gpt4 book ai didi

c++ - 在 DirectX 11 中为着色器添加法线信息 - 法线在着色器中不可见?

转载 作者:太空狗 更新时间:2023-10-29 20:29:01 25 4
gpt4 key购买 nike

我想为我的着色器添加法线贴图信息。我使用 DirectX 11 C++ SDK 中的教程 5 作为基础。

创建着色器的代码是(我放它只是为了确保我已经发布了所有重要信息,但我认为只有 D3D11_INPUT_ELEMENT_DESC layout[] 重要):

// Compile the vertex shader
ID3DBlob* pVSBlob = NULL;
HRESULT hr = CompileShaderFromFile( strToWchart(vertexShaderFileName), "VS", "vs_4_0", &pVSBlob );

// Create the vertex shader
hr = device->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &vertexShader );
if( FAILED( hr ) )
{
pVSBlob->Release();
}


// Define the input layout
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 12, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};

UINT numElements = ARRAYSIZE( layout );

// Create the input layout
hr = device->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
pVSBlob->GetBufferSize(), &*vertexLayout );
pVSBlob->Release();

// Set the input layout
context->IASetInputLayout( *vertexLayout );

// Compile the pixel shader
ID3DBlob* pPSBlob = NULL;
hr = CompileShaderFromFile( strToWchart(pixelShaderFileName), "PS", "ps_4_0", &pPSBlob );

// Create the pixel shader
hr = device->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &pixelShader );
pPSBlob->Release();

}

简单地说,我将 D3D11_INPUT_ELEMENT_DESC layout[] 更改为(添加“NORMAL”行):

D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 12, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};

我在框创建方法中更改了几行:

// Create vertex buffer
SimpleVertex vertices[] =
{
{ XMFLOAT3( - halfSize.getX(), + halfSize.getY(), - halfSize.getZ() ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( + halfSize.getX(), + halfSize.getY(), - halfSize.getZ() ), XMFLOAT4( 0.0f, 1.0f, 0.0f, 1.0f ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( + halfSize.getX(), + halfSize.getY(), + halfSize.getZ() ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( - halfSize.getX(), + halfSize.getY(), + halfSize.getZ() ), XMFLOAT4( 1.0f, 0.0f, 0.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( - halfSize.getX(), - halfSize.getY(), - halfSize.getZ() ), XMFLOAT4( 1.0f, 0.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( + halfSize.getX(), - halfSize.getY(), - halfSize.getZ() ), XMFLOAT4( 1.0f, 1.0f, 0.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( + halfSize.getX(), - halfSize.getY(), + halfSize.getZ() ), XMFLOAT4( 1.0f, 1.0f, 1.0f, 1.0f ), XMFLOAT4( 1.0f, 0.0f, 1.0f, 0.0f ) },
{ XMFLOAT3( - halfSize.getX(), - halfSize.getY(), + halfSize.getZ() ), XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
};

所以所有行中的最后一个 XMFLOAT4 都是法线(这些法线是错误的并不重要,现在我只想让它在顶点着色器中可见)。

我还更改了 SimpleVertex:

struct SimpleVertex
{
XMFLOAT3 Pos;
XMFLOAT4 Color;
XMFLOAT4 Normal;
};

我的着色器检查法线是否存在:

cbuffer ConstantBuffer : register( b0 )
{
matrix World;
matrix View;
matrix Projection;
}

struct VS_INPUT
{
float4 Pos : POSITION;
float4 Color : COLOR;
float4 Normal : NORMAL;
};

struct PS_INPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR;
};

PS_INPUT VS( VS_INPUT input )
{
PS_INPUT output = (PS_INPUT)0;



output.Pos = mul( input.Pos, World );
output.Pos = mul( output.Pos, View );
output.Pos = mul( output.Pos, Projection );
output.Color = input.Normal; //just to know if I have a normals
return output;
}

float4 PS( PS_INPUT input) : SV_Target
{
return input.Color;
}

但效果只是一个黑框(即使 output.Color = input.Normal)。

那么,问题是什么?我必须更改其他内容才能在着色器中获取法线信息吗?

最佳答案

看起来您的 D3D11_INPUT_ELEMENT_DESC 数组与您的顶点数据不匹配。试试这个:

// Define the input layout
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};

法线的偏移量应包括“POSITION”(12 字节)和“COLOR”(16 字节,而不是 12)的偏移量。我不知道为什么要为此设置输入槽。

关于c++ - 在 DirectX 11 中为着色器添加法线信息 - 法线在着色器中不可见?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/11331940/

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com