• DX11_基于GPU_ComputeShader的3D精确拾取


        这里使用ComputeShader做拾取,主要为了熟悉下ComputeShader,为自己后面一个项目做准备。拾取基本原理前面博客也讲了,都差不多,将射线从屏幕坐标系转换到物体局部坐标系,然后再判断三角形是否被射线射中。主要是代码的实施上不一样,这里我尝试并行地通过ComputeShader,由线程i来负责判断三角形i是否被选中。

        HLSL的代码:

    //=========================================

    //compute shader base technology

    //======================================

    #define BLOCK_SIZE 32

    struct VertexStruc

    {

    float3 posW;

    float3 normalW;

    float2 texcoord;

    };

    struct PickedStruc

    {

    int picked;//记录三角形i是否被选中,选中为1,否则为0

    };

    StructuredBuffer<int> indiceBuf;

    StructuredBuffer<VertexStruc> inTriPointBuf;

    RWStructuredBuffer<PickedStruc> pickedTriBoolArray;

    //每个线程负责一个三角形

    [numthreads(BLOCK_SIZE, 1, 1)]

    void CS_PickTriangle( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex )

    {

    if(DTid.x>=numFaces)return ;

    ////根据之前博客,把射线从屏幕坐标转换到物体的局部坐标

    float3 pickOrigin=float3(0.0f,0.0f,0.0f);

    float3 pickDirection;

    pickDirection.x=(2.0f*winPos.x/backBufferDesc.x-1.0f)/projMtx[0][0];

    pickDirection.y=(-2.0f*winPos.y/backBufferDesc.y+1.0f)/projMtx[1][1];

    pickDirection.z=1.0f;

    pickOrigin=mul(float4(pickOrigin,1.0f),invViewMtx).xyz;

    pickDirection=mul(float4(pickDirection,0.0f),invViewMtx).xyz;

    pickOrigin=mul(float4(pickOrigin,1.0f),invWorldMtx).xyz;

    pickDirection=mul(float4(pickDirection,0.0f),invWorldMtx).xyz;


    float u=0;

    float v=0;

    float t=0;

    float3 pos[3];

        //读取第DTid.x个三角形的三个顶点位置。

    for(int i=0;i<3;i++)

    {

    pos[i]=inTriPointBuf[ indiceBuf[DTid.x*3+i]].posW;

    }

        //由第DTid.x个线程判定第DTid.x三角形是否被射线选中

    if(IntersectTriangle(pickOrigin,pickDirection,pos[0],pos[1],pos[2],t,u,v))

    {

        pickedTriBoolArray[DTid.x].picked=1;

    }

    else

    {

        pickedTriBoolArray[DTid.x].picked=0;

    }

    return ;

    }

        比较麻烦的是Directx中的代码。因为ComputeShader只理解StructuredBuffer,不理解VertexBuffer和IndexBuffer,所以要把VertexBuffer和IndexBuffer中的数据拷贝到相应的StructuredBuffer中。

    HRESULT Mesh::DrawPickMesh_CSAPBUF(CModelViewerCamera *pCamera,POINT cursor,POINT backDesc)

    {

    HRESULT hr=S_OK;

        //调用拾取算法

    GetPickedTriangleArray_CS(pCamera,cursor,backDesc);

    //绘制选中的三角形

    DrawPickedTriangleArray_CS(pCamera);

        //以网格形式绘制其他三角形,便于显示

    DrawFrameMesh(pCamera);

    return hr;

    }


    HRESULT Mesh::GetPickedTriangleArray_CS(CModelViewerCamera *pCamera,POINT cursor,POINT backDesc)

    {

    HRESULT hr=S_OK;

    D3D11_BUFFER_DESC bufDesc1;

    D3D11_BUFFER_DESC bufDesc2;

    ZeroMemory(&bufDesc1,sizeof(D3D11_BUFFER_DESC));

    ZeroMemory(&bufDesc2,sizeof(D3D11_BUFFER_DESC));

    //把VertexBuffer中的数据拷贝到相应的StructuredBuffer中并创建相应ResourceView。

    m_pVsStrucBuffer=NULL;

