轉譯架構II:遊戲轉譯
注意
本主題屬於<使用 DirectX 建立簡單的通用 Windows 平台 (UWP) 遊戲>教學課程系列的一部分。 該連結主題是提供這系列教學的基本背景介紹。
在<轉譯架構 I>中,我們已討論如何取得場景資訊並將其呈現至顯示畫面。 現在,我們要往回一步,解釋如何準備資料以進行轉譯。
注意
如果您尚未下載此範例的最新遊戲程式碼,請至 Direct3D 範例遊戲頁面下載。 此範例屬於大型 UWP 功能範例集。 如需範例下載的相關指示,請參閱<適用 Windows 開發的範例應用程式>。
目標
首先簡要概述一下我們的目標。 我們的目標是瞭解如何設定基本的轉譯架構,以顯示 UWP DirectX 遊戲的圖形輸出。 大致上可分成以下三個步驟。
- 建立與圖形介面的連接
- 準備:建立繪製圖形所需的資源
- 顯示圖形:轉譯畫面格
<轉譯架構 I:轉譯簡介>說明如何轉譯圖形的步驟 1 和 3。
本文說明整個程序的步驟 2,也就是如何設定此架構的其他部分,並準備必要的資料以進行轉譯。
設計轉譯器
轉譯器負責建立和維護所有用於產生遊戲視覺效果的 D3D11 和 D2D 物件。 此範例遊戲的轉譯器是 GameRenderer 類別,其專為符合遊戲的轉譯需求而設計。
下列這些概念有助於您設計遊戲的轉譯器:
- 由於 Direct3D 11 API 定義為 COM API,因此您必須針對這些 API 定義的物件提供 ComPtr 參照。 如果應用程式終止,這些物件會在最後一個參照超出範圍時自動釋放。 如需詳細資訊,請參閱 ComPtr 頁面。 這類物件範例包括:常數緩衝區、著色器物件 - 頂點著色器、像素著色器和著色器資源物件。
- 常數緩衝區在此類別中進行定義,用以保存轉譯所需的各種資料。
- 使用多個頻率不同的常數緩衝區,以減少每畫面格須傳送至 GPU 的資料量。 此範例會按規定的更新頻率,將常數分成不同的緩衝區。 這是 Direct3D 程式設計的最佳做法。
- 在此範例遊戲中,共會定義 4 個常數緩衝區。
- m_constantBufferNeverChanges 包含光源參數。 在 FinalizeCreateGameDeviceResources 方法中設定一次之後就永遠不會再變更。
- m_constantBufferChangeOnResize 包含投影矩陣。 投影矩陣取決於視窗的大小和外觀比例。 該矩陣是在 CreateWindowSizeDependentResources 中設定,然後等資源載入後再在 FinalizeCreateGameDeviceResources 方法更新。 如果以 3D 轉譯,每畫面格也會變更兩次。
- m_constantBufferChangesEveryFrame 包含檢視矩陣。 此矩陣取決於相機位置和視角方向 (投影法線),並在 Render 方法中每畫面格變更一次。 這之前在<Rendering framework I: Intro to rendering>中的<GameRenderer::Render 方法>一節已有說明。
- m_constantBufferChangesEveryPrim 包含每個基本類型的模型矩陣和材質屬性。 模型矩陣會將頂點從本機座標轉換成世界座標。 這些常數是每個基本類型特有的,且會針對每個繪製呼叫更新。 這稍早在<轉譯架構 I:轉譯簡介>中的<基本轉譯>一節已有說明。
- 在此類別中定義的還有著色器資源物件,用於保存基本類型紋理。
- 有些紋理已預先定義 (DDS 是檔案格式,可用來儲存壓縮和未壓縮的紋理。DDS 紋理用於世界牆壁和地板,以及彈藥球體)。
- 在此範例遊戲中,著色器資源物件包括:m_sphereTexture、m_cylinderTexture、m_ceilingTexture、m_floorTexture、m_wallsTexture。
- 著色器物件在此類別中定義,用於計算基本類型和紋理。
- 在此範例遊戲中,著色器物件是:m_vertexShader、m_vertexShaderFlat 和 m_pixelShader、m_pixelShaderFlat。
- 頂點著色器處理基本類型和基本光源,像素著色器 (有時稱為片段著色器) 則處理紋理和任何每像素效果。
- 這些著色器有兩個版本 (標準和簡單),用於轉譯不同的基本類型。 提供兩個版本是因為「簡單」版本比較單純,沒有反射高光或任何每像素光線效果。 這些會用於牆面,且在低電源裝置上可更快完成轉譯。
GameRenderer.h
現在我們來看看範例遊戲中,轉譯器類別物件的程式碼。
// 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;
};
建構函式
