呈现框架 II:游戏呈现
注意
本主题是使用 DirectX 创建简单的通用 Windows 平台 (UWP) 游戏教程系列的一部分。 此链接上的主题设置了该系列的上下文。
在 呈现框架 I 中,我们介绍了如何获取场景信息并将其呈现到显示屏幕。 现在,我们将退一步,了解如何准备数据以供呈现。
注意
如果尚未下载用于此示例的最新游戏代码,请转到 Direct3D 示例游戏。 此示例是大量 UWP 功能示例集合的一部分。 有关如何下载该示例的说明,请参阅Windows 开发的示例应用程序。
目标
快速回顾目标。 它介绍如何设置基本呈现框架以显示 UWP DirectX 游戏的图形输出。 我们可以松散地将它们分组到这三个步骤中。
- 建立与图形界面的连接
- 准备:创建绘制图形所需的资源
- 显示图形:呈现帧
呈现框架 I:呈现 简介介绍了图形的呈现方式,涵盖了步骤 1 和步骤 3。
本文介绍如何设置此框架的其他部分,并准备所需的数据,然后才能进行呈现,这是该过程的步骤 2。
设计呈现器
呈现器负责创建和维护用于生成游戏视觉对象的所有 D3D11 和 D2D 对象。 GameRenderer 类是此示例游戏的呈现器,旨在满足游戏的呈现需求。
这些概念可用于帮助设计游戏的呈现器:
- 由于 Direct3D 11 API 定义为 COM API,因此必须提供 对这些 API 定义的对象的 ComPtr 引用。 当应用终止时,这些对象在最后一次引用超出范围时自动释放。 有关详细信息,请参阅 ComPtr。 这些对象的示例:常量缓冲区、着色器对象 - 顶点着色器、 像素着色器和着色器资源对象。
- 此类中定义了常量缓冲区,用于保存呈现所需的各种数据。
- 使用具有不同频率的多个常量缓冲区来减少必须发送到每个帧的 GPU 的数据量。 此示例根据必须更新常量的频率将常量分成不同的缓冲区。 这是 Direct3D 编程的最佳做法。
- 在此示例游戏中,定义了 4 个常量缓冲区。
- m_constantBufferNeverChanges 包含照明参数。 它在 FinalizeCreateGameDeviceResources 方法中设置一次,再也不会更改。
- m_constantBufferChangeOnResize 包含投影矩阵。 投影矩阵取决于窗口的大小和纵横比。 它在 CreateWindowSizeDependentResources 中设置,然后在在 FinalizeCreateGameDeviceResources 方法中加载资源后更新。 如果在 3D 中呈现,则每个帧也会更改两次。
- m_constantBufferChangesEveryFrame 包含视图矩阵。 此矩阵依赖于相机位置和视向(投影的正常方向),并在 Render 方法中更改每个帧一次。 这在呈现框架 I:GameRenderer::Render 方法下呈现简介中进行了讨论。
- m_constantBufferChangesEveryPrim 包含每个基元的模型矩阵和材料属性。 模型矩阵将顶点从本地坐标转换为世界坐标。 这些常量特定于每个基元,并且会针对每个绘图调用进行更新。 这在呈现框架 I:基元呈现下的呈现简介中进行了讨论。
- 此类中还定义了保存基元纹理的着色器资源对象。
- 某些纹理是预定义的(DDS 是一种文件格式,可用于存储压缩和未压缩的纹理。DDS 纹理用于世界墙壁和地板以及弹药球体。
- 在此示例游戏中,着色器资源对象为:m_sphereTexture、m_cylinderTexture、m_ceilingTexture、m_floorTexture、m_wallsTexture。
- 着色器对象在此类中定义,用于计算基元和纹理。
- 在此示例游戏中,着色器对象为 m_vertexShader、m_vertexShaderFlat 和 m_pixelShader、m_pixelShaderFlat。
- 顶点着色器处理基元和基本照明,像素着色器(有时称为片段着色器)处理纹理和任何每像素效果。
- 有两个版本的这些着色器(常规和平面)用于呈现不同的基元。 我们有不同的版本的原因是平面版本要简单得多,不执行反射高光或任何像素照明效果。 这些用于墙壁,并使渲染更快在较低功率的设备上。
GameRenderer.h
现在,我们看看示例游戏呈现器类对象中的代码。
// Class handling the rendering of the game
class GameRenderer : public std::enable_shared_from_this<GameRenderer>
{
public:
GameRenderer(std::shared_ptr<DX::DeviceResources> const& deviceResources);
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
void ReleaseDeviceDependentResources();
void Render();
// --- end of async related methods section
winrt::Windows::Foundation::IAsyncAction CreateGameDeviceResourcesAsync(_In_ std::shared_ptr<Simple3DGame> game);
void FinalizeCreateGameDeviceResources();
winrt::Windows::Foundation::IAsyncAction LoadLevelResourcesAsync();
void FinalizeLoadLevelResources();
Simple3DGameDX::IGameUIControl* GameUIControl() { return &m_gameInfoOverlay; };
DirectX::XMFLOAT2 GameInfoOverlayUpperLeft()
{
return DirectX::XMFLOAT2(m_gameInfoOverlayRect.left, m_gameInfoOverlayRect.top);
};
DirectX::XMFLOAT2 GameInfoOverlayLowerRight()
{
return DirectX::XMFLOAT2(m_gameInfoOverlayRect.right, m_gameInfoOverlayRect.bottom);
};
bool GameInfoOverlayVisible() { return m_gameInfoOverlay.Visible(); }
// --- end of rendering overlay section
...
