(DirectX 11)具有恒定场景内容更改的动态顶点/索引缓冲区实现 [英] (DirectX 11) Dynamic Vertex/Index Buffers implementation with constant scene content changes
问题描述
曾经(与我同在)第一次钻研非托管DirectX 11,但有一个问题,尽管在论坛上被问了几次,仍然给我带来了疑问.
Been delving into un-managed DirectX 11 for the first time (bear with me) and there's an issue that, although asked several times over the forums still leaves me with questions.
我正在开发一个应用程序,其中随着时间的推移将对象添加到场景中.在每个渲染循环中,我都希望收集场景中的所有顶点,并将其重新使用单个顶点和索引缓冲区,以实现性能和最佳实践.我的问题是关于动态顶点和索引缓冲区的用法.当场景内容更改时,我还无法完全理解它们的正确用法.
I am developing as app in which objects are added to the scene over time. On each render loop I want to collect all vertices in the scene and render them reusing a single vertex and index buffer for performance and best practice. My question is regarding the usage of dynamic vertex and index buffers. I haven't been able to fully understand their correct usage when scene content changes.
vertexBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
vertexBufferDescription.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vertexBufferDescription.MiscFlags = 0;
vertexBufferDescription.StructureByteStride = 0;
在场景初始化时是否应该创建缓冲区,并以某种方式在每个帧中更新它们的内容?如果是这样,我应该在缓冲区描述中设置什么ByteSize?而我用它初始化什么呢?
Should I create the buffers when the scene is initialized and somehow update their content in every frame? If so, what ByteSize should I set in the buffer description? And what do I initialize it with?
或者,我是否应该使用当前顶点数作为其大小在第一次渲染场景(帧1)时创建它?如果是这样,当我向场景中添加另一个对象时,是否不需要重新创建缓冲区并将缓冲区描述的ByteWidth更改为新的顶点数?如果我的场景在每一帧上都不断更新其顶点,则使用单个动态缓冲区将以这种方式失去其目的...
Or, should I create it the first time the scene is rendered (frame 1) using the current vertex count as its size? If so, when I add another object to the scene, don't I need to recreate the buffer and changing the buffer description's ByteWidth to the new vertex count? If my scene keeps updating its vertices on each frame, the usage of a single dynamic buffer would loose its purpose this way...
我一直在尝试在场景第一次渲染时初始化缓冲区,并从那时开始,在每个帧上使用Map/Unmap.我首先用所有场景对象填充向量列表,然后像这样更新资源:
I've been testing initializing the buffer on the first time the scene is rendered, and from there on, using Map/Unmap on each frame. I start by filling in a vector list with all the scene objects and then update the resource like so:
void Scene::Render()
{
(...)
std::vector<VERTEX> totalVertices;
std::vector<int> totalIndices;
int totalVertexCount = 0;
int totalIndexCount = 0;
for (shapeIterator = models.begin(); shapeIterator != models.end(); ++shapeIterator)
{
Model* currentModel = (*shapeIterator);
// totalVertices gets filled here...
}
// At this point totalVertices and totalIndices have all scene data
if (isVertexBufferSet)
{
// This is where it copies the new vertices to the buffer.
// but it's causing flickering in the entire screen...
D3D11_MAPPED_SUBRESOURCE resource;
context->Map(vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource);
memcpy(resource.pData, &totalVertices[0], sizeof(totalVertices));
context->Unmap(vertexBuffer, 0);
}
else
{
// This is run in the first frame. But what if new vertices are added to the scene?
vertexBufferDescription.ByteWidth = sizeof(VERTEX) * totalVertexCount;
UINT stride = sizeof(VERTEX);
UINT offset = 0;
D3D11_SUBRESOURCE_DATA resourceData;
ZeroMemory(&resourceData, sizeof(resourceData));
resourceData.pSysMem = &totalVertices[0];
device->CreateBuffer(&vertexBufferDescription, &resourceData, &vertexBuffer);
context->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
isVertexBufferSet = true;
}
在渲染循环的最后,在跟踪每个对象的顶点的缓冲区位置的同时,我最终调用Draw():
In the end of the render loop, while keeping track of the buffer position of the vertices for each object, I finally invoke Draw():
context->Draw(objectVertexCount, currentVertexOffset);
}
我当前的实现导致整个场景闪烁.但是没有内存泄漏.想知道它是否与我使用Map/Unmap API的方式有关?
My current implementation is causing my whole scene to flicker. But no memory leaks. Wonder if it has anything to do with the way I am using the Map/Unmap API?
此外,在这种情况下,什么时候调用buffer-> Release()是理想的选择?提示或代码示例将非常棒!预先感谢!
Also, in this scenario, when would it be ideal to invoke buffer->Release()? Tips or code sample would be great! Thanks in advance!
推荐答案
在进入顶点缓冲区的memcpy中,请执行以下操作:
At the memcpy into the vertex buffer you do the following:
memcpy(resource.pData, &totalVertices[0], sizeof(totalVertices));
sizeof(totalVertices)
只是要求std :: vector<的大小.VERTEX>这不是您想要的.
sizeof( totalVertices )
is just asking for the size of a std::vector< VERTEX > which is not what you want.
尝试以下代码:
memcpy(resource.pData, &totalVertices[0], sizeof( VERTEX ) * totalVertices.size() );
当isVertexBufferSet为true时,您似乎没有调用 IASetVertexBuffers
.确保您这样做.
Also you don't appear to calling IASetVertexBuffers
when isVertexBufferSet is true. Make sure you do so.
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