接下來,我們來檢視範例遊戲的 GameRenderer 建構函式,並將其與 DirectX 11 應用程式範本中提供的 Sample3DSceneRenderer 建構函式進行比較。
// 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();
}
建立和載入 DirectX 圖形資源
在範例遊戲 (以及 Visual Studio 的DirectX 11 應用程式 (通用 Windows) 範本) 中,我們會從GameRenderer 呼叫以下兩種方法以建立和載入遊戲資源:
CreateDeviceDependentResources 方法
在 DirectX 11 應用程式範本中,此方法可用來以非同步方式載入頂點和像素著色器、建立著色器和常數緩衝區、建立包含位置和色彩資訊的頂點網格。
在範例遊戲中,場景物件這些作業會改成分到 CreateGameDeviceResourcesAsync 和 FinalizeCreateGameDeviceResources 兩個方法中。
針對此範例遊戲,此方法有什麼用途?
- 具現化變數 (m_gameResourcesLoaded = false and m_levelResourcesLoaded = false),指出在接著進行轉譯之前是否要載入資源,因為其為非同步載入。
- 由於 HUD 和重疊轉譯位於不同的類別物件中,因此請在這裡呼叫 GameHud::CreateDeviceDependentResources 和 GameInfoOverlay::CreateDeviceDependentResources 方法。
下方是 GameRenderer::CreateDeviceDependentResources 的程式碼。
// 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();
}
以下是用來建立和載入資源的方法清單。
- CreateDeviceDependentResources
- CreateGameDeviceResourcesAsync (已新增)
- FinalizeCreateGameDeviceResources (已新增)
- CreateWindowSizeDependentResources
在深入探索用來建立和載入資源的其他方法之前,我們先建立轉譯器,並瞭解其如何整合到遊戲迴圈。
建立轉譯器
GameRenderer 是在 GameMain 的建構函式中建立。 其也會呼叫另外兩個方法:CreateGameDeviceResourcesAsync 和 FinalizeCreateGameDeviceResources (新增這兩個方法是為協助建立和載入資源)。
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
CreateGameDeviceResourcesAsync 是從 create_task 迴圈中的 GameMain 建構函式方法呼叫,因為我們是以非同步方式載入遊戲資源。
CreateDeviceResourcesAsync 方法能以獨立的非同步工作集形式載入遊戲資源。 由於該方法應在獨立的執行緒上執行,只能存取 Direct3D 11 裝置方法 (ID3D11Device 中定義的方法),而不能存取裝置內容方法 (在 ID3D11DeviceContext 定義的方法),因此不會執行任何轉譯。
FinalizeCreateGameDeviceResources 方法會在主執行緒上執行,且可存取 Direct3D 11 裝置內容方法。
原則上:
- 在 CreateGameDeviceResourcesAsync 中只使用 ID3D11Device 方法,因為這些是自由執行緒方法,代表可在任何執行緒上執行。 而且,這些方法也不預期會在建立 GameRenderer 時所在的執行緒上執行。
- 請勿在這裡使用 ID3D11DeviceContext,因為其需要在單一執行緒及 GameRenderer 所在的同一執行緒上執行。
- 使用此方法建立常數緩衝區。
- 使用此方法將紋理 (例如 .dds 檔案) 和著色器資訊 (例如 .cso 檔案) 載入著色器。
此方法可用來:
- 建立 4 個常數緩衝區:m_constantBufferNeverChanges、m_constantBufferChangeOnResize、m_constantBufferChangesEveryFrame、m_constantBufferChangesEveryPrim
- 建立 sampler-state 物件,以封裝紋理的取樣資訊
- 建立工作群組,內含所有由方法建立的非同步工作。 該群組會等候所有非同步工作完成,然後呼叫 FinalizeCreateGameDeviceResources。
