DX12龙书第6章习题

1.

{
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,  D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
        { "TANGENT",  0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
        { "NORMAL",   0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 24, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
        { "TEXTURE",  0, DXGI_FORMAT_R32G32_FLOAT,    0, 36, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
        { "TEXTURE",  1, DXGI_FORMAT_R32G32_FLOAT,    0, 44, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
        { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_SINT,   0, 52, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};

2.

先是一些准备性的东西,这样描述不太直觉,但是有利于你找到代码位置。

在BoxApp.cpp的前端,先把这个结构改了:

//struct Vertex
//{
//    XMFLOAT3 Pos;
//    XMFLOAT4 Color;
//};

//change end
struct VPosData
{
    XMFLOAT3 Pos;
};

struct VColorData
{
    XMFLOAT4 Color;
};

然后是 D3D12_INPUT_ELEMENT_DESC对象改为:

mInputLayout =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
        { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } //change end
    };

在应用里有一个几何体类MeshGeometry

这个类是用来记录渲染集合体数据的,还有辅助创建buffer的数据和方法,这些都要修改:

//Microsoft::WRL::ComPtr<ID3DBlob> VertexBufferCPU = nullptr;
    //change end
    Microsoft::WRL::ComPtr<ID3DBlob> VertexPosBufferCPU = nullptr;
    Microsoft::WRL::ComPtr<ID3DBlob> VertexColorBufferCPU = nullptr;
//Microsoft::WRL::ComPtr<ID3D12Resource> VertexBufferGPU = nullptr;
    //change end
    Microsoft::WRL::ComPtr<ID3D12Resource> VertexPosBufferGPU = nullptr;
    Microsoft::WRL::ComPtr<ID3D12Resource> VertexColorBufferGPU = nullptr;
//Microsoft::WRL::ComPtr<ID3D12Resource> VertexBufferUploader = nullptr;
    //change end
    Microsoft::WRL::ComPtr<ID3D12Resource> VertexPosBufferUploader = nullptr;
    Microsoft::WRL::ComPtr<ID3D12Resource> VertexColorBufferUploader = nullptr;
// Data about the buffers.
    //UINT VertexByteStride = 0;
    //UINT VertexBufferByteSize = 0;
    //change end
    UINT VertexPosByteStride = 0;
    UINT VertexPosBufferByteSize = 0;
    UINT VertexColorByteStride = 0;
    UINT VertexColorBufferByteSize = 0;

//D3D12_VERTEX_BUFFER_VIEW VertexBufferView()const
    //{
    //    D3D12_VERTEX_BUFFER_VIEW vbv;
    //    vbv.BufferLocation = VertexBufferGPU->GetGPUVirtualAddress();
    //    vbv.StrideInBytes = VertexByteStride;
    //    vbv.SizeInBytes = VertexBufferByteSize;


    //    return vbv;
    //}
    //change end
    D3D12_VERTEX_BUFFER_VIEW VertexPosBufferView()const
    {
        D3D12_VERTEX_BUFFER_VIEW vbv;
        vbv.BufferLocation = VertexPosBufferGPU->GetGPUVirtualAddress();
        vbv.StrideInBytes = VertexPosByteStride;
        vbv.SizeInBytes = VertexPosBufferByteSize;


        return vbv;
    }

    D3D12_VERTEX_BUFFER_VIEW VertexColorBufferView()const
    {
        D3D12_VERTEX_BUFFER_VIEW vbv;
        vbv.BufferLocation = VertexColorBufferGPU->GetGPUVirtualAddress();
        vbv.StrideInBytes = VertexColorByteStride;
        vbv.SizeInBytes = VertexColorBufferByteSize;


        return vbv;
    }
void DisposeUploaders()
    {
        //VertexBufferUploader = nullptr;
        //change end
        VertexPosBufferUploader = nullptr;
        VertexColorBufferUploader = nullptr;

        IndexBufferUploader = nullptr;
    }
这些描述输入数据的结构处理完以后就是渲染流程里的工作了,D3D12创建buffer的时候先是在主存里建一个数据段,用于将来做碰撞检测,拾取一类的功能,然后再在内存里建buffer,而且这个buffer还是很讲究的,它是一个不可以cpu随便修改的内存,那为了保持这个buffer和cpu的隔离,它还要建个中间内存叫做上传缓冲器。那下面就改这三个地方:

