1.
{ { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 24, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXTURE", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 36, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXTURE", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 44, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_SINT, 0, 52, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, };
2.
先是一些准备性的东西,这样描述不太直觉,但是有利于你找到代码位置。
在BoxApp.cpp的前端,先把这个结构改了:
//struct Vertex //{ // XMFLOAT3 Pos; // XMFLOAT4 Color; //}; //change end struct VPosData { XMFLOAT3 Pos; }; struct VColorData { XMFLOAT4 Color; };
然后是 D3D12_INPUT_ELEMENT_DESC对象改为:
mInputLayout = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } //change end };
在应用里有一个几何体类MeshGeometry
这个类是用来记录渲染集合体数据的,还有辅助创建buffer的数据和方法,这些都要修改:
//Microsoft::WRL::ComPtr<ID3DBlob> VertexBufferCPU = nullptr; //change end Microsoft::WRL::ComPtr<ID3DBlob> VertexPosBufferCPU = nullptr; Microsoft::WRL::ComPtr<ID3DBlob> VertexColorBufferCPU = nullptr;
//Microsoft::WRL::ComPtr<ID3D12Resource> VertexBufferGPU = nullptr; //change end Microsoft::WRL::ComPtr<ID3D12Resource> VertexPosBufferGPU = nullptr; Microsoft::WRL::ComPtr<ID3D12Resource> VertexColorBufferGPU = nullptr;
//Microsoft::WRL::ComPtr<ID3D12Resource> VertexBufferUploader = nullptr; //change end Microsoft::WRL::ComPtr<ID3D12Resource> VertexPosBufferUploader = nullptr; Microsoft::WRL::ComPtr<ID3D12Resource> VertexColorBufferUploader = nullptr;
// Data about the buffers. //UINT VertexByteStride = 0; //UINT VertexBufferByteSize = 0; //change end UINT VertexPosByteStride = 0; UINT VertexPosBufferByteSize = 0; UINT VertexColorByteStride = 0; UINT VertexColorBufferByteSize = 0;
//D3D12_VERTEX_BUFFER_VIEW VertexBufferView()const //{ // D3D12_VERTEX_BUFFER_VIEW vbv; // vbv.BufferLocation = VertexBufferGPU->GetGPUVirtualAddress(); // vbv.StrideInBytes = VertexByteStride; // vbv.SizeInBytes = VertexBufferByteSize; // return vbv; //} //change end D3D12_VERTEX_BUFFER_VIEW VertexPosBufferView()const { D3D12_VERTEX_BUFFER_VIEW vbv; vbv.BufferLocation = VertexPosBufferGPU->GetGPUVirtualAddress(); vbv.StrideInBytes = VertexPosByteStride; vbv.SizeInBytes = VertexPosBufferByteSize; return vbv; } D3D12_VERTEX_BUFFER_VIEW VertexColorBufferView()const { D3D12_VERTEX_BUFFER_VIEW vbv; vbv.BufferLocation = VertexColorBufferGPU->GetGPUVirtualAddress(); vbv.StrideInBytes = VertexColorByteStride; vbv.SizeInBytes = VertexColorBufferByteSize; return vbv; }
void DisposeUploaders() { //VertexBufferUploader = nullptr; //change end VertexPosBufferUploader = nullptr; VertexColorBufferUploader = nullptr; IndexBufferUploader = nullptr; }
这段其实是准备一些基础数据的,给我们说的第二和第三个地方用
//const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex); //change end const UINT vpbByteSize = (UINT)verticesPos.size() * sizeof(VPosData); const UINT vcbByteSize = (UINT)verticesColor.size() * sizeof(VColorData);
下面一段就是主存的数据段,之所以叫CPUBlob是为了指明它是给CPU用的
