Directx 11 深度测试不起作用
我无法让我的程序正确选择将哪些模型放在前面。我完全按照MSDN代码进行操作。我的代码似乎在 DrawIndexed 的特定调用中正确绘制了所有多边形,但每个后续调用似乎都会导致模型按照绘制的顺序绘制,而不是基于它们是否更靠近屏幕。
这是我用于初始化 Direct3d 的代码:
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory( &sd, sizeof( sd ) );
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 4;
sd.SampleDesc.Quality = 0;
sd.Windowed = !fullScreen;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
D3D_FEATURE_LEVEL FeatureLevelsRequested = D3D_FEATURE_LEVEL_11_0;
UINT numFeatureLevelsRequested = 1;
D3D_FEATURE_LEVEL FeatureLevelsSupported;
HRESULT hr;
if( FAILED (hr = D3D11CreateDeviceAndSwapChain( adapters[0],
D3D_DRIVER_TYPE_UNKNOWN,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&sd,
&swapchain,
&dev,
&FeatureLevelsSupported,
&devcon )))
{
//return;
}
ID3D11Texture2D *pBack = NULL;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBack);
// use the back buffer address to create the render target
dev->CreateRenderTargetView(pBack, NULL, &backbuffer);
pBack->Release();
// set the render target as the back buffer
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth;
ZeroMemory(&descDepth, sizeof(descDepth));
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format =DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 4;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = dev->CreateTexture2D( &descDepth, NULL, &g_pDepthStencil);
if(FAILED(hr))
exit(hr);
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory(&descDSV, sizeof(descDSV));
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
descDSV.Texture2D.MipSlice = 0;;
//descDSV.Texture2DMS.UnusedField_NothingToDefine = 0;
hr = dev->CreateDepthStencilView( g_pDepthStencil, &descDSV, &g_pDepthStencilView);
if(FAILED(hr))
exit(hr);
devcon->OMSetRenderTargets(1, &backbuffer, g_pDepthStencilView);
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = width;
viewport.Height = height;
devcon->RSSetViewports(1, &viewport);
这是我用于渲染的代码:
void Direct3DRenderer::Render()
{
devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f));
devcon->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0 );
camera.location = simulation->GetWorld()->GetCameraCoordinates();
camera.direction = simulation->GetWorld()->GetCameraLookAt();
//camera.up = simulation->GetWorld()->GetCameraOrientation();
Vec3d lookAt = camera.location + camera.direction;
XMVECTOR eye = XMVectorSet((float)camera.location[0], (float)camera.location[1], (float)camera.location[2], 0.f);
XMVECTOR look = XMVectorSet(lookAt[0], lookAt[1], lookAt[2], 0);
XMVECTOR up = XMVectorSet(camera.up[0], camera.up[1], camera.up[2], 0);
g_View = XMMatrixLookAtLH(eye, look, up);
ConstantBuffer oncePerFrame;
oncePerFrame.matrix = XMMatrixTranspose(g_View);
devcon->UpdateSubresource(oncePerFrameBuffer, 0, NULL, &oncePerFrame, 0, 0);
UINT stride = sizeof(VERTEX);
UINT offset = 0;
const std::vector<Graphical*> graphicalList = simulation->GetWorld()->GetGraphicalList();
for(int ind = 0; ind < graphicalList.size(); ++ind)
{
switch(graphicalList[ind]->GetModelType())
{
case 1: //Sphere
{
ConstantBuffer oncePerModel2;
oncePerModel2.matrix = XMMatrixTranspose(XMMatrixScalingFromVector(graphicalList[ind]->GetScaleX()) * XMMatrixTranslationFromVector(graphicalList[ind]->GetTranslationX()));
devcon->UpdateSubresource(oncePerModelBuffer, 0, NULL, &oncePerModel2, 0, 0);
devcon->IASetVertexBuffers(0, 1, &(sphereModel.vertexBuffer), &stride, &offset);
devcon->IASetIndexBuffer(sphereModel.indexBuffer, DXGI_FORMAT_R32_UINT, 0);
devcon->DrawIndexed(sphereModel.indexCount, 0, 0);
}
break;
}
}
ConstantBuffer oncePerModel;
oncePerModel.matrix = XMMatrixTranspose(g_World);
devcon->UpdateSubresource(oncePerModelBuffer, 0, NULL, &oncePerModel, 0, 0);
devcon->IASetVertexBuffers(0, 1, &terrainModel.vertexBuffer, &stride, &offset);
devcon->IASetIndexBuffer(terrainModel.indexBuffer, DXGI_FORMAT_R32_UINT, 0);
devcon->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
devcon->DrawIndexed(terrainModel.indexCount, 0, 0);
swapchain->Present(0, 0);
}
我已尝试进行广泛搜索,并遵循了我能找到的所有教程。没有什么可以解决它。
对于球体,如果从一侧观察,深度似乎是正确的,但从另一侧观察则不然。
任何帮助将不胜感激。谢谢。
I cannot get my program to correctly choose which models to place in front. I have followed the MSDN code exactly. My code appears to correctly draw all polygons in a particular call of DrawIndexed, but each subsequent call seems to cause models to be drawn in the order they are drawn, not based on whether they are closer to the screen.
