出于某种原因,我的理解之后,当我打电话
时,我的3D场景就消失了 this->sp->Begin(D3DX10_SPRITE_SORT_TEXTURE);
其中 - > sp是LPD3DX10SPRITE。
渲染我的2D场景。当我打电话
时,我的3D场景也会消失RECT rc = {5, 5, 0, 0};
this->TR.Font->DrawText(
NULL,
SS.str().c_str(),
-1,
&rc,
DT_NOCLIP,
D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f));
此处 - > TR.Font是ID3DX10Font。
我是否应该为每个场景使用ID3D10RenderTargetView,然后在我的绘制功能结束时进行组合?
如果有任何帮助,这里是Draw()函数。
void Draw()
{
this->GDM.Clear(Color(100, 149, 237));
this->GDM.Device->RSSetState(this->GDM.RasterizerState);
this->GDM.Device->OMSetBlendState(this->GDM.BlendState, 0, 0xffffffff);
this->GDM.EnableZBuffer(true);
static float r;
D3DXMATRIX w;
D3DXMatrixIdentity(&w);
//D3DXMatrixRotationY(&w, r);
r += 0.01f * (3.14f / 180.0f);// * (float)Time->Scalar;
this->effect.WorldMatrix->SetMatrix(w);
this->effect.ViewMatrix->SetMatrix(viewMatrix);
this->effect.ProjectionMatrix->SetMatrix(projectionMatrix);
Vertex_PosCol * v = NULL;
this->VertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**) &v);
v[0] = Vertex_PosCol(D3DXVECTOR3(-1,-1,0), D3DXVECTOR4(1,0,0,1));
v[1] = Vertex_PosCol(D3DXVECTOR3(0,1,0), D3DXVECTOR4(0,1,0,1));
v[2] = Vertex_PosCol(D3DXVECTOR3(1,-1,0), D3DXVECTOR4(0,0,1,1));
this->VertexBuffer->Unmap();
this->GDM.Device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
//this->GDM.Device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP);
D3D10_TECHNIQUE_DESC techDesc;
this->effect.Technique->GetDesc( &techDesc );
for (int p = 0; p < techDesc.Passes; p++)
{
this->effect.Technique->GetPassByIndex( p )->Apply( 0 );
this->GDM.Device->Draw(3, 0);
}
this->GDM.EnableZBuffer(false);
this->sBatch->Begin();
if (loaded)
{
this->sBatch->Draw(
s1,
this->Input->Mouse.Position.x,
this->Input->Mouse.Position.y,
200,
200,
45.0f * (3.14f / 180.0f));
this->sBatch->Draw(s2, x, y, 200, 200);
}
this->sBatch->End();
SS << "Graphics Test And Development" << "\n";
SS << "FPS: " << this->Time->FPS << "\n";
SS << "X: " << x << "\n";
SS << "Y: " << y << "\n";
RECT rc = {5, 5, 0, 0};
this->TR.RenderText(this->SS.str().c_str(), 5, 5, &Color(0.0f, 1.0f, 0.0f, 1.0f));
this->SS.str("");
}
答案 0 :(得分:0)
正如上面的评论中提到的,设置D3DX10_SPRITE_SAVE_STATE解决了使用3D渲染2D的问题。然而,它并没有阻止DrawText移除3D场景。几年前我有这个工作,所以我花了一个小时试图找到我的旧代码。可悲的是,我做不到,但我确实设法追查我当时所遵循的教程。
以下是解决方案:
而不是按照我的方式每帧创建和丢弃顶点:
this->VertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**) &v);
v[0] = Vertex_PosCol(D3DXVECTOR3(-1,-1,0), D3DXVECTOR4(1,0,0,1));
v[1] = Vertex_PosCol(D3DXVECTOR3(0,1,0), D3DXVECTOR4(0,1,0,1));
v[2] = Vertex_PosCol(D3DXVECTOR3(1,-1,0), D3DXVECTOR4(0,0,1,1));
this->VertexBuffer->Unmap();
我在Load()函数中创建了一个顶点和索引缓冲区:
UINT VerticeCount = 3;
ULONG IndexCount = 3;
Vertex_PosCol * vertices = NULL;
vertices = new Vertex_PosCol[VerticeCount];
vertices[0].Position = D3DXVECTOR3(-1.0f, -1.0f, 0.0f); // Bottom left.
vertices[0].Color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 1.0f);
vertices[1].Position = D3DXVECTOR3(0.0f, 1.0f, 0.0f); // Top middle.
vertices[1].Color = D3DXVECTOR4(0.0f, 1.0f, 0.0f, 1.0f);
vertices[2].Position = D3DXVECTOR3(1.0f, -1.0f, 0.0f); // Bottom right.
vertices[2].Color = D3DXVECTOR4(0.0f, 0.0f, 1.0f, 1.0f);
unsigned long * indices = new unsigned long[IndexCount];
indices[0] = 0; // Bottom left.
indices[1] = 1; // Top middle.
indices[2] = 2; // Bottom right.