private:
// Cached pointer to device resources.
std::shared_ptr<DX::DeviceResources> m_deviceResources;
...
// Shader resource objects
winrt::com_ptr<ID3D11ShaderResourceView> m_sphereTexture;
winrt::com_ptr<ID3D11ShaderResourceView> m_cylinderTexture;
winrt::com_ptr<ID3D11ShaderResourceView> m_ceilingTexture;
winrt::com_ptr<ID3D11ShaderResourceView> m_floorTexture;
winrt::com_ptr<ID3D11ShaderResourceView> m_wallsTexture;
// Constant buffers
winrt::com_ptr<ID3D11Buffer> m_constantBufferNeverChanges;
winrt::com_ptr<ID3D11Buffer> m_constantBufferChangeOnResize;
winrt::com_ptr<ID3D11Buffer> m_constantBufferChangesEveryFrame;
winrt::com_ptr<ID3D11Buffer> m_constantBufferChangesEveryPrim;
// Texture sampler
winrt::com_ptr<ID3D11SamplerState> m_samplerLinear;
// Shader objects: Vertex shaders and pixel shaders
winrt::com_ptr<ID3D11VertexShader> m_vertexShader;
winrt::com_ptr<ID3D11VertexShader> m_vertexShaderFlat;
winrt::com_ptr<ID3D11PixelShader> m_pixelShader;
winrt::com_ptr<ID3D11PixelShader> m_pixelShaderFlat;
winrt::com_ptr<ID3D11InputLayout> m_vertexLayout;
};
构造函数
接下来,我们来检查此示例游戏的 GameRenderer 构造函数,并将其与 DirectX 11 应用模板中提供的 Sample3DSceneRenderer 构造函数比较。
// Constructor method of the main rendering class object
GameRenderer::GameRenderer(std::shared_ptr<DX::DeviceResources> const& deviceResources) : ...
m_gameInfoOverlay(deviceResources),
m_gameHud(deviceResources, L"Windows platform samples", L"DirectX first-person game sample")
{
// m_gameInfoOverlay is a GameHud object to render text in the top left corner of the screen.
// m_gameHud is Game info rendered as an overlay on the top-right corner of the screen,
// for example hits, shots, and time.
CreateDeviceDependentResources();
CreateWindowSizeDependentResources();
}
创建和加载 DirectX 图形资源
在此示例游戏(以及 Visual Studio 的 DirectX 11 应用(通用 Windows)模板)中,使用从 GameRenderer 构造函数调用的这两种方法实施游戏资源的创建和加载:
CreateDeviceDependentResources 方法
在 DirectX 11 应用模板中,此方法用于异步加载顶点和像素着色器,创建着色器和常量缓冲区,创建包含位置和颜色信息的顶点的网格。
在示例游戏中,场景对象的这些操作改为在 CreateGameDeviceResourcesAsync 和 FinalizeCreateGameDeviceResources 方法之间拆分。
在此示例游戏中,此方法包含哪些内容?