Here is my code for initializing Direct3d:
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory( &sd, sizeof( sd ) );
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 4;
sd.SampleDesc.Quality = 0;
sd.Windowed = !fullScreen;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
D3D_FEATURE_LEVEL FeatureLevelsRequested = D3D_FEATURE_LEVEL_11_0;
UINT numFeatureLevelsRequested = 1;
D3D_FEATURE_LEVEL FeatureLevelsSupported;
HRESULT hr;
if( FAILED (hr = D3D11CreateDeviceAndSwapChain( adapters[0],
D3D_DRIVER_TYPE_UNKNOWN,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&sd,
&swapchain,
&dev,
&FeatureLevelsSupported,
&devcon )))
{
//return;
}
ID3D11Texture2D *pBack = NULL;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBack);
// use the back buffer address to create the render target
dev->CreateRenderTargetView(pBack, NULL, &backbuffer);
pBack->Release();
// set the render target as the back buffer
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth;
ZeroMemory(&descDepth, sizeof(descDepth));
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format =DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 4;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = dev->CreateTexture2D( &descDepth, NULL, &g_pDepthStencil);
if(FAILED(hr))
exit(hr);
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory(&descDSV, sizeof(descDSV));
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
descDSV.Texture2D.MipSlice = 0;;
//descDSV.Texture2DMS.UnusedField_NothingToDefine = 0;
hr = dev->CreateDepthStencilView( g_pDepthStencil, &descDSV, &g_pDepthStencilView);
if(FAILED(hr))
exit(hr);
devcon->OMSetRenderTargets(1, &backbuffer, g_pDepthStencilView);
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = width;
viewport.Height = height;
devcon->RSSetViewports(1, &viewport);
This is my code for rendering:
void Direct3DRenderer::Render()
{
devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f));
devcon->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0 );
camera.location = simulation->GetWorld()->GetCameraCoordinates();
camera.direction = simulation->GetWorld()->GetCameraLookAt();
//camera.up = simulation->GetWorld()->GetCameraOrientation();
Vec3d lookAt = camera.location + camera.direction;
XMVECTOR eye = XMVectorSet((float)camera.location[0], (float)camera.location[1], (float)camera.location[2], 0.f);
XMVECTOR look = XMVectorSet(lookAt[0], lookAt[1], lookAt[2], 0);
XMVECTOR up = XMVectorSet(camera.up[0], camera.up[1], camera.up[2], 0);
g_View = XMMatrixLookAtLH(eye, look, up);
ConstantBuffer oncePerFrame;
oncePerFrame.matrix = XMMatrixTranspose(g_View);
devcon->UpdateSubresource(oncePerFrameBuffer, 0, NULL, &oncePerFrame, 0, 0);
UINT stride = sizeof(VERTEX);
UINT offset = 0;
const std::vector<Graphical*> graphicalList = simulation->GetWorld()->GetGraphicalList();
for(int ind = 0; ind < graphicalList.size(); ++ind)
{
switch(graphicalList[ind]->GetModelType())
{
case 1: //Sphere
{
ConstantBuffer oncePerModel2;
oncePerModel2.matrix = XMMatrixTranspose(XMMatrixScalingFromVector(graphicalList[ind]->GetScaleX()) * XMMatrixTranslationFromVector(graphicalList[ind]->GetTranslationX()));
