extern ID3D10EffectVectorVariable* pColour;pColour = pEffect->GetvariableByname("Colour")->Asvector();pColour->SetfloatVector(temporarylines[i].colour);
在其中一个位置设置在循环中,向量temporarylines中的每一行都有一个与之关联的D3DXcolor变量.关于这个问题最烦人的事情是它实际上在极少数情况下有效,但大部分时间它没有.这种代码有任何已知问题吗?
在这里工作:
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 displayUINT 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 matrixD3DXMatrixScaling(&matScale,scale.x,scale.y,scale.z);// create a rotation matrixD3DXMatrixRotationYawPitchRoll(&matRotate,rotation.y,rotation.x,rotation.z);// create a position matrixD3DXMatrixTranslation(&matTranslation,position.x,position.y,position.z);// combine the matrices and rendermatFinal = matScale * matRotate * matTranslation * matVIEw * matProjection;ptransform->SetMatrix(&matFinal._11); pRotation->SetMatrix(&matRotate._11); // set the rotation matrix in the effectpPass->Apply(0);device->DrawIndexed(mesh.Indices(),0); //input specific}
这里偶尔有效:
voID BatchlineRenderer::Renderlines(D3DXMATRIX matVIEw,D3DXMATRIX matProjection){device->IASetinputLayout(pVertexLayout);device->IASetPrimitivetopology(D3D10_PRIMITIVE_topolOGY_linesTRIP);// select which vertex buffer and index buffer to displayUINT strIDe = sizeof(liNE);UINT offset = 0;device->IASetVertexBuffers(0,&pBuffer,&offset);device->IASetIndexBuffer(iBuffer,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);}temporarylines.clear();}
效果文件:
float4x4 transform; // a matrix to store the transformfloat4x4 Rotation; // a matrix to store the rotation transformfloat4 lightVec = {0.612f,0.3535f,0.612f,0.0f}; // the light's vectorfloat4 lightCol = {1.0f,1.0f,1.0f}; // the light's colorfloat4 AmbIEntCol = {0.3f,0.3f,1.0f}; // the ambIEnt light's colorfloat4 Colour;// a struct for the vertex shader return valuestruct VSOut{ float4 Col : color; // vertex normal float4 Pos : SV_position; // vertex screen coordinates};// the vertex shaderVSOut 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 shaderfloat4 PS(float4 Col : color) : SV_TARGET{ return Col; // set the pixel color to the color passed in by the Rasterizer Stage}// the primary techniquetechnique10 Technique_0{ // the primary pass pass Pass_0 { SetVertexShader(CompileShader(vs_4_0,VS())); SetGeometryShader(NulL); SetPixelShader(CompileShader(ps_4_0,PS())); }}解决方法 所以color HLSL变量尚未在ConstantBuffer中定义,只是普通的着色器变量.
也许变量应该定义在Constant buffer,每帧updateblae?类似于应该如何定义世界和视图矩阵.至少GPU知道每次渲染时都要更新颜色变量. (因为您在绘制之前更新了值).
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desc的指针,
并没有重复使用它,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);}总结
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