DX11中的隐形几何体

时间:2015-06-02 17:21:30

标签: xna alignment directx directx-11 xna-math-library

经过几个小时的努力来理解和弥补微软在Windows 8中对D3DX的弃用之后,我遇到了一个我无法摆脱的问题。

我第一次启动程序时,由于访问冲突而变得不朽。重新启动计算机并重新编译并运行相同的代码后,它不会崩溃,但我应该看到的立方体不存在。

我还得到一个警告,即在堆上声明的对象可能不会对齐16"。 AFAIK来自我的研究,这通常是因为XNA Math而发生的。因此,在找到this discussion之后,我尝试了所有建议的内容。除了XMFLOAT4X4解决方案之外的所有工作都有效,但我的立方体仍然是隐形的。以下是我认为相关的代码部分:

class IEGame : public DX11InfernalEngineBase
{
public:
    //...
bool LoadContent()
{
    //...
    Vertex vertices[] =
    {
        { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT2(0.0f, 0.0f) },
        { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT2(1.0f, 0.0f) },
        { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT2(1.0f, 1.0f) },
        { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) },

        { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT2(0.0f, 0.0f) },
        { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT2(1.0f, 0.0f) },
        { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT2(1.0f, 1.0f) },
        { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) },

        { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT2(0.0f, 0.0f) },
        { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT2(1.0f, 0.0f) },
        { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT2(1.0f, 1.0f) },
        { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) },

        { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT2(0.0f, 0.0f) },
        { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT2(1.0f, 0.0f) },
        { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT2(1.0f, 1.0f) },
        { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) },

        { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT2(0.0f, 0.0f) },
        { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT2(1.0f, 0.0f) },
        { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT2(1.0f, 1.0f) },
        { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT2(0.0f, 1.0f) },

        { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT2(0.0f, 0.0f) },
        { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT2(1.0f, 0.0f) },
        { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT2(1.0f, 1.0f) },
        { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) }
    };

    D3D11_BUFFER_DESC vertexDesc;
    ZeroMemory(&vertexDesc, sizeof(vertexDesc));
    vertexDesc.Usage = D3D11_USAGE_DEFAULT;
    vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vertexDesc.ByteWidth = sizeof(VertexPos)*24;

    D3D11_SUBRESOURCE_DATA resourceData;
    ZeroMemory(&resourceData, sizeof(resourceData));
    resourceData.pSysMem = vertices;

    try{
        d3dresult = d3dDevice_->CreateBuffer(&vertexDesc, &resourceData, &vertexBuffer_);
        if (FAILED(d3dresult))
        {
            throw _com_error(d3dresult);
        }
    }
    catch (_com_error & comEx){
        MessageBox(0, comEx.ErrorMessage(), "Error Creating Vertex Buffer", MB_OK);
        return false;
    }

    WORD indices[] = {
        3, 1, 0, 2, 1, 3,
        6, 4, 5, 7, 4, 6,
        11, 9, 8, 10, 9, 11,
        14, 12, 13, 15, 12, 14,
        19, 17, 16, 18, 17, 19,
        22, 20, 21, 23, 20, 22
    };

    D3D11_BUFFER_DESC indexDesc;
    ZeroMemory(&indexDesc, sizeof(indexDesc));
    indexDesc.Usage = D3D11_USAGE_DEFAULT;
    indexDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
    indexDesc.ByteWidth = sizeof(WORD)* 36;
    indexDesc.CPUAccessFlags = 0;
    resourceData.pSysMem = indices;

    try{
        d3dresult = d3dDevice_->CreateBuffer(&indexDesc, &resourceData, &indexBuffer_);
        if (FAILED(d3dresult))
        {
            throw _com_error(d3dresult);
        }
    }
    catch (_com_error & comEx){
        MessageBox(0, comEx.ErrorMessage(), "Error Creating Index Buffer", MB_OK);
        return false;
    }

    try{
        std::vector<byte> textureFile = LoadFile("C:\\Users\\Marcus\\documents\\visual studio 2013\\Projects\\infernalEngine\\Debug\\guide.png");
        d3dresult = CreateWICTextureFromMemory(d3dDevice_, d3dContext_, textureFile.data(), textureFile.size(), nullptr, &colorMapView_, 0);
        if (FAILED(d3dresult))
        {
            throw _com_error(d3dresult);
        }
    }
    catch (_com_error & comEx){
        MessageBox(0, comEx.ErrorMessage(), "Error Loading Texture", MB_OK);
        return false;
    }

    D3D11_SAMPLER_DESC colorMapDesc;
    ZeroMemory(&colorMapDesc, sizeof(colorMapDesc));
    colorMapDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
    colorMapDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
    colorMapDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
    colorMapDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
    colorMapDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
    colorMapDesc.MaxLOD = D3D11_FLOAT32_MAX;

    try{
        d3dresult = d3dDevice_->CreateSamplerState(&colorMapDesc, &colorMapSampler_);
        if (FAILED(d3dresult))
        {
            throw _com_error(d3dresult);
        }
    }
    catch (_com_error & comEx){
        MessageBox(0, comEx.ErrorMessage(), "Error Creating Sampler State", MB_OK);
        return false;
    }

