在我的代码中,我正在制作2个矩形,
Rectangle1:在纹理上渲染。
Rectangle2:渲染背缓冲区。
我正在尝试进行可编程混合,因此需要在像素着色器中访问目标像素。
在我的代码中,
我正在创建如下纹理:
d3d11Device->CreateTexture2D(&textureDesc, NULL, &renderTargetTextureMap);
在此之后我创建了纹理的渲染目标视图。
d3d11Device->CreateRenderTargetView(renderTargetTextureMap, &renderTargetViewDesc, &renderTargetViewMap);
在此之后我宣布顶点和像素着色器。
然后在我的平局电话中,
我正在做以下事情:
float bgColor[4] = {0.0f, 0.0f,0.0f, 1.0f };
d3d11DevCon->ClearRenderTargetView(renderTargetViewMap, bgColor);
float bgColor2[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
////////////////////////////////////////////////Buffer 1///////////////////////////////////////////////////////////////
//Set the vertex buffer
UINT stride = sizeof(Vertex);
UINT offset = 0;
///////////////////////////////////////////////////////////Buffer 2//////////////////////////////////////////////////////////////////
d3d11DevCon->IASetIndexBuffer(d2dIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
d3d11DevCon->IASetVertexBuffers(0, 1, &triangleVertBuffer, &stride, &offset);
////Draw the triangle
d3d11DevCon->DrawIndexed(6, 0, 0);
我假设因为我将渲染目标视图设置为renderTargetViewMap,所以我的绘制调用将仅渲染为纹理。
现在我正在渲染我的后台:
////////////////////////////////////////////
d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, NULL);
d3d11DevCon->PSSetShaderResources(0, 1, &shaderResourceViewMap);
//d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor2);
d3d11DevCon->IASetIndexBuffer(d2dIndexBuffer2, DXGI_FORMAT_R32_UINT, 0);
d3d11DevCon->IASetVertexBuffers(0, 1, &triangleVertBuffer2, &stride, &offset);
////Draw the triangle
d3d11DevCon->DrawIndexed(6, 0, 0);
//Present the backbuffer to the screen
SwapChain->Present(0, 0);
所以,通过这种方式我的渲染正在发生。
问题面孔:
在我的像素着色器中,
VS_OUTPUT VS(float4 inPos : POSITION, float4 inColor : COLOR)
{
VS_OUTPUT output;
output.Pos = inPos;
output.Color = inColor;
return output;
}
float4 PS(VS_OUTPUT input) : SV_TARGET
{
float2 temp;
temp = input.Pos;
float4 diffuse = ObjTexture.Sample(ObjSamplerState,0.5+0.5*temp);
return input.Color + diffuse;
}
这里的漫反射是等于我在渲染到纹理时设置的bgcolor
float bgColor[4] = {0.0f, 0.0f,0.0f, 1.0f };
d3d11DevCon->ClearRenderTargetView(renderTargetViewMap, bgColor);
我也画了一个矩形,但是我无法访问这些像素。
如何访问渲染到纹理时绘制的矩形像素。
期望的结果
着色器文件:Effect.fx
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR;
};
Texture2D ObjTexture;
SamplerState ObjSamplerState;
VS_OUTPUT VS(float4 inPos : POSITION, float4 inColor : COLOR)
{
VS_OUTPUT output;
output.Pos = inPos;
output.Color = inColor;
return output;
}
float4 PS(VS_OUTPUT input) : SV_TARGET
{
float2 temp;
temp = input.Pos;
float4 diffuse = ObjTexture.Sample(ObjSamplerState,0.5+0.5*temp);
return input.Color + diffuse;
}
编辑 - 1:
随着我最近的代码更改,我能够将矩形2与矩形1混合,但我面临的一个问题是,当我混合时,我的矩形2的主要部分变为黄色(红色+绿色)边缘只有我能看到实际的绿色。
修改后的代码:
的main.cpp
//Include and link appropriate libraries and headers//
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dx11.lib")
#pragma comment(lib, "d3dx10.lib")
#include <windows.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
#include <xnamath.h>
//Global Declarations - Interfaces//
IDXGISwapChain* SwapChain;
ID3D11Device* d3d11Device;
ID3D11DeviceContext* d3d11DevCon;
ID3D11RenderTargetView* renderTargetView;
ID3D11Buffer* triangleVertBuffer;
ID3D11Buffer* triangleVertBuffer2;
ID3D11VertexShader* VS;
ID3D11PixelShader* PS;
ID3D10Blob* VS_Buffer;
ID3D10Blob* PS_Buffer;
ID3D11InputLayout* vertLayout;
XMMATRIX mapView;
XMMATRIX mapProjection;
XMVECTOR DefaultForward = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f);
//Global Declarations - Others//
LPCTSTR WndClassName = L"firstwindow";
HWND hwnd = NULL;
HRESULT hr;
const int Width = 800;
const int Height = 600;
bool InitializeDirect3d11App(HINSTANCE hInstance)
{
//Describe our Buffer
DXGI_MODE_DESC bufferDesc;
ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC));
bufferDesc.Width = Width;
bufferDesc.Height = Height;
bufferDesc.RefreshRate.Numerator = 60;
bufferDesc.RefreshRate.Denominator = 1;
bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
//Describe our SwapChain
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
swapChainDesc.BufferDesc = bufferDesc;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 1;
swapChainDesc.OutputWindow = hwnd;
swapChainDesc.Windowed = TRUE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
//Create our SwapChain
hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL,
D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon);
//Create our BackBuffer
ID3D11Texture2D* BackBuffer;
hr = SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&BackBuffer);
//Create our Render Target
hr = d3d11Device->CreateRenderTargetView(BackBuffer, NULL, &renderTargetView);
BackBuffer->Release();
////////////////////////////////////////////////////////////////////////EXPERIMENT AREA//////////////////////////////////////////////////////////////////////////////////////
ZeroMemory(&textureDesc, sizeof(textureDesc));
// Setup the texture description.
// We will have our map be a square
// We will need to have this texture bound as a render target AND a shader resource
textureDesc.Width = Width/ 3.9729999999999999999999999999999;
textureDesc.Height = Height/3.9729999999999999999999999999999;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = 0;
d3d11Device->CreateTexture2D(&textureDesc, NULL, &renderTargetTextureMap);
// Setup the description of the render target view.
renderTargetViewDesc.Format = textureDesc.Format;
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
// Create the render target view.
d3d11Device->CreateRenderTargetView(renderTargetTextureMap, &renderTargetViewDesc, &renderTargetViewMap);
/////////////////////// Map's Shader Resource View
// Setup the description of the shader resource view.
shaderResourceViewDesc.Format = textureDesc.Format;
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
shaderResourceViewDesc.Texture2D.MipLevels = 1;
// Create the shader resource view.
d3d11Device->CreateShaderResourceView(renderTargetTextureMap, &shaderResourceViewDesc, &shaderResourceViewMap);
d3d11DevCon->OMSetRenderTargets(1, &renderTargetViewMap, NULL);
d3d11DevCon->PSSetShaderResources(0, 1, &shaderResourceViewMap);
return true;
}
void CleanUp()
{
//Release the COM Objects we created
SwapChain->Release();
d3d11Device->Release();
d3d11DevCon->Release();
renderTargetView->Release();
triangleVertBuffer->Release();
VS->Release();
PS->Release();
VS_Buffer->Release();
PS_Buffer->Release();
vertLayout->Release();
}
bool InitScene()
{
//Compile Shaders from shader file
hr = D3DX11CompileFromFile(L"Effect.fx", 0, 0, "VS", "vs_5_0", 0, 0, 0, &VS_Buffer, 0, 0);
hr = D3DX11CompileFromFile(L"Effect.fx", 0, 0, "PS", "ps_5_0", 0, 0, 0, &PS_Buffer, 0, 0);
//Create the Shader Objects
hr = d3d11Device->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS);
hr = d3d11Device->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS);
//Set Vertex and Pixel Shaders
d3d11DevCon->VSSetShader(VS, 0, 0);
d3d11DevCon->PSSetShader(PS, 0, 0);
//Create the Input Layout
hr = d3d11Device->CreateInputLayout(layout, numElements, VS_Buffer->GetBufferPointer(),
VS_Buffer->GetBufferSize(), &vertLayout);
//Set the Input Layout
d3d11DevCon->IASetInputLayout(vertLayout);
//Set Primitive Topology
d3d11DevCon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
//Create the Viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = 800;
viewport.Height = 600;
//Set the Viewport
d3d11DevCon->RSSetViewports(1, &viewport);
////////////////***********************First Texture Vertex Buffer *******************************/////////////////////////////
//Create the vertex buffer
Vertex v[] =
{
Vertex(-0.5f, -0.5f, 0.0f, 1.0f,0.0f,0.0f, 1.0f),
Vertex(-0.5f, 0.5f, 0.0f, 1.0f,0.0f,0.0f, 1.0f),
Vertex(0.5f, 0.5f, 0.0f, 1.0f, 0.0f,0.0f, 1.0f),
Vertex(0.5f, -0.5f, 0.0f, 1.0f,0.0f, 0.0f, 1.0f),
};
DWORD indices[] = {
// Front Face
0, 1, 3,
1, 2, 3,
};
D3D11_BUFFER_DESC indexBufferDesc;
ZeroMemory(&indexBufferDesc, sizeof(indexBufferDesc));
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(DWORD) * 2 * 3;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = indices;
d3d11Device->CreateBuffer(&indexBufferDesc, &iinitData, &d2dIndexBuffer);
D3D11_BUFFER_DESC vertexBufferDesc;
ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc));
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(Vertex) * 4;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vertexBufferData;
ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
vertexBufferData.pSysMem = v;
hr = d3d11Device->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &triangleVertBuffer);
////////////////////////////////////////////////////// Second Vertex.
