SLIMDX 抗锯齿
我尝试从互联网上找到的教程中获得高质量的抗锯齿(http://www.rkoenig.eu/index.php?option=com_content&view=article&id=21:chapter-3-das-erste -echte-3d-objekt&catid=6:directx10-basics&Itemid=3)。但并没有达到很好的解决方案。
我已经将多重采样设置为最大值:
m_swapChainDesc.SampleDescription = new DXGI.SampleDescription(8,0);
对我来说,渲染图像的像素大小大于屏幕的实际像素大小。
预先非常感谢您的宝贵意见,
这里是完整的代码:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using SlimDX;
using DX10 = SlimDX.Direct3D10;
using DXGI = SlimDX.DXGI;
namespace TutorialSeries.DirectX10.Chapter3
{
public partial class MainWindow : Form
{
private DX10.Device m_device;
private DXGI.SwapChainDescription m_swapChainDesc;
private DXGI.SwapChain m_swapChain;
private DXGI.Factory m_factory;
private DX10.RenderTargetView m_renderTarget;
private bool m_initialized;
private SimpleBox m_simpleBox;
private Matrix m_viewMatrix;
private Matrix m_projMatrix;
private Matrix m_worldMatrix;
private Matrix m_viewProjMatrix;
public MainWindow()
{
InitializeComponent();
this.SetStyle(ControlStyles.ResizeRedraw, true);
this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);
this.SetStyle(ControlStyles.Opaque, true);
}
/// <summary>
/// Initializes device and other resources needed for rendering. Returns true, if successful.
/// </summary>
private bool Initialize3D()
{
try
{
m_device = new DX10.Device(DX10.DriverType.Warp, DX10.DeviceCreationFlags.SingleThreaded);
m_factory = new DXGI.Factory();
m_swapChainDesc = new DXGI.SwapChainDescription();
m_swapChainDesc.OutputHandle = this.Handle;
m_swapChainDesc.IsWindowed = true;
m_swapChainDesc.BufferCount = 1;
m_swapChainDesc.Flags = DXGI.SwapChainFlags.AllowModeSwitch;
m_swapChainDesc.ModeDescription = new DXGI.ModeDescription(
this.Width,
this.Height,
new Rational(60, 1),
DXGI.Format.R8G8B8A8_UNorm);
m_swapChainDesc.SampleDescription = new DXGI.SampleDescription(8,0);
m_swapChainDesc.SwapEffect = DXGI.SwapEffect.Discard;
m_swapChainDesc.Usage = DXGI.Usage.RenderTargetOutput;
m_swapChain = new DXGI.SwapChain(m_factory, m_device, m_swapChainDesc);
DX10.Viewport viewPort = new DX10.Viewport();
viewPort.X = 0;
viewPort.Y = 0;
viewPort.Width = this.Width;
viewPort.Height = this.Height;
viewPort.MinZ = 0f;
viewPort.MaxZ = 1f;
//DX10.Texture2D backBuffer = m_swapChain.GetBuffer<DX10.Texture2D>(0);
DX10.Texture2D Texture = DX10.Texture2D.FromSwapChain<DX10.Texture2D>(m_swapChain,0);
//m_renderTarget = new DX10.RenderTargetView(m_device, backBuffer);
//DX10.RenderTargetViewDescription renderDesc = new DX10.RenderTargetViewDescription();
//renderDesc.FirstArraySlice = 0;
//renderDesc.MipSlice = 0;
m_renderTarget = new DX10.RenderTargetView(m_device, Texture);
Texture.Dispose();
DX10.RasterizerStateDescription rsd = new DX10.RasterizerStateDescription();
rsd.CullMode = DX10.CullMode.Back;
rsd.FillMode = DX10.FillMode.Wireframe;
rsd.IsMultisampleEnabled = true;
rsd.IsAntialiasedLineEnabled = false;
rsd.IsDepthClipEnabled = false;
rsd.IsScissorEnabled = false;
DX10.RasterizerState RasterStateWireFrame = DX10.RasterizerState.FromDescription(m_device,rsd);
DX10.BlendStateDescription blendDesc = new DX10.BlendStateDescription();
blendDesc.BlendOperation = DX10.BlendOperation.Add;
blendDesc.AlphaBlendOperation = DX10.BlendOperation.Add;
blendDesc.SourceAlphaBlend = DX10.BlendOption.Zero;
blendDesc.DestinationAlphaBlend = DX10.BlendOption.Zero;
blendDesc.SourceBlend = DX10.BlendOption.SourceColor;
blendDesc.DestinationBlend = DX10.BlendOption.Zero;
blendDesc.IsAlphaToCoverageEnabled = false;
blendDesc.SetWriteMask(0, DX10.ColorWriteMaskFlags.All);
blendDesc.SetBlendEnable(0, true);
DX10.BlendState m_blendState = DX10.BlendState.FromDescription(m_device, blendDesc);
m_device.Rasterizer.State = RasterStateWireFrame;
m_device.Rasterizer.SetViewports(viewPort);
m_device.OutputMerger.BlendState = m_blendState;
m_device.OutputMerger.SetTargets(m_renderTarget);
m_viewMatrix = Matrix.LookAtLH(
new Vector3(0f, 0f, -4f),
new Vector3(0f, 0f, 1f),
new Vector3(0f, 1f, 0f));
m_projMatrix = Matrix.PerspectiveFovLH(
(float)Math.PI * 0.5f,
this.Width / (float)this.Height,