- 实例化变量(m_gameResourcesLoaded = false 和 m_levelResourcesLoaded = false),指示在继续执行呈现以前是否已加载资源,因为我们正异步加载这些资源。
- 由于 HUD 和覆盖呈现位于单独的类对象中,因此请在此处调用 GameHud::CreateDeviceDependentResources 和 GameInfoOverlay::CreateDeviceDependentResources 方法。
下面是 GameRenderer::CreateDeviceDependentResources 的代码。
// This method is called in GameRenderer constructor when it's created in GameMain constructor.
void GameRenderer::CreateDeviceDependentResources()
{
// instantiate variables that indicate whether resources were loaded.
m_gameResourcesLoaded = false;
m_levelResourcesLoaded = false;
// game HUD and overlay are design as separate class objects.
m_gameHud.CreateDeviceDependentResources();
m_gameInfoOverlay.CreateDeviceDependentResources();
}
下面是用于创建和加载资源的方法列表。
- CreateDeviceDependentResources
- CreateGameDeviceResourcesAsync(已添加)
- FinalizeCreateGameDeviceResources(已添加)
- CreateWindowSizeDependentResources
在深入了解用于创建和加载资源的其他方法之前,让我们先创建呈现器,看看它如何适应游戏循环。
创建呈现器
GameRenderer 是在 GameMain 的构造函数中创建的。 它还调用另外两种方法:CreateGameDeviceResourcesAsync 和 FinalizeCreateGameDeviceResources,用于帮助创建和加载资源。
GameMain::GameMain(std::shared_ptr<DX::DeviceResources> const& deviceResources) : ...
{
m_deviceResources->RegisterDeviceNotify(this);
// Creation of GameRenderer
m_renderer = std::make_shared<GameRenderer>(m_deviceResources);
...
ConstructInBackground();
}
winrt::fire_and_forget GameMain::ConstructInBackground()
{
...
// Asynchronously initialize the game class and load the renderer device resources.
// By doing all this asynchronously, the game gets to its main loop more quickly
// and in parallel all the necessary resources are loaded on other threads.
m_game->Initialize(m_controller, m_renderer);
co_await m_renderer->CreateGameDeviceResourcesAsync(m_game);
// The finalize code needs to run in the same thread context
// as the m_renderer object was created because the D3D device context
// can ONLY be accessed on a single thread.
// co_await of an IAsyncAction resumes in the same thread context.
m_renderer->FinalizeCreateGameDeviceResources();
InitializeGameState();
...
}
CreateGameDeviceResourcesAsync 方法
由于我们正异步加载游戏资源,因此从 create_task 循环中的 GameMain 构造函数方法中调用 CreateGameDeviceResourcesAsync。
CreateDeviceResourcesAsync 是作为一组单独的异步任务运行以加载游戏资源的方法。 由于它预期在单独的线程上运行,因此它只能访问 Direct3D 11 设备方法(在 ID3D11Device 上定义的方法),而不是设备上下文方法(在 ID3D11DeviceContext 上定义的方法),因此它不执行任何呈现。
FinalizeCreateGameDeviceResources 方法在主线程上运行,并且有权访问 Direct3D 11 设备上下文方法。
原则上:
- 仅在 CreateGameDeviceResourcesAsync 中使用 ID3D11Device 方法,因为它们是自由线程,这意味着它们可以在任何线程上运行。 还预计它们不会在创建一个 GameRenderer 的同一线程上运行。
- 请勿在此处使用 ID3D11DeviceContext 中的方法,因为它们需要在单个线程和 GameRenderer 所在的同一线程上运行。
- 使用此方法创建常量缓冲区。
- 使用此方法可将纹理(如.dds文件)和着色器信息(如 .cso 文件)加载到着色器中。
此方法用于:
- 创建 4 个常量缓冲区:m_constantBufferNeverChanges、m_constantBufferChangeOnResize、m_constantBufferChangesEveryFrame、m_constantBufferChangesEveryPrim
- 创建封装 纹理采样信息的采样器状态 对象
- 创建包含方法创建的所有异步任务的任务组。 它会等待完成所有这些异步任务,然后调用 FinalizeCreateGameDeviceResources。
- 使用 基本加载程序创建加载程序。 将加载程序异步加载操作作为任务添加到之前创建的任务组中。
- BasicLoader::LoadShaderAsync 和 BasicLoader::LoadTextureAsync 等方法用于加载:
- 编译的着色器对象(VertextShader.cso、VertexShaderFlat.cso、PixelShader.cso 和 PixelShaderFlat.cso)。 有关详细信息,请转到 各种着色器文件格式。
- 游戏特定纹理(Assets\seafloor.dds、metal_texture.dds、cellceiling.dds、cellfloor.dds、cellwall.dds)。
IAsyncAction GameRenderer::CreateGameDeviceResourcesAsync(_In_ std::shared_ptr<Simple3DGame> game)
{
auto lifetime = shared_from_this();
// Create the device dependent game resources.
