUIT != msg.message )
    {
        if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
        {
            TranslateMessage( &msg );
            DispatchMessage( &msg );
        }
        else
        {
            Render();
        }
    }

    CleanupDevice();

    return ( int )msg.wParam;
}


//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
{
    // Register class
    WNDCLASSEX wcex;
    wcex.cbSize = sizeof( WNDCLASSEX );
    wcex.style = CS_HREDRAW | CS_VREDRAW;
    wcex.lpfnWndProc = WndProc;
    wcex.cbClsExtra = 0;
    wcex.cbWndExtra = 0;
    wcex.hInstance = hInstance;
    wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
    wcex.hCursor = LoadCursor( NULL, IDC_ARROW );
    wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
    wcex.lpszMenuName = NULL;
    wcex.lpszClassName = L"TutorialWindowClass";
    wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
    if( !RegisterClassEx( &wcex ) )
        return E_FAIL;

    // Create window
    g_hInst = hInstance;
    RECT rc = { 0, 0, 640, 480 };
    AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
    g_hWnd = CreateWindow( L"TutorialWindowClass", L"Direct3D 11 Tutorial 3: Shaders",
                           WS_OVERLAPPEDWINDOW,
                           CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance,
                           NULL );
    if( !g_hWnd )
        return E_FAIL;

    ShowWindow( g_hWnd, nCmdShow );

    return S_OK;
}


//--------------------------------------------------------------------------------------
// Helper for compiling shaders with D3DX11
//--------------------------------------------------------------------------------------
HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )
{
    HRESULT hr = S_OK;

    DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
    // Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
    // Setting this flag improves the shader debugging experience, but still allows 
    // the shaders to be optimized and to run exactly the way they will run in 
    // the release configuration of this program.
    dwShaderFlags |= D3DCOMPILE_DEBUG;
#endif

    ID3DBlob* pErrorBlob;
    hr = D3DX11CompileFromFile( szFileName, NULL, NULL, szEntryPoint, szShaderModel, 
        dwShaderFlags, 0, NULL, ppBlobOut, &pErrorBlob, NULL );
    if( FAILED(hr) )
    {
        if( pErrorBlob != NULL )
            OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() );
        if( pErrorBlob ) pErrorBlob->Release();
        return hr;
    }
    if( pErrorBlob ) pErrorBlob->Release();

    return S_OK;
}


//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
    HRESULT hr = S_OK;

    RECT rc;
    GetClientRect( g_hWnd, &rc );
    UINT width = rc.right - rc.left;
    UINT height = rc.bottom - rc.top;

    UINT createDeviceFlags = 0;
#ifdef _DEBUG
    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    D3D_DRIVER_TYPE driverTypes[] =
    {
        D3D_DRIVER_TYPE_HARDWARE,
        D3D_DRIVER_TYPE_WARP,
        D3D_DRIVER_TYPE_REFERENCE,
    };
    UINT numDriverTypes = ARRAYSIZE( driverTypes );

    D3D_FEATURE_LEVEL featureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
    };
    UINT numFeatureLevels = ARRAYSIZE( featureLevels );

    DXGI_SWAP_CHAIN_DESC sd;
    ZeroMemory( &sd, sizeof( sd ) );
    sd.BufferCount = 1;
    sd.BufferDesc.Width = width;
    sd.BufferDesc.Height = height;
    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    sd.BufferDesc.RefreshRate.Numerator = 60;
    sd.BufferDesc.RefreshRate.Denominator = 1;
    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    sd.OutputWindow = g_hWnd;
    sd.SampleDesc.Count = 1;
    sd.SampleDesc.Quality = 0;
    sd.Windowed = TRUE;

    for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
    {
        g_driverType = driverTypes[driverTypeIndex];
        hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags, featureLevels, numFeatureLevels,
                                            D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
        if( SUCCEEDED( hr ) )
            break;
    }
    if( FAILED( hr ) )
        return hr;

    // Create a render target view
    ID3D11Texture2D* pBackBuffer = NULL;
    hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer );
    if( FAILED( hr ) )
        return hr;

    hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView );
    pBackBuffer->Release();
    if( FAILED( hr ) )
        return hr;

    g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, NULL );

    // Setup the viewport
    D3D11_VIEWPORT vp;
    vp.Width = (FLOAT)width;
    vp.Height = (FLOAT)height;
    vp.MinDepth = 0.0f;
    vp.MaxDepth = 1.0f;
    vp.TopLeftX = 0;
    vp.TopLeftY = 0;
    g_pImmediateContext->RSSetViewports( 1, &vp );

    // Compile the vertex shader
    ID3DBlob* pVSBlob = NULL;
    hr = CompileShaderFromFile( L"Tutorial03.fx", "VS", "vs_4_0", &pVSBlob );
    if( FAILED( hr ) )
    {
        MessageBox( NULL,
                    L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
        return hr;
    }

    // Create the vertex shader
    hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader );
    if( FAILED( hr ) )
    {   
        pVSBlob->Release();
        return hr;
    }