0.1f, 100f);
m_viewProjMatrix = m_viewMatrix * m_projMatrix;
m_worldMatrix = Matrix.RotationYawPitchRoll(0.85f, 0.85f, 0f);
m_simpleBox = new SimpleBox();
m_simpleBox.LoadResources(m_device);
m_initialized = true;
}
catch (Exception ex)
{
MessageBox.Show("Error while initializing Direct3D10: \n" + ex.Message);
m_initialized = false;
}
return m_initialized;
}
/// <summary>
/// Rendering is done during the standard OnPaint event
/// </summary>
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
if (m_initialized)
{
m_device.ClearRenderTargetView(m_renderTarget, new Color4(Color.CornflowerBlue));
m_simpleBox.Render(m_device, m_worldMatrix, m_viewProjMatrix);
m_swapChain.Present(0, DXGI.PresentFlags.None);
}
}
/// <summary>
/// Initialize 3D-Graphics within OnLoad event
/// </summary>
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
Initialize3D();
}
}
}
I try to get the high qulity antialiasing from a tuturial I found on the internet (http://www.rkoenig.eu/index.php?option=com_content&view=article&id=21:chapter-3-das-erste-echte-3d-objekt&catid=6:directx10-basics&Itemid=3). But did not achieve a very good solution.
I already set the multisampling to the maximum:
m_swapChainDesc.SampleDescription = new DXGI.SampleDescription(8,0);
To me it appears as the pixel size of the rendered image is larger than the actual pixel size of my screen.
Thank you very much in advance for your valuable inputs
here is the complete code:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using SlimDX;
using DX10 = SlimDX.Direct3D10;
using DXGI = SlimDX.DXGI;
namespace TutorialSeries.DirectX10.Chapter3
{
public partial class MainWindow : Form
{
private DX10.Device m_device;
private DXGI.SwapChainDescription m_swapChainDesc;
private DXGI.SwapChain m_swapChain;
private DXGI.Factory m_factory;
private DX10.RenderTargetView m_renderTarget;
private bool m_initialized;
private SimpleBox m_simpleBox;
private Matrix m_viewMatrix;
private Matrix m_projMatrix;
private Matrix m_worldMatrix;
private Matrix m_viewProjMatrix;
public MainWindow()
{
InitializeComponent();
this.SetStyle(ControlStyles.ResizeRedraw, true);
this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);
this.SetStyle(ControlStyles.Opaque, true);
}
/// <summary>
/// Initializes device and other resources needed for rendering. Returns true, if successful.
/// </summary>
private bool Initialize3D()
{
try
{
m_device = new DX10.Device(DX10.DriverType.Warp, DX10.DeviceCreationFlags.SingleThreaded);
m_factory = new DXGI.Factory();
m_swapChainDesc = new DXGI.SwapChainDescription();
m_swapChainDesc.OutputHandle = this.Handle;
m_swapChainDesc.IsWindowed = true;
m_swapChainDesc.BufferCount = 1;
m_swapChainDesc.Flags = DXGI.SwapChainFlags.AllowModeSwitch;
m_swapChainDesc.ModeDescription = new DXGI.ModeDescription(
this.Width,
this.Height,
new Rational(60, 1),
DXGI.Format.R8G8B8A8_UNorm);
m_swapChainDesc.SampleDescription = new DXGI.SampleDescription(8,0);
m_swapChainDesc.SwapEffect = DXGI.SwapEffect.Discard;
m_swapChainDesc.Usage = DXGI.Usage.RenderTargetOutput;
m_swapChain = new DXGI.SwapChain(m_factory, m_device, m_swapChainDesc);
DX10.Viewport viewPort = new DX10.Viewport();
viewPort.X = 0;
viewPort.Y = 0;
viewPort.Width = this.Width;
viewPort.Height = this.Height;
viewPort.MinZ = 0f;
viewPort.MaxZ = 1f;
//DX10.Texture2D backBuffer = m_swapChain.GetBuffer<DX10.Texture2D>(0);
DX10.Texture2D Texture = DX10.Texture2D.FromSwapChain<DX10.Texture2D>(m_swapChain,0);
//m_renderTarget = new DX10.RenderTargetView(m_device, backBuffer);
//DX10.RenderTargetViewDescription renderDesc = new DX10.RenderTargetViewDescription();
//renderDesc.FirstArraySlice = 0;
//renderDesc.MipSlice = 0;
m_renderTarget = new DX10.RenderTargetView(m_device, Texture);
Texture.Dispose();
DX10.RasterizerStateDescription rsd = new DX10.RasterizerStateDescription();
rsd.CullMode = DX10.CullMode.Back;
rsd.FillMode = DX10.FillMode.Wireframe;
rsd.IsMultisampleEnabled = true;
rsd.IsAntialiasedLineEnabled = false;
rsd.IsDepthClipEnabled = false;
