长时间的读者,第一次发帖。我有一个问题已经毁掉了我的脑细胞,花了几个小时也没有任何进展。所以我想把它放在这里,得到新鲜的眼睛...
基本上,我正在尝试使用C++和DirectX 11创建一个2D游戏。我之前用过C#和XNA,并在DirectX中制作了一些3D物体,但没有做过这么大的项目。
我正在尝试使用基本相机和基本精灵批处理程序在屏幕中央绘制一个精灵,但是什么都没有显示出来,我无法找出原因。我会发布一些代码来给大家一个想法。
这是我在相机类中设置所有矩阵的地方,它们保持不变(现在,稍后会更改为移动等):
XMStoreFloat4x4(&m_world, XMMatrixIdentity());
XMStoreFloat4x4(&m_proj, XMMatrixOrthographicOffCenterLH(0.0f, width, height, 0.0f, 0.0f, 1.0f));
m_position = XMFLOAT3(width / 2, height / 2, 0);
m_look = XMFLOAT3(0, 0, 1);
m_up = XMFLOAT3(0, 1, 0);
XMVECTOR p = XMLoadFloat3(&m_position);
XMVECTOR l = XMLoadFloat3(&m_look);
XMVECTOR u = XMLoadFloat3(&m_up);
XMStoreFloat4x4(&m_view, XMMatrixLookToLH(p, l, u));
然后将此输入精灵批处理的开始方法,该方法将信息传递给着色器:
D3D11_MAPPED_SUBRESOURCE data;
ZeroMemory(&data, sizeof(data));
m_deviceContext->Map(m_cBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &data);
ConstantBuffer* cb = (ConstantBuffer*)data.pData;
XMMATRIX w = XMLoadFloat4x4(&world);
XMMATRIX v = XMLoadFloat4x4(&view);
XMMATRIX p = XMLoadFloat4x4(&proj);
w = XMMatrixTranspose(w);
v = XMMatrixTranspose(v);
p = XMMatrixTranspose(p);
XMStoreFloat4x4(&world, w);
XMStoreFloat4x4(&view, v);
XMStoreFloat4x4(&proj, p);
cb->World = world;
cb->View = view;
cb->Proj = proj;
m_deviceContext->Unmap(m_cBuffer, 0);
最后是着色器本身:
cbuffer ConstantBuffer : register(b0)
{
float4x4 World;
float4x4 View;
float4x4 Proj;
};
SamplerState sam : register(s0);
Texture2D tex : register(t0);
struct VertexIn
{
float3 Position : POSITION;
float2 Texture : TEXCOORD;
float4 Color : COLOR;
};
struct PixelIn
{
float4 Position : SV_POSITION;
float2 Texture : TEXCOORD;
float4 Color : COLOR;
};
PixelIn VS(VertexIn vin)
{
float4 position = float4(vin.Position, 1.0f);
position = mul(position, World);
position = mul(position, View);
position = mul(position, Proj);
PixelIn vout;
vout.Position = position;
vout.Texture = vin.Texture;
vout.Color = vin.Color;
return vout;
}
float4 PS(PixelIn pin) : SV_Target
{
float4 textureColor = tex.Sample(sam, pin.Texture);
return pin.Color * textureColor;
}
如您所见,这很简单。但是屏幕上没有任何东西被绘制出来。我已经尝试不使用矩阵,省略了世界矩阵,使用透视投影矩阵,使用look at而不是look to矩阵,使用(0, 0, 0)作为中心通过XMMatrixOrthographicLH并将精灵位置转换为屏幕空间。
我甚至大大简化了精灵批处理,只限制每次绘制一个精灵!
