通过 DirectX12 工具包绘制球体

Drawing spheres via DirectX12 Tool Kit

我在尝试绘制球体时遇到了三个问题:

  1. Sphere 在某些角度出现故障:
  2. 不知道如何将颜色应用于球体
  3. 不能同时绘制两个球体 - 只显示一个。

代码。渲染:

void Game::Render()
{
if (m_timer.GetFrameCount() == 0)
{
return;
}

m_deviceResources->Prepare();
Clear();

auto commandList = m_deviceResources->GetCommandList();
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Render");

auto commandList2 = m_deviceResources->GetCommandList();
PIXBeginEvent(commandList2, PIX_COLOR_DEFAULT, L"Draw Sphere");

m_shapeEffect->Apply(m_deviceResources->GetCommandList());

for (int i(0); i < vsphere; i++)
{
m_shapeEffect->SetWorld(d3dsphere[i]->world);
d3dsphere[i]->Draw(commandList2);
}

PIXEndEvent(commandList2);
PIXEndEvent(commandList);
PIXBeginEvent(m_deviceResources->GetCommandQueue(), PIX_COLOR_DEFAULT, L"Present");
m_deviceResources->Present();
m_graphicsMemory->Commit(m_deviceResources->GetCommandQueue());
PIXEndEvent(m_deviceResources->GetCommandQueue());
}

我如何创建形状效果

EffectPipelineStateDescription pd(
&VertexPositionColor::InputLayout,
CommonStates::Opaque,
CommonStates::DepthNone,
CommonStates::CullNone,
rtState,
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE);
m_shapeEffect = std::make_unique<BasicEffect>(device, EffectFlags::VertexColor, pd);

d3dsphere是一个D3DSphereclassobject;构造函数和 Draw 方法

D3DSphere(float x, float y, float z, float radius, float r, float g, float b, float a)  
{
this->x = x;
this->y = y;
this->z = z;

this->radius = radius;

this->shape = GeometricPrimitive::CreateSphere(radius*2.0f);

this->world = Matrix::Identity;
this->world = XMMatrixMultiply(this->world, Matrix::CreateTranslation(x, y, z));
this->index = vsphere;

d3dsphere[vsphere] = this;
vsphere++;
}

void D3DSphere::Draw(ID3d12GraphicsCommandList* commandList)
{
   this->shape->Draw(commandList);
}

如果我认为球体半径(以及我场景中的所有东西)非常小(~10^-6)

,也许它会很有用

出于我的未知原因,Microsoft DirectX12 Tool Kit wiki page 中的示例代码大部分与我通过 NuGet 包安装的 headers 不兼容 - 我有不同的构造函数,方法中有不同的参数。我认为问题在于我使用的是 Visual Studio 15,但 Microsoft 建议至少使用 17(有两种不同的 DirectX12TK NuGet 包——一种用于 VS15,一种用于 VS17 及更高版本)。很奇怪。


我通过在渲染中更改代码解决了第三个问题:

for(int i(0);i<vsphere;i++)
{
m_shapeEffect->SetMatrices(d3dsphere->world, m_view, m_projection);
m_shapeEffect->Apply(m_deviceResources->GetCommandList());
d3dsphere[i]->Draw();
}

我使用的DirectX12TK NuGet包版本是2019.12.17.1

在这里您告诉管道状态对象您正在使用 VertexPositionColor 并且想要每个顶点的颜色:

EffectPipelineStateDescription pd(
&VertexPositionColor::InputLayout,
CommonStates::Opaque,
CommonStates::DepthNone,
CommonStates::CullNone,
rtState,
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE);
m_shapeEffect = std::make_unique<BasicEffect>(device, EffectFlags::VertexColor, pd);

由 GeometricPrimitive 的工厂方法创建的实际顶点类型是 VertexPositionNormalTextureVertexType 类型别名使它更容易一些)。

因此,顶点数据包含

struct VertexPositionNormalTexture
{
    XMFLOAT3 position;
    XMFLOAT3 normal;
    XMFLOAT2 textureCoordinate;
}

但是你告诉顶点着色器它是:

const D3D12_INPUT_ELEMENT_DESC VertexPositionColor::InputElements[] =
{
    { "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT,    0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
    { "COLOR",       0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};

将您的 BasicEffect 更改为:

EffectPipelineStateDescription pd(
&GeometricPrimitive::VertexType::InputLayout,
CommonStates::Opaque,
CommonStates::DepthNone,
CommonStates::CullNone,
rtState,
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE);
m_shapeEffect = std::make_unique<BasicEffect>(device, EffectFlags::None, pd);

