【问题标题】:SlimDX : How to draw multiple objects?SlimDX:如何绘制多个对象?
【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();
        }
    }
}

【问题讨论】:

    标签: c# directx slimdx


    【解决方案1】:

    您应该彼此独立地设置顶点缓冲区:

    //initializing...
    var vbb1 = new VertexBufferBinding[] { new VertexBufferBinding(vertexBuffer, 12, 0) };
    var vbb2 = new VertexBufferBinding[] { new VertexBufferBinding(vertexBuffer2, 12, 0) };
    
    //in the render loop
    context.InputAssembler.SetVertexBuffers(0, vbb1);
    context.Draw(3, 0);
    
    context.InputAssembler.SetVertexBuffers(0, vbb2);
    context.Draw(3, 0);
    

    当您在一次绘制调用中需要来自这些缓冲区的数据时,可以使用同时将两个顶点缓冲区绑定到输入汇编器。例如。如果一个缓冲区中有位置数据,另一个缓冲区中有颜色数据。

    【讨论】:

    • Thanx Nico - 这真是一种享受。现在我也对输入汇编器和管道的工作方式有了更好的理解......下一步 - 给定一组多个分层组织的对象(想想 CAD 装配)找出隐藏/显示每个对象的最有效方法或者层次结构中的每个对象分支......我需要找到一本关于 DirectX 的好书......
    【解决方案2】:

    虽然我不使用 SlimDX,但我使用 DirectX 并且已经使用了一段时间。查看教程,我想您需要分别绘制每个顶点缓冲区。

    所以,是这样的:

    MessagePump.Run(form, () =>
    {
        // clear the render target to a soothing blue
        context.ClearRenderTargetView(renderTarget, new Color4(0.5f, 0.5f, 1.0f));
    
        // draw the first triangle              
        context.InputAssembler.SetVertexBuffers(0, vertexBufferBindings[0]);
        context.Draw(3, 0);
    
        // draw the second triangle              
        context.InputAssembler.SetVertexBuffers(0, vertexBufferBindings[1]);
        context.Draw(3, 0);
    
        swapChain.Present(0, PresentFlags.None);
    });
    

    【讨论】:

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