如果把立方体展开成平面,再把纹理映射到上面,就需要14个不同的顶点才能实现,那如何用8个顶点就完成纹理的映射呢?
【以下回答由 GPT 生成】
在DirectX 12中,可以使用8个顶点实现立方体纹理映射。下面是具体的解决方案:
struct Vertex
{
DirectX::XMFLOAT3 Position;
DirectX::XMFLOAT2 TexCoord;
};
ComPtr<ID3D12Resource> vertexBuffer;
const UINT vertexBufferSize = sizeof(vertices);
// 创建顶点缓冲区资源
CD3DX12_HEAP_PROPERTIES heapProperties(D3D12_HEAP_TYPE_UPLOAD);
CD3DX12_RESOURCE_DESC resourceDesc = CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize);
device->CreateCommittedResource(
&heapProperties,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&vertexBuffer));
// 将顶点数据复制到顶点缓冲区
UINT8* pVertexDataBegin;
CD3DX12_RANGE readRange(0, 0); // 我们不会真正读取缓冲区中的数据
vertexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin));
memcpy(pVertexDataBegin, vertices, vertexBufferSize);
vertexBuffer->Unmap(0, nullptr);
ComPtr<ID3D12Resource> textureResource;
ComPtr<ID3D12Resource> textureUploadHeap;
// 使用WICTextureLoader类来加载纹理数据
HRESULT hr = DirectX::CreateWICTextureFromFile(
device.Get(),
L"texture.jpg",
textureResource.GetAddressOf(),
textureUploadHeap.GetAddressOf());
if (FAILED(hr))
{
// 纹理加载失败,处理错误
}
// 创建顶点着色器和像素着色器
ComPtr<ID3DBlob> vertexShaderBlob;
ComPtr<ID3DBlob> pixelShaderBlob;
D3DReadFileToBlob(L"VertexShader.cso", &vertexShaderBlob);
D3DReadFileToBlob(L"PixelShader.cso", &pixelShaderBlob);
// 定义输入布局
D3D12_INPUT_ELEMENT_DESC inputElementDescs[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
// 设置顶点着色器和像素着色器
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
psoDesc.pRootSignature = rootSignature.Get();
psoDesc.VS = CD3DX12_SHADER_BYTECODE(vertexShaderBlob.Get());
psoDesc.PS = CD3DX12_SHADER_BYTECODE(pixelShaderBlob.Get());
psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
psoDesc.DepthStencilState.DepthEnable = FALSE;
psoDesc.DepthStencilState.StencilEnable = FALSE;
psoDesc.SampleMask = UINT_MAX;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
psoDesc.SampleDesc.Count = 1;
// 创建管线状态对象
ComPtr<ID3D12PipelineState> pipelineState;
device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState));
// 设置顶点缓冲区
D3D12_VERTEX_BUFFER_VIEW vertexBufferView;
vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress();
vertexBufferView.SizeInBytes = vertexBufferSize;
vertexBufferView.StrideInBytes = sizeof(Vertex);
// 设置根签名和管道状态对象
commandList->SetGraphicsRootSignature(rootSignature.Get());
commandList->SetPipelineState(pipelineState.Get());
// 设置顶点缓冲区和纹理资源
commandList->IASetVertexBuffers(0, 1, &vertexBufferView);
commandList->SetGraphicsRootDescriptorTable(0, textureResource->GetGPUVirtualAddress());
// 绘制立方体
commandList->DrawInstanced(36, 1, 0, 0);
这样,通过使用8个顶点,就可以实现立方体纹理映射了。请注意,上述代码仅为示例,实际应用中可能需要根据具体情况进行适当调整和完善。