我一直在关注Microsoft Direct3D11教程,但使用的是C#和SlimDX.我正在尝试设置常量缓冲区,但不确定如何创建或设置它.
我只是试图使用一个常量缓冲区设置三个矩阵(世界,视图和投影),但是我在每个阶段,创建,数据输入并将其传递给着色器时都在挣扎.
MSDN上的HLSL(我已经基本上复制了)是:
cbuffer ConstantBuffer : register( b0 )
{
matrix World;
matrix View;
matrix Projection;
}
MSDN上的C代码是:
ID3D11Buffer* g_pConstantBuffer = NULL;
XMMATRIX g_World;
XMMATRIX g_View;
XMMATRIX g_Projection;
//set up the constant buffer
D3D11_BUFFER_DESC bd;
ZeroMemory( &bd, sizeof(bd) );
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(ConstantBuffer);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = 0;
if( FAILED(g_pd3dDevice->CreateBuffer( &bd, NULL, &g_pConstantBuffer ) ) )
return hr;
//
// Update variables
//
ConstantBuffer cb;
cb.mWorld = XMMatrixTranspose( g_World );
cb.mView = XMMatrixTranspose( g_View );
cb.mProjection = XMMatrixTranspose( g_Projection );
g_pImmediateContext->UpdateSubresource( g_pConstantBuffer, 0, NULL, &cb, 0, 0 );
有人知道如何将其翻译为SlimDX吗?或者,如果有人知道任何SlimDX教程或资源也会有用.
谢谢.
解决方法:
与此类似的东西应该起作用:
var buffer = new Buffer(device, new BufferDescription {
Usage = ResourceUsage.Default,
SizeInBytes = sizeof(ConstantBuffer),
BindFlags = BindFlags.ConstantBuffer
});
var cb = new ConstantBuffer();
cb.World = Matrix.Transpose(world);
cb.View = Matrix.Transpose(view);
cb.Projection = Matrix.Transpose(projection);
var data = new DataStream(sizeof(ConstantBuffer), true, true);
data.Write(cb);
data.Position = 0;
context.UpdateSubresource(new DataBox(0, 0, data), buffer, 0);