现在的游戏图形部分越来多依靠GPU来渲染绘制。说起GPU先说着色器,着色器是可编程的(programmable),分为顶点着色器和像素着色器。着色器是一段运行在GPU上的程序,可以取代渲染的固定功能流水线中部分功能。 在D3d9c可以用固定管道渲染(fixed function pipeline),也可以用可编程的管道(programmable function pipeline)渲染。下面大概总结下各自对vertex的绘制流程。看看传统的渲染流程和利用可编程管道渲染的异同。
固定管道。 先来看看初始化部分,前5步基本是在构造函数中调用实现。 1: 定义其结构Struct{} struct Vertex { D3DXVECTOR3 pos; D3DXVECTOR3 normal0; D3DXVECTOR3 normal1; D3DXVECTOR3 normal2; };
2:创建一组D3DVERTEXELEMENT9[]结构的元素描述上面定义的Struct{},以在后面告诉Directx我们定义什么样的顶点结构。 · D3DVERTEXELEMENT9 decl[] = · { · {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, · {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0}, · {0, 24, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 1}, · {0, 36, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 2}, · D3DDECL_END() · };
3:创建了D3DVERTEXELEMENT9[]后,我们便可以获取指向类IDirect3DVertexDeclaration9的指针,其是用表示D3DVERTEXELEMENT9[]结构的。我们通过下面的函数来依据D3DVERTEXELEMENT9[]获取指向IDirect3DVertexDeclaration9的指针。 HRESULT IDirect3DDevice9::CreateVertexDeclaration( CONST D3DVERTEXELEMENT9* pVertexElements, IDirect3DVertexDeclaration9** ppDecl)
例如: IDirect3DVertexDeclaration9* d3dVertexDecl = 0; HR(gd3dDevice->CreateVertexDeclaration(decl, &d3dVertexDecl));
4: 接下来我们为我们的顶点和顶点序号申请一片内存的存储空间 HRESULT IDirect3DDevice9::CreateVertexBuffer( UINT Length, DWORD Usage, DWORD FVF, D3DPOOL Pool IDirectSDVertexBuffer9** ppVertexBuffer, HANDLE* pSharedHandle);
HRESULT IDirect3DDevice9::CreateIndexBuffer( UINT Length, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirectSDIndexBuffer9** ppIndexBuffer, HANDLE* pSharedHandle);
例如 IDirect3DVertexBuffer9* vb; gd3dDevice->CreateVertexBuffer( 8 * sizeof( Vertex ), 0, 0,D3DPOOL_MANAGED, &vb, 0);
IDirect3DIndexBuffer9* ib; gd3dDevice->CreateIndexBuffer(36 * sizeof( WORD ),D3DUSASE_DYNAMIC | D3DUSASE_WRITEONLY, D3DFMTJNDEX16,D3DPOOL_DEFAULT, &ib, 0);
5 再接着获取指向上面申请到的内存(空白)的指针,以对这片区域进行写操作。 HRESULT IDirect3DVertexBuffer9::Lock( UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags);
HRESULT IDirect3DIndexBuffer9::Lock( UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags);
例如 Vertex* vertices; vb->Lock(0, 0, (void**)&vertices, 0); // lock the entire buffer Vertices[0] = Vertex(-1.0f, 0.0f, 2.0f); // write vertices to vertices[1] = Vertex( 0.0f, 1.0f, 2.0f); // the buffer vertices[2] = Vertex( 1.0f, 0.0f, 2.0f);
vb->Unlock(); // unlock when you're done accessing the buffer
下面几步则是每次系统更新的时候在DrawScene()中调用。 6:想调用Direct3D的draw** 函数了?快了。在之前,我们必须告诉Direct3D去哪里找到顶点和顶点序号的数据。Direct3D的draw**系列函数是从顶点流(vertex stream:a vertex stream is essentially an array of vertex component data)中获得顶点数据的。记得我们将我们的顶点放在vertex buffer中,所以为了能够画vertex buffer中的顶点,我们必须将vertex buffer与某个vertex stream联系上。这可以通过下面的函数实现 HRESULT IDirect3DDevice9::SetStreamSource( UINT StreamNumber, IDirect3DVertexBuffer9* pStreamData, UINT OffsetInBytes, UINT Stride); 例如,假定vb是指向一个已经用顶点类型为Vertex填好了的vertex buffer。那么我们可以通过下面的句子来将这段buffer与vertex stream联系起来。 HR(gd3dDevice->SetStreamSource(0, vb, 0, sizeof(Vertex)));
7:记得上面我们已经创建了顶点的Declaration来描述我们定义的顶点结构。那么最后我们要做的就是在Direct3D中给这个顶点类型注册,正式告之Direct3D如何处理我们定义的顶点。例如 // d3dVertexDecl is a pointer to an IDirect3DVertexDeclaration9 type gd3dDevice->SetVertexDeclaration(d3dVertexDecl);
8:最后我们就可以调用Draw**()来绘制各种图案了。当遇到不同物体需要不同的顶点时,我们就需要重新调用SetStreamSource(),SetVertexDelaration()等来告之Direct3D。例如下面:
可编程管道 可编程管道绘制顶点和固定管道大体上差不多。只是有三个主要的不同点。1:编写HLSL程序,自己制定渲染形式 。2:初始化时创建个与GPU交互的C++接口ID3DXEffect *,并利用ID3DXEffect来对GPU做一些初始化工作,比如建立HLSL中变量与C++中相关变量的联系。3:在最后一步drawScene()中通过ID3DXEffect *来调用HLSL的mhTech来进行绘制。
1:HLSL语言?好大的题目,具体自己找本教科书了。 下面直接贴代码举个简单例子。 uniform extern float4x4 gWVP;
struct OutputVS { float4 posH : POSITION0; };
OutputVS TransformVS(float3 posL : POSITION0) { // Zero out our output. OutputVS outVS = (OutputVS)0;
// Transform to homogeneous clip space. outVS.posH = mul(float4(posL, 1.0f), gWVP);
// Done--return the output. return outVS; }