这段其实是准备一些基础数据的,给我们说的第二和第三个地方用

//const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex);
    //change end
    const UINT vpbByteSize = (UINT)verticesPos.size() * sizeof(VPosData);
    const UINT vcbByteSize = (UINT)verticesColor.size() * sizeof(VColorData);

下面一段就是主存的数据段,之所以叫CPUBlob是为了指明它是给CPU用的

//ThrowIfFailed(D3DCreateBlob(vbByteSize, &mBoxGeo->VertexBufferCPU));
    //CopyMemory(mBoxGeo->VertexBufferCPU->GetBufferPointer(), vertices.data(), vbByteSize);
    //change end
    ThrowIfFailed(D3DCreateBlob(vpbByteSize, &mBoxGeo->VertexPosBufferCPU));
    CopyMemory(mBoxGeo->VertexPosBufferCPU->GetBufferPointer(), verticesPos.data(), vpbByteSize);
    ThrowIfFailed(D3DCreateBlob(vcbByteSize, &mBoxGeo->VertexColorBufferCPU));
    CopyMemory(mBoxGeo->VertexColorBufferCPU->GetBufferPointer(), verticesColor.data(), vcbByteSize);

下面这段糅合了uploadbuffer和最终的vertexbuffer:

//mBoxGeo->VertexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
    //    mCommandList.Get(), vertices.data(), vbByteSize, mBoxGeo->VertexBufferUploader);
    //change end
    mBoxGeo->VertexPosBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
        mCommandList.Get(), verticesPos.data(), vpbByteSize, mBoxGeo->VertexPosBufferUploader);
    mBoxGeo->VertexColorBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
        mCommandList.Get(), verticesColor.data(), vcbByteSize, mBoxGeo->VertexColorBufferUploader);

以上就是构建集合体及其数据的代码,如果你渲染多集合体多物体的话,你还要注意修改那些集合体顶点位置在整个内存中的位置下标:

//mBoxGeo->VertexByteStride = sizeof(Vertex);
    //mBoxGeo->VertexBufferByteSize = vbByteSize;
    //change end
    mBoxGeo->VertexPosByteStride = sizeof(VPosData);
    mBoxGeo->VertexPosBufferByteSize = vpbByteSize;
    mBoxGeo->VertexColorByteStride = sizeof(VColorData);
    mBoxGeo->VertexColorBufferByteSize = vcbByteSize;

然后就到了真正的Draw阶段,将buffer设置到渲染pipleline

//mCommandList->IASetVertexBuffers(0, 1, &mBoxGeo->VertexBufferView());
    //change end
    mCommandList->IASetVertexBuffers(0, 1, &mBoxGeo->VertexPosBufferView());
    mCommandList->IASetVertexBuffers(1, 1, &mBoxGeo->VertexColorBufferView());

以上都准备好以后就输入你们的数据吧,我的数据是hardcore进代码的,非常ugly:

//  std::array<Vertex, 8> vertices =
  //  {
  //      Vertex({ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::White) }),
        //Vertex({ XMFLOAT3(-1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Black) }),
        //Vertex({ XMFLOAT3(+1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Red) }),
        //Vertex({ XMFLOAT3(+1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::Green) }),
        //Vertex({ XMFLOAT3(-1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Blue) }),
        //Vertex({ XMFLOAT3(-1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Yellow) }),
        //Vertex({ XMFLOAT3(+1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Cyan) }),
        //Vertex({ XMFLOAT3(+1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Magenta) })
  //  };
    //change end
    std::array<VPosData,8> verticesPos = 
    {
        VPosData({ XMFLOAT3(-1.0f, -1.0f, -1.0f) }),
        VPosData({ XMFLOAT3(-1.0f, +1.0f, -1.0f) }),
        VPosData({ XMFLOAT3(+1.0f, +1.0f, -1.0f) }),
        VPosData({ XMFLOAT3(+1.0f, -1.0f, -1.0f) }),
        VPosData({ XMFLOAT3(-1.0f, -1.0f, +1.0f) }),
        VPosData({ XMFLOAT3(-1.0f, +1.0f, +1.0f) }),
        VPosData({ XMFLOAT3(+1.0f, +1.0f, +1.0f) }),
        VPosData({ XMFLOAT3(+1.0f, -1.0f, +1.0f) })
    };

