在DX11隐形几何几何

2023-09-11 07:59:10 作者:写意风流

挣扎了几个小时的理解和在Windows 8弥补微软德$ P $ D3DX的pcation后,我碰到的一个问题,我无法摆脱。

After struggling for many hours to understand and compensate for Microsoft's deprecation of D3DX in Windows 8, I've run into a problem that I can't shake off.

我第一次开始我的程序,它成为因访问冲突的不朽之作。有重新启动我的电脑并重新编译和运行相同的code后,它不会崩溃,但立方体我应该看到的只是不存在。

The first time I started my program, it became immortal because of an access violation. After having restarted my computer and recompiling and running the same code, it doesn't crash, but the cube I should be seeing just isn't there.

我也得到一个警告,堆声明的对象可能不对齐16。 AFAIK从我的研究,这通常是因为XNA数学。因此,找到后,这个讨论我litteraly什么都试过了当时正在建议。除了XMFLOAT4X4解一切工作,但我的立方体仍然是不可见的。下面是的code我认为一部分是相关的:

I'm also getting a warning that "object declared on the heap may not be aligned 16". AFAIK from my research, this usually occurs because of XNA Math. So, after finding this discussion I litteraly tried everything that was being suggested. Everything except for the XMFLOAT4X4 solution worked, but my cube is still invisible. Here's the part of the code I think is relevant:

class IEGame : public DX11InfernalEngineBase
{
public:
    //...
bool LoadContent()
{
    //...
    Vertex vertices[] =
    {
        { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT2(0.0f, 0.0f) },
        { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT2(1.0f, 0.0f) },
        { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT2(1.0f, 1.0f) },
        { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) },

        { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT2(0.0f, 0.0f) },
        { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT2(1.0f, 0.0f) },
        { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT2(1.0f, 1.0f) },
        { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) },

        { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT2(0.0f, 0.0f) },
        { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT2(1.0f, 0.0f) },
        { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT2(1.0f, 1.0f) },
        { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) },

        { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT2(0.0f, 0.0f) },
        { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT2(1.0f, 0.0f) },
        { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT2(1.0f, 1.0f) },
        { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) },

        { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT2(0.0f, 0.0f) },
        { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT2(1.0f, 0.0f) },
        { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT2(1.0f, 1.0f) },
        { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT2(0.0f, 1.0f) },

        { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT2(0.0f, 0.0f) },
        { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT2(1.0f, 0.0f) },
        { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT2(1.0f, 1.0f) },
        { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) }
    };

    D3D11_BUFFER_DESC vertexDesc;
    ZeroMemory(&vertexDesc, sizeof(vertexDesc));
    vertexDesc.Usage = D3D11_USAGE_DEFAULT;
    vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vertexDesc.ByteWidth = sizeof(VertexPos)*24;

    D3D11_SUBRESOURCE_DATA resourceData;
    ZeroMemory(&resourceData, sizeof(resourceData));
    resourceData.pSysMem = vertices;

    try{
        d3dresult = d3dDevice_->CreateBuffer(&vertexDesc, &resourceData, &vertexBuffer_);
        if (FAILED(d3dresult))
        {
            throw _com_error(d3dresult);
        }
    }
    catch (_com_error & comEx){
        MessageBox(0, comEx.ErrorMessage(), "Error Creating Vertex Buffer", MB_OK);
        return false;
    }

    WORD indices[] = {
        3, 1, 0, 2, 1, 3,
        6, 4, 5, 7, 4, 6,
        11, 9, 8, 10, 9, 11,
        14, 12, 13, 15, 12, 14,
        19, 17, 16, 18, 17, 19,
        22, 20, 21, 23, 20, 22
    };

    D3D11_BUFFER_DESC indexDesc;
    ZeroMemory(&indexDesc, sizeof(indexDesc));
    indexDesc.Usage = D3D11_USAGE_DEFAULT;
    indexDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
    indexDesc.ByteWidth = sizeof(WORD)* 36;
    indexDesc.CPUAccessFlags = 0;
    resourceData.pSysMem = indices;

    try{
        d3dresult = d3dDevice_->CreateBuffer(&indexDesc, &resourceData, &indexBuffer_);
        if (FAILED(d3dresult))
        {
            throw _com_error(d3dresult);
        }
    }
    catch (_com_error & comEx){
        MessageBox(0, comEx.ErrorMessage(), "Error Creating Index Buffer", MB_OK);
        return false;
    }

    try{
        std::vector<byte> textureFile = LoadFile("C:\\Users\\Marcus\\documents\\visual studio 2013\\Projects\\infernalEngine\\Debug\\guide.png");
        d3dresult = CreateWICTextureFromMemory(d3dDevice_, d3dContext_, textureFile.data(), textureFile.size(), nullptr, &colorMapView_, 0);
        if (FAILED(d3dresult))
        {
            throw _com_error(d3dresult);
        }
    }
    catch (_com_error & comEx){
        MessageBox(0, comEx.ErrorMessage(), "Error Loading Texture", MB_OK);
        return false;
    }

