Изучаю Direct3D 11. Решил написать загрузку 3D моделей с помощью FBX SDK, но при загрузке какой либо модели (в данном случае куб) - она отображается неправильно (смотрите скриншот).
Вот файл FbxLoader.h:
#pragma once
#include <fbxsdk.h>
#include <Windows.h>
#include <vector>
#include <xnamath.h>
#include <assert.h>
#include <iostream>
using namespace std;
struct VertexBuffer {
XMFLOAT3 Pos;
};
struct IndexBuffer {
unsigned short index;
};
class FBXLoader {
private:
FbxManager * g_pFbxSdkManager = nullptr;
public:
FBXLoader();
~FBXLoader();
// Функция загрузки 3D модели формата FBX.
HRESULT LoadFBX(LPCSTR path, VertexBuffer* vertexBuffer, IndexBuffer* IndexBuffer);
};
Вот FbxLoader.cpp
#include "FbxLoader.h"
FBXLoader::FBXLoader()
{
}
FBXLoader::~FBXLoader()
{
}
HRESULT FBXLoader::LoadFBX(LPCSTR path, VertexBuffer* vertexBuffer, IndexBuffer* indexBuffer)
{
if (g_pFbxSdkManager == nullptr)
{
g_pFbxSdkManager = FbxManager::Create();
FbxIOSettings* pIOsettings = FbxIOSettings::Create(g_pFbxSdkManager, IOSROOT);
g_pFbxSdkManager->SetIOSettings(pIOsettings);
}
FbxImporter* pImporter = FbxImporter::Create(g_pFbxSdkManager, "");
FbxScene* pFbxScene = FbxScene::Create(g_pFbxSdkManager, "");
bool bSuccess = pImporter->Initialize(path, -1, g_pFbxSdkManager->GetIOSettings());
if (!bSuccess) {
MessageBox(NULL, "Не удалось загрузить 3D модель.", "Ошибка", MB_ICONERROR);
return E_FAIL;
}
bSuccess = pImporter->Import(pFbxScene);
if (!bSuccess) return E_FAIL;
pImporter->Destroy();
FbxNode* pFbxRootNode = pFbxScene->GetRootNode();
if (pFbxRootNode)
{
for (int i = 0; i < pFbxRootNode->GetChildCount(); i++)
{
FbxNode* pFbxChildNode = pFbxRootNode->GetChild(i);
if (pFbxChildNode->GetNodeAttribute() == NULL)
continue;
FbxNodeAttribute::EType AttributeType = pFbxChildNode->GetNodeAttribute()->GetAttributeType();
if (AttributeType != FbxNodeAttribute::eMesh)
continue;
FbxMesh* pMesh = (FbxMesh*)pFbxChildNode->GetNodeAttribute();
FbxVector4* pVertices = pMesh->GetControlPoints();
for (int j = 0; j < pMesh->GetPolygonCount(); j++)
{
int iNumVertices = pMesh->GetPolygonSize(j);
assert(iNumVertices == 3);
for (int k = 0; k < iNumVertices; k++) {
indexBuffer[j].index = pMesh->GetPolygonVertex(j, k);
}
}
for (int i = 0; i < pMesh->GetControlPointsCount(); i++)
{
FbxVector4 vec;
vec = pMesh->GetControlPointAt(i);
vertexBuffer[i].Pos.x = vec.mData[0];
vertexBuffer[i].Pos.y = vec.mData[1];
vertexBuffer[i].Pos.z = vec.mData[2];
}
}
}
return S_OK;
}
Вот Main.cpp:
#include <windows.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dcompiler.h>
#include <xnamath.h>
#include "FbxLoader.h"
#include "Debug.h"
#include <vector>
using namespace std;
VertexBuffer vertices[8];
IndexBuffer indices[36];
struct ConstantBuffer
{
XMMATRIX mWorld;
XMMATRIX mView;
XMMATRIX mProjection;
};
//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = NULL;
HWND g_hWnd = NULL;
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device* g_pd3dDevice = NULL;
ID3D11DeviceContext* g_pImmediateContext = NULL;
IDXGISwapChain* g_pSwapChain = NULL;
ID3D11RenderTargetView* g_pRenderTargetView = NULL;
ID3D11VertexShader* g_pVertexShader = NULL;
ID3D11PixelShader* g_pPixelShader = NULL;
ID3D11InputLayout* g_pVertexLayout = NULL;
ID3D11Buffer* g_pVertexBuffer = NULL;
ID3D11Buffer* g_pIndexBuffer = NULL;
ID3D11Buffer* g_pConstantBuffer = NULL;
XMMATRIX g_World;
XMMATRIX g_View;
XMMATRIX g_Projection;
FBXLoader fbxLoader;
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
HRESULT InitDevice();
void CleanupDevice();
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void Render();
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
if (FAILED(InitWindow(hInstance, nCmdShow)))
return 0;
if (FAILED(InitDevice()))
{
CleanupDevice();
return 0;
}
// Main message loop
MSG msg = { 0 };
while (WM_QUIT != msg.message)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Render();
}
}
CleanupDevice();
return (int)msg.wParam;
}
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow)
{
// Register class
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)"IDI_TUTORIAL1");
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = "TutorialWindowClass";
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)"IDI_TUTORIAL1");
