什么是渲染精灵在DirectX 11最初步实践? [英] What is the best pratice to render sprites in DirectX 11?

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问题描述

我目前正在习惯了DirectX API和我想知道什么是常用的方法来呈现一个精灵在DirectX 11(例如,一个俄罗斯方块克隆)。

有没有simmilar接口 ID3DX10Sprite ,如果不是,这将是通常的方法来绘制精灵在DirectX 11?

编辑:这是为我工作(投影的坐标计算可以做的更好)的HLSL code:

 结构SpriteData
{
    FLOAT2位置;
    FLOAT2大小;
    的float4颜色;
};

结构VSOUT
{
    的float4位置:SV_POSITION;
    的float4颜色:颜色;
};

cbuffer屏幕尺寸:寄存器(B0)
{
    FLOAT2屏幕尺寸;
    FLOAT2填充; // cbuffer必须至少有16个字节
}

StructuredBuffer< SpriteData> spriteData:寄存器(T0);

FLOAT2 GetVertexPosition(UINT VID)
{
    [分支]开关(VID)
    {
        情况下0:
            返回FLOAT2(0,0);
        情况1:
            返回FLOAT2(1,0);
        案例2:
            返回FLOAT2(0,1);
        默认:
            返回FLOAT2(1,1);
    }
}

的float4 ComputePosition(FLOAT2 positionInScreenSpace,FLOAT2大小,FLOAT2 vertexPosition)
{
    FLOAT2原点= FLOAT2(-1,1);
    FLOAT2 vertexPositionInScreenSpace = positionInScreenSpace +(尺寸* vertexPosition);

    返回的float4(origin.x +(vertexPositionInScreenSpace.x /(screenSize.x / 2)),origin.y  - (vertexPositionInScreenSpace.y /(screenSize.y / 2)),1,1);
}

VSOUT VShader(UINT VID:SV_VertexID,UINT SIID:SV_InstanceID)
{
    VSOUT输出;

    output.color = spriteData [SIID]。颜色;
    output.position = ComputePosition(spriteData [SIID] .position,spriteData [SIID] .size,GetVertexPosition(VID));

    返回输出;
}

的float4 PShader(个float4位置:SV_POSITION,float4变量颜色:彩色):SV_TARGET
{
    返回的颜色;
}
 

解决方案

没有没有等效的。通常的方法是画一个三角形带形成四。

您可以利用实例化的,所以你只需要更新与精灵数据的缓冲器(X,以像素为单位的y屏幕位置,纹理的ID来获取在纹理阵列,缩放,旋转,层等),使用着色渲染所有的精灵在一个单一的绘制调用。

下面是一些HLSL花絮了我的头顶部:

  // ------------------------------------ --------------------------------------------------
//着色器code雪碧渲染
// ------------------------------------------------ --------------------------------------

结构雪碧{
    FLOAT2位置; // X,Y世界上的地位
    浮旋转;
    浮动缩放;

    浮层; //如果你有精灵的多层(如背景精灵)
    UINT textureId;
};

StructuredBuffer<雪碧> SpritesRO:寄存器(T0);
Texture2DArray<的float4> TextureSlices:注册(T1);

cbuffer cbRenderConstants:注册(B0)
{
    矩阵g_mViewProjection;
    //其他常量
};

结构VSSpriteOut
{
    FLOAT3位置:SV_Position;
    UINT textureId;
};

// ------------------------------------------------ -------------------------------------
//雪碧顶点着色器
// ------------------------------------------------ -------------------------------------

VSSpriteOut SpriteVS(UINT VID:SV_VertexID,UINT SIID:SV_InstanceID)
{
    VSSpriteOut时间=(VSSpriteOut)0;

    // VID是0,1,2或3个
    //我们可以映射0到位置(0,0),1(0,1),2〜(1,0),3至(1,1)

    //我们获取精灵实例数据的协议SIID
    雪碧SDATA = SpritesRO [SIID]

    //函数f计算屏幕空间的顶点位置
    FLOAT3 POS = F(g_mViewProjection,VID,位置,旋转,缩放,层等)

    Out.position = POS机;
    Out.textureId = sdata.textureId;

    返回输出;
}

// ------------------------------------------------ -------------------------------------
//雪碧像素着色器
// ------------------------------------------------ -------------------------------------

的float4 SpritePS(VSSpriteOut中):SV_Target
{
    //使用In.textureId获取正确的纹理切片纹理数组
    返回的颜色;
}
 

I am currently trying to get used to the DirectX API and I am wondering what is the usual approach to render a sprite in DirectX 11 (e.g. for a tetris clone).