- 使用 Basic Loader 建立載入器。 將載入器的非同步載入作業以「工作」的形式新增至稍早建立的工作群組。
- BasicLoader::LoadShaderAsync 和 BasicLoader::LoadTextureAsync 等方法用於載入:
- 已編譯的著色器物件 (VertextShader.cso、VertexShaderFlat.cso、PixelShader.cso 和 PixelShaderFlat.cso)。 如需詳細資訊,請移至<各種著色器檔案格式>。
- 遊戲特定紋理 (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
CreateGameDeviceResourcesAsync 方法中所有的載入資源工作完成之後,才會呼叫 FinalizeCreateGameDeviceResources 方法。
- 使用光線位置和色彩初始化 constantBufferNeverChanges。 使用裝置內容方法的 ID3D11DeviceContext::UpdateSubresource 呼叫,將初始資料載入常數緩衝區。
- 由於非同步載入的資源已完成載入,因此現在可將其與適當的遊戲物件建立關聯。
- 針對每個遊戲物件,使用已載入的紋理建立網格和材質。 然後將網格和材質與遊戲物件建立關聯。
- 針對目標遊戲物件,由同心彩色環形組成的紋理 (上面有數值) 不會從紋理檔案載入。 該紋理是透過 TargetTexture.cpp 中的程式碼以程序方式產生。 TargetTexture 類別會建立必要的資源,以在初始化時將紋理繪製到螢幕外資源。 接著,產生的紋理會與適當的目標遊戲物件建立關聯。
FinalizeCreateGameDeviceResources 和 CreateWindowSizeDependentResources 會共用這些程式碼的類似部分並用於:
- 使用 SetProjParams 以確保相機具有正確的投影矩陣。 如需詳細資訊,請移至<相機和座標空間>。
- 將 3D 旋轉矩陣與相機投影矩陣進行後乘,以處理螢幕旋轉。 然後使用產生的投影矩陣,更新 ConstantBufferChangeOnResize 常數緩衝區。
- 設定 m_gameResourcesLoadedBoolean 全域變數,指出資源現在已載入緩衝區,可供下一個步驟使用。 回想一下,我們首先將此變數初始化為 FALSE 時,是在 GameRenderer 的建構函式方法中 (透過 GameRenderer::CreateDeviceDependentResources 方法執行)。
- 當此 m_gameResourcesLoaded 為 TRUE,則會發生場景物件轉譯。 這在<轉譯架構 I:轉譯簡介>一文的<GameRenderer::Render 方法>一節中有相關說明。
// 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
每次視窗大小、方向、啟用立體轉譯或解析度變更時,都會呼叫 CreateWindowSizeDependentResources 方法。 在範例遊戲中,其會更新 ConstantBufferChangeOnResize 中的投影矩陣。
視窗大小資源會以下列方式更新:
- 應用程式架構會接收到幾種可能的事件,其指出視窗狀態的變更。
- 接著,系統會向主要遊戲迴圈通知事件相關資訊,並對主要類別 (GameMain) 執行個體呼叫 CreateWindowSizeDependentResources,然後在遊戲轉譯器 (GameRenderer) 類別中呼叫 CreateWindowSizeDependentResources 實作。
- 此方法最主要是用來確定視覺效果不會因為視窗屬性中的變更,而變得混亂或無效。
在此範例遊戲中,有很多的方法呼叫都和 FinalizeCreateGameDeviceResources 方法相同。 如需程式碼逐步解說,請移至上一節。
如需遊戲 HUD 和重疊視窗大小轉譯調整的相關資訊,請參閱<新增使用者介面>。
// 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
);
}
}
下一步
這是實作遊戲圖形轉譯架構的基本程序。 遊戲規模越大,需要配置的抽象概念越多,才能處理物件類型和動畫行為階層。 因此,需要實作更複雜的方法來載入和管理資產,例如:網格和紋理。 接下來,我們來瞭解如何新增使用者介面。
意見反應
https://aka.ms/ContentUserFeedback。
即將登場:在 2024 年,我們將逐步淘汰 GitHub 問題作為內容的意見反應機制,並將它取代為新的意見反應系統。 如需詳細資訊,請參閱:提交並檢視相關的意見反應