2011-01-23 61 views
1

我正在使用托管Direct X 2.0与C#,我试图应用片段着色器通过使用RenderToSurface助手类将屏幕渲染到纹理构建的纹理。托管DirectX后处理碎片着色器呈现问题

我使用的是做到这一点的代码是:

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); 

这使得我的面,RenderSurface,其连接到名为渲染纹理

然后调用下面的代码到纹理对象将表面渲染到屏幕,将第二个着色器“PostProc”应用于渲染的纹理。该着色器以每个像素为基础组合颜色值,并将场景转换为灰度。我在这里以下教程: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场景,为渲染到纹理,但未经修改的第二着色器。

FX文件低于以防万一它很重要。

//------------------------------ 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(); 
    } 
} 

回答

0

修正了它。使用了错误的标志的后处理器着色器初始化

是是:

sprite.Begin(SpriteFlags.DoNotSaveState); 
    postProc.Begin(FX.None); 

应该是:

sprite.Begin(SpriteFlags.DoNotSaveState); 
    postProc.Begin(FX.DoNotSaveState);