Is there a simmilar interface as ID3DX10Sprite, and if not, which would be the usual method to draw sprites in DirectX 11?

Edit: Here is the HLSL code that worked for me (the computation of the projection coordinate could be done better):

struct SpriteData
{
    float2 position;
    float2 size;
    float4 color;
};

struct VSOut
{
    float4 position : SV_POSITION;
    float4 color : COLOR;
};

cbuffer ScreenSize : register(b0)
{
    float2 screenSize;
    float2 padding; // cbuffer must have at least 16 bytes
}

StructuredBuffer<SpriteData> spriteData : register(t0);

float2 GetVertexPosition(uint VID)
{
    [branch] switch(VID)
    {
        case 0:
            return float2(0, 0); 
        case 1:
            return float2(1, 0); 
        case 2:
            return float2(0, 1); 
        default:
            return float2(1, 1);
    }
}

float4 ComputePosition(float2 positionInScreenSpace, float2 size, float2 vertexPosition)
{
    float2 origin = float2(-1, 1);
    float2 vertexPositionInScreenSpace = positionInScreenSpace + (size * vertexPosition);

    return float4(origin.x + (vertexPositionInScreenSpace.x / (screenSize.x / 2)), origin.y - (vertexPositionInScreenSpace.y / (screenSize.y / 2)), 1, 1);
}

VSOut VShader(uint VID : SV_VertexID, uint SIID : SV_InstanceID)
{
    VSOut output;

    output.color = spriteData[SIID].color;
    output.position = ComputePosition(spriteData[SIID].position, spriteData[SIID].size, GetVertexPosition(VID));

    return output;
}

float4 PShader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET
{
    return color;
}

解决方案

No there isn't an equivalent. Usual method would be to draw a triangle strip forming a quad.

You could make use of instancing, so you just have to update a buffer with sprite data (x, y screen position in pixels, id of the texture to fetch in a texture array, scaling, rotation, layer, etc) and use shaders for rendering all sprites in one single draw call.

Here's some HLSL tidbits off the top of my head:

//--------------------------------------------------------------------------------------
// Shader code for Sprite Rendering
//--------------------------------------------------------------------------------------

struct Sprite {
    float2 position; // x, y world position
    float rotation;
    float scaling;

    float layer; // if you have multiple layers of sprites (e.g. background sprites)
    uint textureId;
};

StructuredBuffer<Sprite> SpritesRO : register( t0 );
Texture2DArray<float4> TextureSlices : register (t1);

cbuffer cbRenderConstants : register( b0 )
{
    matrix g_mViewProjection;
    // other constants
};

struct VSSpriteOut
{
    float3 position : SV_Position;
    uint textureId;
};

//-------------------------------------------------------------------------------------            
// Sprite Vertex Shader
//-------------------------------------------------------------------------------------

VSSpriteOut SpriteVS(uint VID : SV_VertexID, uint SIID : SV_InstanceID)
{
    VSSpriteOut Out = (VSSpriteOut)0;

    // VID is either 0, 1, 2 or 3
    // We can map 0 to position (0,0), 1 to (0,1), 2 to (1,0), 3 to (1,1)

    // We fetch the sprite instance data accord SIID
    Sprite sdata = SpritesRO[SIID];

    // function f computes screen space vertex position
    float3 pos = f (g_mViewProjection, VID, position, rotation, scaling, layer etc)

    Out.position = pos;
    Out.textureId = sdata.textureId;

    return Out;
}

//-------------------------------------------------------------------------------------
// Sprite Pixel Shader
//-------------------------------------------------------------------------------------

float4 SpritePS(VSSpriteOut In) : SV_Target
{
    // use In.textureId to fetch the right texture slice in texture array
    return color;
}

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