    // Define the input layout
    D3D11_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    };
    UINT numElements = ARRAYSIZE( layout );

    // Create the input layout
    hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
                                          pVSBlob->GetBufferSize(), &g_pVertexLayout );
    pVSBlob->Release();
    if( FAILED( hr ) )
        return hr;

    // Set the input layout
    g_pImmediateContext->IASetInputLayout( g_pVertexLayout );

    // Compile the pixel shader
    ID3DBlob* pPSBlob = NULL;
    hr = CompileShaderFromFile( L"Tutorial03.fx", "PS", "ps_4_0", &pPSBlob );
    if( FAILED( hr ) )
    {
        MessageBox( NULL,
                    L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
        return hr;
    }

    // Create the pixel shader
    hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader );
    pPSBlob->Release();
    if( FAILED( hr ) )
        return hr;

    // Create vertex buffer
    SimpleVertex vertices[] =
    {
        XMFLOAT3( 0.0f, 0.5f, 0.5f ),
        XMFLOAT3( 0.5f, -0.5f, 0.5f ),
        XMFLOAT3( -0.5f, -0.5f, 0.5f ),
    };
    D3D11_BUFFER_DESC bd;
    ZeroMemory( &bd, sizeof(bd) );
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( SimpleVertex ) * 3;
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bd.CPUAccessFlags = 0;
    D3D11_SUBRESOURCE_DATA InitData;
    ZeroMemory( &InitData, sizeof(InitData) );
    InitData.pSysMem = vertices;
    hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
    if( FAILED( hr ) )
        return hr;

    // Set vertex buffer
    UINT stride = sizeof( SimpleVertex );
    UINT offset = 0;
    D3D11_BUFFER_DESC indexDesc;
    D3D11_SUBRESOURCE_DATA indexData;

    g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );

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

    UINT indices[] = {0,1,2};
    ZeroMemory(&indexDesc, sizeof(indexDesc));
    indexDesc.Usage = D3D11_USAGE_DEFAULT;
    indexDesc.ByteWidth = sizeof(ULONG)* 3;
    indexDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;


    ZeroMemory(&indexData, sizeof(indexData));
    indexData.pSysMem = indices;
    indexData.SysMemPitch = 0;
    indexData.SysMemSlicePitch = 0;
    hr = g_pd3dDevice->CreateBuffer(&indexDesc, &indexData, &g_index);
    if (FAILED(hr))
    {
        return hr;
    }

    m_ray.Initialize(g_pd3dDevice, g_pImmediateContext);
    return S_OK;
}


//--------------------------------------------------------------------------------------
// Clean up the objects we've created
//--------------------------------------------------------------------------------------
void CleanupDevice()
{
    if( g_pImmediateContext ) g_pImmediateContext->ClearState();

    if( g_pVertexBuffer ) g_pVertexBuffer->Release();
    if( g_pVertexLayout ) g_pVertexLayout->Release();
    if( g_pVertexShader ) g_pVertexShader->Release();
    if( g_pPixelShader ) g_pPixelShader->Release();
    if( g_pRenderTargetView ) g_pRenderTargetView->Release();
    if( g_pSwapChain ) g_pSwapChain->Release();
    if( g_pImmediateContext ) g_pImmediateContext->Release();
    if( g_pd3dDevice ) g_pd3dDevice->Release();
}


//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
    PAINTSTRUCT ps;
    HDC hdc;

    switch( message )
    {
        case WM_PAINT:
            hdc = BeginPaint( hWnd, &ps );
            EndPaint( hWnd, &ps );
            break;

        case WM_DESTROY:
            PostQuitMessage( 0 );
            break;

        default:
            return DefWindowProc( hWnd, message, wParam, lParam );
    }

    return 0;
}


//--------------------------------------------------------------------------------------
// Render a frame
//--------------------------------------------------------------------------------------
void Render()
{
    // Clear the back buffer 
    float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red,green,blue,alpha
    g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, ClearColor );


    g_pImmediateContext->IASetIndexBuffer(g_index, DXGI_FORMAT_R32_UINT, 0);
    g_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    // Render a triangle
    g_pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
    g_pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
    g_pImmediateContext->DrawIndexed( 3, 0 ,0);

    // Present the information rendered to the back buffer to the front buffer (the screen)
    m_ray.Render(g_pd3dDevice, g_pImmediateContext);
    g_pSwapChain->Present(0, 0);
}

1 个答案:

答案 0 :(得分:1)

在渲染方法中,不要为三角形设置顶点缓冲区(仅在初始化时),所以通过调用

m_ray.Render(g_pd3dDevice, g_pImmediateContext);

您将管道永久设置为使用行缓冲区。

确保在渲染函数中调用以下行,以便在绘制之前正确分配三角形:

g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );

对于你来说,你甚至不需要索引缓冲区,你可以摆脱它并使用:

g_pImmediateContext->Draw(2,0);

为了同样的效果