// Only the d3dDevice is used in this method. It is expected
// to not run on the same thread as the GameRenderer was created.
// Create methods on the d3dDevice are free-threaded and are safe while any methods
// in the d3dContext should only be used on a single thread and handled
// in the FinalizeCreateGameDeviceResources method.
m_game = game;
auto d3dDevice = m_deviceResources->GetD3DDevice();
// Define D3D11_BUFFER_DESC. See
// https://learn.microsoft.com/windows/win32/api/d3d11/ns-d3d11-d3d11_buffer_desc
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
// Create the constant buffers.
bd.Usage = D3D11_USAGE_DEFAULT;
...
// Create the constant buffers: m_constantBufferNeverChanges, m_constantBufferChangeOnResize,
// m_constantBufferChangesEveryFrame, m_constantBufferChangesEveryPrim
// CreateBuffer is used to create one of these buffers: vertex buffer, index buffer, or
// shader-constant buffer. For CreateBuffer API ref info, see
// https://learn.microsoft.com/windows/win32/api/d3d11/nf-d3d11-id3d11device-createbuffer.
winrt::check_hresult(
d3dDevice->CreateBuffer(&bd, nullptr, m_constantBufferNeverChanges.put())
);
...
// Define D3D11_SAMPLER_DESC. For API ref, see
// https://learn.microsoft.com/windows/win32/api/d3d11/ns-d3d11-d3d11_sampler_desc.
D3D11_SAMPLER_DESC sampDesc;
// ZeroMemory fills a block of memory with zeros. For API ref, see
// https://learn.microsoft.com/previous-versions/windows/desktop/legacy/aa366920(v=vs.85).
ZeroMemory(&sampDesc, sizeof(sampDesc));
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
...
// Create a sampler-state object that encapsulates sampling information for a texture.
// The sampler-state interface holds a description for sampler state that you can bind to any
// shader stage of the pipeline for reference by texture sample operations.
winrt::check_hresult(
d3dDevice->CreateSamplerState(&sampDesc, m_samplerLinear.put())
);
// Start the async tasks to load the shaders and textures.
// Load compiled shader objects (VertextShader.cso, VertexShaderFlat.cso, PixelShader.cso, and PixelShaderFlat.cso).
// The BasicLoader class is used to convert and load common graphics resources, such as meshes, textures,
// and various shader objects into the constant buffers. For more info, see
// https://learn.microsoft.com/windows/uwp/gaming/complete-code-for-basicloader.
BasicLoader loader{ d3dDevice };
std::vector<IAsyncAction> tasks;
uint32_t numElements = ARRAYSIZE(PNTVertexLayout);
// Load shaders asynchronously with the shader and pixel data using the
// BasicLoader::LoadShaderAsync method. Push these method calls into a list of tasks.
tasks.push_back(loader.LoadShaderAsync(L"VertexShader.cso", PNTVertexLayout, numElements, m_vertexShader.put(), m_vertexLayout.put()));
tasks.push_back(loader.LoadShaderAsync(L"VertexShaderFlat.cso", nullptr, numElements, m_vertexShaderFlat.put(), nullptr));
tasks.push_back(loader.LoadShaderAsync(L"PixelShader.cso", m_pixelShader.put()));
tasks.push_back(loader.LoadShaderAsync(L"PixelShaderFlat.cso", m_pixelShaderFlat.put()));
// Make sure the previous versions if any of the textures are released.
m_sphereTexture = nullptr;
...
// Load Game specific textures (Assets\\seafloor.dds, metal_texture.dds, cellceiling.dds,
// cellfloor.dds, cellwall.dds).
// Push these method calls also into a list of tasks.
tasks.push_back(loader.LoadTextureAsync(L"Assets\\seafloor.dds", nullptr, m_sphereTexture.put()));
...
