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;
}
这些描述输入数据的结构处理完以后就是渲染流程里的工作了,D3D12创建buffer的时候先是在主存里建一个数据段,用于将来做碰撞检测,拾取一类的功能,然后再在内存里建buffer,而且这个buffer还是很讲究的,它是一个不可以cpu随便修改的内存,那为了保持这个buffer和cpu的隔离,它还要建个中间内存叫做上传缓冲器。那下面就改这三个地方:
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) })
};
沿用它的机制,把子几何体存储起来
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;
};
然后你在调用update的时候别忘了给time赋值,代码里有现成的mTime可用:
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;
具体代码还要改成相应的标识符才能用,书上给的提示有错误,标识符是这个D3D12_CULL_MODE_FRONT和D3D12_CULL_MODE_NONE。
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。