没有 EffectFlags::Lightingm_shapeEffect->EnableDefaultLighting(); 看起来会很无聊,但应该渲染。

如果您想创建 VertexPositionNormalTexture 以外的顶点格式,您可以使用 GeometricPrimitive 自定义几何方法来生成形状数据,但您需要实现 VB/IB 并在您自己的代码中渲染(即 GeometricPrimitive::CreateCustom 方法仅支持 VertexPositionNormalTexture)。

D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView;
D3D12_INDEX_BUFFER_VIEW m_indexBufferView;

UINT m_indexCount;

Microsoft::WRL::ComPtr<ID3D12Resource> m_vertexBuffer;
Microsoft::WRL::ComPtr<ID3D12Resource> m_indexBuffer;
// Create shape data
std::vector<VertexPositionNormalTexture> vertices;
std::vector<uint16_t> indices;
GeometricPrimitive::CreateSphere(vertices, indices);

std::vector<VertexPositionColor> newVerts;
newVerts.reserve(vertices.size());
for (auto it : vertices)
{
    VertexPositionColor v;
    v.position = it.position;
    v.color = XMFLOAT4(it.normal.x, it.normal.y, it.normal.z, 1.f);
    newVerts.emplace_back(v);
}

// Place data on upload heap
size_t vsize = newVerts.size() * sizeof(VertexPositionColor);
SharedGraphicsResource vb = GraphicsMemory::Get().Allocate(vsize);
memcpy(vb.Memory(), newVerts.data(), vsize);

size_t isize = indices.size() * sizeof(uint16_t);
SharedGraphicsResource ib = GraphicsMemory::Get().Allocate(isize);
memcpy(ib.Memory(), indices.data(), isize);

// You can render directly from the 'upload' heap or as shown here create static IB/VB resources
ResourceUploadBatch resourceUpload(device);
resourceUpload.Begin();

CD3DX12_HEAP_PROPERTIES heapProperties(D3D12_HEAP_TYPE_DEFAULT);

auto vdesc = CD3DX12_RESOURCE_DESC::Buffer(vsize);
auto idesc = CD3DX12_RESOURCE_DESC::Buffer(isize);

DX::ThrowIfFailed(device->CreateCommittedResource(
    &heapProperties, D3D12_HEAP_FLAG_NONE, &vdesc, D3D12_RESOURCE_STATE_COPY_DEST,
    nullptr, IID_PPV_ARGS(m_vertexBuffer.GetAddressOf())));

DX::ThrowIfFailed(device->CreateCommittedResource(
    &heapProperties, D3D12_HEAP_FLAG_NONE, &idesc, D3D12_RESOURCE_STATE_COPY_DEST,
    nullptr, IID_PPV_ARGS(m_indexBuffer.GetAddressOf())));

resourceUpload.Upload(m_vertexBuffer.Get(), vb);
resourceUpload.Upload(m_indexBuffer.Get(), ib);

resourceUpload.Transition(m_vertexBuffer.Get(),
    D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
resourceUpload.Transition(m_indexBuffer.Get(),
    D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_INDEX_BUFFER);

auto uploadResourcesFinished = resourceUpload.End(m_deviceResources->GetCommandQueue());
uploadResourcesFinished.wait();

// Create matching effect for new vertex layout
EffectPipelineStateDescription psd(
    &VertexPositionColor::InputLayout,
    CommonStates::Opaque,
    CommonStates::DepthDefault,
    CommonStates::CullNone,
   rtState);

m_shapeEffect = std::make_unique<BasicEffect>(device, EffectFlags::VertexColor, psd);

// Set up buffer views
m_vertexBufferView = { m_vertexBuffer->GetGPUVirtualAddress(), UINT(vsize), sizeof(VertexPositionColor) };
m_indexBufferView = { m_indexBuffer->GetGPUVirtualAddress(), UINT(isize), DXGI_FORMAT_R16_UINT };

m_indexCount = UINT(indices.size());
m_shapeEffect->Apply(commandList);

commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);
commandList->IASetIndexBuffer(&m_indexBufferView);
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

commandList->DrawIndexedInstanced(m_indexCount, 1, 0, 0, 0);

The latest release of the DirectX Tool Kit for DX12 that supports Visual Studio 2015 is December 2019 which is directxtk12_desktop_2015. There's very little functional or API difference between December 2019 and April 2020, so I'm not sure why you think the wiki is outdated. What NuGet package and version are you using?