// Simulate loading additional resources by introducing a delay.
tasks.push_back([]() -> IAsyncAction { co_await winrt::resume_after(GameConstants::InitialLoadingDelay); }());
// Returns when all the async tasks for loading the shader and texture assets have completed.
for (auto&& task : tasks)
{
co_await task;
}
}
FinalizeCreateGameDeviceResources 方法
完成 CreateGameDeviceResourcesAsync 方法中的所有加载资源任务后,将调用 FinalizeCreateGameDeviceResourcesResources 方法。
- 使用浅色位置和颜色初始化 constantBufferNeverChanges。 使用设备上下文方法调用 ID3D11DeviceContext::UpdateSubresource 将初始数据加载到常量缓冲区中。
- 由于异步加载的资源已完成加载,因此是时候将它们与相应的游戏对象相关联了。
- 对于每个游戏对象,请使用已加载的纹理创建网格和材料。 然后将网格和材料关联到游戏对象。
- 对于目标游戏对象,纹理由同心彩色环组成,顶部具有数值,不会从纹理文件加载。 而是使用 TargetTexture.cpp 中的代码在过程中生成。 TargetTexture 类创建在初始化时将纹理绘制到屏幕外资源所需的资源。 然后,生成的纹理与相应的目标游戏对象相关联。
FinalizeCreateGameDeviceResources 和 CreateWindowSizeDependentResources 共享以下代码的类似部分:
- 使用 SetProjParams 确保相机具有正确的投影矩阵。 有关详细信息,请转到“相机” 和“坐标空间”。
- 通过将三维旋转矩阵乘以相机的投影矩阵来处理屏幕旋转。 然后使用生成的投影矩阵更新 ConstantBufferChangeOnResize 常量缓冲区。
- 设置m_gameResourcesLoaded布尔全局变量以指示资源现在已加载到缓冲区中,可供下一步使用。 回想一下,我们首先通过 GameRenderer::CreateDeviceDependentResources 方法在 GameRenderer 的构造函数方法中将此变量初始化为 FALSE。
- 当此 m_gameResourcesLoaded 为 TRUE 时,可以呈现场景对象。 在 GameRenderer::Render 方法下呈现文章简介中介绍了这一点。
// This method is called from the GameMain constructor.
// Make sure that 2D rendering is occurring on the same thread as the main rendering.
void GameRenderer::FinalizeCreateGameDeviceResources()
{
// All asynchronously loaded resources have completed loading.
// Now associate all the resources with the appropriate game objects.
// This method is expected to run in the same thread as the GameRenderer
// was created. All work will happen behind the "Loading ..." screen after the
// main loop has been entered.
// Initialize the Constant buffer with the light positions
// These are handled here to ensure that the d3dContext is only
// used in one thread.
auto d3dDevice = m_deviceResources->GetD3DDevice();
ConstantBufferNeverChanges constantBufferNeverChanges;
constantBufferNeverChanges.lightPosition[0] = XMFLOAT4(3.5f, 2.5f, 5.5f, 1.0f);
...
constantBufferNeverChanges.lightColor = XMFLOAT4(0.25f, 0.25f, 0.25f, 1.0f);
// CPU copies data from memory (constantBufferNeverChanges) to a subresource
// created in non-mappable memory (m_constantBufferNeverChanges) which was created in the earlier
// CreateGameDeviceResourcesAsync method. For UpdateSubresource API ref info,
// go to: https://msdn.microsoft.com/library/windows/desktop/ff476486.aspx
// To learn more about what a subresource is, go to:
// https://msdn.microsoft.com/library/windows/desktop/ff476901.aspx
m_deviceResources->GetD3DDeviceContext()->UpdateSubresource(
m_constantBufferNeverChanges.get(),
0,
nullptr,
&constantBufferNeverChanges,
0,
0
);
// For the objects that function as targets, they have two unique generated textures.
// One version is used to show that they have never been hit and the other is
// used to show that they have been hit.
// TargetTexture is a helper class to procedurally generate textures for game
// targets. The class creates the necessary resources to draw the texture into
// an off screen resource at initialization time.
TargetTexture textureGenerator(
d3dDevice,
m_deviceResources->GetD2DFactory(),
m_deviceResources->GetDWriteFactory(),
m_deviceResources->GetD2DDeviceContext()
);
// CylinderMesh is a class derived from MeshObject and creates a ID3D11Buffer of
// vertices and indices to represent a canonical cylinder (capped at
// both ends) that is positioned at the origin with a radius of 1.0,
// a height of 1.0 and with its axis in the +Z direction.
