我试图从我在互联网上找到的教程(http://www.rkoenig.eu/index.php?option=com_content&view=article&id=21:chapter-3-das-erste-echte-3d-objekt&catid=6:directx10-basics&Itemid=3)中获得高质量的抗锯齿效果。但是没有达到一个很好的解决方案。
我已经将多重采样设置为最大值:
m_swapChainDesc.SampleDescription = new DXGI.SampleDescription(8,0);对我来说,它看起来像是渲染图像的像素大小大于屏幕的实际像素大小。
非常感谢您的宝贵意见
下面是完整的代码:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using SlimDX;
using DX10 = SlimDX.Direct3D10;
using DXGI = SlimDX.DXGI;
namespace TutorialSeries.DirectX10.Chapter3
{
public partial class MainWindow : Form
{
private DX10.Device m_device;
private DXGI.SwapChainDescription m_swapChainDesc;
private DXGI.SwapChain m_swapChain;
private DXGI.Factory m_factory;
private DX10.RenderTargetView m_renderTarget;
private bool m_initialized;
private SimpleBox m_simpleBox;
private Matrix m_viewMatrix;
private Matrix m_projMatrix;
private Matrix m_worldMatrix;
private Matrix m_viewProjMatrix;
public MainWindow()
{
InitializeComponent();
this.SetStyle(ControlStyles.ResizeRedraw, true);
this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);
this.SetStyle(ControlStyles.Opaque, true);
}
/// <summary>
/// Initializes device and other resources needed for rendering. Returns true, if successful.
/// </summary>
private bool Initialize3D()
{
try
{
m_device = new DX10.Device(DX10.DriverType.Warp, DX10.DeviceCreationFlags.SingleThreaded);
m_factory = new DXGI.Factory();
m_swapChainDesc = new DXGI.SwapChainDescription();
m_swapChainDesc.OutputHandle = this.Handle;
m_swapChainDesc.IsWindowed = true;
m_swapChainDesc.BufferCount = 1;
m_swapChainDesc.Flags = DXGI.SwapChainFlags.AllowModeSwitch;
m_swapChainDesc.ModeDescription = new DXGI.ModeDescription(
this.Width,
this.Height,
new Rational(60, 1),
DXGI.Format.R8G8B8A8_UNorm);
m_swapChainDesc.SampleDescription = new DXGI.SampleDescription(8,0);
m_swapChainDesc.SwapEffect = DXGI.SwapEffect.Discard;
m_swapChainDesc.Usage = DXGI.Usage.RenderTargetOutput;
m_swapChain = new DXGI.SwapChain(m_factory, m_device, m_swapChainDesc);
DX10.Viewport viewPort = new DX10.Viewport();
viewPort.X = 0;
viewPort.Y = 0;
viewPort.Width = this.Width;
viewPort.Height = this.Height;
viewPort.MinZ = 0f;
viewPort.MaxZ = 1f;
//DX10.Texture2D backBuffer = m_swapChain.GetBuffer<DX10.Texture2D>(0);
DX10.Texture2D Texture = DX10.Texture2D.FromSwapChain<DX10.Texture2D>(m_swapChain,0);
//m_renderTarget = new DX10.RenderTargetView(m_device, backBuffer);
//DX10.RenderTargetViewDescription renderDesc = new DX10.RenderTargetViewDescription();
//renderDesc.FirstArraySlice = 0;
//renderDesc.MipSlice = 0;
m_renderTarget = new DX10.RenderTargetView(m_device, Texture);
Texture.Dispose();
DX10.RasterizerStateDescription rsd = new DX10.RasterizerStateDescription();
rsd.CullMode = DX10.CullMode.Back;
