我有一个 DirectX10 + C++ 问题。
基本上我们处于渲染的早期阶段,出于某种原因,我们的深度模板似乎无法理解我们的模型。基本上,这是我们正在做的一切:
- 加载着色器、模型和纹理
- 初始化 DirectX
- 画
模型、着色器和纹理都加载并正常工作,但是(如下面的屏幕截图所示),深度模板显然没有完成它的工作,并且着色器被用在了错误的地方。我还包括了我们的初始化方法,以防您需要它来解决。我们相信我们已经尝试了几乎所有东西,但是知道我们的运气我们可能错过了 1 行重要代码 ^.^
我们还看到其他人也有同样的问题,但他们的修复没有奏效(他们的问题是他们将近剪裁平面设置为 0.0,但我们的不是 0.0,所以这不是问题)
提前致谢!
void GraphicsDeviceDirectX::InitGraphicsDevice(HWND hWnd)
{
DXGI_SWAP_CHAIN_DESC scd; // create a struct to hold various swap chain information
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC)); // clear out the struct for use
scd.BufferCount = 2; // create two buffers, one for the front, one for the back
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferDesc.Height = 600;
scd.BufferDesc.Width = 600;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // tell how the chain is to be used
scd.OutputWindow = hWnd; // set the window to be used by Direct3D
scd.SampleDesc.Count = 1; // set the level of multi-sampling
scd.SampleDesc.Quality = 0; // set the quality of multi-sampling
scd.Windowed = true; // set to windowed or full-screen mode
//set scan line ordering and scaling
scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
scd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
//discard back buffer dontents
scd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
//dont set advanced flags
scd.Flags = 0;
// create a device class and swap chain class using the information in the scd struct
if(FAILED(D3D10CreateDeviceAndSwapChain(NULL,
D3D10_DRIVER_TYPE_HARDWARE,
NULL,
D3D10_CREATE_DEVICE_DEBUG,
D3D10_SDK_VERSION,
&scd,
&swapchain,
&device)))
{
throw EngineException("Error creating graphics device");
}
//Push graphics device to Persistant Object Manager
//PerObjMan::Push(device);
//Push swapchain to Peristant Object Manager
PerObjMan::Push(swapchain);
// get the address of the back buffer and use it to create the render target
ID3D10Texture2D* pBackBuffer;
swapchain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
device->CreateRenderTargetView(pBackBuffer, NULL, &rtv);
/*D3D10_TEXTURE2D_DESC descBack;
pBackBuffer->GetDesc(&descBack);*/
pBackBuffer->Release();
pBackBuffer = NULL;
//Push graphics device to Persistant Object Manager
PerObjMan::Push(rtv);
ID3D10Texture2D* pDepthStencil = NULL;
D3D10_TEXTURE2D_DESC descDepth;
ZeroMemory(&descDepth, sizeof(descDepth));
descDepth.Width = 600;
descDepth.Height = 600;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D10_USAGE_DEFAULT;
descDepth.BindFlags = D3D10_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
HRESULT hr;
hr = GetGraphicsDevice()->CreateTexture2D( &descDepth, NULL, &pDepthStencil );
if(FAILED(hr))
throw EngineException("FAIL");
PerObjMan::Push(pDepthStencil);
D3D10_DEPTH_STENCIL_DESC dsDesc;
ZeroMemory(&dsDesc, sizeof(dsDesc));
// Depth test parameters
dsDesc.DepthEnable = true;
dsDesc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK::D3D10_DEPTH_WRITE_MASK_ALL;
dsDesc.DepthFunc = D3D10_COMPARISON_FUNC::D3D10_COMPARISON_LESS;
// Stencil test parameters
dsDesc.StencilEnable = false;
dsDesc.StencilReadMask = 0xFF;
dsDesc.StencilWriteMask = 0xFF;
// Stencil operations if pixel is front-facing.
dsDesc.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_INCR;
dsDesc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
// Stencil operations if pixel is back-facing.
dsDesc.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_DECR;
dsDesc.BackFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
// Create depth stencil state
hr = device->CreateDepthStencilState(&dsDesc, &dss);
if(FAILED(hr))
throw EngineException("FAIL");
// Bind depth stencil state
device->OMSetDepthStencilState(dss, 1);
PerObjMan::Push(dss);
D3D10_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory(&descDSV, sizeof(descDSV));
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D10_DSV_DIMENSION::D3D10_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
// Create the depth stencil view
hr = device->CreateDepthStencilView( pDepthStencil, // Depth stencil texture
&descDSV, // Depth stencil desc
&dsv ); // [out] Depth stencil view
if(FAILED(hr))
throw EngineException("FAIL");
PerObjMan::Push(dsv);
// Bind the depth stencil view
device->OMSetRenderTargets( 1, // One rendertarget view
&rtv, // Render target view, created earlier
dsv); // Depth stencil view for the render target
D3D10_VIEWPORT viewport; // create a struct to hold the viewport data
ZeroMemory(&viewport, sizeof(D3D10_VIEWPORT)); // clear out the struct for use
GameToImplement::GameInfo::Info info = GameToImplement::GameInfo::GetGameInfo();
RECT rect;
int width = 0;
int height = 0;
if(GetClientRect(hWnd, &rect))
{
width = rect.right - rect.left;
height = rect.bottom - rect.top;
}
else
{
throw EngineException("");
}
viewport.TopLeftX = 0; // set the left to 0
viewport.TopLeftY = 0; // set the top to 0
viewport.Width = 600; // set the width to the window's width
viewport.Height = 600; // set the height to the window's height
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
device->RSSetViewports(1, &viewport); // set the viewport
}