Oculus Tiny Room,Directx,将3D模型加载到场景中

时间:2017-06-01 07:58:09

标签: c++ 3d directx directx-11 oculus

我目前正在研究Oculus Rift PC SDK。试图从像Tiny Room Demo(DX11)这样简单的东西开始。在线阅读本教程,将3D模型从外部文件加载到场景中(Rastertek 教程7:3D模型渲染)

Tiny Room Demo创建模型的方式是对坐标进行硬编码并将其渲染

TriangleSet walls;
    walls.AddSolidColorBox(10.1f, 0.0f, 20.0f, 10.0f, 4.0f, -20.0f, 0xff808080);  // Left Wall
    walls.AddSolidColorBox(10.0f, -0.1f, 20.1f, -10.0f, 4.0f, 20.0f, 0xff808080); // Back Wall
    walls.AddSolidColorBox(-10.0f, -0.1f, 20.0f, -10.1f, 4.0f, -20.0f, 0xff808080);   // Right Wall
    Add(
        new Model(&walls, XMFLOAT3(0, 0, 0), XMFLOAT4(0, 0, 0, 1),
            new Material(
                new Texture(false, 256, 256, Texture::AUTO_WALL)
            )
        )
    );

void AddSolidColorBox(float x1, float y1, float z1, float x2, float y2, float z2, uint32_t c)
{
    AddQuad(Vertex(XMFLOAT3(x1, y2, z1), ModifyColor(c, XMFLOAT3(x1, y2, z1)), z1, x1),
            Vertex(XMFLOAT3(x2, y2, z1), ModifyColor(c, XMFLOAT3(x2, y2, z1)), z1, x2),
            Vertex(XMFLOAT3(x1, y2, z2), ModifyColor(c, XMFLOAT3(x1, y2, z2)), z2, x1),
            Vertex(XMFLOAT3(x2, y2, z2), ModifyColor(c, XMFLOAT3(x2, y2, z2)), z2, x2));
...}

AddQuad(Vertex v0, Vertex v1, Vertex v2, Vertex v3) { AddTriangle(v0, v1, v2);  AddTriangle(v3, v2, v1); } 

void AddTriangle(Vertex v0, Vertex v1, Vertex v2)
{
    VALIDATE(numVertices <= (maxBuffer - 3), "Insufficient triangle set");
    for (int i = 0; i < 3; i++) Indices[numIndices++] = short(numVertices + i);
    Vertices[numVertices++] = v0;
    Vertices[numVertices++] = v1;
    Vertices[numVertices++] = v2;
}

尝试使用教程

中的函数将模型加载到场景中
TriangleSet models;
    models.LoadModel("F:\\cube.txt");
    Add(
        new OBJModel(&models, XMFLOAT3(0, 0, 0), XMFLOAT4(0, 0, 0, 1),
            new OBJMaterial(
                new Texture(false, 256, 256, Texture::AUTO_WHITE)
                //new Texture(DirectX, L"wallpaper.jpg")
            )
        )
    );  //3D Model

void LoadModel(char* filename)
{
    ifstream fin;
    char input;


    // Open the model file.
    fin.open(filename);

    // Read up to the value of vertex count.
    fin.get(input);
    while (input != ':')
    {
        fin.get(input);
    }

    // Read in the vertex count.
    m_vertexCount = 0;
    fin >> m_vertexCount;

    // Read up to the beginning of the data.
    fin.get(input);
    while (input != ':')
    {
        fin.get(input);
    }
    fin.get(input);
    fin.get(input);

    // Read in the vertex data.
    for (int i = 0; i<m_vertexCount; i++)
    {
        Indices[numIndices++] = short(numVertices + i);
        //numVertices++; deleted
        fin >> Vertices[numVertices].Pos.x >> Vertices[numVertices].Pos.y >> Vertices[numVertices].Pos.z;
        fin >> Vertices[numVertices].U >> Vertices[numVertices].V;
        fin >> Normals[numVertices].Norm.x >> Normals[numVertices].Norm.y >> Normals[numVertices].Norm.z;
        Vertices[numVertices].C = ModifyColor(0xffffffff, Vertices[numVertices].Pos);
        numVertices+=1; //new statement
    }

