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我试图从我的 DirectX 11 应用程序中的文件加载网格。作为基础,我采用了我自己的代码(现在渲染了一些基元),我想添加来自 DirectX 11 SDK 示例的“基本 HLSL”项目的网格创建/渲染代码(它使用例如 SDKmesh.h 和 DXUT.h从样品。

网格代码为:

class FeyModel : public Graphic::Model, public FeyGraphicElement{
protected:
    CDXUTSDKMesh mesh;
public:
    FeyModel(ID3D11Device * device, std::string filename, const Common::Point3D center){    
        mesh.Create( device,  L"tiny\\tiny.sdkmesh", false ); //for now tiny.sdkmesh
    }

    void render(FeyShader * shader, 
        FeyCamera * camera,
        ID3D11DeviceContext* context,
        float t
        ){

            UINT Strides[1];
            UINT Offsets[1];
            ID3D11Buffer* pVB[1];
            pVB[0] = mesh.GetVB11( 0, 0 );
            Strides[0] = ( UINT )mesh.GetVertexStride( 0, 0 );
            Offsets[0] = 0;
            context->IASetVertexBuffers( 0, 1, pVB, Strides, Offsets );
            context->IASetIndexBuffer( mesh.GetIB11( 0 ), mesh.GetIBFormat11( 0 ), 0 );


            SDKMESH_SUBSET* pSubset = NULL;
            D3D11_PRIMITIVE_TOPOLOGY PrimType;

            //!  context->PSSetSamplers( 0, 1, &samLinear );

            for( UINT subset = 0; subset < mesh.GetNumSubsets( 0 ); ++subset )
            {
                // Get the subset
                pSubset = mesh.GetSubset( 0, subset );

                PrimType = CDXUTSDKMesh::GetPrimitiveType11( ( SDKMESH_PRIMITIVE_TYPE )pSubset->PrimitiveType );
                context->IASetPrimitiveTopology( PrimType );


                // TODO: D3D11 - material loading

                ID3D11ShaderResourceView* pDiffuseRV = mesh.GetMaterial( pSubset->MaterialID )->pDiffuseRV11;

                context->PSSetShaderResources( 0, 1, &pDiffuseRV );

                context->DrawIndexed( ( UINT )pSubset->IndexCount, 0, ( UINT )pSubset->VertexStart );
            }
        }
};

我还注意到,在示例中,有一个不同的顶点布局,所以我将着色器的类代码更改为(代码将在着色器的类构造函数中执行一次,在网格创建之前):

...
const D3D11_INPUT_ELEMENT_DESC layout[] =
{
    { "POSITION",  0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,  D3D11_INPUT_PER_VERTEX_DATA, 0 },
    { "NORMAL",    0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    { "TEXCOORD",  0, DXGI_FORMAT_R32G32_FLOAT,    0, 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 );
...

编译工作。但是在执行代码的过程中我得到了错误:

Access violation reading location 0x00000000

在 SDKmish.h 附近:

if (bSRGB) {
    // This is a workaround so that we can load linearly, but sample in SRGB.  Right now, we can't load
    // as linear since D3DX will try to do conversion on load.  Loading as TYPELESS doesn't work either, and
    // loading as typed _UNORM doesn't allow us to create an SRGB view.

    // on d3d11 featuer levels this is just a copy, but on 10L9 we must use a cpu side copy with 2 staging resources.
    ID3D11Texture2D* unormStaging = NULL;
    ID3D11Texture2D* srgbStaging = NULL;

    D3D11_TEXTURE2D_DESC CopyDesc;
    pRes->GetDesc( &CopyDesc );

    pLoadInfo->BindFlags = 0;
    pLoadInfo->CpuAccessFlags = D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ;
    pLoadInfo->Depth = 0;
    pLoadInfo->Filter = D3DX11_FILTER_LINEAR;
    pLoadInfo->FirstMipLevel = 0;
    pLoadInfo->Format = CopyDesc.Format;
    pLoadInfo->Height = CopyDesc.Height;
    pLoadInfo->MipFilter = D3DX11_FILTER_LINEAR;
    pLoadInfo->MiscFlags = CopyDesc.MiscFlags;
    pLoadInfo->Usage = D3D11_USAGE_STAGING;
    pLoadInfo->Width = CopyDesc.Width;

    CopyDesc.BindFlags = 0;
    CopyDesc.Usage = D3D11_USAGE_STAGING;
    CopyDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ;
    CopyDesc.Format = MAKE_SRGB(CopyDesc.Format);

    hr = D3DX11CreateTextureFromFile( pDevice, pSrcFile, pLoadInfo, pPump, ( ID3D11Resource** )&unormStaging, NULL );
    DXUT_SetDebugName( unormStaging, "CDXUTResourceCache" );

    hr = pDevice->CreateTexture2D(&CopyDesc, NULL, &srgbStaging);
    DXUT_SetDebugName( srgbStaging, "CDXUTResourceCache" );
    pContext->CopyResource( srgbStaging, unormStaging );
    ID3D11Texture2D* srgbGPU;

    pRes->GetDesc( &CopyDesc );
    CopyDesc.Format = MAKE_SRGB(CopyDesc.Format);
    hr = pDevice->CreateTexture2D(&CopyDesc, NULL, &srgbGPU);
    pContext->CopyResource( srgbGPU, srgbStaging );

    SAFE_RELEASE(pRes);
    SAFE_RELEASE(srgbStaging);
    SAFE_RELEASE(unormStaging);
    pRes = srgbGPU;
}

准确地说:

pContext->CopyResource( srgbStaging, unormStaging );

当我评论该函数的几行代码和代码中的某些内容时(我现在不记得那是哪一行了),我在窗口中看到了网格,但没有纹理。所以我猜这是有纹理的东西?我在正确的文件夹中有微小的模型和纹理,我还像上面发布的那样设置了顶点布局。

我还应该做什么?

4

1 回答 1

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我注意到你传递了一个线程泵,这意味着纹理将异步加载,但是你执行你的动作就好像它是同步加载的(D3DX11CreateTextureFromFile如果有泵则不会阻塞)。

D3DX11CreateTextureFromFile(...,pPump,...);

因此,您可能正在尝试对空指针执行操作,因为尚未加载纹理(因此句柄为 NULL),请参阅D3DX11CreateTextureFromFile.

于 2012-07-06T13:18:23.793 回答