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我试图用xyz值将数组转换为要渲染的顶点和索引。将地图转换为顶点索引不起作用
但不幸的是,我什么也看不见。
这是我initiliaze部分的一切:
....
WORD size = 40;
XMFLOAT3* m_heightMap = new XMFLOAT3[size * size];
for (WORD i = 0; i < size; i++)
{
for (WORD j = 0; j < size; j++)
{
WORD index = size * i + j;
m_heightMap[index].x = (FLOAT)i;
m_heightMap[index].y = (FLOAT)0;
m_heightMap[index].z = (FLOAT)j;
}
}
WORD vicount = (size - 1) * (size - 1) * 12;
SimpleVertex* vertices = new SimpleVertex[vicount];
WORD* indices = new WORD[vicount];
WORD index = 0;
// Load the vertex and index array with the terrain data.
for (WORD j = 0; j<(size - 1); j++)
{
for (WORD i = 0; i<(size - 1); i++)
{
WORD index1 = (size * j) + i; // Bottom left.
WORD index2 = (size * j) + (i + 1); // Bottom right.
WORD index3 = (size * (j + 1)) + i; // Upper left.
WORD index4 = (size * (j + 1)) + (i + 1); // Upper right.
// Upper left.
vertices[index].Pos = XMFLOAT3(m_heightMap[index3].x, m_heightMap[index3].y, m_heightMap[index3].z);
vertices[index].Color = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
indices[index] = index;
index++;
// Upper right.
vertices[index].Pos = XMFLOAT3(m_heightMap[index4].x, m_heightMap[index4].y, m_heightMap[index4].z);
vertices[index].Color = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
indices[index] = index;
index++;
// Upper right.
vertices[index].Pos = XMFLOAT3(m_heightMap[index4].x, m_heightMap[index4].y, m_heightMap[index4].z);
vertices[index].Color = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
indices[index] = index;
index++;
// Bottom left.
vertices[index].Pos = XMFLOAT3(m_heightMap[index1].x, m_heightMap[index1].y, m_heightMap[index1].z);
vertices[index].Color = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
indices[index] = index;
index++;
// Bottom left.
vertices[index].Pos = XMFLOAT3(m_heightMap[index1].x, m_heightMap[index1].y, m_heightMap[index1].z);
vertices[index].Color = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
indices[index] = index;
index++;
// Upper left.
vertices[index].Pos = XMFLOAT3(m_heightMap[index3].x, m_heightMap[index3].y, m_heightMap[index3].z);
vertices[index].Color = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
indices[index] = index;
index++;
// Bottom left.
vertices[index].Pos = XMFLOAT3(m_heightMap[index1].x, m_heightMap[index1].y, m_heightMap[index1].z);
vertices[index].Color = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
indices[index] = index;
index++;
// Upper right.
vertices[index].Pos = XMFLOAT3(m_heightMap[index4].x, m_heightMap[index4].y, m_heightMap[index4].z);
vertices[index].Color = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
indices[index] = index;
index++;
// Upper right.
vertices[index].Pos = XMFLOAT3(m_heightMap[index4].x, m_heightMap[index4].y, m_heightMap[index4].z);
vertices[index].Color = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
indices[index] = index;
index++;
// Bottom right.
vertices[index].Pos = XMFLOAT3(m_heightMap[index2].x, m_heightMap[index2].y, m_heightMap[index2].z);
vertices[index].Color = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
indices[index] = index;
index++;
// Bottom right.
vertices[index].Pos = XMFLOAT3(m_heightMap[index2].x, m_heightMap[index2].y, m_heightMap[index2].z);
vertices[index].Color = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
indices[index] = index;
index++;
// Bottom left.
vertices[index].Pos = XMFLOAT3(m_heightMap[index1].x, m_heightMap[index1].y, m_heightMap[index1].z);
vertices[index].Color = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
indices[index] = index;
index++;
}
}
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
// Create vertex buffer
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(SimpleVertex)* vicount;
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(SimpleVertex);
UINT offset = 0;
g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
// Create index buffer
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(WORD) * vicount;
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, nullptr, &g_pConstantBuffer);
if (FAILED(hr))
return hr;
// Initialize the world matrix
g_World = XMMatrixIdentity();
// Initialize the view matrix
XMVECTOR Eye = XMVectorSet(0.0f, 0.0f, 0.0f, 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, (FLOAT)width/(FLOAT)height, 0.01f, 100.0f);
....
谢谢您的阅读,和借口英语不好:(
侧面说明 - 您需要解决这些内存泄漏如果该函数返回一个失败。最好使用std :: vector而不是所有对new []的调用。 – PaulMcKenzie
我建议尝试渲染更简单的东西,然后展开该代码以渲染地形,每次更改内容时检查渲染。我怀疑任何人都会通过所有的代码进行测试。 –
@PaulMcKenzie谢谢,我会解决这个问题! – user3476584