I am currently experimenting with various ways of displaying 2D sprites in DirectX 10. I began by using the ID3DX10Sprite
interface to batch draw my sprites in a single call. Eventually, however, I wanted a little more control over how my sprites were rendered, so I decided to look into quad-based sprite rendering (ie each sprite being represented by a quad with a texture applied).
I started out simple: I created a single vertex buffer consisting of 4 vertices that was applied once before the sprites were drawn. I then looped through my sprites, setting the appropriate properties to be passed into the shader, and making a draw call for each sprite, like so: d3dDevice->Draw( 4, 0);
. Though it worked, the draw call for every sprite bugged me, so I looked for a more efficient method.
After searching about, I learned about object instancing, and decided to try it out. Everything went well until I tried implementing the most important part of sprites--textures. In short, though I had a texture array (declared at the top of my shader like so Texture2D textures[10];
) that could be successfully sampled within my pixel shader using literals/constants as indexes, I could not figure out how to control which textures were applied to which instances via a texture index.
The idea would be for me to pass in a texture index per instance, that could then be used to sample the appropriate texture in the array within the pixel shader. However, after searching around more, I could not find an example of how it could be done (and found many things suggesting that it could not be done without moving to DirectX 11).
Is that to say that the only way to successfully render sprites via object instancing in DirectX 10 is to render them in batches based on texture? So, for example, if my scene consists of 100 sprites with 20 different textures (each texture referenced by 5 sprites), then it would take 20 separate draw calls to display the scene, and I would only be sending 5 sprites at a time.
In the end, I am rather at a loss. I have done a lot of searching, and seem to be coming up with conflicting information. For example, in this article in paragraph 6 it states:
Using DirectX 10, it is possible to apply different textures in the array to different instances of the same object, thus making them look different
In addition, on page 3 of this whitepaper, it mentions the option to:
Read a custom texture per instance from a texture array
However, I cannot seem to find a concrete example of how the shader can be setup to access a texture array using a per instance texture index.
In the end, the central question is: What is the most efficient method of rendering sprites using DirectX 10?
If the answer is instancing, then is it possible to control which texture is applied to each specific instance within the shader--thereby making it possible to send in much larger batches of sprites along with their appropriate texture index with only a single draw call? Or must I be content with only instancing sprites with the same texture at a time?
If the answer is returning to the use of the provided DX10 Sprite interface, then is there a way for me to have more control over how it is rendered?
As a side note, I have also looked into using a Geometry Shader to create the actual quad, so I would only have to pass in a series of points instead of managing a vertex and instance buffer. Again, though, unless there is a way to control which textures are applied to the generated quads, then I'm back to only batching sprites by textures.