当我尝试在DirectX中渲染fbx模型时,为什么纹理坐标错误?

时间:2019-04-05 12:27:17

标签: 3d directx shader c++-cx directxtk

我有一个c ++ / cx项目,我想在其中使用DirectX-11渲染网格(从FBX文件加载)。 FBX文件包含纹理坐标,但是在渲染它们时,这些发送到顶点着色器的UV坐标是完全错误的。

外观如下:

2 cyclists

这些应该是2个人骑自行车的人,但纹理映射完全错误。

顶点描述如下:

D3D11_INPUT_ELEMENT_DESC _vertexDescriptions[3] =
{
    { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};

请注意,渲染时“位置”和“正常”数据是正确的,只是纹理坐标错误/缺失。

VertexShader输入和-输出:

struct VertexShaderInput
{
    float3 position : POSITION;
    float3 normal : NORMAL;
    float2 uv : TEXCOORD0;
};

struct VertexShaderOutput
{
    float4 color : COLOR0;
    float2 uv : TEXCOORD0;
    float4 position : SV_POSITION;
};

PixelShader输入:

struct PixelShaderInput
{
    float4 color: COLOR0;
    float2 uv : TEXCOORD0;
};

以下是fbx文件的摘要:

LayerElementUV: 0 {
    Version: 101
    Name: "UVTex"
    MappingInformationType: "ByPolygonVertex"
    ReferenceInformationType: "IndexToDirect"
    UV: 0.118273,0.459037,0.598600,0.180400,0.647187,0.129884,
    //...
    UVIndex: 2136,255,879,734,2136,734,3602,1034,1034,3602,6071,1176,
    //...

Visual Studio将fbx文件内置到cmo文件中,并使用directxtk像这样加载:

_effectFactory = std::make_unique<EffectFactory>(_d3dDevice.Get());
_playerModel = Model::CreateFromCMO(_d3dDevice.Get(), L"Ambiorix.Track3DComponent\\PlayerModel.cmo", *_effectFactory);

然后像这样初始化PlayerMesh(_playerModel传递给该函数):

task<void> PlayerMesh::InitializeAsync(Model *const model)
{
    _logger->Trace(L"PlayerMesh.InitializeAsync()");
    _isInitialized = false;

    _primitiveTopology = model->meshes[0]->meshParts[0]->primitiveType;
    _vertexBufferStride = model->meshes[0]->meshParts[0]->vertexStride;
    _vertexBufferOffset = model->meshes[0]->meshParts[0]->vertexOffset;
    _vertexBuffer = model->meshes[0]->meshParts[0]->vertexBuffer;
    _inputLayout = model->meshes[0]->meshParts[0]->inputLayout;
    _indexFormat = model->meshes[0]->meshParts[0]->indexFormat;
    _indexCount = model->meshes[0]->meshParts[0]->indexCount;
    _indexBuffer = model->meshes[0]->meshParts[0]->indexBuffer;

    std::vector<task<void>> tasks;
    tasks.push_back(CreateVertexShaderAsync(_vertexShaderRelativeFilePath, _vertexDescriptions, ARRAYSIZE(_vertexDescriptions)));
    tasks.push_back(CreatePixelShaderAsync(_pixelShaderRelativeFilePath));

    return when_all(tasks.begin(), tasks.end())
        .then([this]
        {
            CreateSamplerState();

            auto createTextureResult = CreateDDSTextureFromFile(_d3dDevice.Get(), _textureRelativeFilePath->Data(), nullptr, _texture.ReleaseAndGetAddressOf());
            if (FAILED(createTextureResult))
            {
                _logger->Error(L"Failed to create texture.");
                return;
            }

            PlayerMeshConstantBuffer solidColorConstantBuffer;

            D3D11_SUBRESOURCE_DATA InitData;
            InitData.pSysMem = &solidColorConstantBuffer;
            InitData.SysMemPitch = 0u;
            InitData.SysMemSlicePitch = 0u;

            CD3D11_BUFFER_DESC bufferDescription(sizeof(PlayerMeshConstantBuffer), D3D11_BIND_CONSTANT_BUFFER);

            auto createConstantBuffer = _d3dDevice->CreateBuffer(&bufferDescription, &InitData, _constantBuffer.GetAddressOf());
            if (FAILED(createConstantBuffer))
            {
                _logger->Error(L"PlayerMesh.InitializeAsync() | Failed to create constant buffer.");
                return;
            }

            _isInitialized = true;
            _logger->Trace("PlayerMesh.InitializeAsync() | Done.");
        });
}

我可以共享更多代码,如果有帮助,可以共享整个fbx文件,只是问一下,我真的不知道还有什么可能有用的。

如果有人可以阐明如何在着色器中正确获取uv坐标,将不胜感激。

有什么帮助吗?

编辑:我最初是说UV的位置为0,但我注意到具有

struct VertexShaderOutput
{
    float4 color : COLOR0;
    float2 uv : TEXCOORD;
    float4 position : SV_POSITION;
};

代替

struct VertexShaderOutput
{
    float4 color : COLOR0;
    float4 position : SV_POSITION;
    float2 uv : TEXCOORD;
};

解决了这个问题,不知道为什么。

0 个答案:

没有答案