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我在很多地方通过以下方式设置了 HLSL 效果变量。
extern ID3D10EffectVectorVariable* pColour;
pColour = pEffect->GetVariableByName("Colour")->AsVector();
pColour->SetFloatVector(temporaryLines[i].colour);
在一个循环中设置它的地方, vector temporaryLines
中的每一行都有一个与之关联的 D3DXCOLOR 变量。这个问题最让人恼火的是,它实际上在极少数情况下有效,但大多数时候却无效。此类代码是否存在任何已知问题?
这里有效:
void GameObject::Draw(D3DMATRIX matView, D3DMATRIX matProjection)
{
device->IASetInputLayout(pVertexLayout);
mesh.SetTopology();//TODO should not be done multiple times
// select which vertex buffer and index buffer to display
UINT stride = sizeof(VERTEX);
UINT offset = 0;
device->IASetVertexBuffers(0, 1, mesh.PBuffer(), &stride, &offset);
device->IASetIndexBuffer(mesh.IBuffer(), DXGI_FORMAT_R32_UINT, 0);
pColour->SetFloatVector(colour);
// create a scale matrix
D3DXMatrixScaling(&matScale, scale.x, scale.y, scale.z);
// create a rotation matrix
D3DXMatrixRotationYawPitchRoll(&matRotate, rotation.y, rotation.x, rotation.z);
// create a position matrix
D3DXMatrixTranslation(&matTranslation, position.x, position.y, position.z);
// combine the matrices and render
matFinal =
matScale *
matRotate *
matTranslation *
matView * matProjection;
pTransform->SetMatrix(&matFinal._11);
pRotation->SetMatrix(&matRotate._11); // set the rotation matrix in the effect
pPass->Apply(0);
device->DrawIndexed(mesh.Indices(), 0, 0); //input specific
}
这里是偶尔的作品:
void BatchLineRenderer::RenderLines(D3DXMATRIX matView, D3DXMATRIX matProjection)
{
device->IASetInputLayout(pVertexLayout);
device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP);
// select which vertex buffer and index buffer to display
UINT stride = sizeof(LINE);
UINT offset = 0;
device->IASetVertexBuffers(0, 1, &pBuffer, &stride, &offset);
device->IASetIndexBuffer(iBuffer, DXGI_FORMAT_R32_UINT, 0);
allLines = temporaryLines.size();
for(int i = 0; i < allLines; i++)
{
pColour->SetFloatVector(temporaryLines[i].colour); // in the line loop too?
// combine the matrices and render
D3DXMATRIX matFinal =
temporaryLines[i].scale *
temporaryLines[i].rotation *
temporaryLines[i].position *
matView * matProjection;
pTransform->SetMatrix(&matFinal._11);
pRotation->SetMatrix(&temporaryLines[i].rotation._11); // set the rotation matrix in the effect
pPass->Apply(0);
device->DrawIndexed(2, 0, 0);
}
temporaryLines.clear();
}
效果文件:
float4x4 Transform; // a matrix to store the transform
float4x4 Rotation; // a matrix to store the rotation transform
float4 LightVec = {0.612f, 0.3535f, 0.612f, 0.0f}; // the light's vector
float4 LightCol = {1.0f, 1.0f, 1.0f, 1.0f}; // the light's color
float4 AmbientCol = {0.3f, 0.3f, 0.3f, 1.0f}; // the ambient light's color
float4 Colour;
// a struct for the vertex shader return value
struct VSOut
{
float4 Col : COLOR; // vertex normal
float4 Pos : SV_POSITION; // vertex screen coordinates
};
// the vertex shader
VSOut VS(float4 Norm : NORMAL, float4 Pos : POSITION)
{
VSOut Output;
Output.Pos = mul(Pos, Transform); // transform the vertex from 3D to 2D
Output.Col = AmbientCol; // set the vertex color to the input's color
float4 Normal = mul(Norm, Rotation);
Output.Col += saturate(dot(Normal, LightVec)) * LightCol * Colour; // add the diffuse and passed in light
return Output; // send the modified vertex data to the Rasterizer Stage
}
// the pixel shader
float4 PS(float4 Col : COLOR) : SV_TARGET
{
return Col; // set the pixel color to the color passed in by the Rasterizer Stage
}
// the primary technique
technique10 Technique_0
{
// the primary pass
pass Pass_0
{
SetVertexShader(CompileShader(vs_4_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, PS()));
}
}
最佳答案
所以 Color HLSL 变量并没有在 ConstantBuffer 中定义,只是一个普通的着色器变量。也许变量应该在常量缓冲区中定义,每帧更新一次?类似于世界和 View 矩阵的定义方式。至少 GPU 知道你想在每次渲染时更新颜色变量。 (当您在绘制之前更新值时)。
cbuffer cbChangesEveryFrame
{
//The MVP matrices.
matrix World;
matrix View;
float4 Colour;
}
我要考虑的另一点是每次在绘制调用(或通过循环)之前获取指向技术描述的指针,而不是重用它,似乎也有所作为。
//Initiate the pass through loop for the shader effect.
technique->GetDesc(&desc);
for (UINT p=0; p<desc.Passes; p++)
{
//Apply this pass through.
technique->GetPassByIndex(p)->Apply(0);
//draw indexed, instanced.
device->device->DrawIndexedInstanced(indicesCount, (UINT) instanceCount, 0, 0, 0);
}
关于c++ - 气质 ID3D10EffectVectorVariable,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/8636704/
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