//ThrowIfFailed(D3DCreateBlob(vbByteSize, &mBoxGeo->VertexBufferCPU)); //CopyMemory(mBoxGeo->VertexBufferCPU->GetBufferPointer(), vertices.data(), vbByteSize); //change end ThrowIfFailed(D3DCreateBlob(vpbByteSize, &mBoxGeo->VertexPosBufferCPU)); CopyMemory(mBoxGeo->VertexPosBufferCPU->GetBufferPointer(), verticesPos.data(), vpbByteSize); ThrowIfFailed(D3DCreateBlob(vcbByteSize, &mBoxGeo->VertexColorBufferCPU)); CopyMemory(mBoxGeo->VertexColorBufferCPU->GetBufferPointer(), verticesColor.data(), vcbByteSize);
下面这段糅合了uploadbuffer和最终的vertexbuffer:
//mBoxGeo->VertexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(), // mCommandList.Get(), vertices.data(), vbByteSize, mBoxGeo->VertexBufferUploader); //change end mBoxGeo->VertexPosBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(), mCommandList.Get(), verticesPos.data(), vpbByteSize, mBoxGeo->VertexPosBufferUploader); mBoxGeo->VertexColorBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(), mCommandList.Get(), verticesColor.data(), vcbByteSize, mBoxGeo->VertexColorBufferUploader);
以上就是构建集合体及其数据的代码,如果你渲染多集合体多物体的话,你还要注意修改那些集合体顶点位置在整个内存中的位置下标:
//mBoxGeo->VertexByteStride = sizeof(Vertex); //mBoxGeo->VertexBufferByteSize = vbByteSize; //change end mBoxGeo->VertexPosByteStride = sizeof(VPosData); mBoxGeo->VertexPosBufferByteSize = vpbByteSize; mBoxGeo->VertexColorByteStride = sizeof(VColorData); mBoxGeo->VertexColorBufferByteSize = vcbByteSize;
然后就到了真正的Draw阶段,将buffer设置到渲染pipleline
//mCommandList->IASetVertexBuffers(0, 1, &mBoxGeo->VertexBufferView()); //change end mCommandList->IASetVertexBuffers(0, 1, &mBoxGeo->VertexPosBufferView()); mCommandList->IASetVertexBuffers(1, 1, &mBoxGeo->VertexColorBufferView());
以上都准备好以后就输入你们的数据吧,我的数据是hardcore进代码的,非常ugly:
// std::array<Vertex, 8> vertices = // { // Vertex({ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::White) }), //Vertex({ XMFLOAT3(-1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Black) }), //Vertex({ XMFLOAT3(+1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Red) }), //Vertex({ XMFLOAT3(+1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::Green) }), //Vertex({ XMFLOAT3(-1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Blue) }), //Vertex({ XMFLOAT3(-1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Yellow) }), //Vertex({ XMFLOAT3(+1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Cyan) }), //Vertex({ XMFLOAT3(+1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Magenta) }) // }; //change end std::array<VPosData,8> verticesPos = { VPosData({ XMFLOAT3(-1.0f, -1.0f, -1.0f) }), VPosData({ XMFLOAT3(-1.0f, +1.0f, -1.0f) }), VPosData({ XMFLOAT3(+1.0f, +1.0f, -1.0f) }), VPosData({ XMFLOAT3(+1.0f, -1.0f, -1.0f) }), VPosData({ XMFLOAT3(-1.0f, -1.0f, +1.0f) }), VPosData({ XMFLOAT3(-1.0f, +1.0f, +1.0f) }), VPosData({ XMFLOAT3(+1.0f, +1.0f, +1.0f) }), VPosData({ XMFLOAT3(+1.0f, -1.0f, +1.0f) }) }; std::array<VColorData,8> verticesColor = { VColorData({ XMFLOAT4(Colors::White) }), VColorData({ XMFLOAT4(Colors::Black) }), VColorData({ XMFLOAT4(Colors::Red) }), VColorData({ XMFLOAT4(Colors::Green) }), VColorData({ XMFLOAT4(Colors::Blue) }), VColorData({ XMFLOAT4(Colors::Yellow) }), VColorData({ XMFLOAT4(Colors::Cyan) }), VColorData({ XMFLOAT4(Colors::Magenta) }) };
然后重新编译,运行一下就可以了。
3.