// In the game sample, there are various types of mesh types:
// CylinderMesh (vertical rods), SphereMesh (balls that the player shoots),
// FaceMesh (target objects), and WorldMesh (Floors and ceilings that define the enclosed area)
auto cylinderMesh = std::make_shared<CylinderMesh>(d3dDevice, (uint16_t)26);
...
// The Material class maintains the properties that represent how an object will
// look when it is rendered. This includes the color of the object, the
// texture used to render the object, and the vertex and pixel shader that
// should be used for rendering.
auto cylinderMaterial = std::make_shared<Material>(
XMFLOAT4(0.8f, 0.8f, 0.8f, .5f),
XMFLOAT4(0.8f, 0.8f, 0.8f, .5f),
XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f),
15.0f,
m_cylinderTexture.get(),
m_vertexShader.get(),
m_pixelShader.get()
);
...
// Attach the textures to the appropriate game objects.
// We'll loop through all the objects that need to be rendered.
for (auto&& object : m_game->RenderObjects())
{
if (object->TargetId() == GameConstants::WorldFloorId)
{
// Assign a normal material for the floor object.
// This normal material uses the floor texture (cellfloor.dds) that was loaded asynchronously from
// the Assets folder using BasicLoader::LoadTextureAsync method in the earlier
// CreateGameDeviceResourcesAsync loop
object->NormalMaterial(
std::make_shared<Material>(
XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f),
XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f),
XMFLOAT4(0.3f, 0.3f, 0.3f, 1.0f),
150.0f,
m_floorTexture.get(),
m_vertexShaderFlat.get(),
m_pixelShaderFlat.get()
)
);
// Creates a mesh object called WorldFloorMesh and assign it to the floor object.
object->Mesh(std::make_shared<WorldFloorMesh>(d3dDevice));
}
...
else if (auto cylinder = dynamic_cast<Cylinder*>(object.get()))
{
cylinder->Mesh(cylinderMesh);
cylinder->NormalMaterial(cylinderMaterial);
}
else if (auto target = dynamic_cast<Face*>(object.get()))
{
const int bufferLength = 16;
wchar_t str[bufferLength];
int len = swprintf_s(str, bufferLength, L"%d", target->TargetId());
auto string{ winrt::hstring(str, len) };
winrt::com_ptr<ID3D11ShaderResourceView> texture;
textureGenerator.CreateTextureResourceView(string, texture.put());
target->NormalMaterial(
std::make_shared<Material>(
XMFLOAT4(0.8f, 0.8f, 0.8f, 0.5f),
XMFLOAT4(0.8f, 0.8f, 0.8f, 0.5f),
XMFLOAT4(0.3f, 0.3f, 0.3f, 1.0f),
5.0f,
texture.get(),
m_vertexShader.get(),
m_pixelShader.get()
)
);
texture = nullptr;
textureGenerator.CreateHitTextureResourceView(string, texture.put());
target->HitMaterial(
std::make_shared<Material>(
XMFLOAT4(0.8f, 0.8f, 0.8f, 0.5f),
XMFLOAT4(0.8f, 0.8f, 0.8f, 0.5f),
XMFLOAT4(0.3f, 0.3f, 0.3f, 1.0f),
5.0f,
texture.get(),
m_vertexShader.get(),
m_pixelShader.get()
)
);
target->Mesh(targetMesh);
}
...
}
// The SetProjParams method calculates the projection matrix based on input params and
// ensures that the camera has been initialized with the right projection
// matrix.
// The camera is not created at the time the first window resize event occurs.
auto renderTargetSize = m_deviceResources->GetRenderTargetSize();
m_game->GameCamera().SetProjParams(
XM_PI / 2,
renderTargetSize.Width / renderTargetSize.Height,
0.01f,
100.0f
);
// Make sure that the correct projection matrix is set in the ConstantBufferChangeOnResize buffer.
// Get the 3D rotation transform matrix. We are handling screen rotations directly to eliminate an unaligned
// fullscreen copy. So it is necessary to post multiply the 3D rotation matrix to the camera's projection matrix
// to get the projection matrix that we need.
auto orientation = m_deviceResources->GetOrientationTransform3D();
ConstantBufferChangeOnResize changesOnResize;
// The matrices are transposed due to the shader code expecting the matrices in the opposite
// row/column order from the DirectX math library.