    D3D11_SAMPLER_DESC colorMapDesc;
    ZeroMemory(&colorMapDesc, sizeof(colorMapDesc));
    colorMapDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
    colorMapDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
    colorMapDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
    colorMapDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
    colorMapDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
    colorMapDesc.MaxLOD = D3D11_FLOAT32_MAX;

    try{
        d3dresult = d3dDevice_->CreateSamplerState(&colorMapDesc, &colorMapSampler_);
        if (FAILED(d3dresult))
        {
            throw _com_error(d3dresult);
        }
    }
    catch (_com_error & comEx){
        MessageBox(0, comEx.ErrorMessage(), "Error Creating Sampler State", MB_OK);
        return false;
    }

    D3D11_BUFFER_DESC constDesc;
    ZeroMemory(&constDesc, sizeof(constDesc));
    constDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    constDesc.ByteWidth = sizeof(XMMATRIX);
    constDesc.Usage = D3D11_USAGE_DEFAULT;

    try{
        d3dresult = d3dDevice_->CreateBuffer(&constDesc, nullptr, &viewCB_);
        if (FAILED(d3dresult))
        {
            throw _com_error(d3dresult);
        }
    }
    catch (_com_error & comEx){
        MessageBox(0, comEx.ErrorMessage(), "Error Creating View Matrix", MB_OK);
        return false;
    }
    try{
        d3dresult = d3dDevice_->CreateBuffer(&constDesc, nullptr, &projCB_);
        if (FAILED(d3dresult))
        {
            throw _com_error(d3dresult);
        }
    }
    catch (_com_error & comEx){
        MessageBox(0, comEx.ErrorMessage(), "Error Creating Projection Matrix", MB_OK);
        return false;
    }
    try{
        d3dresult = d3dDevice_->CreateBuffer(&constDesc, nullptr, &worldCB_);
        if (FAILED(d3dresult))
        {
            throw _com_error(d3dresult);
        }
    }
    catch (_com_error & comEx){
        MessageBox(0, comEx.ErrorMessage(), "Error Creating World Matrix", MB_OK);
        return false;
    }

    viewMatrix_ = XMMatrixIdentity();
    projMatrix_ = XMMatrixPerspectiveFovLH(XM_PIDIV4, 800.0f / 600.0f, 0.01f, 100.0f);

    viewMatrix_ = XMMatrixTranspose(viewMatrix_);
    projMatrix_ = XMMatrixTranspose(projMatrix_);

    return true;
}

void UnloadContent()
{
    if (colorMapSampler_) colorMapSampler_->Release();
    if (colorMapView_) colorMapView_->Release();
    if (solidColorVS_) solidColorVS_->Release();
    if (solidColorPS_) solidColorPS_->Release();
    if (inputLayout_) inputLayout_->Release();
    if (vertexBuffer_) vertexBuffer_->Release();
    if (viewCB_) viewCB_->Release();
    if (projCB_) projCB_->Release();
    if (worldCB_) worldCB_->Release();

    colorMapSampler_ = 0;
    colorMapView_ = 0;
    solidColorVS_ = 0;
    solidColorPS_ = 0;
    inputLayout_ = 0;
    vertexBuffer_ = 0;
    viewCB_ = 0;
    projCB_ = 0;
    worldCB_ = 0;
}

void Render()
{
    if (d3dContext_ == 0)
        return;

    float clearColor[4] = { 0.0f, 0.0f, 0.25f, 1.0f };
    d3dContext_->ClearRenderTargetView(backBufferTarget_, clearColor);
    d3dContext_->ClearDepthStencilView(depthStencilView_, D3D11_CLEAR_DEPTH, 1.0f, 0);

    unsigned int nStride = sizeof(VertexPos);
    unsigned int nOffset = 0;

    d3dContext_->IASetInputLayout(inputLayout_);
    d3dContext_->IASetVertexBuffers(0, 1, &vertexBuffer_, &nStride, &nOffset);
    d3dContext_->IASetIndexBuffer(indexBuffer_, DXGI_FORMAT_R16_UINT, 0);
    d3dContext_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

    d3dContext_->VSSetShader(solidColorVS_, 0, 0);
    d3dContext_->PSSetShader(solidColorPS_, 0, 0);
    d3dContext_->PSSetShaderResources(0, 1, &colorMapView_);
    d3dContext_->PSSetSamplers(0, 1, &colorMapSampler_);