这道题还用示例代码进行修改吧
原来的存储点位置和颜色的队列改成这样:
std::array<Vertex, 49> vertices = { Vertex({ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::White) }), Vertex({ XMFLOAT3(-1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Black) }), Vertex({ XMFLOAT3(+1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Red) }), Vertex({ XMFLOAT3(+1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::Green) }), Vertex({ XMFLOAT3(-1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Blue) }), Vertex({ XMFLOAT3(-1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Yellow) }), Vertex({ XMFLOAT3(+1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Cyan) }), Vertex({ XMFLOAT3(+1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Magenta) }) ,//add end //a point list Vertex({ XMFLOAT3(-4.0f, -4.0f, 2.0f), XMFLOAT4(Colors::Red) }), Vertex({ XMFLOAT3(-3.0f, 0.0f, 2.0f), XMFLOAT4(Colors::Red) }), Vertex({ XMFLOAT3(-2.0f, -3.0f, 2.0f), XMFLOAT4(Colors::Red) }), Vertex({ XMFLOAT3( 0.0f, 0.0f, 2.0f), XMFLOAT4(Colors::Red) }), Vertex({ XMFLOAT3( 1.0f, -2.0f, 2.0f), XMFLOAT4(Colors::Red) }), Vertex({ XMFLOAT3( 3.0f, 0.0f, 2.0f), XMFLOAT4(Colors::Red) }), Vertex({ XMFLOAT3( 5.0f, -2.0f, 2.0f), XMFLOAT4(Colors::Red) }), Vertex({ XMFLOAT3( 7.0f, 1.0f, 2.0f), XMFLOAT4(Colors::Red) }), //a point strip Vertex({ XMFLOAT3(-4.0f, -4.0f, 3.0f), XMFLOAT4(Colors::Green) }), Vertex({ XMFLOAT3(-3.0f, 0.0f, 3.0f), XMFLOAT4(Colors::Green) }), Vertex({ XMFLOAT3(-2.0f, -3.0f, 3.0f), XMFLOAT4(Colors::Green) }), Vertex({ XMFLOAT3(0.0f, 0.0f, 3.0f), XMFLOAT4(Colors::Green) }), Vertex({ XMFLOAT3(1.0f, -2.0f, 3.0f), XMFLOAT4(Colors::Green) }), Vertex({ XMFLOAT3(3.0f, 0.0f, 3.0f), XMFLOAT4(Colors::Green) }), Vertex({ XMFLOAT3(5.0f, -2.0f, 3.0f), XMFLOAT4(Colors::Green) }), Vertex({ XMFLOAT3(7.0f, 1.0f, 3.0f), XMFLOAT4(Colors::Green) }), //a line list Vertex({ XMFLOAT3(-4.0f, -4.0f, 4.0f), XMFLOAT4(Colors::Blue) }), Vertex({ XMFLOAT3(-3.0f, 0.0f, 4.0f), XMFLOAT4(Colors::Blue) }), Vertex({ XMFLOAT3(-2.0f, -3.0f, 4.0f), XMFLOAT4(Colors::Blue) }), Vertex({ XMFLOAT3(0.0f, 0.0f, 4.0f), XMFLOAT4(Colors::Blue) }), Vertex({ XMFLOAT3(1.0f, -2.0f, 4.0f), XMFLOAT4(Colors::Blue) }), Vertex({ XMFLOAT3(3.0f, 0.0f, 4.0f), XMFLOAT4(Colors::Blue) }), Vertex({ XMFLOAT3(5.0f, -2.0f, 4.0f), XMFLOAT4(Colors::Blue) }), Vertex({ XMFLOAT3(7.0f, 1.0f, 4.0f), XMFLOAT4(Colors::Blue) }), //a triangle strip Vertex({ XMFLOAT3(-4.0f, -4.0f, 5.0f), XMFLOAT4(Colors::White) }), Vertex({ XMFLOAT3(-3.0f, 0.0f, 5.0f), XMFLOAT4(Colors::Black) }), Vertex({ XMFLOAT3(-2.0f, -3.0f, 5.0f), XMFLOAT4(Colors::Red) }), Vertex({ XMFLOAT3(0.0f, 0.0f, 5.0f), XMFLOAT4(Colors::Green) }), Vertex({ XMFLOAT3(1.0f, -2.0f, 5.0f), XMFLOAT4(Colors::Blue) }), Vertex({ XMFLOAT3(3.0f, 0.0f, 5.0f), XMFLOAT4(Colors::Yellow) }), Vertex({ XMFLOAT3(5.0f, -2.0f, 5.0f), XMFLOAT4(Colors::Cyan) }), Vertex({ XMFLOAT3(7.0f, 1.0f, 5.0f), XMFLOAT4(Colors::Magenta) }), //a point list Vertex({ XMFLOAT3(-4.0f, -4.0f, 6.0f), XMFLOAT4(Colors::White) }), Vertex({ XMFLOAT3(-3.0f, 0.0f, 6.0f), XMFLOAT4(Colors::White) }), Vertex({ XMFLOAT3(-2.0f, -3.0f, 6.0f), XMFLOAT4(Colors::White) }), Vertex({ XMFLOAT3(0.0f, 0.0f, 6.0f), XMFLOAT4(Colors::Yellow) }), Vertex({ XMFLOAT3(3.0f, 0.0f, 6.0f), XMFLOAT4(Colors::Yellow) }), Vertex({ XMFLOAT3(1.0f, -2.0f, 6.0f), XMFLOAT4(Colors::Yellow) }), Vertex({ XMFLOAT3(5.0f, -2.0f, 6.0f), XMFLOAT4(Colors::Magenta) }), Vertex({ XMFLOAT3(7.0f, 1.0f, 6.0f), XMFLOAT4(Colors::Magenta) }), Vertex({ XMFLOAT3(8.0f, 0.0f, 6.0f), XMFLOAT4(Colors::Magenta) }) };
