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c - DirectX 应用程序无法绘制

转载 作者:行者123 更新时间:2023-11-30 17:28:20 24 4
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我已经设置了一个 directx 引擎,一切看起来都很好,但它不会向我显示它需要绘制的对象,而且我找不到问题所在。我已经用我的教程引擎搜索了代码,但它仍然无法工作。任何人都可以看到我的代码中的问题吗?已经感谢您的帮助了。附:不用担心头文件,它都可以工作,只有这个文件不行。

#include "AppFramework.h"

struct Vertex
{
XMFLOAT3 Pos;
XMFLOAT4 Color;
};

struct CBUFFER{ XMMATRIX Final; };

class BoxApp : public Framework_App
{
public:
BoxApp(HINSTANCE hInstance);
~BoxApp();

bool Init();
void OnResize();
void UpdateScene(float dt);
void DrawScene();

void OnMouseDown(WPARAM btnState, int x, int y);
void OnMouseUp(WPARAM btnState, int x, int y);
void OnMouseMove(WPARAM btnState, int x, int y);

private:
void BuildGeometryBuffers();
void BuildFX();

private:
ID3D11Buffer* mBoxVB;
ID3D11Buffer* mBoxIB;
ID3D11Buffer* mBoxCB;
ID3D11VertexShader* pVS;
ID3D11PixelShader* pPS;

ID3D11InputLayout* mInputLayout;

XMFLOAT4X4 mWorld;
XMFLOAT4X4 mView;
XMFLOAT4X4 mProj;

float mTheta;
float mPhi;
float mRadius;

POINT mLastMousePos;
};
int WINAPI Main(HINSTANCE hInstance, HINSTANCE prevInstance,
PSTR cmdLine, int showCmd)
{
BoxApp theApp(hInstance);

if (!theApp.Init())
return 0;

return theApp.App_Run();
}

BoxApp::BoxApp(HINSTANCE hInstance)
: Framework_App(hInstance), mBoxVB(0), mBoxIB(0), pVS(0), pPS(0), mInputLayout(0),
mTheta(1.5f*MathTools::HalfTau), mPhi(0.25f*MathTools::HalfTau), mRadius(5.0f)
{
mLastMousePos.x = 0;
mLastMousePos.y = 0;

XMMATRIX I = XMMatrixIdentity();
XMStoreFloat4x4(&mWorld, I);
XMStoreFloat4x4(&mView, I);
XMStoreFloat4x4(&mProj, I);
}

BoxApp::~BoxApp()
{
ReleaseCOM(mBoxVB);
ReleaseCOM(mBoxIB);
ReleaseCOM(mBoxCB);
ReleaseCOM(pVS);
ReleaseCOM(pPS);
ReleaseCOM(mInputLayout);




}
bool BoxApp::Init()
{
if (!Framework_App::App_Init())
return false;

BuildGeometryBuffers();
BuildFX();
return true;
}
void BoxApp::OnResize()
{
Framework_App::OnResize();

XMMATRIX P = XMMatrixPerspectiveFovLH(0.25f*MathTools::HalfTau, AspectRatio(), 1.0f, 1000.0f);
XMStoreFloat4x4(&mProj, P);
}
void BoxApp::UpdateScene(float dt)
{
float x = mRadius*sinf(mPhi)*cosf(mTheta);
float z = mRadius*sinf(mPhi)*sinf(mTheta);
float y = mRadius*cosf(mPhi);

// Build the view matrix.
XMVECTOR pos = XMVectorSet(x, y, z, 1.0f);
XMVECTOR target = XMVectorZero();
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);

XMMATRIX V = XMMatrixLookAtLH(pos, target, up);
XMStoreFloat4x4(&mView, V);
}

void BoxApp::DrawScene()
{
MainDevContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::LightSteelBlue));
MainDevContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);

MainDevContext->IASetInputLayout(mInputLayout);
MainDevContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

UINT stride = sizeof(Vertex);
UINT offset = 0;
MainDevContext->IASetVertexBuffers(0, 1, &mBoxVB, &stride, &offset);
MainDevContext->IASetIndexBuffer(mBoxIB, DXGI_FORMAT_R32_UINT, 0);

XMMATRIX world = XMLoadFloat4x4(&mWorld);
XMMATRIX view = XMLoadFloat4x4(&mView);
XMMATRIX proj = XMLoadFloat4x4(&mProj);
XMMATRIX worldViewProj = world*view*proj;

CBUFFER cBuffer;
cBuffer.Final = worldViewProj;

MainDevContext->UpdateSubresource(mBoxCB, 0, 0, &cBuffer, 0, 0);
MainDevContext->DrawIndexed(36, 0, 0);

mSwapChain->Present(0, 0);
}

void BoxApp::OnMouseDown(WPARAM btnState, int x, int y)
{
mLastMousePos.x = x;
mLastMousePos.y = y;

