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  • Directx教程(30) 如何保证渲染物体不会变形

         在Directx11教程(6)中, 我们曾经实现过这个功能,但那时是在SystemClass中,处理WM_SIZE时候,重新调用m_Graphics的初始化函数,这样的话,它的成员变量D3D类还有其它几个成员类,都会重新创建,所以我们的场景等于是从头重新渲染。对于静态场景,这没有问题,但是对于动画场景,我们一改变窗口大小,动画就会从头播放,这显然不是我们所希望的。

         本章中,我们在D3DClass类中新建一个函数,每次改变窗口大小时候,我们就改变framebuffer大小,然后重新建立目标渲染视图、深度模版视图等等。代码是在myTutorialD3D_23的基础上改写的。

        

    最关键的代码就是这一行:

    m_swapChain->ResizeBuffers(1, screenWidth, screenHeight, DXGI_FORMAT_R8G8B8A8_UNORM, 0);

    D3Class类中增加的函数为:

    bool D3DClass::ResizeBuffer(int screenWidth, int screenHeight)
        {
       
        HRESULT result;

        //交换链为空直接返回
        if(!m_swapChain)
            return false;

        //窗口最小化时候为0,会创建缓冲失败
        if(screenHeight < 1)
            screenHeight = 1;
        if(screenWidth < 1)
            screenWidth = 1;

        if(m_renderTargetView)
            {
            m_renderTargetView->Release();
            m_renderTargetView = 0;
            }
        if(m_depthStencilView)
            {
            m_depthStencilView->Release();
            m_depthStencilView = 0;
            }

        if(m_depthStencilBuffer)
            {
            m_depthStencilBuffer->Release();
            m_depthStencilBuffer = 0;
            }

        //改变交换链中后后缓冲大小后,重新创建渲染目标视图
        result = m_swapChain->ResizeBuffers(1, screenWidth, screenHeight, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
        if(FAILED(result))
            {
            HR(result);
            return false;
            }
        // 得到交换链中的后缓冲指针.
        ID3D11Texture2D* backBufferPtr;
        result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
        if(FAILED(result))
            {
            HR(result);
            return false;
            }

        // 用后缓冲创建渲染目标视图.
        result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
        if(FAILED(result))
            {
            HR(result);
            return false;
            }

        //释放后缓冲.(引用计数减1)
        backBufferPtr->Release();
        backBufferPtr = 0;


        D3D11_TEXTURE2D_DESC depthBufferDesc;
        D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
        D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
        D3D11_RASTERIZER_DESC rasterDesc;
        D3D11_VIEWPORT viewport;
        //创建深度模版视图
        // 初始化深度缓冲描述.
        // 初始化深度缓冲描述
    .
        ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));

        //设置深度缓冲描述
        depthBufferDesc.Width = screenWidth;
        depthBufferDesc.Height = screenHeight;
        depthBufferDesc.MipLevels = 1;  //对于深度缓冲为1
        depthBufferDesc.ArraySize = 1;  //对于深度缓冲为1,对于纹理,这2个参数有更多用途
        depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
        depthBufferDesc.SampleDesc.Count = 1;
        depthBufferDesc.SampleDesc.Quality = 0;
        depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
        depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
        depthBufferDesc.CPUAccessFlags = 0;
        depthBufferDesc.MiscFlags = 0;

        // 创建深度缓冲.
        result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
        if(FAILED(result))
            {
            HR(result);
            return false;

            }

        // 初始化深度模版状态描述.
        ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));

       // 设置深度模版状态描述.
        depthStencilDesc.DepthEnable = true;
        depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;//D3D11_DEPTH_WRITE_MASK_ZERO禁止写深度缓冲
        depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;

        depthStencilDesc.StencilEnable = true;
        depthStencilDesc.StencilReadMask = 0xFF;
        depthStencilDesc.StencilWriteMask = 0xFF;

        // 对于front face 像素使用的模版操作操作.
        depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
        depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
        depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
        depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

        // 对于back face像素使用的模版操作模式.
        depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
        depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
        depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
        depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

        // 创建深度模版状态,使其生效
        result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
        if(FAILED(result))
            {
            HR(result);
            return false;

            }

       // 设置深度模版状态.
        m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);

        // 初始化深度模版视图.
        ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));

        // 设置深度模版视图描述.
        depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
        depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
        depthStencilViewDesc.Texture2D.MipSlice = 0;

        // 创建深度模版视图.
        result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
        if(FAILED(result))
            {
            HR(result);
            return false;
            }

       // 绑定渲染目标视图和深度缓冲到渲染管线.
        m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);


        // 设置光栅化描述,指定多边形如何被渲染.
        rasterDesc.AntialiasedLineEnable = false;
        rasterDesc.CullMode = D3D11_CULL_BACK;
        rasterDesc.DepthBias = 0;
        rasterDesc.DepthBiasClamp = 0.0f;
        rasterDesc.DepthClipEnable = true;
        rasterDesc.FillMode = D3D11_FILL_SOLID; //D3D11_FILL_SOLID
        rasterDesc.FrontCounterClockwise = false;
        rasterDesc.MultisampleEnable = false;
        rasterDesc.ScissorEnable = false;
        rasterDesc.SlopeScaledDepthBias = 0.0f;

        // 创建光栅化状态
        result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
        if(FAILED(result))
            {
            HR(result);
            return false;
            }

        //设置光栅化状态,使其生效
        m_deviceContext->RSSetState(m_rasterState);


        // 设置视口,显示全部后缓冲内容
        viewport.Width = (float)screenWidth;
        viewport.Height = (float)screenHeight;
        viewport.MinDepth = 0.0f;
        viewport.MaxDepth = 1.0f;
        viewport.TopLeftX = 0.0f;
        viewport.TopLeftY = 0.0f;

        // 创建视口
        m_deviceContext->RSSetViewports(1, &viewport);

        }

    // 设置透视投影矩阵
    fieldOfView = (float)D3DX_PI / 4.0f;
    screenAspect = (float)screenWidth / (float)screenHeight;

    // 创建透视投影矩阵.
    D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, m_screenNear, m_screenDepth);

    //初始化world矩阵为单位矩阵.
    //该矩阵实现局部坐标到世界坐标的转换

    D3DXMatrixIdentity(&m_worldMatrix);


    // 创建正交投影矩阵,主要用来实施2D渲染.
    D3DXMatrixOrthoLH(&m_orthoMatrix, (float)screenWidth, (float)screenHeight, m_screenNear, m_screenDepth);

        注意:m_screenNear,m_screenDepth是D3DClass增加的两个成员变量,在初始化函数中,它们被用来保存screenNear和screenDetph。

       另外一点小变动就是在GraphicsClass中把m_D3D设置为public,还有就是SystemClass中

    if(m_Graphics)
        {
        bool result = m_Graphics->m_D3D->ResizeBuffer(screenWidth, screenHeight);
        if(!result)
            {
            return false;
            }
        }

    完整的代码请参考:

    工程文件myTutorialD3D11_26

    代码下载:

    https://files.cnblogs.com/mikewolf2002/myTutorialD3D11_26.zip

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  • 原文地址:https://www.cnblogs.com/mikewolf2002/p/2435371.html
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