SubmeshGeometry submesh; submesh.IndexCount = (UINT)indices.size(); submesh.StartIndexLocation = 0; submesh.BaseVertexLocation = 0; //add end //a point list SubmeshGeometry submesh1; submesh1.VertexCount = 8; //submesh.StartIndexLocation = 0; submesh1.BaseVertexLocation = 8; //a line strip SubmeshGeometry submesh2; submesh2.VertexCount = 8; //submesh.StartIndexLocation = 0; submesh2.BaseVertexLocation = 16; //a line list SubmeshGeometry submesh3; submesh3.VertexCount = 8; //submesh.StartIndexLocation = 0; submesh3.BaseVertexLocation = 24; //a triangle strip SubmeshGeometry submesh4; submesh4.VertexCount = 8; //submesh.StartIndexLocation = 0; submesh4.BaseVertexLocation = 32; //a triangle list SubmeshGeometry submesh5; submesh5.VertexCount = 9; //submesh.StartIndexLocation = 0; submesh5.BaseVertexLocation = 40; mBoxGeo->DrawArgs["box"] = submesh; //add end mBoxGeo->DrawArgs["pointlist"] = submesh1; mBoxGeo->DrawArgs["linestrip"] = submesh2; mBoxGeo->DrawArgs["linelist"] = submesh3; mBoxGeo->DrawArgs["trianglestrip"] = submesh4; mBoxGeo->DrawArgs["trianglelist"] = submesh5;
添加集合体的时候要注意几何体类已经修改了,为了调用drawinstanced方便:
struct SubmeshGeometry { //add end UINT VertexCount = 0; UINT IndexCount = 0; UINT StartIndexLocation = 0; INT BaseVertexLocation = 0; // Bounding box of the geometry defined by this submesh. // This is used in later chapters of the book. DirectX::BoundingBox Bounds; };
Draw函数里改用ID3D12GraphicsCommandList::DrawInstanced:
mCommandList->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); mCommandList->SetGraphicsRootDescriptorTable(0, mCbvHeap->GetGPUDescriptorHandleForHeapStart()); mCommandList->DrawIndexedInstanced( mBoxGeo->DrawArgs["box"].IndexCount, 1, 0, 0, 0); //add end mCommandList->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); mCommandList->DrawInstanced( mBoxGeo->DrawArgs["pointlist"].VertexCount, 1, mBoxGeo->DrawArgs["pointlist"].BaseVertexLocation, 0); mCommandList->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP); mCommandList->DrawInstanced( mBoxGeo->DrawArgs["linestrip"].VertexCount, 1, mBoxGeo->DrawArgs["linestrip"].BaseVertexLocation, 0); mCommandList->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST); mCommandList->DrawInstanced( mBoxGeo->DrawArgs["linelist"].VertexCount, 1, mBoxGeo->DrawArgs["linelist"].BaseVertexLocation, 0); mCommandList->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); mCommandList->DrawInstanced( mBoxGeo->DrawArgs["trianglestrip"].VertexCount, 1, mBoxGeo->DrawArgs["trianglestrip"].BaseVertexLocation, 0); mCommandList->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); mCommandList->DrawInstanced( mBoxGeo->DrawArgs["trianglelist"].VertexCount, 1, mBoxGeo->DrawArgs["trianglelist"].BaseVertexLocation, 0);
4.