float4 TransformPS() : COLOR { return float4(0.0f, 0.0f, 0.0f, 1.0f); }
technique TransformTech { pass P0 { // Specify the vertex and pixel shader associated with this pass. vertexShader = compile vs_3_0 TransformVS(); pixelShader = compile ps_3_0 TransformPS();
// Specify the render/device states associated with this pass. FillMode = Wireframe; } }
2:在d3d9的实例的构造函数或者初始化的时候,我们可以通过调用D3DXCreateEffectFromFile()函数来创建与GPU联系的C++指针D3DXEffect *。 HRESULT D3DXCreateEffectFromFile( LPDIRECT3DDEVICE9 pDevice, LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, DWORD Flags, LPD3DXEFFECTPOOL pPool, LPD3DXEFFECT* ppEffect, LPD3DXBUFFER *ppCompilationErrors ); 我们可以通过ID3DXEffect *来建立C++程序与HLSL程序的沟通桥梁。而这个桥梁就是变量D3DXHANDLE。 然后我们可以通过以下函数为HLSL每个变量在C++层面创建一个对应变量,即对一个HLSL变量X'建立一个在C++中的对应变量D3DXHANDLE mX。 D3DXHANDLE ID3DXEffect::GetParameterByName( D3DXHANDLE hParent, // scope of variable - parent structure LPCSTR pName // name of variable ); 然后通过下面这个系列的函数来设置HLSL中对应hParameter的变量的值。 HRESULT ID3DXEffect::SetValue( D3DXHANDLE hParameter, LPCVOID pData, UINT Bytes); …… ……
HLSL与C++沟通的实例: // 1 :C++中的变量 D3DXMATRIX M; D3DXMatrixRotationY(&M, D3DX_PI); D3DXVECTOR4 V(x, y, z, 1.0f); // 2:为HLSL中的变量创建对应的在C++中的D3DXHANDLE系列的变量。 (assume "mtx" and "vec" are parameters // declared in .fx file). D3DXHANDLE hMatrix = mFX->GetParameterByName(0, "mtx"); D3DXHANDLE hVec = mFX->GetParameterByName(0, "vec"); // 3:通过D3DXHANDLE把C++中的值赋给HLSL。 mFX->SetMatrix(hMatrix, &M); mFX->SetVector(hVec, &V);
全部流程调用实例 void MeshDemo::buildFX() { // Create the FX from a .fx file. ID3DXBuffer* errors = 0; HR(D3DXCreateEffectFromFile(gd3dDevice, "transform.fx", 0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors)); if( errors ) MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
// Obtain handles. mhTech = mFX->GetTechniqueByName("TransformTech"); mhWVP = mFX->GetParameterByName(0, "gWVP"); }
最后来比较下在固定管道下与在GPU可编程下的drawScene()函数(自己定义的在周期内调用所有绘图渲染相关函数)的不一样之处。注意黑色加粗的代码。 首先是固定的渲染管道: void CubeDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0));
HR(gd3dDevice->BeginScene());
// Let Direct3D know the vertex buffer, index buffer and vertex // declaration we are using. HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPos))); HR(gd3dDevice->SetIndices(mIB)); HR(gd3dDevice->SetVertexDeclaration(VertexPos::Decl));
// World matrix is identity. D3DXMATRIX W; D3DXMatrixIdentity(&W); HR(gd3dDevice->SetTransform(D3DTS_WORLD, &W)); HR(gd3dDevice->SetTransform(D3DTS_VIEW, &mView)); HR(gd3dDevice->SetTransform(D3DTS_PROJECTION, &mProj));
HR(gd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID)); HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12));
mGfxStats->display();
HR(gd3dDevice->EndScene());
// Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); }
再来是可编程管道 void MeshDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0));
HR(gd3dDevice->BeginScene());
// Let Direct3D know the vertex buffer, index buffer and vertex // declaration we are using. HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPos))); HR(gd3dDevice->SetIndices(mIB)); HR(gd3dDevice->SetVertexDeclaration(VertexPos::Decl));
// Setup the rendering FX HR(mFX->SetTechnique(mhTech));
// Begin passes. UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); for(UINT i = 0; i < numPasses; ++i) { HR(mFX->BeginPass(i));
HR(mFX->SetMatrix(mhWVP, &(mView*mProj))); HR(mFX->CommitChanges()); HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mNumGridVertices, 0, mNumGridTriangles));
HR(mFX->EndPass()); } HR(mFX->End());
mGfxStats->display();
HR(gd3dDevice->EndScene());
// Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); } 转自http://blog.csdn.net/qiul12345/article/details/5937701 |
D3d9c的固定渲染管道(fixed function pipeline)与可编程管道(programmable function pipeline)的异同点
最新推荐文章于 2024-04-19 11:49:35 发布