    ID3D11Buffer *pSrcBuffer=NULL;

    pSrcBuffer=m_pMesh11->GetVB11(0,0);

    pSrcBuffer->GetDesc(&bufDesc2);

    bufDesc1.ByteWidth=bufDesc2.ByteWidth;

    bufDesc1.BindFlags=D3D11_BIND_SHADER_RESOURCE;

    bufDesc1.CPUAccessFlags=0;

    bufDesc1.MiscFlags=D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;

    bufDesc1.StructureByteStride=sizeof(MeshVertex);

    bufDesc1.Usage=D3D11_USAGE_DEFAULT;

    V_RETURN(m_pDevice->CreateBuffer(&bufDesc1,NULL,&m_pVsStrucBuffer));

    m_pContext->CopyResource(m_pVsStrucBuffer,pSrcBuffer);

    #if defined (DEBUG)||defined(_DEBUG)

    m_pVsStrucBuffer->SetPrivateData(WKPDID_D3DDebugObjectName ,sizeof("m_pVsStrucBuffer")-1,"m_pVsStrucBuffer");

    #endif

    //创建相应ResourceView。

    ID3D11ShaderResourceView *pVSStrucBufSRV;

    D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;

    ZeroMemory(&srvDesc,sizeof(D3D11_SHADER_RESOURCE_VIEW_DESC));

    srvDesc.Buffer.FirstElement=0;

    srvDesc.Buffer.NumElements=m_pMesh11->GetNumVertices(0,0);

    srvDesc.Format=DXGI_FORMAT_UNKNOWN;

    srvDesc.ViewDimension=D3D11_SRV_DIMENSION_BUFFER;

    V_RETURN(m_pDevice->CreateShaderResourceView(m_pVsStrucBuffer,&srvDesc,&pVSStrucBufSRV));

    #if defined (DEBUG)||defined(_DEBUG)

    pVSStrucBufSRV->SetPrivateData(WKPDID_D3DDebugObjectName ,sizeof("pVSStrucBufSRV")-1,"pVSStrucBufSRV");

    #endif

    //把IndexBuffer中的数据拷贝到相应的StructuredBuffer中并创建相应ResourceView。

    m_pIndexStrucBuffer=NULL;

    pSrcBuffer=m_pMesh11->GetIB11(0);

    pSrcBuffer->GetDesc(&bufDesc2);

    bufDesc1.ByteWidth=bufDesc2.ByteWidth;

    bufDesc1.BindFlags=D3D11_BIND_SHADER_RESOURCE;

    bufDesc1.CPUAccessFlags=0;

    bufDesc1.MiscFlags=D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;

    if(m_pMesh11->GetIBFormat11(0)==DXGI_FORMAT_R16_UINT)

    bufDesc1.StructureByteStride=2;

    else

    bufDesc1.StructureByteStride=4;

    bufDesc1.Usage=D3D11_USAGE_DEFAULT;

    V_RETURN(m_pDevice->CreateBuffer(&bufDesc1,NULL,&m_pIndexStrucBuffer));

    m_pContext->CopyResource(m_pIndexStrucBuffer,pSrcBuffer);

    #if defined (DEBUG)||defined(_DEBUG)

    m_pIndexStrucBuffer->SetPrivateData(WKPDID_D3DDebugObjectName ,sizeof("m_pIndexStrucBuffer")-1,"m_pIndexStrucBuffer");

    #endif

    //创建相应ResourceView。

    ID3D11ShaderResourceView *pIndexStrucBufSRV;

    ZeroMemory(&srvDesc,sizeof(D3D11_SHADER_RESOURCE_VIEW_DESC));

    srvDesc.Buffer.FirstElement=0;

    srvDesc.Buffer.NumElements=m_pMesh11->GetNumIndices(0);

    srvDesc.Format=DXGI_FORMAT_UNKNOWN;

    srvDesc.ViewDimension=D3D11_SRV_DIMENSION_BUFFER;

    V_RETURN(m_pDevice->CreateShaderResourceView(m_pIndexStrucBuffer,&srvDesc,&pIndexStrucBufSRV));

    #if defined (DEBUG)||defined(_DEBUG)

    pIndexStrucBufSRV->SetPrivateData(WKPDID_D3DDebugObjectName ,sizeof("pIndexStrucBufSRV")-1,"pIndexStrucBufSRV");