// XMStoreFloat4x4 takes a matrix and writes the components out to sixteen single-precision floating-point values at the given address.
// The most significant component of the first row vector is written to the first four bytes of the address,
// followed by the second most significant component of the first row, and so on. The second row is then written out in a
// like manner to memory beginning at byte 16, followed by the third row to memory beginning at byte 32, and finally
// the fourth row to memory beginning at byte 48. For more API ref info, go to:
// https://msdn.microsoft.com/library/windows/desktop/microsoft.directx_sdk.storing.xmstorefloat4x4.aspx
XMStoreFloat4x4(
&changesOnResize.projection,
XMMatrixMultiply(
XMMatrixTranspose(m_game->GameCamera().Projection()),
XMMatrixTranspose(XMLoadFloat4x4(&orientation))
)
);
// UpdateSubresource method instructs CPU to copy data from memory (changesOnResize) to a subresource
// created in non-mappable memory (m_constantBufferChangeOnResize ) which was created in the earlier
// CreateGameDeviceResourcesAsync method.
m_deviceResources->GetD3DDeviceContext()->UpdateSubresource(
m_constantBufferChangeOnResize.get(),
0,
nullptr,
&changesOnResize,
0,
0
);
// Finally we set the m_gameResourcesLoaded as TRUE, so we can start rendering.
m_gameResourcesLoaded = true;
}
CreateWindowSizeDependentResource 方法
每次窗口大小、方向、已启用立体声的呈现或分辨率更改时,都会调用 CreateWindowSizeDependentResources 方法。 在此示例游戏中,它更新 ConstantBufferChangeOnResize 中的投影矩阵。
以这种方式更新窗口大小资源:
- 应用框架获取多个可能的事件之一,该事件指示窗口状态的更改。
- 然后,主游戏循环将通知事件,并在主类(GameMain)实例上调用 CreateWindowSizeDependentResources,然后调用游戏呈现器(GameRenderer)类中的 CreateWindowSizeDependentResources 实现。
- 此方法的主要作业是确保视觉对象不会因为窗口属性的更改而感到困惑或无效。
在此示例游戏中,许多方法调用与 FinalizeCreateGameDeviceResources 方法相同。 有关代码演练,请转到上一部分。
游戏 HUD 和覆盖窗口大小呈现调整涵盖在“添加用户界面”下。
// Initializes view parameters when the window size changes.
void GameRenderer::CreateWindowSizeDependentResources()
{
// Game HUD and overlay window size rendering adjustments are done here
// but they'll be covered in the UI section instead.
m_gameHud.CreateWindowSizeDependentResources();
...
auto d3dContext = m_deviceResources->GetD3DDeviceContext();
// In Sample3DSceneRenderer::CreateWindowSizeDependentResources, we had:
// Size outputSize = m_deviceResources->GetOutputSize();
auto renderTargetSize = m_deviceResources->GetRenderTargetSize();
...
m_gameInfoOverlay.CreateWindowSizeDependentResources(m_gameInfoOverlaySize);
if (m_game != nullptr)
{
// Similar operations as the last section of FinalizeCreateGameDeviceResources method
m_game->GameCamera().SetProjParams(
XM_PI / 2, renderTargetSize.Width / renderTargetSize.Height,
0.01f,
100.0f
);
XMFLOAT4X4 orientation = m_deviceResources->GetOrientationTransform3D();
ConstantBufferChangeOnResize changesOnResize;
XMStoreFloat4x4(
&changesOnResize.projection,
XMMatrixMultiply(
XMMatrixTranspose(m_game->GameCamera().Projection()),
XMMatrixTranspose(XMLoadFloat4x4(&orientation))
)
);
d3dContext->UpdateSubresource(
m_constantBufferChangeOnResize.get(),
0,
nullptr,
&changesOnResize,
0,
0
);
}
}
后续步骤
这是实现游戏图形呈现框架的基本过程。 游戏越大,必须建立的抽象越多,才能处理对象类型和动画行为的层次结构。 你需要实现更复杂的方法来加载和管理资产,如网格和纹理。 接下来,让我们了解如何 添加用户界面。