    // Close the model file.
    fin.close();
}

我没有使用法线,因为它是针对对象纹理的教程。相反,我将颜色定义为纯黄色。试图保持加载模型的结构尽可能类似于Tiny Room Demo。

我使用了与Tiny Room Demo相同的模型,材质和纹理(顶点着色器和像素着色器)。然而,呈现在场景上的内容并没有像它应该的那样出现。

一步一步地调试以查看坐标是否正确加载到顶点[numVertices]。好像没有问题。我试图加载的文件是cube.txt

顶点数:36

数据:

-1.0 1.0 -1.0 0.0 0.0 0.0 0.0 -1.0

1.0 1.0 -1.0 1.0 0.0 0.0 0.0 -1.0

-1.0 -1.0 -1.0 0.0 1.0 0.0 0.0 -1.0

-1.0 -1.0 -1.0 0.0 1.0 0.0 0.0 -1.0

1.0 1.0 -1.0 1.0 0.0 0.0 0.0 -1.0

1.0 -1.0 -1.0 1.0 1.0 0.0 0.0 -1.0

1.0 1.0 -1.0 0.0 0.0 1.0 0.0 0.0

1.0 1.0 1.0 1.0 0.0 1.0 0.0 0.0

1.0 -1.0 -1.0 0.0 1.0 1.0 0.0 0.0

1.0 -1.0 -1.0 0.0 1.0 1.0 0.0 0.0

1.0 1.0 1.0 1.0 0.0 1.0 0.0 0.0

1.0 -1.0 1.0 1.0 1.0 1.0 0.0 0.0

1.0 1.0 1.0 0.0 0.0 0.0 0.0 1.0

-1.0 1.0 1.0 1.0 0.0 0.0 0.0 1.0

1.0 -1.0 1.0 0.0 1.0 0.0 0.0 1.0

1.0 -1.0 1.0 0.0 1.0 0.0 0.0 1.0

-1.0 1.0 1.0 1.0 0.0 0.0 0.0 1.0

-1.0 -1.0 1.0 1.0 1.0 0.0 0.0 1.0

...

假设出现什么(除了没有纹理) 3D cube

实际出现的只是三角形的碎片 TinyRoomDemo + 3D cube

不确定出了什么问题。请指点!非常感谢你:))

顶点和索引缓冲区

struct OBJModel
{
XMFLOAT3     Pos;
XMFLOAT4     Rot;
OBJMaterial   * Fill;
DataBuffer * VertexBuffer;
DataBuffer * IndexBuffer;
int          NumIndices;

OBJModel() : Fill(nullptr), VertexBuffer(nullptr), IndexBuffer(nullptr) {};
void Init(TriangleSet * t)
{
    NumIndices = t->numIndices;
    VertexBuffer = new DataBuffer(DIRECTX.Device, D3D11_BIND_VERTEX_BUFFER, &t->Vertices[0], t->numVertices * sizeof(Vertex));
    IndexBuffer = new DataBuffer(DIRECTX.Device, D3D11_BIND_INDEX_BUFFER, &t->Indices[0], t->numIndices * sizeof(short));
}

...

DIRECTX.Context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

-------------------------------------------- -------------------------------------------------- -----------------------------------

06/06/2017编辑: 3D模型数据:

顶点数:798

数据:

28.3005 0.415886 -45.8282 0.7216 0.720211 0 0 -1

28.3005 -0.809079 -45.8282 0.732222 0.720211 0 0 -1

-27.7441 -0.809079 -45.8282 0.732222 0.847836 0 0 -1

28.3005 0.415886 68.1056 0.459891 0.720286 0 1 -0

28.3005 0.415886 -45.8282 0.719341 0.720286 0 1 -0

-27.7441 0.415886 -45.8282 0.719341 0.847911 0 1 -0

28.3005 -0.809079 68.1056 0.721603 0.720211 0 0 1

28.3005 0.415886 68.1056 0.732225 0.720211 0 0 1

-27.7441 0.415886 68.1056 0.732225 0.847836 0 0 1

28.3005 -0.809079 -45.8282 0.459891 0.720298 0 -1 -0

28.3005 -0.809079 68.1056 0.719341 0.720298 0 -1 -0

-27.7441 -0.809079 68.1056 0.719341 0.847923 0 -1 -0

28.3005 0.415886 68.1056 0.719341 0.70683 1 0 -0

...

1 个答案:

答案 0 :(得分:0)

从你为房子提供的数据来看,似乎1个三角形面向一个方向,第二个面向相反方向。

使用光栅化器不用反剔除来绘制此对象