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[英]Normals are not transfered to DirectX 11 shader correctly - random, time-dependent values?
[英]Adding normal information for the shader in DirectX 11 - normals not visible in shader?
我想為我的着色器添加法線貼圖信息。 我使用DirectX 11 C ++ SDK的教程5作為基礎。
着色器創建的代碼是(我只是為了確保我已經發布了所有重要信息,但我認為只有D3D11_INPUT_ELEMENT_DESC布局[]很重要):
// Compile the vertex shader
ID3DBlob* pVSBlob = NULL;
HRESULT hr = CompileShaderFromFile( strToWchart(vertexShaderFileName), "VS", "vs_4_0", &pVSBlob );
// Create the vertex shader
hr = device->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &vertexShader );
if( FAILED( hr ) )
{
pVSBlob->Release();
}
// 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 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 12, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE( layout );
// Create the input layout
hr = device->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
pVSBlob->GetBufferSize(), &*vertexLayout );
pVSBlob->Release();
// Set the input layout
context->IASetInputLayout( *vertexLayout );
// Compile the pixel shader
ID3DBlob* pPSBlob = NULL;
hr = CompileShaderFromFile( strToWchart(pixelShaderFileName), "PS", "ps_4_0", &pPSBlob );
// Create the pixel shader
hr = device->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &pixelShader );
pPSBlob->Release();
}
所以我簡單地將D3D11_INPUT_ELEMENT_DESC layout []更改為(添加“NORMAL”行):
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 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 12, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
比我在框創建方法中更改了幾行:
// Create vertex buffer
SimpleVertex vertices[] =
{
{ XMFLOAT3( - halfSize.getX(), + halfSize.getY(), - halfSize.getZ() ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( + halfSize.getX(), + halfSize.getY(), - halfSize.getZ() ), XMFLOAT4( 0.0f, 1.0f, 0.0f, 1.0f ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( + halfSize.getX(), + halfSize.getY(), + halfSize.getZ() ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( - halfSize.getX(), + halfSize.getY(), + halfSize.getZ() ), XMFLOAT4( 1.0f, 0.0f, 0.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( - halfSize.getX(), - halfSize.getY(), - halfSize.getZ() ), XMFLOAT4( 1.0f, 0.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( + halfSize.getX(), - halfSize.getY(), - halfSize.getZ() ), XMFLOAT4( 1.0f, 1.0f, 0.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( + halfSize.getX(), - halfSize.getY(), + halfSize.getZ() ), XMFLOAT4( 1.0f, 1.0f, 1.0f, 1.0f ), XMFLOAT4( 1.0f, 0.0f, 1.0f, 0.0f ) },
{ XMFLOAT3( - halfSize.getX(), - halfSize.getY(), + halfSize.getZ() ), XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
};
所以所有行中的最后一個XMFLOAT4都是正常的(不重要的是這些是錯誤的法線,現在我只想讓它在頂點着色器中可見)。
我也改變了SimpleVertex:
struct SimpleVertex
{
XMFLOAT3 Pos;
XMFLOAT4 Color;
XMFLOAT4 Normal;
};
我的着色器檢查是否存在法線:
cbuffer ConstantBuffer : register( b0 )
{
matrix World;
matrix View;
matrix Projection;
}
struct VS_INPUT
{
float4 Pos : POSITION;
float4 Color : COLOR;
float4 Normal : NORMAL;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR;
};
PS_INPUT VS( VS_INPUT input )
{
PS_INPUT output = (PS_INPUT)0;
output.Pos = mul( input.Pos, World );
output.Pos = mul( output.Pos, View );
output.Pos = mul( output.Pos, Projection );
output.Color = input.Normal; //just to know if I have a normals
return output;
}
float4 PS( PS_INPUT input) : SV_Target
{
return input.Color;
}
但效果只是一個黑盒子(即使是output.Color = input.Normal)。
所以有什么問題? 我必須更改其他內容才能在着色器中獲取法線信息?
看起來你的D3D11_INPUT_ELEMENT_DESC數組與你的頂點數據不匹配。 試試這個:
// 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 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
法線的偏移量應包括“POSITION”(12字節)和“COLOR”(16字節,而不是12)的偏移量。 我不知道為什么你為此設置輸入槽。
我不知道這是不是你的問題,但這里看起來有些不對勁: -
{ "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 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 12, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 }, };
顏色r32g32b32a32類型的條目,大小為16字節,但似乎不對,我希望最后一行24是28。 另外你把輸入槽設置為12,我不太清楚為什么?
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