我正在尝试运行D3D 11渲染系统来加载和渲染FBX文件,但我在顶点着色器中转换顶点时遇到问题。
我不认为有什么问题,在Visual Studio图形调试器中,我可以看到在输入汇编阶段传递到管道的网格是正常的,但在顶点着色器转换都爆发并渲染错误之后,如果有人能告诉我哪里出了问题,我将不胜感激。
View of the Input Assembler Stage
View of the Vertex Shader Output
这是顶点着色器代码
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
struct VertexInputType
{
float4 position : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
PixelInputType TextureVertexShader(VertexInputType input)
{
PixelInputType output;
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
output.normal = input.normal;
output.uv = input.uv;
return output;
}这是矩阵初始化的代码
float lFieldOfView = 3.141592f * 0.4f;
float lScreenAspect = static_cast<float>(width_) / static_cast<float>(height_);
DirectX::XMMATRIX lProjection = MatrixDirectX::XMMatrixPerspectiveFovLHlFieldOfView, lScreenAspect, 1.0f, 10000.0f);
DirectX::XMStoreFloat4x4(&lMatrixBuffer.projectionMatrix, lProjectionMatrix);
DirectX::XMMATRIX lWorldMatrix = DirectX::XMMatrixIdentity();
DirectX::XMStoreFloat4x4(&lMatrixBuffer.worldMatrix, lWorldMatrix);
DirectX::XMFLOAT3 lookAtPos(0.0f, 0.0f, 0.0f);
DirectX::XMFLOAT3 eyePos(0.0f, 0.0f, -50.0f);
DirectX::XMFLOAT3 upDir(0.0f, 1.0f, 0.0f);
DirectX::FXMVECTOR lLookAtPos = DirectX::XMLoadFloat3(&lookAtPos);
DirectX::FXMVECTOR lEyePos = DirectX::XMLoadFloat3(&eyePos);
DirectX::FXMVECTOR lUpDir = DirectX::XMLoadFloat3(&upDir);
DirectX::XMMATRIX lViewMatrix = DirectX::XMMatrixLookAtLH(lEyePos, lLookAtPos, lUpDir);
DirectX::XMStoreFloat4x4(&lMatrixBuffer.viewMatrix, lViewMatrix);
D3D11_BUFFER_DESC lBufferDesc = { 0 };
lBufferDesc.ByteWidth = sizeof(MatrixBufferType);
lBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
D3D11_SUBRESOURCE_DATA lMatrixBufferData;
lMatrixBufferData.pSysMem = &lMatrixBuffer;
hResult = D3DDevice_->CreateBuffer(&lBufferDesc, &lMatrixBufferData, &D3DMatrixBuffer_);发布于 2016-11-29 17:56:06
从评论中看,问题实际上可能是矩阵的行-主/列-主差异。如果矩阵在CPU端被转置,那么原始的HLSL代码可能会起作用。
https://stackoverflow.com/questions/40835991
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