    std::array<VColorData,8> verticesColor =
    {
        VColorData({ XMFLOAT4(Colors::White) }),
        VColorData({ XMFLOAT4(Colors::Black) }),
        VColorData({ XMFLOAT4(Colors::Red)  }),
        VColorData({ XMFLOAT4(Colors::Green) }),
        VColorData({ XMFLOAT4(Colors::Blue) }),
        VColorData({ XMFLOAT4(Colors::Yellow) }),
        VColorData({ XMFLOAT4(Colors::Cyan)  }),
        VColorData({ XMFLOAT4(Colors::Magenta) })
    };

然后重新编译,运行一下就可以了。

3.

这道题还用示例代码进行修改吧

原来的存储点位置和颜色的队列改成这样:

std::array<Vertex, 49> vertices =
    {
        Vertex({ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::White) }),
        Vertex({ XMFLOAT3(-1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Black) }),
        Vertex({ XMFLOAT3(+1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Red) }),
        Vertex({ XMFLOAT3(+1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::Green) }),
        Vertex({ XMFLOAT3(-1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Blue) }),
        Vertex({ XMFLOAT3(-1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Yellow) }),
        Vertex({ XMFLOAT3(+1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Cyan) }),
        Vertex({ XMFLOAT3(+1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Magenta) })
        ,//add end
        //a point list
        Vertex({ XMFLOAT3(-4.0f, -4.0f, 2.0f), XMFLOAT4(Colors::Red) }),
        Vertex({ XMFLOAT3(-3.0f,  0.0f, 2.0f), XMFLOAT4(Colors::Red) }),
        Vertex({ XMFLOAT3(-2.0f, -3.0f, 2.0f), XMFLOAT4(Colors::Red) }),
        Vertex({ XMFLOAT3( 0.0f,  0.0f, 2.0f), XMFLOAT4(Colors::Red) }),
        Vertex({ XMFLOAT3( 1.0f, -2.0f, 2.0f), XMFLOAT4(Colors::Red) }),
        Vertex({ XMFLOAT3( 3.0f,  0.0f, 2.0f), XMFLOAT4(Colors::Red) }),
        Vertex({ XMFLOAT3( 5.0f, -2.0f, 2.0f), XMFLOAT4(Colors::Red) }),
        Vertex({ XMFLOAT3( 7.0f,  1.0f, 2.0f), XMFLOAT4(Colors::Red) }),
        //a point strip
        Vertex({ XMFLOAT3(-4.0f, -4.0f, 3.0f), XMFLOAT4(Colors::Green) }),
        Vertex({ XMFLOAT3(-3.0f,  0.0f, 3.0f), XMFLOAT4(Colors::Green) }),
        Vertex({ XMFLOAT3(-2.0f, -3.0f, 3.0f), XMFLOAT4(Colors::Green) }),
        Vertex({ XMFLOAT3(0.0f,  0.0f, 3.0f), XMFLOAT4(Colors::Green) }),
        Vertex({ XMFLOAT3(1.0f, -2.0f, 3.0f), XMFLOAT4(Colors::Green) }),
        Vertex({ XMFLOAT3(3.0f,  0.0f, 3.0f), XMFLOAT4(Colors::Green) }),
        Vertex({ XMFLOAT3(5.0f, -2.0f, 3.0f), XMFLOAT4(Colors::Green) }),
        Vertex({ XMFLOAT3(7.0f,  1.0f, 3.0f), XMFLOAT4(Colors::Green) }),
        //a line list
        Vertex({ XMFLOAT3(-4.0f, -4.0f, 4.0f), XMFLOAT4(Colors::Blue) }),
        Vertex({ XMFLOAT3(-3.0f,  0.0f, 4.0f), XMFLOAT4(Colors::Blue) }),
        Vertex({ XMFLOAT3(-2.0f, -3.0f, 4.0f), XMFLOAT4(Colors::Blue) }),
        Vertex({ XMFLOAT3(0.0f,  0.0f, 4.0f), XMFLOAT4(Colors::Blue) }),
        Vertex({ XMFLOAT3(1.0f, -2.0f, 4.0f), XMFLOAT4(Colors::Blue) }),
        Vertex({ XMFLOAT3(3.0f,  0.0f, 4.0f), XMFLOAT4(Colors::Blue) }),
        Vertex({ XMFLOAT3(5.0f, -2.0f, 4.0f), XMFLOAT4(Colors::Blue) }),
        Vertex({ XMFLOAT3(7.0f,  1.0f, 4.0f), XMFLOAT4(Colors::Blue) }),
        //a triangle strip
        Vertex({ XMFLOAT3(-4.0f, -4.0f, 5.0f), XMFLOAT4(Colors::White) }),
        Vertex({ XMFLOAT3(-3.0f,  0.0f, 5.0f), XMFLOAT4(Colors::Black) }),
        Vertex({ XMFLOAT3(-2.0f, -3.0f, 5.0f), XMFLOAT4(Colors::Red) }),
        Vertex({ XMFLOAT3(0.0f,   0.0f, 5.0f), XMFLOAT4(Colors::Green) }),
        Vertex({ XMFLOAT3(1.0f,  -2.0f, 5.0f), XMFLOAT4(Colors::Blue) }),
        Vertex({ XMFLOAT3(3.0f,   0.0f, 5.0f), XMFLOAT4(Colors::Yellow) }),
        Vertex({ XMFLOAT3(5.0f,  -2.0f, 5.0f), XMFLOAT4(Colors::Cyan) }),
        Vertex({ XMFLOAT3(7.0f,   1.0f, 5.0f), XMFLOAT4(Colors::Magenta) }),
        //a point list
        Vertex({ XMFLOAT3(-4.0f, -4.0f, 6.0f), XMFLOAT4(Colors::White) }),
        Vertex({ XMFLOAT3(-3.0f,  0.0f, 6.0f), XMFLOAT4(Colors::White) }),
        Vertex({ XMFLOAT3(-2.0f, -3.0f, 6.0f), XMFLOAT4(Colors::White) }),
 