Vertex v2[] = {
// positions // colors // texture coords
Vertex(1.0f, 1.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // top right
Vertex(1.0f,0.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // bottom right
Vertex(0.0f,0.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // bottom left
Vertex(0.0f, 1.0, 0.0f,0.0f, 1.0f,0.0f,1.0f) // top left
};
DWORD indices2[] = {
// Front Face
0, 1, 2,
0, 2, 3,
};
D3D11_BUFFER_DESC indexBufferDesc2;
ZeroMemory(&indexBufferDesc2, sizeof(indexBufferDesc2));
indexBufferDesc2.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc2.ByteWidth = sizeof(DWORD) * 2 * 3;
indexBufferDesc2.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc2.CPUAccessFlags = 0;
indexBufferDesc2.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iinitData2;
iinitData2.pSysMem = indices2;
d3d11Device->CreateBuffer(&indexBufferDesc2, &iinitData2, &d2dIndexBuffer2);
D3D11_BUFFER_DESC vertexBufferDesc2;
ZeroMemory(&vertexBufferDesc2, sizeof(vertexBufferDesc2));
vertexBufferDesc2.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc2.ByteWidth = sizeof(Vertex) * 4;
vertexBufferDesc2.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc2.CPUAccessFlags = 0;
vertexBufferDesc2.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vertexBufferData2;
ZeroMemory(&vertexBufferData2, sizeof(vertexBufferData2));
vertexBufferData2.pSysMem = v2;
hr = d3d11Device->CreateBuffer(&vertexBufferDesc2, &vertexBufferData2, &triangleVertBuffer2);
UINT stride = sizeof(Vertex);
UINT offset = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
return true;
}
着色器文件:
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR;
};
Texture2D ObjTexture;
SamplerState ObjSamplerState;
VS_OUTPUT VS(float4 inPos : POSITION, float4 inColor : COLOR)
{
VS_OUTPUT output;
output.Pos = inPos;
output.Color = inColor;
return output;
}
float4 PS(VS_OUTPUT input) : SV_TARGET
{
float2 temp;
temp = input.Pos;
float4 diffuse = ObjTexture.Sample(ObjSamplerState,0.5*temp);
return input.Color + diffuse ;
}
return DefWindowProc(hwnd,
msg,
wParam,
lParam);
}
编辑3:
我的顶点结构:
struct Vertex //Overloaded Vertex Structure
{
Vertex() {}
Vertex(float x, float y, float z,
float cr, float cg, float cb, float ca)
: pos(x, y, z), color(cr, cg, cb, ca) {}
XMFLOAT3 pos;
XMFLOAT4 color;
};
输入说明:
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
我认为问题就是当我传递纹理并在像素着色器中以漫反射方式读取它时,我的纹理在后面缓冲区上的映射是不一样的,因此我只是从第二条扫描线找到红色,因此产生的零是产生..?