devcon->UpdateSubresource(oncePerModelBuffer, 0, NULL, &oncePerModel2, 0, 0);
devcon->IASetVertexBuffers(0, 1, &(sphereModel.vertexBuffer), &stride, &offset);
devcon->IASetIndexBuffer(sphereModel.indexBuffer, DXGI_FORMAT_R32_UINT, 0);
devcon->DrawIndexed(sphereModel.indexCount, 0, 0);
}
break;
}
}
ConstantBuffer oncePerModel;
oncePerModel.matrix = XMMatrixTranspose(g_World);
devcon->UpdateSubresource(oncePerModelBuffer, 0, NULL, &oncePerModel, 0, 0);
devcon->IASetVertexBuffers(0, 1, &terrainModel.vertexBuffer, &stride, &offset);
devcon->IASetIndexBuffer(terrainModel.indexBuffer, DXGI_FORMAT_R32_UINT, 0);
devcon->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
devcon->DrawIndexed(terrainModel.indexCount, 0, 0);
swapchain->Present(0, 0);
}
I have tried searching extensively, and have followed every tutorial I could find. Nothing fixes it.
In the case of the spheres, depth appears to be correct if viewing from one side, but not the other.
Any help would be appreciated. Thanks.
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评论(3)
来自OP评论:
我遇到了同样的问题,现在可以了:
From OP comment:
I had the same problem, it works now:
Z 缓冲有三个关键步骤。
1) 设置适当的呈现参数
EnableAutoDepthStencil
事实上,z 缓冲可能很复杂。将此值设置为 TRUE 告诉 Direct3D 自动创建 z 缓冲区并以最常用的方式进行设置。当然,复杂的方法也有用途,但我们现在将坚持使用简单的方法。我们将在本教程后面介绍复杂方法的用途。
AutoDepthStencilFormat
这是 z 缓冲区中每个像素的格式。我们不使用演示参数中定义的常规像素格式。相反,我们对 z 缓冲区使用特殊格式。此格式为 D3DFMT_D16。这意味着每个像素都是 16 位的。还有其他格式,但在本教程中我们不需要它们。
2) 打开 Z 缓冲
3) 清除 Z 缓冲
顺便说一下,这在 DirectX 9.0c 中有效。我不确定它是否与 DirectX 11 兼容。
There are three key steps to Z-Buffering.
1) Setting the Appropriate Presentation Parameters
EnableAutoDepthStencil
In truth, z-buffering can be complex. Setting this value to TRUE tells Direct3D to automatically create the z-buffer and set it up in a way used most often. There are, of course, uses for the complex method, but we'll stick to simple for now. We'll cover ways the complex method can be useful later in the tutorial.
AutoDepthStencilFormat
This is the format for each pixel in the z-buffer. We don't use the regular pixel format defined in the Presentation Parameters. Instead, we use a special format for z-buffers. This format is D3DFMT_D16. This means that each pixel is 16-bit. There are other formats, but we will not need them for the extent of this tutorial.
2) Turning On Z-Buffering
3) Clearing the Z-Buffer
By the way this works in DirectX 9.0c. Im not sure if it is compatible with DirectX 11.
在 DirectX10 中也有类似的问题,似乎是初始化代码,我不确定针对未知驱动程序类型的 CreateDevice 和 SwapChain,因为我以前没有使用过。
我可以看到一些差异,模板缓冲区没有指定执行深度模板测试的操作。 (除非在 HLSL 中指定了这一点,此处不可见)
例如:
无论如何,这里是一个有效的 DirectX10 示例,我非常确定您可以快速将其调整为 DirectX11。
Had a similar problem in DirectX10, seems it was initialisation code, I am not sure about the CreateDevice and SwapChain against UNKNOWN driver type, as I have not used that before.
There are a few differences I can see, the Stencil buffer does not specify the operations to perform depth stencil tests against. (Unless this has been specified in the HLSL which is not visible here)
eg:
In any event, here is a working DirectX10 example, I am pretty sure you can adapt it quickly for DirectX11.