我正在尝试在立方体上渲染纹理。但是,我做错了什么。我有纹理,但坐标看起来像错了,我不知道如何正确设置它。我错过了什么?我想我必须对IndexBuffer和UV做点什么。但是,我的思绪非常复杂。
我得到的结果:https://www.youtube.com/watch?v=_fdJAaU81sQ
Mesh.cs
ComboBoxes
Program.cs的
public class Mesh : IDisposable
{
public string File;
public string Name;
public Vector4[] Vertices { get; set; }
public int VerticesCount=0;
public Vector3 Position; //BASED ON PIVOT
public Vector3 PivotPosition; //MOVE MESH BASED ON THIS POSITION
public Vector3 Rotation;
public double Weight;
public SharpDX.Direct3D11.Device d3dDevice;
public SharpDX.Direct3D11.Buffer VerticesBuffer;
public bool IsDisposed=false;
public bool IsSelected = false;
public int Triangles;
public string Texture_DiffuseMap;
public Mesh(string _name, Vector4[] _vertices, string _file, SharpDX.Direct3D11.Device _device, string _Texture_DiffuseMap = "")
{
Vertices = new[]
{
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), // Front
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), // BACK
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), // Top
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), // Bottom
new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), // Left
new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), // Right
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
};
Texture_DiffuseMap = _Texture_DiffuseMap;
_vertices = Vertices;
d3dDevice = _device;
VerticesCount = Vertices.Count();
Name = _name;
File = _file;
Meshes.Add(this);
}
// Other functions go here...
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
IsDisposed = true;
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
Dispose();
}
// free native resources if there are any.
VerticesBuffer.Dispose();
IsDisposed = true;
}
public void Render()
{
d3dDevice.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
d3dDevice.ImmediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VerticesBuffer, Utilities.SizeOf<Vector4>() * 2, 0));
d3dDevice.ImmediateContext.Draw(VerticesCount,0);
/*d3dDevice.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineList;
d3dDevice.ImmediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VerticesBuffer, Utilities.SizeOf<Vector4>() * 2, 0));
d3dDevice.ImmediateContext.Draw(VerticesCount, 0);
*/
VerticesBuffer.Dispose();
}
}
MiniCube.hlsl
[STAThread]
private static void Main()
{
new Thread(new ThreadStart(() =>
{
DisposeCollector DC=new DisposeCollector();
var form = new RenderForm(Globals.Window_Title) { Width = Globals.Window_Size.Width, Height = Globals.Window_Size.Height, AllowUserResizing = false, MinimizeBox = false };
InputHandler IHandler = new InputHandler(form);
SampleDescription SamplerDesc = new SampleDescription(8, 0);
// SwapChain description
var desc = new SwapChainDescription()
{
BufferCount = 2,
ModeDescription = new ModeDescription(form.ClientSize.Width, form.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
IsWindowed = true,
OutputHandle = form.Handle,
SampleDescription = SamplerDesc,
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput
};
var samplerStateDescription = new SamplerStateDescription
{
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
Filter = Filter.MinMagMipLinear
};
var rasterizerStateDescription = RasterizerStateDescription.Default();
rasterizerStateDescription.IsFrontCounterClockwise = true;
// Used for debugging dispose object references
Configuration.EnableObjectTracking = true;
// Disable throws on shader compilation errors
Configuration.ThrowOnShaderCompileError = false;
SharpDX.DXGI.Factory factory = new SharpDX.DXGI.Factory1();
SharpDX.DXGI.Adapter adapter = factory.GetAdapter(1);
Adapter[] availableAdapters = factory.Adapters;
foreach(Adapter _adapter in availableAdapters)
{
Console.WriteLine(_adapter.Description.Description);
}
// Create Device and SwapChain
Device device;
SwapChain swapChain;
Device.CreateWithSwapChain(adapter, DeviceCreationFlags.SingleThreaded, desc, out device, out swapChain);
var context = device.ImmediateContext;
//factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);
// Compile Vertex and Pixel shaders
var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.hlsl", "VS", "vs_5_0", ShaderFlags.Debug);
var vertexShader = new VertexShader(device, vertexShaderByteCode);
var pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.hlsl", "PS", "ps_5_0", ShaderFlags.Debug);
var pixelShader = new PixelShader(device, pixelShaderByteCode);
var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode);
// Layout from VertexShader input signature
var layout = new InputLayout(device, signature, new[]
{
new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
new InputElement("NORMAL", 0, Format.R32G32B32A32_Float, 0, 0),
new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0),
new InputElement("TEXCOORD", 0, Format.R32G32_Float, InputElement.AppendAligned, 0)
});
var samplerState = new SamplerState(device, samplerStateDescription);
Mesh mesh1 = new Mesh("mesh1", new[] { new Vector4(0, 0, 0, 1) }, "", device, "1_Purple.jpg") { IsSelected=true };
Mesh mesh2 = new Mesh("mesh2", new[] { new Vector4(0, 0, 0, 1) }, "", device, "1_GREEN.jpg");
//MenuCreator menu1 = new MenuCreator(device,new[] {new Vector4(0, 0, 0, 0) });
// Create Constant Buffer
var contantBuffer = new Buffer(device, Utilities.SizeOf<Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
ShaderResourceView textureView;
SharpDX.WIC.ImagingFactory2 ImagingFactory2 = new SharpDX.WIC.ImagingFactory2();
// Prepare All the stages
context.InputAssembler.InputLayout = layout;
context.VertexShader.SetConstantBuffer(0, contantBuffer);
context.VertexShader.Set(vertexShader);
context.PixelShader.Set(pixelShader);
context.PixelShader.SetSampler(0, samplerState);
//context.PixelShader.SetShaderResource(0, textureView);
Matrix proj = Matrix.Identity;
// Use clock
var clock = new Stopwatch();
FPS fps = new FPS();
clock.Start();
// Declare texture for rendering
bool userResized = true;
Texture2D backBuffer = null;
RenderTargetView renderView = null;
Texture2D depthBuffer = null;
DepthStencilView depthView = null;
// Setup handler on resize form
form.UserResized += (sender, args) => userResized = true;
// Setup full screen mode change F5 (Full) F4 (Window)
form.KeyUp += (sender, args) =>
{
if (args.KeyCode == Keys.F5)
swapChain.SetFullscreenState(true, null);
else if (args.KeyCode == Keys.F4)
swapChain.SetFullscreenState(false, null);
else if (args.KeyCode == Keys.Escape)
form.Close();
};
//CREATE DEPTH STENCIL DESCRIPTION
DepthStencilStateDescription depthSSD = new DepthStencilStateDescription();
depthSSD.IsDepthEnabled = false;
depthSSD.DepthComparison = Comparison.LessEqual;
depthSSD.DepthWriteMask = DepthWriteMask.Zero;
DepthStencilState DSState = new DepthStencilState(device, depthSSD);
Camera camera = new Camera();
camera.eye = new Vector3(0, 0, -5);
camera.target = new Vector3(0, 0, 0);
Globals.Render = true;
/*void DrawEmptyCircle(Vector3 startPoint, Vector2 radius, Color color)
{
List<VertexPositionColor> circle = new List<VertexPositionColor>();
float X, Y;
var stepDegree = 0.3f;
for (float angle = 0; angle <= 360; angle += stepDegree)
{
X = startPoint.X + radius.X * (float)Math.Cos((angle));
Y = startPoint.Y + radius.Y * (float)Math.Sin((angle));
Vector3 point = new Vector3(X, Y, 0);
circle.Add(new VertexPositionColor(point, color));
}
}*/
CubeApp.Windows.SystemInformation.Print(CubeApp.Windows.SystemInformation.GetSystemInformation());
HardwareInformation.GetHardwareInformation("Win32_DisplayConfiguration", "Description");
// Main loop
RenderLoop.Run(form, () =>
{
fps.Count();fps.setFormHeader(form);
// Prepare matrices
if (Globals.Render)
{
var view = camera.getView();
// If Form resized
if (userResized)
{
// Dispose all previous allocated resources
Utilities.Dispose(ref backBuffer);
Utilities.Dispose(ref renderView);
Utilities.Dispose(ref depthBuffer);
Utilities.Dispose(ref depthView);
foreach (Mesh _mesh in Meshes.MeshCollection)
{
if (_mesh.IsDisposed == false)
{
Utilities.Dispose(ref _mesh.VerticesBuffer);
}
}
// Resize the backbuffer
swapChain.ResizeBuffers(desc.BufferCount, form.ClientSize.Width, form.ClientSize.Height, Format.Unknown, SwapChainFlags.None);
// Get the backbuffer from the swapchain
backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
// Renderview on the backbuffer
renderView = new RenderTargetView(device, backBuffer);
// Create the depth buffer
depthBuffer = new Texture2D(device, new Texture2DDescription()
{
Format = Format.D32_Float_S8X24_UInt,