if (!RegisterClassEx(&wcex))
return E_FAIL;
// Create window
g_hInst = hInstance;
RECT rc = { 0, 0, 640, 480 };
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
g_hWnd = CreateWindow("TutorialWindowClass", "GameEngine a1.0", WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance,
NULL);
if (!g_hWnd)
return E_FAIL;
ShowWindow(g_hWnd, nCmdShow);
return S_OK;
}
//--------------------------------------------------------------------------------------
// Helper for compiling shaders with D3DX11
//--------------------------------------------------------------------------------------
HRESULT CompileShaderFromFile(WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut)
{
HRESULT hr = S_OK;
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
// Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
// Setting this flag improves the shader debugging experience, but still allows
// the shaders to be optimized and to run exactly the way they will run in
// the release configuration of this program.
dwShaderFlags |= D3DCOMPILE_DEBUG;
#endif
ID3DBlob* pErrorBlob;
hr = D3DX11CompileFromFile((LPCSTR)szFileName, NULL, NULL, szEntryPoint, szShaderModel,
dwShaderFlags, 0, NULL, ppBlobOut, &pErrorBlob, NULL);
if (FAILED(hr))
{
if (pErrorBlob != NULL)
OutputDebugStringA((char*)pErrorBlob->GetBufferPointer());
if (pErrorBlob) pErrorBlob->Release();
return hr;
}
if (pErrorBlob) pErrorBlob->Release();
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
HRESULT hr = S_OK;
RECT rc;
GetClientRect(g_hWnd, &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE(driverTypes);
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
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 = g_hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
{
g_driverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDeviceAndSwapChain(NULL, g_driverType, NULL, createDeviceFlags, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr))
return hr;
// Create a render target view
ID3D11Texture2D* pBackBuffer = NULL;
hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
if (FAILED(hr))
return hr;
hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_pRenderTargetView);
pBackBuffer->Release();
if (FAILED(hr))
return hr;
g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, NULL);
// Setup the viewport
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)width;
vp.Height = (FLOAT)height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pImmediateContext->RSSetViewports(1, &vp);
// Compile the vertex shader
ID3DBlob* pVSBlob = NULL;
hr = CompileShaderFromFile((WCHAR*)"shaders/shader.fx", "VS", "vs_4_0", &pVSBlob);
if (FAILED(hr))
{
MessageBox(NULL,
"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", "Error", MB_OK);
return hr;
}
// Create the vertex shader
hr = g_pd3dDevice->CreateVertexShader(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader);
if (FAILED(hr))
{
pVSBlob->Release();
return hr;
}
// Define the input layout
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE(layout);
// Create the input layout
hr = g_pd3dDevice->CreateInputLayout(layout, numElements, pVSBlob->GetBufferPointer(),
pVSBlob->GetBufferSize(), &g_pVertexLayout);
pVSBlob->Release();
if (FAILED(hr))
return hr;
// Set the input layout
g_pImmediateContext->IASetInputLayout(g_pVertexLayout);
// Compile the pixel shader
ID3DBlob* pPSBlob = NULL;
hr = CompileShaderFromFile((WCHAR*)"shaders/shader.fx", "PS", "ps_4_0", &pPSBlob);
if (FAILED(hr))
{
MessageBox(NULL,
"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", "Error", MB_OK);
return hr;
}
// Create the pixel shader
hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader);
pPSBlob->Release();
if (FAILED(hr))
return hr;
fbxLoader.LoadFBX("models/cube.FBX", vertices, indices);
Print(sizeof(vertices));
Print("\n");
Print(sizeof(indices));
Print("\n");
// Create vertex buffer
/*SimpleVertex vertices[] =
{
{ XMFLOAT3(-1.0f, 1.0f, -1.0f)},
{ XMFLOAT3(1.0f, 1.0f, -1.0f)},
{ XMFLOAT3(1.0f, 1.0f, 1.0f) },
{ XMFLOAT3(-1.0f, 1.0f, 1.0f)},
{ XMFLOAT3(-1.0f, -1.0f, -1.0f)},
{ XMFLOAT3(1.0f, -1.0f, -1.0f)},
{ XMFLOAT3(1.0f, -1.0f, 1.0f)},
{ XMFLOAT3(-1.0f, -1.0f, 1.0f)},
};*/
