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D3D11_INPUT_ELEMENT_DESC Layout[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"BINORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_INSTANCE_DATA, 1}, {"TEXCOORD", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 16, D3D11_INPUT_PER_INSTANCE_DATA, 1}, {"TEXCOORD", 3, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 32, D3D11_INPUT_PER_INSTANCE_DATA, 1}, {"TEXCOORD", 4, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 48, D3D11_INPUT_PER_INSTANCE_DATA, 1} }; |
C-/C++-Quelltext |
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void Object::RenderIndexedInstanced() { ID3D11DeviceContext *ImmediateContext = System->GetDeviceContext(); float *InstancesRawData = new float[Instances.size() * 16]; float *CurInstDataPos = InstancesRawData; for(auto Instance = Instances.begin(); Instance != Instances.end(); ++Instance) { // to save performance it is ignored whether instance should be visible or not Instance->CalculateMatrices(); memcpy(CurInstDataPos, &Instance->MatrixWorld, sizeof(Instance->MatrixWorld)); CurInstDataPos += 16; } D3D11_SUBRESOURCE_DATA InstanceData; ZeroMemory(&InstanceData, sizeof(InstanceData)); InstanceData.pSysMem = InstancesRawData; D3D11_BUFFER_DESC bd; ZeroMemory(&bd, sizeof(bd)); bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = sizeof(float) * 16 * Instances.size(); bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; ID3D11Buffer *InstanceBuffer; HRESULT hr = System->GetDevice()->CreateBuffer(&bd, &InstanceData, &InstanceBuffer); if(FAILED(hr)) throw Exception(hr, __LINE__, __FILE__, "Object::RenderIndexedInstanced()", "Creating an instance buffer failed."); UINT Strides[2] = {sizeof(Model::Vertex), sizeof(float) * 16}; UINT Offsets[2] = {0}; ID3D11Buffer* Buffers[2] = {Mesh->GetVertexBuffer(), InstanceBuffer}; ImmediateContext->IASetVertexBuffers(0, 2, Buffers, Strides, Offsets); ImmediateContext->IASetIndexBuffer(Mesh->GetIndexBuffer(), DXGI_FORMAT_R32_UINT, 0); ImmediateContext->DrawIndexedInstanced(Mesh->GetNumIndices(), Instances.size(), 0, 0, 0); InstanceBuffer->Release(); delete [] InstancesRawData; } |
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cbuffer CBViewProjection : register(b0) { matrix view; matrix projection; matrix projectionortho; float4 camerapos; }; struct VS_INPUT { float4 pos : POSITION; float2 tex : TEXCOORD0; float3 norm : NORMAL; float3 tan : TANGENT; float3 bin : BINORMAL; float4 transform0 : TEXCOORD1; float4 transform1 : TEXCOORD2; float4 transform2 : TEXCOORD3; float4 transform3 : TEXCOORD4; }; PS_INPUT BumpmapVertexShader(VS_INPUT input) { [...] float4x4 world = {input.transform0, input.transform1, input.transform2, input.transform3}; output.pos = mul(input.pos, world); output.pos = mul(output.pos, view); output.pos = mul(output.pos, projection); [...] } |
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for(int i = 0; i < 16; i++) CurInstDataPos[i] = reinterpret_cast<float *>(&Instance->MatrixWorld)[(i % 4) * 4 + i / 4]; |
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struct FisherPrice_MyFirstInstancedVertex { column_major float4x3 mWeltMatrix : TEXCOORD2; // bis einschließlich TEXCOORD4 }; |
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