D3D10_BUFFER_DESC vbd;
vbd.Usage = D3D10_USAGE_DEFAULT;
vbd.ByteWidth = sizeof(Vertex_PosCol) * VerticeCount;
vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA vertexData;
vertexData.pSysMem = vertices;
HRESULT result = this->GDM.Device->CreateBuffer(&vbd, &vertexData, &VertexBuffer);
UINT stride = sizeof( Vertex_PosCol );
UINT offset = 0;
if(FAILED(result))
{
bool b = false;
}
D3D10_BUFFER_DESC ibd;
ibd.Usage = D3D10_USAGE_DEFAULT;
ibd.ByteWidth = sizeof(unsigned long) * IndexCount;
ibd.BindFlags = D3D10_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA indexData;
indexData.pSysMem = indices;
result = this->GDM.Device->CreateBuffer(&ibd, &indexData, &IndexBuffer);
if(FAILED(result))
{
bool b = false;
}
delete [] vertices;
delete [] indices;
然后在我的Draw()函数中,我设置了顶点和索引缓冲区以及原始拓扑以及该特定缓冲区的输入布局。然后我绘制3D场景,然后绘制文本。这是Draw()函数代码:
void Draw()
{
this->GDM.Clear(Color(100, 149, 237));
this->GDM.Device->RSSetState(this->GDM.RasterizerState);
this->GDM.Device->OMSetBlendState(this->GDM.BlendState, 0, 0xffffffff);
this->GDM.EnableZBuffer(true);
static float r;
D3DXMATRIX w;
D3DXMatrixIdentity(&w);
//D3DXMatrixRotationY(&w, r);
r += 0.01f * (3.14f / 180.0f);// * (float)Time->Scalar;
this->effect.WorldMatrix->SetMatrix(w);
this->effect.ViewMatrix->SetMatrix(viewMatrix);
this->effect.ProjectionMatrix->SetMatrix(projectionMatrix);
UINT stride = sizeof(Vertex_PosCol);
UINT offset = 0;
this->GDM.Device->IASetVertexBuffers(0, 1, &this->VertexBuffer, &stride, &offset);
this->GDM.Device->IASetIndexBuffer(this->IndexBuffer, DXGI_FORMAT_R32_UINT, 0);
this->GDM.Device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
//this->GDM.Device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP);
this->GDM.Device->IASetInputLayout(Vertex_PosCol::GetInputLayout());
D3D10_TECHNIQUE_DESC techDesc;
this->effect.Technique->GetDesc( &techDesc );
for (int p = 0; p < techDesc.Passes; p++)
{
this->effect.Technique->GetPassByIndex( p )->Apply( 0 );
this->GDM.Device->DrawIndexed(3,0,0);
}
this->GDM.EnableZBuffer(false);
this->sBatch->Begin();
if (loaded)
{
this->sBatch->Draw(
s1,
this->Input->Mouse.Position.x,
this->Input->Mouse.Position.y,
200,
200,
45.0f * (3.14f / 180.0f));
this->sBatch->Draw(s2, x, y, 200, 200);
}
this->sBatch->End();
SS << "Graphics Test And Development" << "\n";
SS << "FPS: " << this->Time->FPS << "\n";
SS << "X: " << x << "\n";
SS << "Y: " << y << "\n";
RECT rc = {5, 5, 0, 0};
this->TR.RenderText(this->SS.str().c_str(), 5, 5, &Color(0.0f, 1.0f, 0.0f, 1.0f));
this->SS.str("");
}
由于愚蠢的错误,我在这方面花费的时间远远超过我应有的时间。当我创建bufferes时,我为每个顶点和索引缓冲区创建了一个D3D10_SUBRESOURCE_DATA对象,但是我忘了设置它们,结果,我根本没有得到3D场景。
使用我正在使用的当前3D场景渲染方法,D3DX10_SPRITE_SAVE_STATE作为LPD3DX10SPRITE.Begin()中的标志是没有必要的,但我会保持它,除非它碰巧提出任何性能问题,但我怀疑情况会是这样。
无论如何,我确实意识到一个简单的“嘿,我改变了它并且它起作用”可能足以作为答案但我想要彻底。希望这有助于某人!