修改下几何体数据就行了
mCommandList->DrawIndexedInstanced( mBoxGeo->DrawArgs["pyramid"].IndexCount, 1, 0, 0, 0);
std::array<Vertex, 5> vertices = { Vertex({ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::Green) }), //Vertex({ XMFLOAT3(-1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Black) }), //Vertex({ XMFLOAT3(+1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Red) }), Vertex({ XMFLOAT3(+1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::Green) }), Vertex({ XMFLOAT3(-1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Green) }), //Vertex({ XMFLOAT3(-1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Yellow) }), //Vertex({ XMFLOAT3(+1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Cyan) }), Vertex({ XMFLOAT3(+1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Green) }), Vertex({ XMFLOAT3(0.0f, 0.412f, 0.0f), XMFLOAT4(Colors::Red) }) }; std::array<std::uint16_t, 18> indices = { // front face 0, 4, 1, // back face 3, 4, 2, // left face 2, 4, 0, // right face 1, 4, 3, // bottom face 0, 1, 2, 1, 3, 2 };
mBoxGeo->DrawArgs["pyramid"] = submesh;
5,
在光栅化三步走里最后一步就是顶点属性插值,我们像素点的值就取决于相邻两个定点的颜色,见196页。
6.
我选用了最简单的办法,只是修改了c++和hlsl的constant buffer结构体的格式。
cbuffer cbPerObject : register(b0) { float4x4 gWorldViewProj; float gTime; };
struct ObjectConstants { XMFLOAT4X4 WorldViewProj = MathHelper::Identity4x4(); float time; };
objConstants.time = mTimer.TotalTime();
7.
它说要用world transformation让两个物体分开,这个我没写代码,还是hardcode进代码了,要改数据buffer,还要改辅助集合体类的数据,最后是多draw个实体:
std::array<Vertex, 13> vertices = { Vertex({ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::White) }), Vertex({ XMFLOAT3(-1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Black) }), Vertex({ XMFLOAT3(+1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Red) }), Vertex({ XMFLOAT3(+1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::Green) }), Vertex({ XMFLOAT3(-1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Blue) }), Vertex({ XMFLOAT3(-1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Yellow) }), Vertex({ XMFLOAT3(+1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Cyan) }), Vertex({ XMFLOAT3(+1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Magenta) }), Vertex({ XMFLOAT3(1.1f, -1.0f, -1.0f), XMFLOAT4(Colors::Green) }), //Vertex({ XMFLOAT3(-1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Black) }), //Vertex({ XMFLOAT3(+1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Red) }), Vertex({ XMFLOAT3(+3.1f, -1.0f, -1.0f), XMFLOAT4(Colors::Green) }), Vertex({ XMFLOAT3(1.1f, -1.0f, +1.0f), XMFLOAT4(Colors::Green) }), //Vertex({ XMFLOAT3(-1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Yellow) }), //Vertex({ XMFLOAT3(+1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Cyan) }), Vertex({ XMFLOAT3(+3.1f, -1.0f, +1.0f), XMFLOAT4(Colors::Green) }), Vertex({ XMFLOAT3(2.1f, 0.412f, 0.0f), XMFLOAT4(Colors::Red) }) }; std::array<std::uint16_t, 54> indices = { // front face 0, 1, 2, 0, 2, 3, // back face 4, 6, 5, 4, 7, 6, // left face 4, 5, 1, 4, 1, 0, // right face 3, 2, 6, 3, 6, 7, // top face 1, 5, 6, 1, 6, 2, // bottom face 4, 0, 3, 4, 3, 7, //pyramid 0, 4, 1, // back face 3, 4, 2, // left face 2, 4, 0, // right face 1, 4, 3, // bottom face 0, 1, 2, 1, 3, 2 };
SubmeshGeometry submesh; submesh.IndexCount = 36; submesh.StartIndexLocation = 0; submesh.BaseVertexLocation = 0; //add end SubmeshGeometry submesh1; submesh1.IndexCount = 18; submesh1.StartIndexLocation = 36; submesh1.BaseVertexLocation = 8; mBoxGeo->DrawArgs["box"] = submesh; //add end mBoxGeo->DrawArgs["pyramid"] = submesh1;
mCommandList->DrawIndexedInstanced( mBoxGeo->DrawArgs["pyramid"].IndexCount, 1, mBoxGeo->DrawArgs["pyramid"].StartIndexLocation, mBoxGeo->DrawArgs["pyramid"].BaseVertexLocation, 0); mCommandList->DrawIndexedInstanced( mBoxGeo->DrawArgs["box"].IndexCount, 1, mBoxGeo->DrawArgs["box"].StartIndexLocation, mBoxGeo->DrawArgs["box"].BaseVertexLocation, 0);
8,9.