编辑3:
我的初始化代码:
struct Vertex //Overloaded Vertex Structure
{
Vertex() {}
Vertex(float x, float y, float z,
float cr, float cg, float cb, float ca)
: pos(x, y, z), color(cr, cg, cb, ca) {}
XMFLOAT3 pos;
XMFLOAT4 color;
};
ID3D11Texture2D* renderTargetTextureMap;
ID3D11RenderTargetView* renderTargetViewMap;
ID3D11ShaderResourceView* shaderResourceViewMap;
ID3D11SamplerState* CubesTexSamplerState;
ID3D11Buffer *d2dIndexBuffer;
ID3D11Buffer *d2dIndexBuffer2;
D3D11_TEXTURE2D_DESC textureDesc;
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE(layout);
bool InitializeDirect3d11App(HINSTANCE hInstance)
{
//Describe our Buffer
DXGI_MODE_DESC bufferDesc;
ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC));
bufferDesc.Width = Width;
bufferDesc.Height = Height;
bufferDesc.RefreshRate.Numerator = 60;
bufferDesc.RefreshRate.Denominator = 1;
bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
//Describe our SwapChain
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
swapChainDesc.BufferDesc = bufferDesc;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 1;
swapChainDesc.OutputWindow = hwnd;
swapChainDesc.Windowed = TRUE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
//Create our SwapChain
hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL,
D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon);
//Create our BackBuffer
ID3D11Texture2D* BackBuffer;
hr = SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&BackBuffer);
//Create our Render Target
hr = d3d11Device->CreateRenderTargetView(BackBuffer, NULL, &renderTargetView);
BackBuffer->Release();
////////////////////////////////////////////////////////////////////////EXPERIMENT AREA//////////////////////////////////////////////////////////////////////////////////////
ZeroMemory(&textureDesc, sizeof(textureDesc));
// Setup the texture description.
// We will have our map be a square
// We will need to have this texture bound as a render target AND a shader resource
textureDesc.Width = Width/2;
textureDesc.Height = Height/2;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = 0;
d3d11Device->CreateTexture2D(&textureDesc, NULL, &renderTargetTextureMap);
// Setup the description of the render target view.
renderTargetViewDesc.Format = textureDesc.Format;
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
// Create the render target view.
d3d11Device->CreateRenderTargetView(renderTargetTextureMap, &renderTargetViewDesc, &renderTargetView);
/////////////////////// Map's Shader Resource View
// Setup the description of the shader resource view.
shaderResourceViewDesc.Format = textureDesc.Format;
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
shaderResourceViewDesc.Texture2D.MipLevels = 1;
// Create the shader resource view.
d3d11Device->CreateShaderResourceView(renderTargetTextureMap, &shaderResourceViewDesc, &shaderResourceViewMap);
//d3d11DevCon->OMSetRenderTargets(1, &renderTargetViewMap, NULL);
//d3d11DevCon->PSSetShaderResources(0, 1, &shaderResourceViewMap);
return true;
}
void CleanUp()
{
//Release the COM Objects we created
SwapChain->Release();
d3d11Device->Release();
d3d11DevCon->Release();
renderTargetView->Release();
triangleVertBuffer->Release();
VS->Release();
PS->Release();
VS_Buffer->Release();
PS_Buffer->Release();
vertLayout->Release();
}
bool InitScene()
{
//Compile Shaders from shader file
hr = D3DX11CompileFromFile(L"Effect.fx", 0, 0, "VS", "vs_5_0", 0, 0, 0, &VS_Buffer, 0, 0);
hr = D3DX11CompileFromFile(L"Effect.fx", 0, 0, "PS", "ps_5_0", 0, 0, 0, &PS_Buffer, 0, 0);
//Create the Shader Objects
hr = d3d11Device->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS);
hr = d3d11Device->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS);
//Set Vertex and Pixel Shaders
d3d11DevCon->VSSetShader(VS, 0, 0);
d3d11DevCon->PSSetShader(PS, 0, 0);
//Create the Input Layout
hr = d3d11Device->CreateInputLayout(layout, numElements, VS_Buffer->GetBufferPointer(),
VS_Buffer->GetBufferSize(), &vertLayout);
//Set the Input Layout
d3d11DevCon->IASetInputLayout(vertLayout);
//Set Primitive Topology
d3d11DevCon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
//Create the Viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = 800;
viewport.Height = 600;
//Set the Viewport
d3d11DevCon->RSSetViewports(1, &viewport);
////////////////***********************First Texture Vertex Buffer *******************************/////////////////////////////
//Create the vertex buffer
Vertex v[] =
{
Vertex(-0.35f, -0.35f, 0.0f, 1.0f,0.0f,0.0f, 1.0f),
Vertex(-0.35f, 0.35f, 0.0f, 1.0f,0.0f,0.0f, 1.0f),
Vertex(0.35f, 0.35f, 0.0f, 1.0f, 0.0f,0.0f, 1.0f),
Vertex(0.35f, -0.35f, 0.0f, 1.0f,0.0f, 0.0f, 1.0f),
};
DWORD indices[] = {
// Front Face
0, 1, 3,
1, 2, 3,
};
D3D11_BUFFER_DESC indexBufferDesc;
ZeroMemory(&indexBufferDesc, sizeof(indexBufferDesc));
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(DWORD) * 2 * 3;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = indices;
d3d11Device->CreateBuffer(&indexBufferDesc, &iinitData, &d2dIndexBuffer);
D3D11_BUFFER_DESC vertexBufferDesc;
ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc));
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(Vertex) * 4;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vertexBufferData;
ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
vertexBufferData.pSysMem = v;
hr = d3d11Device->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &triangleVertBuffer);
////////////////////////////////////////////////////// Second Vertex.
