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我正在使用託管Direct X 2.0與C#,我試圖應用片段着色器通過使用RenderToSurface助手類將屏幕渲染到紋理構建的紋理。託管DirectX後處理碎片着色器呈現問題
我使用的是做到這一點的代碼是:
RtsHelper.BeginScene(RenderSurface);
device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0);
//pre-render shader setup
preProc.Begin(FX.None);
preProc.BeginPass(0);
//mesh drawing
mesh.DrawSubset(j);
preProc.CommitChanges();
preProc.EndPass();
preProc.End();
RtsHelper.EndScene(Filter.None);
這使得我的面,RenderSurface,其連接到名爲渲染紋理
然後調用下面的代碼到紋理對象將表面渲染到屏幕,將第二個着色器「PostProc」應用於渲染的紋理。該着色器以每個像素爲基礎組合顏色值,並將場景轉換爲灰度。我在這裏以下教程:http://rbwhitaker.wikidot.com/post-processing-effects
device.BeginScene();
{
using (Sprite sprite = new Sprite(device))
{
sprite.Begin(SpriteFlags.DoNotSaveState);
postProc.Begin(FX.None);
postProc.BeginPass(0);
sprite.Draw(RenderTexture, new Rectangle(0, 0, WINDOWWIDTH, WINDOWHEIGHT), new Vector3(0, 0, 0), new Vector3(0, 0, 0), Color.White);
postProc.CommitChanges();
postProc.EndPass();
postProc.End();
sprite.End();
}
}
device.EndScene();
device.Present();
this.Invalidate();
但是我看到的是原始渲染的場景,爲渲染到紋理,但未經修改的第二着色器。
FX文件低於以防萬一它很重要。
//------------------------------ TEXTURE PROPERTIES ----------------------------
// This is the texture that Sprite will try to set before drawing
texture ScreenTexture;
// Our sampler for the texture, which is just going to be pretty simple
sampler TextureSampler = sampler_state
{
Texture = <ScreenTexture>;
};
//------------------------ PIXEL SHADER ----------------------------------------
// This pixel shader will simply look up the color of the texture at the
// requested point, and turns it into a shade of gray
float4 PixelShaderFunction(float2 TextureCoordinate : TEXCOORD0) : COLOR0
{
float4 color = tex2D(TextureSampler, TextureCoordinate);
float value = (color.r + color.g + color.b)/3;
color.r = value;
color.g = value;
color.b = value;
return color;
}
//-------------------------- TECHNIQUES ----------------------------------------
// This technique is pretty simple - only one pass, and only a pixel shader
technique BlackAndWhite
{
pass Pass1
{
PixelShader = compile ps_1_1 PixelShaderFunction();
}
}