rsd.FillMode = DX10.FillMode.Wireframe;
rsd.IsMultisampleEnabled = true;
rsd.IsAntialiasedLineEnabled = false;
rsd.IsDepthClipEnabled = false;
rsd.IsScissorEnabled = false;
DX10.RasterizerState RasterStateWireFrame = DX10.RasterizerState.FromDescription(m_device,rsd);
DX10.BlendStateDescription blendDesc = new DX10.BlendStateDescription();
blendDesc.BlendOperation = DX10.BlendOperation.Add;
blendDesc.AlphaBlendOperation = DX10.BlendOperation.Add;
blendDesc.SourceAlphaBlend = DX10.BlendOption.Zero;
blendDesc.DestinationAlphaBlend = DX10.BlendOption.Zero;
blendDesc.SourceBlend = DX10.BlendOption.SourceColor;
blendDesc.DestinationBlend = DX10.BlendOption.Zero;
blendDesc.IsAlphaToCoverageEnabled = false;
blendDesc.SetWriteMask(0, DX10.ColorWriteMaskFlags.All);
blendDesc.SetBlendEnable(0, true);
DX10.BlendState m_blendState = DX10.BlendState.FromDescription(m_device, blendDesc);
m_device.Rasterizer.State = RasterStateWireFrame;
m_device.Rasterizer.SetViewports(viewPort);
m_device.OutputMerger.BlendState = m_blendState;
m_device.OutputMerger.SetTargets(m_renderTarget);
m_viewMatrix = Matrix.LookAtLH(
new Vector3(0f, 0f, -4f),
new Vector3(0f, 0f, 1f),
new Vector3(0f, 1f, 0f));
m_projMatrix = Matrix.PerspectiveFovLH(
(float)Math.PI * 0.5f,
this.Width / (float)this.Height,
0.1f, 100f);
m_viewProjMatrix = m_viewMatrix * m_projMatrix;
m_worldMatrix = Matrix.RotationYawPitchRoll(0.85f, 0.85f, 0f);
m_simpleBox = new SimpleBox();
m_simpleBox.LoadResources(m_device);
m_initialized = true;
}
catch (Exception ex)
{
MessageBox.Show("Error while initializing Direct3D10: \n" + ex.Message);
m_initialized = false;
}
return m_initialized;
}
/// <summary>
/// Rendering is done during the standard OnPaint event
/// </summary>
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
if (m_initialized)
{
m_device.ClearRenderTargetView(m_renderTarget, new Color4(Color.CornflowerBlue));
m_simpleBox.Render(m_device, m_worldMatrix, m_viewProjMatrix);
m_swapChain.Present(0, DXGI.PresentFlags.None);
}
}
/// <summary>
/// Initialize 3D-Graphics within OnLoad event
/// </summary>
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
Initialize3D();
}
}
}发布于 2012-10-26 06:59:15
这是一个古老的问题,但遗憾的是它一直没有得到回答;我在谷歌上偶然发现了这个问题,所以我想回答它可能会对未来的其他人有所帮助……
首先,帕斯卡,你没有把MSAA设置到最大值...您使用的是8:0,这意味着质量为0(零)的8个样本...绝对不是最大值。最大值取决于本地计算机上安装的GPU。所以它在不同的PC上是不同的。这就是为什么DirectX应用程序需要使用DXGI来正确枚举硬件设备并确定哪些设置是有效的。这不是一个微不足道的话题,需要你自己做一些研究和实践。DirectX开发工具包文档和示例/教程是一个很好的起点,在网上还可以找到许多其他材料。但在我的机器上,例如,我的GTX-580GPU可以支持8:16 MSAA (可能更高,但还没有检查)。
因此,您需要学习使用DXGI来枚举显卡和监视器,并确定它可以支持哪些MSAA级别(以及其他图形功能/设置)。这是唯一的方法,你将永远找出“最大”的MSAA设置或正确的刷新率的显示器,例如。如果你很聪明,你会为你的游戏引擎写一个小型库或组件,它将为你列举硬件设备,并找出最佳的图形设置,这样你就不必在以后的项目中一遍又一遍地重复这件事了。
致以敬意,
--ATC-
https://stackoverflow.com/questions/7834273
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