Vertex v2[] = {
// positions // colors // texture coords
Vertex(1.0f, 1.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // top right
Vertex(1.0f,0.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // bottom right
Vertex(0.0f,0.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // bottom left
Vertex(0.0f, 1.0, 0.0f,0.0f, 1.0f,0.0f,1.0f) // top left
};
DWORD indices2[] = {
// Front Face
0, 1, 2,
0, 2, 3,
};
D3D11_BUFFER_DESC indexBufferDesc2;
ZeroMemory(&indexBufferDesc2, sizeof(indexBufferDesc2));
indexBufferDesc2.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc2.ByteWidth = sizeof(DWORD) * 2 * 3;
indexBufferDesc2.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc2.CPUAccessFlags = 0;
indexBufferDesc2.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iinitData2;
iinitData2.pSysMem = indices2;
d3d11Device->CreateBuffer(&indexBufferDesc2, &iinitData2, &d2dIndexBuffer2);
D3D11_BUFFER_DESC vertexBufferDesc2;
ZeroMemory(&vertexBufferDesc2, sizeof(vertexBufferDesc2));
vertexBufferDesc2.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc2.ByteWidth = sizeof(Vertex) * 4;
vertexBufferDesc2.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc2.CPUAccessFlags = 0;
vertexBufferDesc2.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vertexBufferData2;
ZeroMemory(&vertexBufferData2, sizeof(vertexBufferData2));
vertexBufferData2.pSysMem = v2;
hr = d3d11Device->CreateBuffer(&vertexBufferDesc2, &vertexBufferData2, &triangleVertBuffer2);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
return true;
}
编辑4:
添加了绘制场景代码:
void DrawScene()
{
//Set the vertex buffer
UINT stride = sizeof(Vertex);
UINT offset = 0;
///////////////////////////////////////////////////////////Buffer 2//////////////////////////////////////////////////////////////////
d3d11DevCon->IASetIndexBuffer(d2dIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
d3d11DevCon->IASetVertexBuffers(0, 1, &triangleVertBuffer, &stride, &offset);
////Draw the triangle
d3d11DevCon->DrawIndexed(6, 0, 0);
d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, NULL);
////////////////////////////////////////////
d3d11DevCon->PSSetShaderResources(0, 1, &shaderResourceViewMap);
d3d11DevCon->IASetIndexBuffer(d2dIndexBuffer2, DXGI_FORMAT_R32_UINT, 0);
d3d11DevCon->IASetVertexBuffers(0, 1, &triangleVertBuffer2, &stride, &offset);
////Draw the triangle
d3d11DevCon->DrawIndexed(6, 0, 0);
//Present the backbuffer to the screen
SwapChain->Present(0, 0);
}
答案 0 :(得分:1)
为了从顶点位置计算正确的纹理坐标,您需要: 1.使用Width和Height(不是一半)创建渲染目标纹理:
textureDesc.Width = Width; // /2; // Do not use half width
textureDesc.Height = Height; // /2; // Do not use half height
2.将位置分割为像素着色器中的float2(1 / Width,1 / Height),如下所示:
float2 tex = input.Pos * float2(1.0f / 800.0f, 1.0f / 600.0f);
float4 diffuse = ObjTexture.Sample(ObjSamplerState, tex);
return input.Color + diffuse;