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(VertexBuffer) * 8;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory(&InitData, sizeof(InitData));
InitData.pSysMem = vertices;
hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pVertexBuffer);
if (FAILED(hr))
return hr;
// Set vertex buffer
UINT stride = sizeof(VertexBuffer);
UINT offset = 0;
g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
// Create index buffer
/*WORD indices[] =
{
3,1,0,
2,1,3,
0,5,4,
1,5,0,
3,4,7,
0,4,3,
1,6,5,
2,6,1,
2,7,6,
3,7,2,
6,4,5,
7,4,6,
};*/
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(WORD) * 36; // 36 vertices needed for 12 triangles in a triangle list
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
InitData.pSysMem = indices;
hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pIndexBuffer);
if (FAILED(hr))
return hr;
// Set index buffer
g_pImmediateContext->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
// Set primitive topology
g_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Create the constant buffer
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(ConstantBuffer);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = 0;
hr = g_pd3dDevice->CreateBuffer(&bd, NULL, &g_pConstantBuffer);
if (FAILED(hr))
return hr;
// Initialize the world matrix
g_World = XMMatrixIdentity();
// Initialize the view matrix
XMVECTOR Eye = XMVectorSet(0.0f, 1.0f, -5.0f, 0.0f);
XMVECTOR At = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
g_View = XMMatrixLookAtLH(Eye, At, Up);
// Initialize the projection matrix
g_Projection = XMMatrixPerspectiveFovLH(XM_PIDIV2, width / (FLOAT)height, 0.01f, 100.0f);
return S_OK;
}
//--------------------------------------------------------------------------------------
// Clean up the objects we've created
//--------------------------------------------------------------------------------------
void CleanupDevice()
{
if (g_pImmediateContext) g_pImmediateContext->ClearState();
if (g_pConstantBuffer) g_pConstantBuffer->Release();
if (g_pVertexBuffer) g_pVertexBuffer->Release();
if (g_pIndexBuffer) g_pIndexBuffer->Release();
if (g_pVertexLayout) g_pVertexLayout->Release();
if (g_pVertexShader) g_pVertexShader->Release();
if (g_pPixelShader) g_pPixelShader->Release();
if (g_pRenderTargetView) g_pRenderTargetView->Release();
if (g_pSwapChain) g_pSwapChain->Release();
if (g_pImmediateContext) g_pImmediateContext->Release();
if (g_pd3dDevice) g_pd3dDevice->Release();
}
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
//--------------------------------------------------------------------------------------
// Render a frame
//--------------------------------------------------------------------------------------
void Render()
{
// Update our time
static float t = 0.0f;
if (g_driverType == D3D_DRIVER_TYPE_REFERENCE)
{
t += (float)XM_PI * 0.0125f;
}
else
{
static DWORD dwTimeStart = 0;
DWORD dwTimeCur = GetTickCount();
if (dwTimeStart == 0)
dwTimeStart = dwTimeCur;
t = (dwTimeCur - dwTimeStart) / 1000.0f;
}
//
// Animate the cube
//
g_World = XMMatrixRotationY(t);
//
// Clear the back buffer
//
float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red,green,blue,alpha
g_pImmediateContext->ClearRenderTargetView(g_pRenderTargetView, ClearColor);
//
// Update variables
//
ConstantBuffer cb;
cb.mWorld = XMMatrixTranspose(g_World);
cb.mView = XMMatrixTranspose(g_View);
cb.mProjection = XMMatrixTranspose(g_Projection);
g_pImmediateContext->UpdateSubresource(g_pConstantBuffer, 0, NULL, &cb, 0, 0);
//
// Renders a triangle
//
g_pImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
g_pImmediateContext->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
g_pImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
g_pImmediateContext->DrawIndexed(36, 0, 0); // 36 vertices needed for 12 triangles in a triangle list
//
// Present our back buffer to our front buffer
//
g_pSwapChain->Present(0, 0);
}
Я решил проблему! Просто вместо создания индексного буффера
struct IndexBuffer {
unsigned int index;
};
я решил написать обычный WORD:
WORD indices[36];
. И всё заработало.
Айфон мало держит заряд, разбираемся с проблемой вместе с AppLab
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