    #endif

    //创建一个Buffer来存储三角形i是否被选中。

    m_pPickedTriBoolArrBuf=NULL;

    ZeroMemory(&bufDesc1,sizeof(D3D11_BUFFER_DESC));

    bufDesc1.ByteWidth=m_pMesh11->GetNumIndices(0)/3*sizeof(PickedStruc);

    bufDesc1.BindFlags=D3D11_BIND_UNORDERED_ACCESS;

    bufDesc1.CPUAccessFlags=0;

    bufDesc1.MiscFlags=D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;

    bufDesc1.StructureByteStride=sizeof(PickedStruc);

    bufDesc1.Usage=D3D11_USAGE_DEFAULT;

    V_RETURN(m_pDevice->CreateBuffer(&bufDesc1,NULL,&m_pPickedTriBoolArrBuf));

    #if defined (DEBUG)||defined(_DEBUG)

    m_pPickedTriBoolArrBuf->SetPrivateData(WKPDID_D3DDebugObjectName ,sizeof("m_pPickedTriBoolArrBuf")-1,"m_pPickedTriBoolArrBuf");

    #endif

    //创建相应ResourceView。

    m_pPickedTriBoolArrUAV=NULL;

    D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;

    ZeroMemory(&uavDesc,sizeof(D3D11_UNORDERED_ACCESS_VIEW_DESC));

    uavDesc.Buffer.FirstElement=0;

    uavDesc.Buffer.Flags=0;

    uavDesc.Buffer.NumElements=m_pMesh11->GetNumIndices(0)/3;

    uavDesc.Format=DXGI_FORMAT_UNKNOWN;

    uavDesc.ViewDimension=D3D11_UAV_DIMENSION_BUFFER;

    V_RETURN(m_pDevice->CreateUnorderedAccessView(m_pPickedTriBoolArrBuf,&uavDesc,&m_pPickedTriBoolArrUAV));

    #if defined (DEBUG)||defined(_DEBUG)

    m_pPickedTriBoolArrUAV->SetPrivateData(WKPDID_D3DDebugObjectName ,sizeof("m_pPickedTriBoolArrUAV")-1,"m_pPickedTriBoolArrUAV");

    #endif



    //calculate the matrix

    D3DXMATRIX invWorld;

    D3DXMatrixInverse(&invWorld,0,&m_World);

    D3DXMATRIX viewMtx=*pCamera->GetViewMatrix();

    D3DXMATRIX invViewMtx;

    D3DXMatrixInverse(&invViewMtx,0,&viewMtx);

    const D3DXMATRIX projMtx=*pCamera->GetProjMatrix();

    //calculate the cursor and backbuffer

    MFloat2 mcur;

    MFloat2 mback;

    mcur.x=(float)cursor.x;

    mcur.y=(float)cursor.y;

    mback.x=(float)backDesc.x;

    mback.y=(float)backDesc.y;

    //set the effect variable

    m_pfxInterViewMtx->SetMatrix((float*)&viewMtx);

    m_pfxInterInvViewMtx->SetMatrix((float*)&invViewMtx);

    m_pfxInterProjMtx->SetMatrix((float*)&projMtx);

    m_pfxInterWorldMtx->SetMatrix((float*)(&m_World));

    m_pfxInterInvWorldMtx->SetMatrix((float*)&invWorld);

    m_pfxInterWinPos->SetRawValue((void*)&mcur,0,sizeof(MFloat2));

    m_pfxInterBackbufferDesc->SetRawValue((void*)&mback,0,sizeof(MFloat2));

    m_pfxIndexStrucSRV->SetResource(pIndexStrucBufSRV);

    m_pfxVertexStrucSRV->SetResource(pVSStrucBufSRV);

    //m_pfxVSSrucAppUAV->SetUnorderedAccessView(m_pPickedTriBoolArrUAV);

    UINT numfaces=m_pMesh11->GetNumIndices(0)/3;

    m_pfxNumFaces->SetInt(numfaces);

    m_pfxPickedTriBoolArr->SetUnorderedAccessView(m_pPickedTriBoolArrUAV);

    //m_pfxTestBufUAV->SetUnorderedAccessView(pTestBufUAV);

    D3DX11_TECHNIQUE_DESC techDesc;

