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c# - 调整大小后渲染到纹理失败

转载 作者:太空宇宙 更新时间:2023-11-03 15:13:05 26 4
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在图形应用程序中,我将图像渲染为纹理,然后在 3d 模型上使用该纹理。

我的问题如下:当应用程序启动时一切都很好,但是如果我调整我进行渲染的 View 的大小并将其变大,3d 模型上的纹理就会消失(它不会变黑,我认为所有值都变为 1)。缩小图像不会使纹理消失,但显示不正确(未调整大小)。

这里有一些解释性的图片:

缩小 enter image description here未调整大小 enter image description here调整大小,大 1 个像素足以使图像消失。 enter image description here

生成渲染 View 的代码是这样的:

private void CreateRenderToTexture(Panel view)
{
Texture2DDescription t2d = new Texture2DDescription()
{
Height = view.Height,
Width = view.Width,
Format = Format.R32G32B32A32_Float,
BindFlags = BindFlags.ShaderResource | BindFlags.RenderTarget, //| BindFlags.UnorderedAccess,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
SampleDescription = new SampleDescription(_multisample, 0),
MipLevels = 1,
Usage = ResourceUsage.Default,
ArraySize = 1,
};
_svgTexture = new Texture2D(_device, t2d);
_svgRenderView = new RenderTargetView(_device, _svgTexture);
}

private void RenderSVGToTexture()
{
_camera.SetDefaultProjection();
UpdatePerFrameBuffers();
_dc.OutputMerger.SetTargets(_depthStencil, _svgRenderView);//depth stencil has same dimension as all other buffers
_dc.ClearRenderTargetView(_svgRenderView, new Color4(1.0f, 1.0f, 1.0f));
_dc.ClearDepthStencilView(_depthStencil, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);

Entity e;
if (RenderingManager.Scene.Entity2DExists("svgimage"))
{
RenderingManager.Scene.GetEntity2D("svgimage", out e);
e.Draw(_dc);
}
_swapChain.Present(0, PresentFlags.None);
}

渲染 3D 场景时,我在渲染模型之前调用此函数:

 private void SetTexture()
{
Entity e;
if (!RenderingManager.Scene.GetEntity3D("model3d", out e))
return;

e.ShaderType = ResourceManager.ShaderType.MAIN_MODEL;
if (ResourceManager.SVGTexture == null )
{
e.ShaderType = ResourceManager.ShaderType.PNUVNOTEX;
return;
}
SamplerDescription a = new SamplerDescription();
a.AddressU = TextureAddressMode.Wrap;
a.AddressV = TextureAddressMode.Wrap;
a.AddressW = TextureAddressMode.Wrap;

a.Filter = Filter.MinPointMagMipLinear;

SamplerState b = SamplerState.FromDescription(ResourceManager.Device, a);

ShaderResourceView svgTexResourceView = new ShaderResourceView(ResourceManager.Device, Texture2D.FromPointer(ResourceManager.SVGTexture.ComPointer));
ResourceManager.Device.ImmediateContext.PixelShader.SetShaderResource(svgTexResourceView, 0);

ResourceManager.Device.ImmediateContext.PixelShader.SetSampler(b, 0);
b.Dispose();
svgTexResourceView.Dispose();
}

像素着色器:

    Texture2D svg : register(t0);
Texture2D errorEstimate : register(t1);
SamplerState ss : register(s0);

float4 main(float4 position : SV_POSITION, float4 color : COLOR, float2 uv : UV) : SV_Target
{
return color * svg.Sample(ss, uv);// *errorEstimate.Sample(ss, uv);
}

我不明白我做错了什么,我希望你能让我看到我做错了什么。谢谢,抱歉英语不好!

最佳答案

因为它(几乎)总是证明我犯了一个非常愚蠢的错误。

我没有调用正确的调整大小函数。

基本上在 Renderer2D 类中有一个 DoResize 函数,它只调整 2d 缓冲区的大小,而在抽象 Renderer 类中有调整其余缓冲区的大小。错误是在父类中我调用了错误的基本调整大小函数!

父类:

 protected override void DoResize(uint width, uint height)
{
if (width == 0 || height == 0)
return;
base.DoResize(width, height); //Here i was calling base.Resize (which was deprecated after a change in the application architecture)
_camera.Width = width;
_camera.Height = height;

_svgTexture.Dispose();
_svgRenderView.Dispose();

CreateRenderToTexture(_viewReference);
ResizePending = false;
}

基类

 protected virtual void DoResize(uint width, uint height)
{
Width = width;
Height = height;

_viewport = new Viewport(0, 0, Width, Height);

_renderTarget.Dispose();

if (_swapChain.ResizeBuffers(2, (int)width, (int)height, Format.Unknown, SwapChainFlags.AllowModeSwitch).IsFailure)
Console.WriteLine("An error occured while resizing buffers.");
using (var resource = Resource.FromSwapChain<Texture2D>(_swapChain, 0))
_renderTarget = new RenderTargetView(_device, resource);

_depthStencil.Dispose();
CreateDepthBuffer();
}

也许我发布的代码可以帮助那些试图对纹理进行渲染的人,因为我看到总是有人无法让它工作:)

关于c# - 调整大小后渲染到纹理失败,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/40287265/

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