1
我正在修補DirectX 12,並在試圖繪製「棋盤」時碰壁。我有相當多的搜索網絡,所以任何幫助/指針將不勝感激。在D3D12中繪製多個對象
在D3D11中的工作代碼如下。
auto context = m_deviceResources->GetD3DDeviceContext();
for (int i = -10; i < 10; i++)
{
for (int j = -10; j < 10; j++)
{
// perform translation
XMStoreFloat4x4(&m_constantBufferData.model, XMMatrixTranspose(XMMatrixTranslation(i, j, 0.0f)));
context->UpdateSubresource(
m_constantBuffer.Get(),
0,
NULL,
&m_constantBufferData,
0,
0
);
// shaders, etc...
// draw the square
context->DrawIndexed(
m_indexCount,
0,
0
);
}
}
在D3D12,我試圖做同樣的事情,但它似乎在全球範圍內進行翻譯,因爲所有方都在相同的位置。
bool Sample3DSceneRenderer::Render()
{
if (!m_loadingComplete)
{
return false;
}
DX::ThrowIfFailed(m_deviceResources->GetCommandAllocator()->Reset());
DX::ThrowIfFailed(m_commandList->Reset(m_deviceResources->GetCommandAllocator(), m_pipelineState.Get()));
PIXBeginEvent(m_commandList.Get(), 0, L"Draw the objects");
{
m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());
ID3D12DescriptorHeap* ppHeaps[] = { m_cbvHeap.Get() };
m_commandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
CD3DX12_GPU_DESCRIPTOR_HANDLE gpuHandle(m_cbvHeap->GetGPUDescriptorHandleForHeapStart(), m_deviceResources->GetCurrentFrameIndex(), m_cbvDescriptorSize);
m_commandList->SetGraphicsRootDescriptorTable(0, gpuHandle);
D3D12_VIEWPORT viewport = m_deviceResources->GetScreenViewport();
m_commandList->RSSetViewports(1, &viewport);
m_commandList->RSSetScissorRects(1, &m_scissorRect);
CD3DX12_RESOURCE_BARRIER renderTargetResourceBarrier =
CD3DX12_RESOURCE_BARRIER::Transition(m_deviceResources->GetRenderTarget(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
m_commandList->ResourceBarrier(1, &renderTargetResourceBarrier);
D3D12_CPU_DESCRIPTOR_HANDLE renderTargetView = m_deviceResources->GetRenderTargetView();
D3D12_CPU_DESCRIPTOR_HANDLE depthStencilView = m_deviceResources->GetDepthStencilView();
m_commandList->ClearRenderTargetView(renderTargetView, m_colors.Get_background(), 0, nullptr);
m_commandList->ClearDepthStencilView(depthStencilView, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
m_commandList->OMSetRenderTargets(1, &renderTargetView, false, &depthStencilView);
m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);
m_commandList->IASetIndexBuffer(&m_indexBufferView);
for (float i = -10.0f; i < 10.0f; i++)
{
for (float j = -10.0f; j < 10.0f; j++)
{
// as far as I know, this is how I should perform the translation
XMStoreFloat4x4(&m_constantBufferData.model, XMMatrixTranspose(XMMatrixTranslation(i, j, 0.0f)));
UINT8* destination = m_mappedConstantBuffer + (m_deviceResources->GetCurrentFrameIndex() * c_alignedConstantBufferSize);
memcpy(destination, &m_constantBufferData, sizeof(m_constantBufferData));
m_commandList->DrawIndexedInstanced(6, 1, 0, 0, 0);
}
}
CD3DX12_RESOURCE_BARRIER presentResourceBarrier =
CD3DX12_RESOURCE_BARRIER::Transition(m_deviceResources->GetRenderTarget(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
m_commandList->ResourceBarrier(1, &presentResourceBarrier);
}
PIXEndEvent(m_commandList.Get());
DX::ThrowIfFailed(m_commandList->Close());
ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() };
m_deviceResources->GetCommandQueue()->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);
return true;
}
謝謝 Chelsey