我想在像本教程一样的图片上渲染一个立方体。问题是它只渲染图片而立方体不渲染。你能帮助我吗 ?谢谢
m_spriteBatch->Begin();
m_spriteBatch->Draw(m_background.Get(), m_fullscreenRect);
//
// Clear the back buffer
//
g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, Colors::MidnightBlue );
g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);
//
// 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, nullptr, &cb, 0, 0 );
//
// Renders a triangle
//
g_pImmediateContext->VSSetShader( g_pVertexShader, nullptr, 0 );
g_pImmediateContext->VSSetConstantBuffers( 0, 1, &g_pConstantBuffer );
g_pImmediateContext->PSSetShader( g_pPixelShader, nullptr, 0 );
g_pImmediateContext->DrawIndexed( 36, 0, 0 ); // 36 vertices needed for 12 triangles in a triangle list
//
// Present our back buffer to our front buffer
//
m_spriteBatch->End();
g_pSwapChain->Present( 0, 0 );
SpriteBatch
批量绘制以提高性能,因此很可能在立方体绘制之后绘制。如果您想确保先绘制精灵背景,则需要End
在提交多维数据集之前调用。您还需要Begin
在设置渲染目标后调用:
// Clear
g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);
// Draw background image
m_spriteBatch->Begin();
m_spriteBatch->Draw(m_background.Get(), m_fullscreenRect);
m_spriteBatch->End();
// Draw objects
context->OMSetBlendState(…);
context->OMSetDepthStencilState(…);
context->IASetInputLayout(…);
context->IASetVertexBuffers(…);
context->IASetIndexBuffer(…);
context->IASetPrimitiveTopology(…);
ClearRenderTargetView
如果m_background
纹理覆盖整个屏幕,您可以省略。
有关SpriteBatch
绘制顺序和批处理如何工作的更多信息,请参阅wiki。
本文收集自互联网,转载请注明来源。
如有侵权,请联系[email protected] 删除。
我来说两句