    //1apply intersected technique 

    m_pfxCSInterTech->GetDesc(&techDesc);

    for(int i=0;i<techDesc.Passes;i++)

    {

    m_pfxCSInterTech->GetPassByIndex(i)->Apply(0,m_pContext);

    UINT groupSizeX=(numfaces+CS_APP_BLOCK_SIZE-1)/CS_APP_BLOCK_SIZE;

    m_pContext->Dispatch(groupSizeX,1,1);

    }

    SAFE_RELEASE(pIndexStrucBufSRV);

    SAFE_RELEASE(pVSStrucBufSRV);

    return hr;

    }


    //绘制那些被选中的三角形

    HRESULT Mesh::DrawPickedTriangleArray_CS(CModelViewerCamera *pCamera)

    {

    HRESULT hr=S_OK;

    //m_pPickedTriBoolArrBuf,看哪个三角形被选中

    ID3D11Buffer* pReadPickedBuf=NULL;

    pReadPickedBuf=CopyToDebugBuffer(m_pPickedTriBoolArrBuf);

    D3D11_MAPPED_SUBRESOURCE mapSubData;

    ZeroMemory(&mapSubData,sizeof(D3D11_MAPPED_SUBRESOURCE));

    m_pContext->Map(pReadPickedBuf,0,D3D11_MAP_READ,0,&mapSubData);

    PickedStruc *pBoolArr=(PickedStruc*)mapSubData.pData;

    m_pContext->Unmap(pReadPickedBuf,0);

    //读出模型所有的VertexBuffer

    ID3D11Buffer* pReadVertexBuffer=NULL;

    pReadVertexBuffer=CopyToDebugBuffer(m_pVsStrucBuffer);

    ZeroMemory(&mapSubData,sizeof(D3D11_MAPPED_SUBRESOURCE));

    m_pContext->Map(pReadVertexBuffer,0,D3D11_MAP_READ,0,&mapSubData);

    MeshVertex *pVertex=(MeshVertex*)mapSubData.pData;

    m_pContext->Unmap(pReadVertexBuffer,0);

    //读出模型所有的IndexBuffer

    ID3D11Buffer* pReadIndexBuffer=NULL;

    pReadIndexBuffer=CopyToDebugBuffer(m_pIndexStrucBuffer);

    ZeroMemory(&mapSubData,sizeof(D3D11_MAPPED_SUBRESOURCE));

    m_pContext->Map(pReadIndexBuffer,0,D3D11_MAP_READ,0,&mapSubData);

    UINT *pIndex=(UINT*)mapSubData.pData;

    m_pContext->Unmap(pReadIndexBuffer,0);

    //看哪些三角形被选中if(picked==1)

    UINT numfaces=m_pMesh11->GetNumIndices(0)/3;

    MeshVertex *pPickedVertex=new MeshVertex[300];

    int pickedNum=0;

    for(int i=0;i<numfaces;i++)

    {

    if(pBoolArr[i].picked==1)

    {

    //这个三角形被选中了,读出它的三个点来绘制

    for(int j=0;j<3;j++)

    {

    pPickedVertex[3*pickedNum+j].normal=pVertex[pIndex[3*i+j]].normal;

    pPickedVertex[3*pickedNum+j].pos=pVertex[pIndex[3*i+j]].pos;

    pPickedVertex[3*pickedNum+j].texcoord=pVertex[pIndex[3*i+j]].texcoord;

    }

    pickedNum++;

    }

    }

    //根据上面读出的顶点绘制三角形

    //根据上面读出的点生成一个用来绘制的Vertex Buffer

    if(pickedNum>0)

    {

    ID3D11Buffer *pPickedVertexBuffer=NULL;

    D3D11_BUFFER_DESC bufDesc;

    ZeroMemory(&bufDesc,sizeof(D3D11_BUFFER_DESC));

    bufDesc.ByteWidth=pickedNum*3*sizeof(MeshVertex);

    bufDesc.BindFlags=D3D11_BIND_VERTEX_BUFFER;

    bufDesc.CPUAccessFlags=0;

    bufDesc.MiscFlags=0;

    bufDesc.StructureByteStride=0;

    bufDesc.Usage=D3D11_USAGE_DEFAULT;