我使用的是不可变索引缓冲区(0、1、2、0、2、3)和动态顶点缓冲区,其更新如下:
D3D11_MAPPED_SUBRESOURCE data;
ZeroMemory(&data, sizeof(data));
m_deviceContext->Map(m_vBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &data);
Vertex* vertex = (Vertex*)data.pData;
for(UINT i = 0; i < sprite->Vertices.size(); ++i)
{
vertex[i] = sprite->Vertices[i];
}
m_deviceContext->Unmap(m_vBuffer, 0);
m_deviceContext->DrawIndexed(6, 0, 0);
我曾用类似的方法渲染3D模型。事实上,这更难一些,因为我有一个动态索引缓冲和更多的常量缓冲区数据,而且着色器更加复杂。
我想这可能是由于数据在某个地方丢失的问题,但似乎所有的数据都正确地传递了,直到DrawIndexed方法调用为止。我已经仔细检查了缓冲区的创建和状态,并且当前它处于CULL_NONE状态,只是为了确保它没有被剔除。
为了澄清,我将发布缓冲区创建和精灵创建的内容:
HRESULT result = S_OK;
device->GetImmediateContext(&m_deviceContext);
D3D11_BUFFER_DESC cbd;
ZeroMemory(&cbd, sizeof(cbd));
cbd.ByteWidth = sizeof(ConstantBuffer);
cbd.Usage = D3D11_USAGE_DYNAMIC;
cbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbd.MiscFlags = 0;
cbd.StructureByteStride = 0;
result = device->CreateBuffer(&cbd, 0, &m_cBuffer);
if (FAILED(result))
{
return 0;
}
vector<short> indices;
indices.push_back(0);
indices.push_back(1);
indices.push_back(2);
indices.push_back(0);
indices.push_back(2);
indices.push_back(3);
D3D11_SUBRESOURCE_DATA indexData;
ZeroMemory(&indexData, sizeof(indexData));
indexData.pSysMem = &indices;
D3D11_BUFFER_DESC ibd;
ZeroMemory(&ibd, sizeof(ibd));
ibd.ByteWidth = 6 * sizeof(short);
ibd.Usage = D3D11_USAGE_IMMUTABLE;
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
ibd.StructureByteStride = 0;
result = device->CreateBuffer(&ibd, &indexData, &m_iBuffer);
if (FAILED(result))
{
return 0;
}
D3D11_BUFFER_DESC vbd;
ZeroMemory(&vbd, sizeof(vbd));
vbd.ByteWidth = 4 * sizeof(Vertex);
vbd.Usage = D3D11_USAGE_DYNAMIC;
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vbd.MiscFlags = 0;
vbd.StructureByteStride = 0;
result = device->CreateBuffer(&vbd, 0, &m_vBuffer);
if (FAILED(result))
{
return 0;
}
return 1;
精灵:
ID3D11Resource* resource;
ZeroMemory(&resource, sizeof(resource));
texture->GetResource(&resource);
ID3D11Texture2D* tex = (ID3D11Texture2D*)resource;
D3D11_TEXTURE2D_DESC t;
ZeroMemory(&t, sizeof(t));
tex->GetDesc(&t);
Vertex v[4];
ZeroMemory(&v, sizeof(v));
v[0].Position = XMFLOAT3((float)destinationRectangle.value.left, (float)destinationRectangle.value.top, z);
v[1].Position = XMFLOAT3((float)destinationRectangle.value.right, (float)destinationRectangle.value.top, z);
v[2].Position = XMFLOAT3((float)destinationRectangle.value.right, (float)destinationRectangle.value.bottom, z);
v[3].Position = XMFLOAT3((float)destinationRectangle.value.left, (float)destinationRectangle.value.bottom, z);
v[0].Texture = XMFLOAT2((float)(sourceRectangle.value.left / t.Width), (float)(sourceRectangle.value.top / t.Height));
v[1].Texture = XMFLOAT2((float)(sourceRectangle.value.right / t.Width), (float)(sourceRectangle.value.top / t.Height));
v[2].Texture = XMFLOAT2((float)(sourceRectangle.value.right / t.Width), (float)(sourceRectangle.value.bottom / t.Height));
v[3].Texture = XMFLOAT2((float)(sourceRectangle.value.left / t.Width), (float)(sourceRectangle.value.bottom / t.Height));
v[0].Color = color;
v[1].Color = color;
v[2].Color = color;
v[3].Color = color;
Sprite* sprite = new Sprite();
sprite->Vertices.push_back(v[0]);
sprite->Vertices.push_back(v[1]);
sprite->Vertices.push_back(v[2]);
sprite->Vertices.push_back(v[3]);
sprite->Texture = texture;
m_sprites.push_back(sprite);
我是不是疯了?我是不是太傻了?还是说有更简单的方法来做这件事?谢谢。感激任何帮助!
还想指出一下,我正在绘制的精灵在800x600的屏幕上有一个矩形(左=300,右=500,顶部=350,底部=450),颜色全为白色。纹理已正确加载,甚至尝试仅在着色器中输出颜色以确保,但没有成功。
哦,我尝试绘制的精灵的Z值设置为0.5f,尽管我尝试过将其设置为不同的值,但我期望这个值可以正常工作。