    XMMATRIX rotationMatrix;
    rotationMatrix = XMMatrixRotationRollPitchYaw(0.0f, 0.7f, 0.7f);
    XMMATRIX translationMatrix;
    translationMatrix = XMMatrixTranslation(0.0f, 0.0f, 0.6f);

    XMMATRIX worldMatrix;
    worldMatrix = rotationMatrix * translationMatrix;
    worldMatrix = XMMatrixTranspose(worldMatrix);

    d3dContext_->UpdateSubresource(worldCB_, 0, nullptr, &worldMatrix, 0, 0);
    d3dContext_->UpdateSubresource(viewCB_, 0, nullptr, &viewMatrix_, 0, 0);
    d3dContext_->UpdateSubresource(projCB_, 0, nullptr, &projMatrix_, 0, 0);

    d3dContext_->VSSetConstantBuffers(0, 1, &worldCB_);
    d3dContext_->VSSetConstantBuffers(1, 1, &viewCB_);
    d3dContext_->VSSetConstantBuffers(2, 1, &projCB_);

    d3dContext_->DrawIndexed(36, 0, 0);

    swapChain_->Present(0, 0);
}

private:
ID3D11VertexShader * solidColorVS_;
ID3D11PixelShader * solidColorPS_;

ID3D11InputLayout * inputLayout_;
ID3D11Buffer * vertexBuffer_;
ID3D11Buffer * indexBuffer_;

ID3D11ShaderResourceView * colorMapView_;
ID3D11SamplerState * colorMapSampler_;

ID3D11Buffer * viewCB_;
ID3D11Buffer * projCB_;
ID3D11Buffer * worldCB_;
XMMATRIX viewMatrix_;
XMMATRIX projMatrix_;
};

更新:那么,使D3D设备调试后,我得到这个输出。我真的无法理解它。

UPDATE : So, after enabling the D3D Debug Device, I get this in the output. I really can't make sense of it.

D3D11 WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting.     [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Producer at 0x00F7F3F4, Refcount: 3. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x00F80218, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0403A110, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0403801C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04040304, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0404054C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0404089C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04040AAC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04040CE0, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04041394, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x040428E4, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04043534, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04043894, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0404490C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0404F5CC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0405C7EC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0405B65C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04069D0C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0406701C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x040653AC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0408243C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04036FFC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0403719C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x04085C04, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x0408656C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:  Live Object at 0x040618CC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live                         Object :     25 [ STATE_CREATION WARNING #0: UNKNOWN]
DXGI WARNING: Live Producer at 0x00F4AE50, Refcount: 4. [ STATE_CREATION WARNING #0: ]
DXGI WARNING:   Live Object at 0x00F4D480, Refcount: 2. [ STATE_CREATION WARNING #0: ]
DXGI WARNING: Live                         Object :      1 [ STATE_CREATION WARNING #0: ]

更新:我XMMATRIXs现在正确对齐。多维数据集仍然是无形的,但。我也找不到Visual Studio的图形调试器。我知道在什么地方,应该根据我的研究,只是不存在。

UPDATE : My XMMATRIXs are now properly aligned. The cube is still invisible though. I also can't find the Visual Studio Graphics Debugger. I know where it it should be according to my research, it just isn't there.

推荐答案

好了,我终于找到了解决办法。由于VS图形调试器给没有错误,我必须这样做实际工作的一些随机的东西。

Well, I finally found the solution. As the VS Graphics Debugger gave no errors, I had to do some random things that actually worked.

我要创建一个光栅化状态之前任何显形。原来,我的立方体里面装出来了,所以我设置D3D11_RASTERIZER_DESC的FrontCounterClockWise领域为false。我也缩小了相机通过设置下面的行渲染():

I HAD to create a rasterizer state before anything became visible. It turned out that my cube was inside out too, so I set the FrontCounterClockWise field of D3D11_RASTERIZER_DESC to false. I also zoomed the camera out by setting the following line in Render():

 translationMatrix = XMMatrixTranslation(0.0f, 0.0f, 4.0f);

我还创建了一个剪刀矩形;我不知道是否有什么做的解决方案。

I also created a scissor rectangle; I don't know whether that had anything to do with the solution.

下面就是我发现所有相关的东西: 此MSDN页面。

Here's where I found all the relevant stuff: This MSDN page.

感谢大家的帮助,我清理了在try-catch废话也有一个内联函数。的