        Vertex({ XMFLOAT3(0.0f,   0.0f, 6.0f), XMFLOAT4(Colors::Yellow) }),
        Vertex({ XMFLOAT3(3.0f,   0.0f, 6.0f), XMFLOAT4(Colors::Yellow) }),
        Vertex({ XMFLOAT3(1.0f,  -2.0f, 6.0f), XMFLOAT4(Colors::Yellow) }),
        Vertex({ XMFLOAT3(5.0f,  -2.0f, 6.0f), XMFLOAT4(Colors::Magenta) }),
        Vertex({ XMFLOAT3(7.0f,   1.0f, 6.0f), XMFLOAT4(Colors::Magenta) }),
        Vertex({ XMFLOAT3(8.0f,   0.0f, 6.0f), XMFLOAT4(Colors::Magenta) })
    };
沿用它的机制,把子几何体存储起来
SubmeshGeometry submesh;
    submesh.IndexCount = (UINT)indices.size();
    submesh.StartIndexLocation = 0;
    submesh.BaseVertexLocation = 0;
    //add end
    //a point list
    SubmeshGeometry submesh1;
    submesh1.VertexCount = 8;
    //submesh.StartIndexLocation = 0;
    submesh1.BaseVertexLocation = 8;

    //a line strip
    SubmeshGeometry submesh2;
    submesh2.VertexCount = 8;
    //submesh.StartIndexLocation = 0;
    submesh2.BaseVertexLocation = 16;

    //a line list
    SubmeshGeometry submesh3;
    submesh3.VertexCount = 8;
    //submesh.StartIndexLocation = 0;
    submesh3.BaseVertexLocation = 24;

    //a triangle strip
    SubmeshGeometry submesh4;
    submesh4.VertexCount = 8;
    //submesh.StartIndexLocation = 0;
    submesh4.BaseVertexLocation = 32;

