遇到以下问题的麻烦
HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB));
看起来CreateBuffer方法在读取& mVB时遇到了麻烦。 mVB在box.h中定义,看起来像这样
ID3D10Buffer* mVB;
下面是它的全部代码。这是mVB所在的所有文件。
//Box.cpp
#include "Box.h"
#include "Vertex.h"
#include <vector>
Box::Box()
: mNumVertices(0), mNumFaces(0), md3dDevice(0), mVB(0), mIB(0)
{
}
Box::~Box()
{
ReleaseCOM(mVB);
ReleaseCOM(mIB);
}
float Box::getHeight(float x, float z)const
{
return 0.3f*(z*sinf(0.1f*x) + x*cosf(0.1f*z));
}
void Box::init(ID3D10Device* device, float m, float n, float dx)
{
md3dDevice = device;
mNumVertices = m*n;
mNumFaces = 12;
float halfWidth = (n-1)*dx*0.5f;
float halfDepth = (m-1)*dx*0.5f;
std::vector<Vertex> vertices(mNumVertices);
for(DWORD i = 0; i < m; ++i)
{
float z = halfDepth - (i * dx);
for(DWORD j = 0; j < n; ++j)
{
float x = -halfWidth + (j* dx);
float y = getHeight(x,z);
vertices[i*n+j].pos = D3DXVECTOR3(x, y, z);
if(y < -10.0f)
vertices[i*n+j].color = BEACH_SAND;
else if( y < 5.0f)
vertices[i*n+j].color = LIGHT_YELLOW_GREEN;
else if (y < 12.0f)
vertices[i*n+j].color = DARK_YELLOW_GREEN;
else if (y < 20.0f)
vertices[i*n+j].color = DARKBROWN;
else
vertices[i*n+j].color = WHITE;
}
}
D3D10_BUFFER_DESC vbd;
vbd.Usage = D3D10_USAGE_IMMUTABLE;
vbd.ByteWidth = sizeof(Vertex) * mNumVertices;
vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA vinitData;
vinitData.pSysMem = &vertices;
HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB));
//create the index buffer
std::vector<DWORD> indices(mNumFaces*3); // 3 indices per face
int k = 0;
for(DWORD i = 0; i < m-1; ++i)
{
for(DWORD j = 0; j < n-1; ++j)
{
indices[k] = i*n+j;
indices[k+1] = i*n+j+1;
indices[k+2] = (i*1)*n+j;
indices[k+3] = (i*1)*n+j;
indices[k+4] = i*n+j+1;
indices[k+5] = (i*1)*n+j+1;
k+= 6;
}
}
D3D10_BUFFER_DESC ibd;
ibd.Usage = D3D10_USAGE_IMMUTABLE;
ibd.ByteWidth = sizeof(DWORD) * mNumFaces*3;
ibd.BindFlags = D3D10_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = &indices;
HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mIB));
}
void Box::Draw()
{
UINT stride = sizeof(Vertex);
UINT offset = 0;
md3dDevice->IASetVertexBuffers(0, 1, &mVB, &stride, &offset);
md3dDevice->IASetIndexBuffer(mIB, DXGI_FORMAT_R32_UINT, 0);
md3dDevice->DrawIndexed(mNumFaces*3, 0 , 0);
}
//Box.h
#ifndef _BOX_H
#define _BOX_H
#include "d3dUtil.h"
Box.h
class Box {
public:
Box();
~Box();
void init(ID3D10Device* device, float m, float n, float dx);
void Draw();
float getHeight(float x, float z)const;
private:
DWORD mNumVertices;
DWORD mNumFaces;
ID3D10Device* md3dDevice;
ID3D10Buffer* mVB;
ID3D10Buffer* mIB;
};
#endif
[编辑] 为m和n dx传递的争论是
m = 129,n = 129,dx = 1.0f(它们都是浮子)
m和n透视地表示行和列。 dx是宽度和高度。
再次感谢您的帮助
答案 0 :(得分:1)
如果需要指向矢量数据数组的指针,则应使用&vec[0]
。如果使用&vec
,它将为您提供一个指向矢量对象的指针,该指针可能包含与您插入到矢量中的数据无关的所有类型的管理结构。
数据本身存储在从&vec[0]
开始的连续内存中,因此在初始化D3D结构时使用它。