SetCapture(FrmeWrkMainWnd);
}

void BoxApp::OnMouseUp(WPARAM btnState, int x, int y)
{
ReleaseCapture();
}
void BoxApp::OnMouseMove(WPARAM btnState, int x, int y)
{
if ((btnState & MK_LBUTTON) != 0)
{
// Make each pixel correspond to a quarter of a degree.
float dx = XMConvertToRadians(0.25f*static_cast<float>(x - mLastMousePos.x));
float dy = XMConvertToRadians(0.25f*static_cast<float>(y - mLastMousePos.y));

// Update angles based on input to orbit camera around box.
mTheta += dx;
mPhi += dy;

// Restrict the angle mPhi.
mPhi = MathTools::Clamp(mPhi, 0.1f, MathTools::HalfTau - 0.1f);
}
else if ((btnState & MK_RBUTTON) != 0)
{
// Make each pixel correspond to 0.005 unit in the scene.
float dx = 0.005f*static_cast<float>(x - mLastMousePos.x);
float dy = 0.005f*static_cast<float>(y - mLastMousePos.y);

// Update the camera radius based on input.
mRadius += dx - dy;

// Restrict the radius.
mRadius = MathTools::Clamp(mRadius, 3.0f, 15.0f);
}

mLastMousePos.x = x;
mLastMousePos.y = y;
}
void BoxApp::BuildGeometryBuffers()
{
// Create vertex buffer
Vertex vertices[] =
{
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), (const float*)&Colors::White },
{ XMFLOAT3(-1.0f, +1.0f, -1.0f), (const float*)&Colors::Black },
{ XMFLOAT3(+1.0f, +1.0f, -1.0f), (const float*)&Colors::Red },
{ XMFLOAT3(+1.0f, -1.0f, -1.0f), (const float*)&Colors::Green },
{ XMFLOAT3(-1.0f, -1.0f, +1.0f), (const float*)&Colors::Blue },
{ XMFLOAT3(-1.0f, +1.0f, +1.0f), (const float*)&Colors::Yellow },
{ XMFLOAT3(+1.0f, +1.0f, +1.0f), (const float*)&Colors::Cyan },
{ XMFLOAT3(+1.0f, -1.0f, +1.0f), (const float*)&Colors::Magneta }
};

D3D11_BUFFER_DESC vbd;
vbd.Usage = D3D11_USAGE_IMMUTABLE;
vbd.ByteWidth = sizeof(Vertex)* 8;
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
vbd.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA vinitData;
vinitData.pSysMem = vertices;
MainD3DDevice->CreateBuffer(&vbd, &vinitData, &mBoxVB);

// Create the index buffer

UINT 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
};

D3D11_BUFFER_DESC ibd;
ibd.Usage = D3D11_USAGE_IMMUTABLE;
ibd.ByteWidth = sizeof(UINT)* 36;
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
ibd.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = indices;
MainD3DDevice->CreateBuffer(&ibd, &iinitData, &mBoxIB);
}
void BoxApp::BuildFX()
{

ID3D10Blob* VS;
ID3D10Blob* PS;
D3DX11CompileFromFile((LPSTR)"mColor.shader",0,0, "VSshader", "vs_4_0", 0, 0, 0, &VS, 0, 0);
D3DX11CompileFromFile((LPSTR)"mColor.shader", 0, 0, "PSshader", "ps_4_0", 0, 0, 0, &PS, 0, 0);
MainD3DDevice->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVS);
MainD3DDevice->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);
MainDevContext->VSSetShader(pVS, 0, 0);
MainDevContext->PSSetShader(pPS, 0, 0);

D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
{ "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 }
};
MainD3DDevice->CreateInputLayout(vertexDesc, 2, VS->GetBufferPointer(), VS->GetBufferSize() ,&mInputLayout);
MainDevContext->IASetInputLayout(mInputLayout);
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));

bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = 176;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;

MainD3DDevice->CreateBuffer(&bd, NULL, &mBoxCB);
MainDevContext->VSSetConstantBuffers(0, 1, &mBoxCB);
}

最佳答案

从您的代码来看,您没有使用效果,尽管该代码让我想起了我拥有的一本 DX 书中的代码,但没有效果部分(“使用 DirectX 11 进行 3D 游戏编程”)。

回到主题,由于您没有使用效果,因此必须转置您的 wvp 矩阵。 Effects 会自动为您执行此操作,因此您无需执行此操作。另外,为什么将 wvp 矩阵存储在结构中?您不必这样做,但如果您需要的话...

对于 bd.ByteWidth = 176; 你最好使用 bd.ByteWidth = sizeof(XMFLOAT4X4) (仅当你只有 1 个 float4x4 矩阵时;D )。这样做的优点是它总是给出准确的结果。

如果您尚未发现错误,请尝试此操作;)

希望有帮助

关于c - DirectX 应用程序无法绘制,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/26073897/

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