    //a triangle list
    SubmeshGeometry submesh5;
    submesh5.VertexCount = 9;
    //submesh.StartIndexLocation = 0;
    submesh5.BaseVertexLocation = 40;

    mBoxGeo->DrawArgs["box"] = submesh;
    //add end
    mBoxGeo->DrawArgs["pointlist"] = submesh1;
    mBoxGeo->DrawArgs["linestrip"] = submesh2;
    mBoxGeo->DrawArgs["linelist"] = submesh3;
    mBoxGeo->DrawArgs["trianglestrip"] = submesh4;
    mBoxGeo->DrawArgs["trianglelist"] = submesh5;

添加集合体的时候要注意几何体类已经修改了,为了调用drawinstanced方便:

struct SubmeshGeometry
{
    //add end
    UINT VertexCount = 0;
    UINT IndexCount = 0;
    UINT StartIndexLocation = 0;
    INT BaseVertexLocation = 0;

    // Bounding box of the geometry defined by this submesh. 
    // This is used in later chapters of the book.
    DirectX::BoundingBox Bounds;
};

Draw函数里改用ID3D12GraphicsCommandList::DrawInstanced:

mCommandList->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    
    mCommandList->SetGraphicsRootDescriptorTable(0, mCbvHeap->GetGPUDescriptorHandleForHeapStart());

    mCommandList->DrawIndexedInstanced(
        mBoxGeo->DrawArgs["box"].IndexCount, 
        1, 0, 0, 0);
    //add end
    mCommandList->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
    mCommandList->DrawInstanced(
        mBoxGeo->DrawArgs["pointlist"].VertexCount,
        1, mBoxGeo->DrawArgs["pointlist"].BaseVertexLocation, 0);

    mCommandList->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP);
    mCommandList->DrawInstanced(
        mBoxGeo->DrawArgs["linestrip"].VertexCount,
        1, mBoxGeo->DrawArgs["linestrip"].BaseVertexLocation, 0);

    mCommandList->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
    mCommandList->DrawInstanced(
        mBoxGeo->DrawArgs["linelist"].VertexCount,
        1, mBoxGeo->DrawArgs["linelist"].BaseVertexLocation, 0);

    mCommandList->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
    mCommandList->DrawInstanced(
        mBoxGeo->DrawArgs["trianglestrip"].VertexCount,
        1, mBoxGeo->DrawArgs["trianglestrip"].BaseVertexLocation, 0);

    mCommandList->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    mCommandList->DrawInstanced(
        mBoxGeo->DrawArgs["trianglelist"].VertexCount,
        1, mBoxGeo->DrawArgs["trianglelist"].BaseVertexLocation, 0);

4.

修改下几何体数据就行了

mCommandList->DrawIndexedInstanced(
        mBoxGeo->DrawArgs["pyramid"].IndexCount, 
        1, 0, 0, 0);
std::array<Vertex, 5> vertices =
    {
        Vertex({ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::Green) }),
        //Vertex({ XMFLOAT3(-1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Black) }),
        //Vertex({ XMFLOAT3(+1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Red) }),
        Vertex({ XMFLOAT3(+1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::Green) }),
        Vertex({ XMFLOAT3(-1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Green) }),
        //Vertex({ XMFLOAT3(-1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Yellow) }),
        //Vertex({ XMFLOAT3(+1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Cyan) }),
        Vertex({ XMFLOAT3(+1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Green) }),
        Vertex({ XMFLOAT3(0.0f, 0.412f, 0.0f), XMFLOAT4(Colors::Red) })
    };

    std::array<std::uint16_t, 18> indices =
    {
        // front face
        0, 4, 1,
        
        // back face
        3, 4, 2,

        // left face
        2, 4, 0,

        // right face
        1, 4, 3,

        // bottom face
        0, 1, 2,
        1, 3, 2
    };
mBoxGeo->DrawArgs["pyramid"] = submesh;

5,

在光栅化三步走里最后一步就是顶点属性插值,我们像素点的值就取决于相邻两个定点的颜色,见196页。

6.