    D3D11_BUFFER_DESC constDesc;
    ZeroMemory(&constDesc, sizeof(constDesc));
    constDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    constDesc.ByteWidth = sizeof(XMMATRIX);
    constDesc.Usage = D3D11_USAGE_DEFAULT;

    try{
        d3dresult = d3dDevice_->CreateBuffer(&constDesc, nullptr, &viewCB_);
        if (FAILED(d3dresult))
        {
            throw _com_error(d3dresult);
        }
    }
    catch (_com_error & comEx){
        MessageBox(0, comEx.ErrorMessage(), "Error Creating View Matrix", MB_OK);
        return false;
    }
    try{
        d3dresult = d3dDevice_->CreateBuffer(&constDesc, nullptr, &projCB_);
        if (FAILED(d3dresult))
        {
            throw _com_error(d3dresult);
        }
    }
    catch (_com_error & comEx){
        MessageBox(0, comEx.ErrorMessage(), "Error Creating Projection Matrix", MB_OK);
        return false;
    }
    try{
        d3dresult = d3dDevice_->CreateBuffer(&constDesc, nullptr, &worldCB_);
        if (FAILED(d3dresult))
        {
            throw _com_error(d3dresult);
        }
    }
    catch (_com_error & comEx){
        MessageBox(0, comEx.ErrorMessage(), "Error Creating World Matrix", MB_OK);
        return false;
    }

    viewMatrix_ = XMMatrixIdentity();
    projMatrix_ = XMMatrixPerspectiveFovLH(XM_PIDIV4, 800.0f / 600.0f, 0.01f, 100.0f);

    viewMatrix_ = XMMatrixTranspose(viewMatrix_);
    projMatrix_ = XMMatrixTranspose(projMatrix_);

    return true;
}

void UnloadContent()
{
    if (colorMapSampler_) colorMapSampler_->Release();
    if (colorMapView_) colorMapView_->Release();
    if (solidColorVS_) solidColorVS_->Release();
    if (solidColorPS_) solidColorPS_->Release();
    if (inputLayout_) inputLayout_->Release();
    if (vertexBuffer_) vertexBuffer_->Release();
    if (viewCB_) viewCB_->Release();
    if (projCB_) projCB_->Release();
    if (worldCB_) worldCB_->Release();

    colorMapSampler_ = 0;
    colorMapView_ = 0;
    solidColorVS_ = 0;
    solidColorPS_ = 0;
    inputLayout_ = 0;
    vertexBuffer_ = 0;
    viewCB_ = 0;
    projCB_ = 0;
    worldCB_ = 0;
}

void Render()
{
    if (d3dContext_ == 0)
        return;

    float clearColor[4] = { 0.0f, 0.0f, 0.25f, 1.0f };
    d3dContext_->ClearRenderTargetView(backBufferTarget_, clearColor);
    d3dContext_->ClearDepthStencilView(depthStencilView_, D3D11_CLEAR_DEPTH, 1.0f, 0);

    unsigned int nStride = sizeof(VertexPos);
    unsigned int nOffset = 0;

    d3dContext_->IASetInputLayout(inputLayout_);
    d3dContext_->IASetVertexBuffers(0, 1, &vertexBuffer_, &nStride, &nOffset);
    d3dContext_->IASetIndexBuffer(indexBuffer_, DXGI_FORMAT_R16_UINT, 0);
    d3dContext_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

    d3dContext_->VSSetShader(solidColorVS_, 0, 0);
    d3dContext_->PSSetShader(solidColorPS_, 0, 0);
    d3dContext_->PSSetShaderResources(0, 1, &colorMapView_);
    d3dContext_->PSSetSamplers(0, 1, &colorMapSampler_);

    XMMATRIX rotationMatrix;
    rotationMatrix = XMMatrixRotationRollPitchYaw(0.0f, 0.7f, 0.7f);
    XMMATRIX translationMatrix;
    translationMatrix = XMMatrixTranslation(0.0f, 0.0f, 0.6f);

    XMMATRIX worldMatrix;
    worldMatrix = rotationMatrix * translationMatrix;
    worldMatrix = XMMatrixTranspose(worldMatrix);

    d3dContext_->UpdateSubresource(worldCB_, 0, nullptr, &worldMatrix, 0, 0);
    d3dContext_->UpdateSubresource(viewCB_, 0, nullptr, &viewMatrix_, 0, 0);
    d3dContext_->UpdateSubresource(projCB_, 0, nullptr, &projMatrix_, 0, 0);

    d3dContext_->VSSetConstantBuffers(0, 1, &worldCB_);
    d3dContext_->VSSetConstantBuffers(1, 1, &viewCB_);
    d3dContext_->VSSetConstantBuffers(2, 1, &projCB_);

    d3dContext_->DrawIndexed(36, 0, 0);

    swapChain_->Present(0, 0);
}

private:
ID3D11VertexShader * solidColorVS_;
ID3D11PixelShader * solidColorPS_;

