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我对 DirectX 还是很陌生,但是我接近实现在 C# 中呈现特殊文件格式的目标。我有最后一个障碍。我已经编写了一些代码来将文件解析为网格对象。我这样做是为了允许渲染多个纹理。正如我之前所说,我对 DirectX 比较陌生,并且从未从头开始创建网格对象。我在互联网上看了很多,试图更好地了解如何从头开始创建一个。然而,关于这个主题的许多教程都没有处理子网格,甚至缺乏微软自己的文档。我遇到的问题是模型渲染不正确(见下文)。我真的不确定 AttributeRanges 的属性是否正确。或者我的索引整体不正确(渲染所有模型时)。 渲染问题的图像

我可以排除的一件事是我的数据的有效性。我 100% 确定我的数据是正确的。我的顶点位置、纹理映射和我的索引(对于每个单独模型的顶点数据更正)。如果我调整我的循环并只渲染第一个模型。这是我的结果。 第一个模型渲染

这是我的代码。我知道这很乱:|

public void RenderModel(Model[] models,bool isTextured = false,bool wireFrame = false)
    {
 //Model object contains all vertex data and indices for that model
 //The indices do not hold any relation to other models.

  this.modelss = models;
    int vertexCount = 0;

        
        for (int currentModelID = 0; currentModelID < models.Length; currentModelID++)
        {
            Model model = models[currentModelID];

            vertexCount += model.renderDataSource.vertices.Length;

            AttributeRange range = new AttributeRange();
            range.AttributeId = currentModelID;
            range.FaceCount = model.getIndices().Length / 3;

            range.FaceStart = Indices.Count /3;
            range.VertexCount = model.getTexturedVertices().Length;
            range.VertexStart = vertices.Count;

           this.vertices.AddRange(model.getTexturedVertices());
             
            this.Indices.AddRange(model.getIndices());
            Console.WriteLine("ID: " + range.AttributeId + " FaceCount: " + range.FaceCount + " FaceStart: " + range.FaceStart + " vercount " + range.VertexCount + " verstart: " + range.VertexStart );

            attributeRanges.Add(range);

 
       
        
        }
        

           this.vertexBuffer = new VertexBuffer(typeof(CustomVertex.PositionNormalTextured),vertices.Count,
                              device, Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionNormalTextured.Format, Pool.Default);
            vertexBuffer.SetData(vertices.ToArray(), 0, LockFlags.None);
            getTextures();

           

        
        this.indexBuffer = new IndexBuffer(typeof(ushort), Indices.Count, device, Usage.WriteOnly, Pool.Default);
        indexBuffer.SetData(Indices.ToArray(), 0, LockFlags.None);
        
    int faces = Indices.Count /3;
    int verCount = vertices.Count;

         model3d = new Mesh(Indices.Count /3 , vertices.Count,     MeshFlags.SystemMemory,CustomVertex.PositionNormalTextured.Format, device);


          model3d.IndexBuffer.SetData(Indices.ToArray(), 0, LockFlags.None);
           model3d.VertexBuffer.SetData(vertices.ToArray(), 0, LockFlags.None);

           model3d.SetAttributeTable(attributeRanges.ToArray());
        Render(isTextured);

    }

 private void Render(bool isTextured)
    {
        float x = (float)Math.Cos(rot);
        float z = (float)Math.Sin(rot);
        device.BeginScene();
        setupLightingAndCamera();

        device.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4, this.Width / this.Height, 1f, 50f);
        device.Transform.View = Matrix.LookAtLH(new Vector3(x, 8, z), new Vector3(0, 0, 0), new Vector3(0, 1, 0));
     
            DrawMesh();
        device.EndScene();

    }

private void DrawMesh()
    {

        for (int i = 0; i < modelss.Length; i++)
        {
            Model model = modelss[i];

            material = new Material();

            material.Diffuse = Color.White;
            material.Specular = Color.LightGray;
            material.SpecularSharpness = 15.0F;
            device.Material = material;

   //Just obtains correct file from info in dictionaries
                device.SetTexture(0, textures[textureName[model.renderDataSource.shader]]);
        
            model3d.DrawSubset(i);

      
        }
    }

最后是我的调试输出,可能会有所帮助。

   ID: 0 FaceCount: 22 FaceStart: 0 vercount 34 verstart: 0
   ID: 1 FaceCount: 16 FaceStart: 22 vercount 24 verstart: 34
   ID: 2 FaceCount: 16 FaceStart: 38 vercount 24 verstart: 58
   ID: 3 FaceCount: 16 FaceStart: 54 vercount 24 verstart: 82
   ID: 4 FaceCount: 446 FaceStart: 70 vercount 562 verstart: 106
   ID: 5 FaceCount: 1176 FaceStart: 516 vercount 900 verstart: 668
   ID: 6 FaceCount: 28 FaceStart: 1692 vercount 32 verstart: 1568
   ID: 7 FaceCount: 47 FaceStart: 1720 vercount 76 verstart: 1600
   ID: 8 FaceCount: 28 FaceStart: 1767 vercount 32 verstart: 1676
   ID: 9 FaceCount: 47 FaceStart: 1795 vercount 76 verstart: 1708
   ID: 10 FaceCount: 94 FaceStart: 1842 vercount 90 verstart: 1784

任何形式的帮助,将不胜感激。谢谢你

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