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。
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);
}
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