    D3D11_SUBRESOURCE_DATA vSSubData;

    ZeroMemory(&vSSubData,sizeof(D3D11_SUBRESOURCE_DATA));

    vSSubData.pSysMem=(void*)pPickedVertex;

    m_pDevice->CreateBuffer(&bufDesc,&vSSubData,&pPickedVertexBuffer);

    //绘制上面刚创建的三角形的vertex buffer

    D3DX11_TECHNIQUE_DESC techDesc;

    ZeroMemory(&techDesc,sizeof(D3DX11_TECHNIQUE_DESC));

    m_pfxWorldMtx->SetMatrix((float*)&m_World);

    m_pfxViewMtx->SetMatrix((float*)pCamera->GetViewMatrix());

    m_pfxProjMtx->SetMatrix((float*)pCamera->GetProjMatrix());

    m_pfxMeshTech->GetDesc(&techDesc);

    m_pContext->IASetInputLayout(m_pInputLayout);

    m_pContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

    UINT stride=sizeof(MeshVertex);

    UINT offset=0;

    m_pContext->IASetVertexBuffers(0,1,&pPickedVertexBuffer,&stride,&offset);

    for(int i=0;i<techDesc.Passes;i++)

    {

    m_pfxMeshTech->GetPassByIndex(0)->Apply(0,m_pContext);

    m_pContext->Draw(3*pickedNum,0);

    }

    SAFE_RELEASE(pPickedVertexBuffer);

    }

    SAFE_RELEASE(pReadPickedBuf);

    SAFE_RELEASE(pReadVertexBuffer);

    SAFE_RELEASE(pReadIndexBuffer);

    delete[] pPickedVertex;

    return hr;

    }

    最后以网格形式绘制其余的三角形

    void Mesh::DrawFrameMesh(CModelViewerCamera* pCamera)

    {

    m_pfxWorldMtx->SetMatrix((float*)&m_World);

    m_pfxViewMtx->SetMatrix((float*)pCamera->GetViewMatrix());

    m_pfxProjMtx->SetMatrix((float*)pCamera->GetProjMatrix());

    D3DX11_TECHNIQUE_DESC techDesc;

    ZeroMemory(&techDesc,sizeof(D3DX11_TECHNIQUE_DESC));

    UINT stride=m_pMesh11->GetVertexStride(0,0);

    UINT offset=0;

    ID3D11Buffer *pVertexBuffer[1];

    pVertexBuffer[0]=m_pMesh11->GetVB11(0,0);

    m_pContext->IASetVertexBuffers(0,1,pVertexBuffer,&stride,&offset);

    m_pContext->IASetIndexBuffer(m_pMesh11->GetIB11(0),m_pMesh11->GetIBFormat11(0),0);

    m_pContext->IASetInputLayout(m_pInputLayout);

    m_pfxWireFrameTech->GetDesc(&techDesc);

    SDKMESH_SUBSET *pSubSet=NULL;

    for(int i=0;i<techDesc.Passes;i++)

    {

    for(int subset=0;subset<m_pMesh11->GetNumSubsets(0);subset++)

    {

    pSubSet=m_pMesh11->GetSubset(0,subset);

    m_pfxWireFrameTech->GetPassByIndex(0)->Apply(0,m_pContext);

    //get primitiveType

    D3D11_PRIMITIVE_TOPOLOGY primType;

    primType=CDXUTSDKMesh::GetPrimitiveType11((SDKMESH_PRIMITIVE_TYPE)pSubSet->PrimitiveType );

    m_pContext->IASetPrimitiveTopology(primType);

    //get material

    ID3D11ShaderResourceView *pSV=NULL;

    pSV=m_pMesh11->GetMaterial(pSubSet->MaterialID)->pDiffuseRV11;

    m_pfxDiffTex->SetResource(pSV);

    //draw the wireframe mesh

       m_pContext->DrawIndexed((UINT)pSubSet->IndexCount,0,(UINT)pSubSet->VertexStart);

    }

    }

    }

    最后拾取效果


    因为完整的代码太琐碎又太大了,我就不一一贴上了。完整的代码可以从这里下载:http://download.csdn.net/detail/qiul12345/3952333。

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  • 原文地址:https://www.cnblogs.com/bester/p/3255782.html
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