rsd.IsScissorEnabled = false;
DX10.RasterizerState RasterStateWireFrame = DX10.RasterizerState.FromDescription(m_device,rsd);
DX10.BlendStateDescription blendDesc = new DX10.BlendStateDescription();
blendDesc.BlendOperation = DX10.BlendOperation.Add;
blendDesc.AlphaBlendOperation = DX10.BlendOperation.Add;
blendDesc.SourceAlphaBlend = DX10.BlendOption.Zero;
blendDesc.DestinationAlphaBlend = DX10.BlendOption.Zero;
blendDesc.SourceBlend = DX10.BlendOption.SourceColor;
blendDesc.DestinationBlend = DX10.BlendOption.Zero;
blendDesc.IsAlphaToCoverageEnabled = false;
blendDesc.SetWriteMask(0, DX10.ColorWriteMaskFlags.All);
blendDesc.SetBlendEnable(0, true);
DX10.BlendState m_blendState = DX10.BlendState.FromDescription(m_device, blendDesc);
m_device.Rasterizer.State = RasterStateWireFrame;
m_device.Rasterizer.SetViewports(viewPort);
m_device.OutputMerger.BlendState = m_blendState;
m_device.OutputMerger.SetTargets(m_renderTarget);
m_viewMatrix = Matrix.LookAtLH(
new Vector3(0f, 0f, -4f),
new Vector3(0f, 0f, 1f),
new Vector3(0f, 1f, 0f));
m_projMatrix = Matrix.PerspectiveFovLH(
(float)Math.PI * 0.5f,
this.Width / (float)this.Height,
0.1f, 100f);
m_viewProjMatrix = m_viewMatrix * m_projMatrix;
m_worldMatrix = Matrix.RotationYawPitchRoll(0.85f, 0.85f, 0f);
m_simpleBox = new SimpleBox();
m_simpleBox.LoadResources(m_device);
m_initialized = true;
}
catch (Exception ex)
{
MessageBox.Show("Error while initializing Direct3D10: \n" + ex.Message);
m_initialized = false;
}
return m_initialized;
}
/// <summary>
/// Rendering is done during the standard OnPaint event
/// </summary>
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
if (m_initialized)
{
m_device.ClearRenderTargetView(m_renderTarget, new Color4(Color.CornflowerBlue));
m_simpleBox.Render(m_device, m_worldMatrix, m_viewProjMatrix);
m_swapChain.Present(0, DXGI.PresentFlags.None);
}
}
/// <summary>
/// Initialize 3D-Graphics within OnLoad event
/// </summary>
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
Initialize3D();
}
}
}
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这是一个老问题,但遗憾的是它从未得到解答;我在 Google 上偶然发现了它,所以我认为回答它可能会对将来的其他人有所帮助...
首先,Pascal,您没有将 MSAA 设置为最大值...您使用的是 8:0,这意味着 8 个样本质量为 0(零)...绝对不是最大值。 “最大值”是多少取决于本地计算机上安装的 GPU。因此,每个 PC 的情况都不同。这就是为什么 DirectX 应用程序需要使用 DXGI 来正确枚举硬件设备并确定哪些设置有效。这不是一个简单的话题,需要您自己做一些研究和实践。 DirectX SDK 文档和示例/教程是一个很好的起点,并且可以在网上找到许多其他材料。但在我的机器上,例如,我的 GTX-580 GPU 可以支持 8:16 MSAA(可能更高,但尚未检查)。
因此,您需要学习使用 DXGI 来枚举您的显卡和显示器,并找出它可以支持的 MSAA 级别(以及其他图形功能/设置)。例如,这是您确定“最大”MSAA 设置或显示器正确刷新率的唯一方法。如果您很聪明,您将为自己的游戏引擎编写一个小型库或组件,它将为您枚举硬件设备并找出最佳的图形设置,这样您就不必在未来的项目中一遍又一遍地重新执行此操作。
问候,
--ATC--
This is an old question but it's a shame it never got answered; I stumbled across it on Google so I figure answering it may help someone else in the future...
First of all, Pascal, you did NOT set MSAA to the maximum... You're using 8:0, which means 8 samples at a quality of 0 (zero)... definitely not the maximum. What the "max" is depends on the GPU installed on the local machine. So it varies from PC to PC. That's why a DirectX application needs to use DXGI to properly enumerate hardware devices and determine what settings are valid. This is no trivial topic and will require you to do some research and practice of your own. The DirectX SDK Documentation and samples/tutorials are a great starting place, and there's a lot of other materials to be found online. But on my machine, for instance, my GTX-580 GPU can support 8:16 MSAA (possibly higher, but haven't checked).
So you need to learn to use DXGI to enumerate your graphics cards and monitors and figure out what MSAA levels (and other graphics features/settings) it can support. That's the only way you'll ever figure out the "max" MSAA settings or the correct refresh rate of your monitor, for example. If you're clever you will write yourself a small library or component for your game engine that will enumerate hardware devices for you and figure out the optimal graphics settings so you won't have to re-do this over and over for future projects.
Regards,
--ATC--