ID3D11InputLayout * inputLayout_;
ID3D11Buffer * vertexBuffer_;
ID3D11Buffer * indexBuffer_;

ID3D11ShaderResourceView * colorMapView_;
ID3D11SamplerState * colorMapSampler_;

ID3D11Buffer * viewCB_;
ID3D11Buffer * projCB_;
ID3D11Buffer * worldCB_;
XMMATRIX viewMatrix_;
XMMATRIX projMatrix_;
};

更新:因此,在启用D3D调试设备后,我在输出中得到了这个。我真的无法理解它。

D3D11 WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting.     [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Producer at 0x00F7F3F4, Refcount: 3. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x00F80218, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0403A110, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0403801C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04040304, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0404054C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0404089C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04040AAC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04040CE0, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04041394, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x040428E4, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04043534, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04043894, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0404490C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0404F5CC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0405C7EC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0405B65C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04069D0C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0406701C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x040653AC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0408243C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04036FFC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0403719C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04085C04, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0408656C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x040618CC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live                         Object :     25 [ STATE_CREATION WARNING #0: UNKNOWN]
DXGI WARNING: Live Producer at 0x00F4AE50, Refcount: 4. [ STATE_CREATION WARNING #0: ]
DXGI WARNING:   Live Object at 0x00F4D480, Refcount: 2. [ STATE_CREATION WARNING #0: ]
DXGI WARNING: Live                         Object :      1 [ STATE_CREATION WARNING #0: ]

更新:我的XMMATRIX现已正确对齐。虽然立方体仍然是隐形的。我也找不到Visual Studio图形调试器。根据我的研究,我知道它应该在哪里,它就不存在。

2 个答案:

答案 0 :(得分:0)

这里的关键问题是你使用的XMMATRIX需要16字节对齐作为堆分配的类成员,但x86(32位)上的new仅提供8字节默认情况下对齐。

这正是XMFLOAT4X4XMLoadFloat4x4XMStoreFloat4x4存在要解决的问题。

XMMATRIX vm = XMMatrixIdentity();
XMMATRIX pm = XMMatrixPerspectiveFovLH(XM_PIDIV4, 800.0f / 600.0f, 0.01f, 100.0f);

XMStoreFloat4x4( &viewMatrix_, XMMatrixTranspose(vm) );
XMStoreFlaot4x4( &projMatrix_, XMMatrixTranspose(pm) );

XMFLOAT4X4 viewMatrix_;
XMFLOAT4X4 projMatrix_;

那或者您可以切换到x64(64位)本机编码,默认情况下具有16字节对齐,您可以使用XMMATRIXXMVECTOR作为类成员而无需担心在大多数情况下都是对齐的。

这是在suspend the program by typing Ctrl-Z的MSDN上解决的。见DirectXMath Programming Guide

您还应该查看Getting Started, Type Usage Guidelines中的SimpleMath包装器。这些类型使用C ++&#34; magic&#34;:

处理此加载/存储行为
#include <SimpleMath.h>

XMMATRIX vm = XMMatrixIdentity();
XMMATRIX pm = XMMatrixPerspectiveFovLH(XM_PIDIV4, 800.0f / 600.0f, 0.01f, 100.0f);

viewMatrix_ = XMMatrixTranspose(vm);
projMatrix_ = XMMatrixTranspose(pm); 

DirectX::SimpleMath::Matrix viewMatrix_;
DirectX::SimpleMath::Matrix projMatrix_;

如果您还没有看到这些,请务必阅读:

编辑对于Windows桌面DirectX开发,如果您尚未使用VS 2013 Professional +,则应使用Visual Studio 2013 Community Edition。它包括VS Graphics Debugger,VS 2013 Express for Windows Desktop没有。

答案 1 :(得分:0)

好吧,我终于找到了解决方案。由于VS Graphics Debugger没有出错,我不得不做一些实际工作的随机事情。

我必须在任何可见之前创建一个光栅化器状态。事实证明我的立方体也在里面,所以我将D3D11_RASTERIZER_DESC的FrontCounterClockWise字段设置为false。我还通过在Render()中设置以下行来缩小相机:

nickname = models.CharField(unique=True, max_length=24)
biography = models.TextField(default=BIO_DEFAULT_STRING)
avatar = models.ImageField(upload_to='members/avatars/')

我还创造了一个剪刀矩形;我不知道这是否与解决方案有关。

这是我找到所有相关内容的地方: This MSDN page.

感谢大家的帮助,我使用内联函数清除了try-catch废话。