【发布时间】:2013-11-30 20:35:11
【问题描述】:
好的 - 我是 SlimDX、DirectX 和一般图形编程的新手,我需要加快速度。
我正在尝试开发一个原型应用程序来可视化和调试我最终将在非图形应用程序中使用的数据。
我已经完成了三个 SlimDX 教程,并且开始掌握所使用的方法,但是我遇到了障碍,因为我无法弄清楚如何绘制多个对象.. ...
SimpleTriangle 示例展示了如何绘制单个三角形。我正在尝试扩展该示例以绘制两个三角形。目前我对使用实例等不感兴趣,因为通常我的应用程序中的对象都会有所不同 - 我在这里只使用两个三角形,因为修改现有顶点数据很容易......
我在此处包含了示例的修改源,我希望有人可以帮助我克服这个基本障碍。
我所做的是,
1) 创建第二个顶点数据数组(将第一个三角形沿 x 轴偏移一个单位) 2)创建第二个缓冲区并用我的新数组中的顶点数据填充它 3) 创建绑定顶点数组的 VertexBufferBindings 4) 将两个 VertexBufferBdings 放入一个数组中 5) 将 VertexBufferBinding 的数组发送到 Input Assembler 6) 绘制
我在屏幕上看到的只是第一个三角形。如果我切换三角形的顺序,我会看到偏移三角形。我只是不能同时看到两者....
这是代码。
如果能提供任何帮助,我将不胜感激.....
道格
using System.Windows.Forms;
using SlimDX;
using SlimDX.D3DCompiler;
using SlimDX.Direct3D11;
using SlimDX.DXGI;
using SlimDX.Windows;
using Device = SlimDX.Direct3D11.Device;
using Resource = SlimDX.Direct3D11.Resource;
namespace SimpleTriangle
{
static class Program
{
static void Main()
{
Device device;
SwapChain swapChain;
ShaderSignature inputSignature;
VertexShader vertexShader;
PixelShader pixelShader;
var form = new RenderForm("Tutorial 3: Simple Triangle");
var description = new SwapChainDescription()
{
BufferCount = 2,
Usage = Usage.RenderTargetOutput,
OutputHandle = form.Handle,
IsWindowed = true,
ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm),
SampleDescription = new SampleDescription(1, 0),
Flags = SwapChainFlags.AllowModeSwitch,
SwapEffect = SwapEffect.Discard
};
Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, description, out device, out swapChain);
// create a view of our render target, which is the backbuffer of the swap chain we just created
RenderTargetView renderTarget;
using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0))
renderTarget = new RenderTargetView(device, resource);
// setting a viewport is required if you want to actually see anything
var context = device.ImmediateContext;
var viewport = new Viewport(0.0f, 0.0f, form.ClientSize.Width, form.ClientSize.Height);
context.OutputMerger.SetTargets(renderTarget);
context.Rasterizer.SetViewports(viewport);
// load and compile the vertex shader
using (var bytecode = ShaderBytecode.CompileFromFile("triangle.fx", "VShader", "vs_4_0", ShaderFlags.None, EffectFlags.None))
{
inputSignature = ShaderSignature.GetInputSignature(bytecode);
vertexShader = new VertexShader(device, bytecode);
}
// load and compile the pixel shader
using (var bytecode = ShaderBytecode.CompileFromFile("triangle.fx", "PShader", "ps_4_0", ShaderFlags.None, EffectFlags.None))
pixelShader = new PixelShader(device, bytecode);
// create test vertex data, making sure to rewind the stream afterward
var vertices = new DataStream(12 * 3, true, true);
vertices.Write(new Vector3(0.0f, 0.5f, 0.5f));
vertices.Write(new Vector3(0.5f, -0.5f, 0.5f));
vertices.Write(new Vector3(-0.5f, -0.5f, 0.5f));
vertices.Position = 0;
//Create the second triangle - offset from the first
var vertices2 = new DataStream(12 * 3, true, true);
vertices2.Write(new Vector3(1.0f, 0.5f, 0.5f));
vertices2.Write(new Vector3(1.5f, -0.5f, 0.5f));
vertices2.Write(new Vector3(0.5f, -0.5f, 0.5f));
vertices2.Position = 0;
// create the vertex layout
var elements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0) };
var layout = new InputLayout(device, inputSignature, elements);
// Create the vertex buffers
var vertexBuffer = new Buffer(device, vertices, 12 * 3, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
var vertexBuffer2 = new Buffer(device, vertices2, 12 * 3, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
// Bind the vertex buffer
var vertexBufferBindings = new VertexBufferBinding[2];
vertexBufferBindings[0] = new VertexBufferBinding(vertexBuffer, 12, 0);
vertexBufferBindings[1] = new VertexBufferBinding(vertexBuffer2, 12, 0);
// configure the Input Assembler portion of the pipeline with the vertex data
context.InputAssembler.InputLayout = layout;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.SetVertexBuffers(0, vertexBufferBindings);
// set the shaders
context.VertexShader.Set(vertexShader);
context.PixelShader.Set(pixelShader);
// prevent DXGI handling of alt+enter, which doesn't work properly with Winforms
using (var factory = swapChain.GetParent<Factory>())
factory.SetWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAltEnter);
// handle alt+enter ourselves
form.KeyDown += (o, e) =>
{
if (e.Alt && e.KeyCode == Keys.Enter)
swapChain.IsFullScreen = !swapChain.IsFullScreen;
};
// handle form size changes
form.UserResized += (o, e) =>
{
renderTarget.Dispose();
swapChain.ResizeBuffers(2, 0, 0, Format.R8G8B8A8_UNorm, SwapChainFlags.AllowModeSwitch);
using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0))
renderTarget = new RenderTargetView(device, resource);
context.OutputMerger.SetTargets(renderTarget);
};
MessagePump.Run(form, () =>
{
// clear the render target to a soothing blue
context.ClearRenderTargetView(renderTarget, new Color4(0.5f, 0.5f, 1.0f));
// draw the triangle
context.Draw(3, 0);
swapChain.Present(0, PresentFlags.None);
});
// clean up all resources
// anything we missed will show up in the debug output
vertices.Close();
vertices2.Close();
vertexBuffer.Dispose();
layout.Dispose();
inputSignature.Dispose();
vertexShader.Dispose();
pixelShader.Dispose();
renderTarget.Dispose();
swapChain.Dispose();
device.Dispose();
}
}
}
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