我选用了最简单的办法,只是修改了c++和hlsl的constant buffer结构体的格式。

cbuffer cbPerObject : register(b0)
{
    float4x4 gWorldViewProj; 
    float gTime;
};

struct ObjectConstants
{
    XMFLOAT4X4 WorldViewProj = MathHelper::Identity4x4();
    float time;
};
然后你在调用update的时候别忘了给time赋值,代码里有现成的mTime可用:
objConstants.time = mTimer.TotalTime();

7.

它说要用world transformation让两个物体分开,这个我没写代码,还是hardcode进代码了,要改数据buffer,还要改辅助集合体类的数据,最后是多draw个实体:

std::array<Vertex, 13> vertices =
    {
        Vertex({ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::White) }),
        Vertex({ XMFLOAT3(-1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Black) }),
        Vertex({ XMFLOAT3(+1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Red) }),
        Vertex({ XMFLOAT3(+1.0f, -1.0f, -1.0f), XMFLOAT4(Colors::Green) }),
        Vertex({ XMFLOAT3(-1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Blue) }),
        Vertex({ XMFLOAT3(-1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Yellow) }),
        Vertex({ XMFLOAT3(+1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Cyan) }),
        Vertex({ XMFLOAT3(+1.0f, -1.0f, +1.0f), XMFLOAT4(Colors::Magenta) }),
        Vertex({ XMFLOAT3(1.1f, -1.0f, -1.0f), XMFLOAT4(Colors::Green) }),
        //Vertex({ XMFLOAT3(-1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Black) }),
        //Vertex({ XMFLOAT3(+1.0f, +1.0f, -1.0f), XMFLOAT4(Colors::Red) }),
        Vertex({ XMFLOAT3(+3.1f, -1.0f, -1.0f), XMFLOAT4(Colors::Green) }),
        Vertex({ XMFLOAT3(1.1f, -1.0f, +1.0f), XMFLOAT4(Colors::Green) }),
        //Vertex({ XMFLOAT3(-1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Yellow) }),
        //Vertex({ XMFLOAT3(+1.0f, +1.0f, +1.0f), XMFLOAT4(Colors::Cyan) }),
        Vertex({ XMFLOAT3(+3.1f, -1.0f, +1.0f), XMFLOAT4(Colors::Green) }),
        Vertex({ XMFLOAT3(2.1f, 0.412f, 0.0f), XMFLOAT4(Colors::Red) })
    };

    std::array<std::uint16_t, 54> indices =
    {
        // front face
        0, 1, 2,
        0, 2, 3,

        // back face
        4, 6, 5,
        4, 7, 6,

        // left face
        4, 5, 1,
        4, 1, 0,

        // right face
        3, 2, 6,
        3, 6, 7,

        // top face
        1, 5, 6,
        1, 6, 2,

        // bottom face
        4, 0, 3,
        4, 3, 7,

        //pyramid
        0, 4, 1,

        // back face
        3, 4, 2,

        // left face
        2, 4, 0,

        // right face
        1, 4, 3,

        // bottom face
        0, 1, 2,
        1, 3, 2
    };
SubmeshGeometry submesh;
    submesh.IndexCount = 36;
    submesh.StartIndexLocation = 0;
    submesh.BaseVertexLocation = 0;

    //add end
    SubmeshGeometry submesh1;
    submesh1.IndexCount = 18;
    submesh1.StartIndexLocation = 36;
    submesh1.BaseVertexLocation = 8;

    mBoxGeo->DrawArgs["box"] = submesh;
    //add end
    mBoxGeo->DrawArgs["pyramid"] = submesh1;
mCommandList->DrawIndexedInstanced(
        mBoxGeo->DrawArgs["pyramid"].IndexCount,
        1, mBoxGeo->DrawArgs["pyramid"].StartIndexLocation, mBoxGeo->DrawArgs["pyramid"].BaseVertexLocation, 0);

    mCommandList->DrawIndexedInstanced(
        mBoxGeo->DrawArgs["box"].IndexCount,
        1, mBoxGeo->DrawArgs["box"].StartIndexLocation, mBoxGeo->DrawArgs["box"].BaseVertexLocation, 0);

8,9.

