【发布时间】:2015-07-09 23:00:43
【问题描述】:
我正在开发一个项目,在该项目中我使用 DirectX Toolkit 加载 FBX 模型。据我了解,DXTK 不支持其模型的 HLSL 着色器,因此如果我想使用 HLSL 着色器,我必须从模型对象中获取模型信息(顶点缓冲区、索引缓冲区等)并实现标准 Direct3D 绘图用于渲染。
我的问题是,我无法从顶点着色器获得纹理坐标。为了进行测试,我将顶点着色器设置为通过坐标传递到像素着色器,在这里我使用纹理坐标为整个对象着色,如下所示:
float4(input.texCoord, 0.0f, 1.0f);
在结果中,整个对象都是黑色的,所以 texcoords 到处都是 (0.0, 0.0)。我用 DXTK Model::Draw(...) 函数检查了模型,它的纹理方式正确,所以我的模型和我的模型加载代码似乎是正确的。
我了解到 DXTK 模型加载使用以下顶点缓冲区声明:
const D3D11_INPUT_ELEMENT_DESC VertexPositionNormalTangentColorTexture::InputElements[] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 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 },
};
所以我尝试像这样匹配我的顶点着色器输入结构:
struct VertexShaderInput
{
float3 pos : SV_Position;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR;
float2 texCoord : TEXCOORD;
};
这是我加载模型的方式:
void SceneObject::LoadMesh(
std::shared_ptr<DX::DeviceResources> deviceResources,
const wchar_t* modelFile)
{
auto device = deviceResources->GetD3DDevice();
EffectFactory fx(device);
this->model = Model::CreateFromCMO(device, modelFile, fx, true);
}
这是我的绘图功能:
void SceneObject::Draw(std::shared_ptr<DX::DeviceResources> deviceResources)
{
auto device = deviceResources->GetD3DDevice();
auto context = deviceResources->GetD3DDeviceContext();
CommonStates states(device);
context->UpdateSubresource(
this->vsConstantBuffer.Get(),
0,
NULL,
&this->vsConstantBufferData,
0,
0);
context->UpdateSubresource(
this->psConstantBuffer.Get(),
0,
NULL,
&this->psConstantBufferData,
0,
0);
//model->Draw(context, states, local, view, proj);
XMVECTOR qid = XMQuaternionIdentity();
const XMVECTORF32 scale = { 1.f, 1.f, 1.f };
const XMVECTORF32 translate = { 0.f, 0.f, 0.f };
//XMVECTOR rotate = XMQuaternionRotationRollPitchYaw(0, XM_PI / 2.f, -XM_PI / 2.f);
XMVECTOR rotate = XMQuaternionRotationRollPitchYaw(0, 0, 0);
XMMATRIX worldMatrix = XMLoadFloat4x4(&this->vsConstantBufferData.model);
XMMATRIX local = XMMatrixMultiply(worldMatrix, XMMatrixTransformation(g_XMZero, qid, scale, g_XMZero, rotate, translate));
//this->model->Draw(context, states, local, XMLoadFloat4x4(&vsConstantBufferData.view), XMLoadFloat4x4(&vsConstantBufferData.projection), false);
XMStoreFloat4x4(&this->vsConstantBufferData.model, local);
for each(auto& mesh in model->meshes)
{
for each (auto& part in mesh->meshParts)
{
context->IASetVertexBuffers(
0,
1,
part->vertexBuffer.GetAddressOf(),
&part->vertexStride,
&part->vertexOffset
);
context->IASetIndexBuffer(
part->indexBuffer.Get(),
part->indexFormat,
0
);
context->IASetPrimitiveTopology(part->primitiveType);
//context->IASetInputLayout(inputLayout.Get());
context->IASetInputLayout(part->inputLayout.Get());
// Attach our vertex shader.
context->VSSetShader(
vertexShader.Get(),
nullptr,
0
);
// Send the constant buffer to the graphics device.
context->VSSetConstantBuffers(
0,
1,
vsConstantBuffer.GetAddressOf()
);
// Attach our pixel shader.
context->PSSetShader(
pixelShader.Get(),
nullptr,
0
);
// Send the constant buffer to the graphics device.
context->PSSetConstantBuffers(
1,
1,
psConstantBuffer.GetAddressOf()
);
context->PSSetShaderResources(0, 1, diffuseTexture.GetAddressOf());
context->PSSetSamplers(0, 1, linearSampler.GetAddressOf());
// Draw the objects.
context->DrawIndexed(
part->indexCount,
part->startIndex,
0
);
}
}
}
如果您需要更多代码,可以在这里查看我的整个项目:https://github.com/GiGu92/WaterRenderingDemo
我在搞砸什么?
【问题讨论】:
-
我设法暂时解决了这个问题,因为我实现了程序生成的平面网格,但您仍然可以在上面的 github 链接上浏览我的项目。请参阅提交“微小更改(texcoords 仍然无法正常工作)”,这就是我仍在尝试使用我的着色器绘制加载模型的地方。
标签: c++ input hlsl vertex-shader direct3d11