这两道题都是在设置光栅化的时候修改光栅话描述结构的属性,现在他们都被整合到PSO里了,所以要到bulidPso那个函数里,添加这么两行:
psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT); //psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_WIREFRAME; psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_FRONT;
10.
书上把主要代码的改变都列出来了,颜色转换可以直接写:
Vertex({ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMCOLOR(Colors::White) }), Vertex({ XMFLOAT3(-1.0f, +1.0f, -1.0f), XMCOLOR(Colors::Black) }), Vertex({ XMFLOAT3(+1.0f, +1.0f, -1.0f), XMCOLOR(Colors::Red) }), Vertex({ XMFLOAT3(+1.0f, -1.0f, -1.0f), XMCOLOR(Colors::Green) }), Vertex({ XMFLOAT3(-1.0f, -1.0f, +1.0f), XMCOLOR(Colors::Blue) }), Vertex({ XMFLOAT3(-1.0f, +1.0f, +1.0f), XMCOLOR(Colors::Yellow) }), Vertex({ XMFLOAT3(+1.0f, +1.0f, +1.0f), XMCOLOR(Colors::Cyan) }), Vertex({ XMFLOAT3(+1.0f, -1.0f, +1.0f), XMCOLOR(Colors::Magenta) })
会自动调用XMCOLOR类里的loadfloat4函数
11.
a.在input layout description里面有一项叫做AlignByteOffset,是它标定了结构体内子项的顺序。但还有一项叫inputslot,如果想给这一项改不同的入口,就必须按着顺序来,这种设计挺反人类的。
b.更不受影响了,它是按着SemanticName和Semantic Index的组合来查找位置的。
12.
viewport的设定在第四章讲过,同时也要注意183也5.6.3.1关于投影窗口和backbuffer的长宽比不一致的时候,会出现拉伸。但现在的问题是我们只是用了一半backbuffer,所以投影窗口的宽高比要和这一半的backbuffer保持一致。
13.
实际上在DX12里ScissorEnable被取消了
D3D11_RASTERIZER_DESC structure:
typedef struct D3D11_RASTERIZER_DESC { D3D11_FILL_MODE FillMode; D3D11_CULL_MODE CullMode; BOOL FrontCounterClockwise; INT DepthBias; FLOAT DepthBiasClamp; FLOAT SlopeScaledDepthBias; BOOL DepthClipEnable; BOOL ScissorEnable; BOOL MultisampleEnable; BOOL AntialiasedLineEnable; } D3D11_RASTERIZER_DESC;
D3D12_RASTERIZER_DESC structure:
typedef struct D3D12_RASTERIZER_DESC {
D3D12_FILL_MODE FillMode;
D3D12_CULL_MODE CullMode;
BOOL FrontCounterClockwise;
INT DepthBias;
FLOAT DepthBiasClamp;
FLOAT SlopeScaledDepthBias;
BOOL DepthClipEnable;
BOOL MultisampleEnable;
BOOL AntialiasedLineEnable;
UINT ForcedSampleCount;
D3D12_CONSERVATIVE_RASTERIZATION_MODE ConservativeRaster;
} D3D12_RASTERIZER_DESC;
typedef struct D3D12_RASTERIZER_DESC { D3D12_FILL_MODE FillMode; D3D12_CULL_MODE CullMode; BOOL FrontCounterClockwise; INT DepthBias; FLOAT DepthBiasClamp; FLOAT SlopeScaledDepthBias; BOOL DepthClipEnable; BOOL MultisampleEnable; BOOL AntialiasedLineEnable; UINT ForcedSampleCount; D3D12_CONSERVATIVE_RASTERIZATION_MODE ConservativeRaster; } D3D12_RASTERIZER_DESC;
默认情况下scissor test已经打开了。其实在龙书11上没有什么描写,因为 那时还是第一版DX11,后来又有写变动,出现了11.1,一般来说11.1、11.2应该只是指的一些新加的特性,不会在基础流程上做太多变化,奈何11.1其实重新设计了渲染主要的架构,只是尽量保持接口和之前保持一致,而DX12的时候就彻底放开了。然而这个变化的细节还是没有找到,继续关注吧。
14.
这个写法就多了,比如:
pin.Color = (pin.Color + cos(gTime));
15.
看附录B里有。