这两道题都是在设置光栅化的时候修改光栅话描述结构的属性,现在他们都被整合到PSO里了,所以要到bulidPso那个函数里,添加这么两行:

psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
    //psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_WIREFRAME;
    psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_FRONT;
具体代码还要改成相应的标识符才能用,书上给的提示有错误,标识符是这个D3D12_CULL_MODE_FRONT和D3D12_CULL_MODE_NONE。

10.

书上把主要代码的改变都列出来了,颜色转换可以直接写:

Vertex({ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMCOLOR(Colors::White) }),
        Vertex({ XMFLOAT3(-1.0f, +1.0f, -1.0f), XMCOLOR(Colors::Black) }),
        Vertex({ XMFLOAT3(+1.0f, +1.0f, -1.0f), XMCOLOR(Colors::Red) }),
        Vertex({ XMFLOAT3(+1.0f, -1.0f, -1.0f), XMCOLOR(Colors::Green) }),
        Vertex({ XMFLOAT3(-1.0f, -1.0f, +1.0f), XMCOLOR(Colors::Blue) }),
        Vertex({ XMFLOAT3(-1.0f, +1.0f, +1.0f), XMCOLOR(Colors::Yellow) }),
        Vertex({ XMFLOAT3(+1.0f, +1.0f, +1.0f), XMCOLOR(Colors::Cyan) }),
        Vertex({ XMFLOAT3(+1.0f, -1.0f, +1.0f), XMCOLOR(Colors::Magenta) })

会自动调用XMCOLOR类里的loadfloat4函数

11.

a.在input layout description里面有一项叫做AlignByteOffset,是它标定了结构体内子项的顺序。但还有一项叫inputslot,如果想给这一项改不同的入口,就必须按着顺序来,这种设计挺反人类的。

b.更不受影响了,它是按着SemanticName和Semantic Index的组合来查找位置的。

12.

viewport的设定在第四章讲过,同时也要注意183也5.6.3.1关于投影窗口和backbuffer的长宽比不一致的时候,会出现拉伸。但现在的问题是我们只是用了一半backbuffer,所以投影窗口的宽高比要和这一半的backbuffer保持一致。

13.

实际上在DX12里ScissorEnable被取消了

D3D11_RASTERIZER_DESC structure:

typedef struct D3D11_RASTERIZER_DESC {
  D3D11_FILL_MODE FillMode;
  D3D11_CULL_MODE CullMode;
  BOOL            FrontCounterClockwise;
  INT             DepthBias;
  FLOAT           DepthBiasClamp;
  FLOAT           SlopeScaledDepthBias;
  BOOL            DepthClipEnable;
  BOOL            ScissorEnable;
  BOOL            MultisampleEnable;
  BOOL            AntialiasedLineEnable;
} D3D11_RASTERIZER_DESC;

D3D12_RASTERIZER_DESC structure:
typedef struct D3D12_RASTERIZER_DESC {
  D3D12_FILL_MODE                       FillMode;
  D3D12_CULL_MODE                       CullMode;
  BOOL                                  FrontCounterClockwise;
  INT                                   DepthBias;
  FLOAT                                 DepthBiasClamp;
  FLOAT                                 SlopeScaledDepthBias;
  BOOL                                  DepthClipEnable;
  BOOL                                  MultisampleEnable;
  BOOL                                  AntialiasedLineEnable;
  UINT                                  ForcedSampleCount;
  D3D12_CONSERVATIVE_RASTERIZATION_MODE ConservativeRaster;
} D3D12_RASTERIZER_DESC;

默认情况下scissor test已经打开了。其实在龙书11上没有什么描写,因为 那时还是第一版DX11,后来又有写变动,出现了11.1,一般来说11.1、11.2应该只是指的一些新加的特性,不会在基础流程上做太多变化,奈何11.1其实重新设计了渲染主要的架构,只是尽量保持接口和之前保持一致,而DX12的时候就彻底放开了。然而这个变化的细节还是没有找到,继续关注吧。

14.

这个写法就多了,比如:

pin.Color = (pin.Color + cos(gTime));

15.

看附录B里有。

原文地址:https://www.cnblogs.com/ptolemaeus/p/6041190.html