我正在开发一个简单的项目,我希望使用SlimDX在WinForms应用程序中显示一个3D对象。我创建了一个小项目,但我遇到的问题是我渲染的对象被剪切在0.0f和-1.0f之间。
我看过一个朋友的类似项目的代码(他们没有这个问题)并且无法弄清楚它为什么会发生。我必须将对象的大小限制在-0.1f - >的范围内。 0.1f以便我能够看到它。延伸我的远程飞机什么也没做。我朋友正在使用的项目可以加载超过我的500倍的对象,没有剪切问题。
有没有人有任何建议? (请参阅下面的屏幕截图和代码)
表单代码
namespace TestOfTheTest
{
using System.Drawing;
using System.Windows.Forms;
using SlimDX;
using SlimDX.Direct3D9;
using MathHelper = Microsoft.Xna.Framework.MathHelper;
public struct VertexPositionColor
{
private static VertexDeclaration sDeclaration;
public static VertexElement[] Elements =
{
new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
new VertexElement(0, sizeof(float) * 3, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0),
VertexElement.VertexDeclarationEnd
};
public Vector3 Position;
public Color4 Color;
public VertexPositionColor(Vector3 position, Color4 color)
{
this.Position = position;
this.Color = color;
}
public static int DeclarationSize
{
get { return (sizeof(float) * 3) + (sizeof(float) * 4); }
}
public static VertexDeclaration GetDeclaration(Device device)
{
if (sDeclaration == null)
{
sDeclaration = new VertexDeclaration(device, Elements);
}
return sDeclaration;
}
}
public partial class Form1 : Form
{
private Device mDevice;
private VertexPositionColor[] mVertices;
private VertexBuffer mVertexBuffer;
private VertexShader mVertexShader;
private PixelShader mPixelShader;
private Point? mLastPosition = null;
private float mAngle = 0.0f;
public Form1()
{
InitializeComponent();
this.Load += Form1_Load;
this.RenderSurface.MouseDown += RenderSurface_MouseDown;
this.RenderSurface.MouseMove += RenderSurface_MouseMove;
this.RenderSurface.MouseUp += RenderSurface_MouseUp;
}
#region UI Event Handlers
private void Form1_Load(object sender, System.EventArgs e)
{
var parameters = new PresentParameters()
{
BackBufferWidth = this.RenderSurface.Width,
BackBufferHeight = this.RenderSurface.Height,
Windowed = true,
DeviceWindowHandle = this.RenderSurface.Handle
};
mDevice = new Device(new Direct3D(), 0, DeviceType.Hardware, this.RenderSurface.Handle, CreateFlags.HardwareVertexProcessing, parameters);
// Create the vertices
mVertices = new VertexPositionColor[3];
mVertices[0].Position = new Vector3(-0.1f, -0.1f, -1.0f);
mVertices[0].Color = new Color4(1.0f, 1.0f, 0.0f, 0.0f);
mVertices[1].Position = new Vector3(0.0f, 0.1f, -1.0f);
mVertices[1].Color = new Color4(1.0f, 0.0f, 1.0f, 0.0f);
mVertices[2].Position = new Vector3(0.1f, -0.1f, -1.0f);
mVertices[2].Color = new Color4(1.0f, 0.0f, 0.0f, 1.0f);
// Fill the vertex buffer
mVertexBuffer = new VertexBuffer(mDevice, VertexPositionColor.DeclarationSize, Usage.WriteOnly, VertexFormat.Position, Pool.Default);
mVertexBuffer.Lock(0, VertexPositionColor.DeclarationSize * mVertices.Length, LockFlags.None).WriteRange(mVertices);
mVertexBuffer.Unlock();
// Load the shaders
var vsByteCode = ShaderBytecode.CompileFromFile(@"\Shaders\DefaultShader.vs.hlsl", "DefaultVertexShader", "vs_2_0", ShaderFlags.None);
var psByteCode = ShaderBytecode.CompileFromFile(@"\Shaders\DefaultShader.ps.hlsl", "DefaultPixelShader", "ps_2_0", ShaderFlags.None);
mVertexShader = new VertexShader(mDevice, vsByteCode);
mPixelShader = new PixelShader(mDevice, psByteCode);
// Setup render states
mDevice.SetRenderState(RenderState.CullMode, Cull.None);
}
private void RenderSurface_MouseDown(object sender, MouseEventArgs e)
{
mLastPosition = e.Location;
}
private void RenderSurface_MouseMove(object sender, MouseEventArgs e)
{
if (mLastPosition == null)
{
return;
}
var position = e.Location;
var lastPosition = mLastPosition.Value;
mAngle += ((position.X - lastPosition.X) / 20.0f);
mLastPosition = position;
}
private void RenderSurface_MouseUp(object sender, MouseEventArgs e)
{
mLastPosition = null;
}
#endregion
#region Rendering
public void MainLoop()
{
var device = mDevice;
// Calculate matrices
Matrix projection = Matrix.PerspectiveFovRH(MathHelper.PiOver4, (float)this.RenderSurface.Width / (float)this.RenderSurface.Height, 1.0f, 1000.0f);
Matrix view = Matrix.LookAtRH(Vector3.UnitZ, Vector3.Zero, Vector3.UnitY) * Matrix.RotationY(mAngle);
Matrix viewProjection = view * projection;
// Initialize the graphics device
device.VertexShader = mVertexShader;
device.PixelShader = mPixelShader;
device.SetVertexShaderConstant(0, viewProjection);
// Render the scene
device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, unchecked((int)0x00000000), 1.0f, 0);
device.BeginScene();
device.VertexDeclaration = VertexPositionColor.GetDeclaration(device);
device.SetStreamSource(0, mVertexBuffer, 0, VertexPositionColor.DeclarationSize);
device.DrawPrimitives(PrimitiveType.TriangleList, 0, mVertices.Length);
device.EndScene();
device.Present();
}
#endregion
}
}
顶点着色器代码
float4x4 mWorldViewProjection;
struct VertexShaderInput
{
float4 Position : POSITION;
float4 Color : COLOR;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float4 Color : TEXCOORD0;
};
VertexShaderOutput DefaultVertexShader ( VertexShaderInput input )
{
VertexShaderOutput output = ( VertexShaderOutput ) 0;
// Transform coordinates
output.Position = mul(input.Position, mWorldViewProjection);
// Copy other values
output.Color = input.Color;
return output;
}
像素着色器代码
struct PixelShaderInput
{
float4 Color : TEXCOORD0;
};
float4 DefaultPixelShader ( PixelShaderInput input ) : COLOR0
{
return input.Color;
}
答案 0 :(得分:1)
我找到了解决方案。基本上,当在DirectX(或在本例中为SlimDX)中单独使用顶点和像素着色器并使用SetVertexShaderConstant函数将矩阵传递到顶点着色器时,这些矩阵为transposed并存储为行主矩阵,而不是专栏。
有两种解决方法。
可以找到导致解决方案的这种差异的指示here。