ArraySize = 1,
MipLevels = 1,
Width = form.ClientSize.Width,
Height = form.ClientSize.Height,
SampleDescription = SamplerDesc,
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
});
// Create the depth buffer view
depthView = new DepthStencilView(device, depthBuffer);
// Setup targets and viewport for rendering
context.Rasterizer.SetViewport(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
//context.OutputMerger.SetDepthStencilState(DSState);
context.OutputMerger.SetTargets(depthView, renderView);
// Setup new projection matrix with correct aspect ratio
proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.ClientSize.Width / (float)form.ClientSize.Height, 0.1f, 100.0f);
// We are done resizing
userResized = false;
}
var time = clock.ElapsedMilliseconds / 1000.0f;
var viewProj = Matrix.Multiply(view, proj);
// Clear views
context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
context.ClearRenderTargetView(renderView, Color.WhiteSmoke);
// Update WorldViewProj Matrix
var worldViewProj = Matrix.RotationX(45) * Matrix.RotationY(0 * 2) * Matrix.RotationZ(0 * .7f) * viewProj;
worldViewProj.Transpose();
context.UpdateSubresource(ref worldViewProj, contantBuffer);
//Update Camera Position
Vector3 _camEye = camera.eye;
Vector3 _camTarget = camera.target;
if (IHandler.KeyW)
{
_camEye.Z+= 0.050f; _camTarget.Z += 0.050f;
}
if (IHandler.KeyS)
{
_camEye.Z -= 0.050f; _camTarget.Z -= 0.050f;
}
if (IHandler.KeyA)
{
_camEye.X -= 0.050f; _camTarget.X -= 0.050f;
}
if (IHandler.KeyD)
{
_camTarget.X += 0.050f;
_camEye.X += 0.050f;
}
if (IHandler.KeyQ)
{
}
camera.eye = _camEye;
camera.target = _camTarget;
camera.updateView();
// Draw the cube
foreach (Mesh __mesh in Meshes.MeshCollection)
{
if ( __mesh.IsSelected )
{
for (int i = 0; i <= __mesh.VerticesCount - 1; i++)
{
if (IHandler.KeyRight) __mesh.Vertices[i].X += 0.050f;
if (IHandler.KeyLeft) __mesh.Vertices[i].X -= 0.050f;
if (IHandler.KeyUp) __mesh.Vertices[i].Y += 0.050f;
if (IHandler.KeyDown) __mesh.Vertices[i].Y -= 0.050f;
}
}
var texture = TextureLoader.CreateTexture2DFromBitmap(device, TextureLoader.LoadBitmap(ImagingFactory2, __mesh.Texture_DiffuseMap));
textureView = new ShaderResourceView(device, texture);
context.PixelShader.SetShaderResource(0, textureView);
texture.Dispose();
textureView.Dispose();
__mesh.VerticesBuffer = SharpDX.Direct3D11.Buffer.Create(device, BindFlags.VertexBuffer, __mesh.Vertices);
//EnvironmentDisplayModes.SetDisplayMode(device, __mesh, EnvironmentDisplayModes.DisplayMode.Standart);
__mesh.Render();
}
// Present!
swapChain.Present(0, PresentFlags.None);
}
});
// Release all resources
foreach (Mesh msh in Meshes.MeshCollection)
{
msh.d3dDevice.Dispose();
msh.VerticesBuffer.Dispose();
}
DC.DisposeAndClear();
signature.Dispose();
vertexShaderByteCode.Dispose();
vertexShader.Dispose();
pixelShaderByteCode.Dispose();
pixelShader.Dispose();
layout.Dispose();
contantBuffer.Dispose();
depthBuffer.Dispose();
depthView.Dispose();
renderView.Dispose();
backBuffer.Dispose();
ImagingFactory2.Dispose();
device.Dispose();
context.Dispose();
swapChain.Dispose();
factory.Dispose();
adapter.Dispose();
DSState.Dispose();
samplerState.Dispose();
DC.Dispose();
form.Dispose();
})).Start();
}
}
答案 0 :(得分:0)
首先,将纹理坐标存储在顶点中是很常见的。 因此,首先要做的就是将顶点的结构更改为:
public MyVertex
{
public Vector3 Position;
public Vector3 Normal;
public Vector2 TextureCoord;
}
我认为没有必要使位置和法线成为vector4,所以这应该这样做。当您使用纹理时,也不需要在顶点结构中使用颜色。
接下来,将着色器的输入结构更改为上述结构。在着色器中,也在你的初始化中。
建议您在网格初始化中设置纹理坐标。一个例子是飞机:
var vertices = new MyVertex[]
{
new MyVertex(){Position = new Vector3(0.0f, 0.0f, 0.0f),Normal = new Vector3(0.0f, 1.0f, 0.0f), TextureCoord = new Vector2(0.0f, 0.0f)},
new MyVertex(){Position = new Vector3(1.0f, 0.0f, 0.0f),Normal = new Vector3(0.0f, 1.0f, 0.0f), TextureCoord = new Vector2(1.0f, 0.0f)},
new MyVertex(){Position = new Vector3(1.0f, 0.0f, 1.0f),Normal = new Vector3(0.0f, 1.0f, 0.0f), TextureCoord = new Vector2(1.0f, 1.0f)},
new MyVertex(){Position = new Vector3(0.0f, 0.0f, 1.0f),Normal = new Vector3(0.0f, 1.0f, 0.0f), TextureCoord = new Vector2(0.0f, 1.0f)}
};
如果你存储这样的顶点,它应该像魅力一样工作。 剩下要做的就是使用输入texturecoordinates来为着色器中传递的纹理进行采样。
如果你想使用简单的纹理映射,也不需要在着色器中操作texturecoordinates。否则,您可以在维基百科上查找不同类型的纹理映射,如球形,盒形或平面纹理映射。