无法在SharpDX中的纹理上绘制基本体



我在SharpDX Direct11应用程序中的渲染有点问题。

我已经测试过在纹理上渲染场景,然后在backBuffer上绘制这个纹理。。。但不幸的是renderTexture不包含应该绘制的基元。纹理仅由颜色填充。

github上的整个项目:https://github.com/Kordi3112/SharpDXTest11

带有渲染方法的主要代码部分:

public override void Render()
{
//Camera
var proj = Matrix.OrthoLH(3 * Form.Bounds.Width / Form.Bounds.Height, 3, 0.01f, 100f);
var view = Matrix.LookAtLH(new Vector3(0, 0, -10), new Vector3(0, 0, 20), Vector3.UnitY);
var viewProj = Matrix.Multiply(view, proj);
var world = Matrix.Identity;
var worldViewProj = world * viewProj;
worldViewProj.Transpose();
//Update wvp matrix
Context.UpdateSubresource(ref worldViewProj, ContantBuffer);
DrawOnTexture();
//Set BackBuffer as render target
Context.OutputMerger.SetTargets(depthView, renderView);
// Clear views
Context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
Context.ClearRenderTargetView(renderView, Color.Pink);
//Set TextureColor Shader
Effect2.ApplyShader(Context);
//Set Buffers
Context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VertexBuffer2, Utilities.SizeOf<VertexPositionColorTexture>(), 0));
Context.InputAssembler.SetIndexBuffer(IndexBuffer, Format.R32_UInt, 0);
//Set Texture to Shader
Context.PixelShader.SetShaderResource(0, RenderTexture.ShaderResourceView);
//Draw 
Context.DrawIndexed(6, 0, 0);
// Present!
SwapChain.Present(0, PresentFlags.None);
}
private void DrawOnTexture()
{
//Set Color Shader
Effect1.ApplyShader(Context);
//Set Buffers
Context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VertexBuffer, Utilities.SizeOf<VertexPositionColor>(), 0));
Context.InputAssembler.SetIndexBuffer(IndexBuffer, Format.R32_UInt, 0);
//Set Target
RenderTexture.SetRenderTarget(Context, depthView);
//Clear Targets - Green Bgound
RenderTexture.ClearRenderTarget(Context, depthView, 0, 1, 0, 1);
//Draw on RenderTarget
Context.DrawIndexed(6, 0, 0);
}

调用后:Context.DrawIndexed(6,0,0(有void DrawOnTexture((基元中的em>。

上面这个代码做什么

我想得到

我的代码出了什么问题?

我确信问题不在于矩阵或相机。当我将修改代码以直接在backBuffer上渲染基本体时,它的绘图正常。

public override void Render()
{
//Camera
var proj = Matrix.OrthoLH(3 * Form.Bounds.Width / Form.Bounds.Height, 3, 0.01f, 100f);
var view = Matrix.LookAtLH(new Vector3(0, 0, -10), new Vector3(0, 0, 20), Vector3.UnitY);
var viewProj = Matrix.Multiply(view, proj);
var world = Matrix.Identity;
var worldViewProj = world * viewProj;
worldViewProj.Transpose();
//Update wvp matrix
Context.UpdateSubresource(ref worldViewProj, ContantBuffer);
//DrawOnTexture();
//Set BackBuffer as render target
Context.OutputMerger.SetTargets(depthView, renderView);
// Clear views
Context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
Context.ClearRenderTargetView(renderView, Color.Pink);
//Set Color Shader
Effect1.ApplyShader(Context);
//Set Buffers
Context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VertexBuffer, Utilities.SizeOf<VertexPositionColor>(), 0));
Context.InputAssembler.SetIndexBuffer(IndexBuffer, Format.R32_UInt, 0);
//Set Texture to Shader
//Context.PixelShader.SetShaderResource(0, RenderTexture.ShaderResourceView);
//Draw 
Context.DrawIndexed(6, 0, 0);
// Present!
SwapChain.Present(0, PresentFlags.None);
}

输出

顶点缓冲区声明:

//Position Color
VertexBuffer = Buffer.Create(Device, BindFlags.VertexBuffer, new[] {
new VertexPositionColor(new Vector4(-1, -1, 0, 1), Color.Red.ToVector4()),
new VertexPositionColor(new Vector4(-1, 1, 0, 1), Color.Green.ToVector4()),
new VertexPositionColor(new Vector4(1, 1, 0, 1), Color.Blue.ToVector4()),
new VertexPositionColor(new Vector4(1, -1, 0, 1), Color.Yellow.ToVector4())
});
//Position Color Texture
VertexBuffer2 = Buffer.Create(Device, BindFlags.VertexBuffer, new[] {
new VertexPositionColorTexture(new Vector4(-1, -1, 0, 1), Color.White.ToVector4(), new Vector2(0,1)),
new VertexPositionColorTexture(new Vector4(-1, 1, 0, 1), Color.White.ToVector4(),new Vector2(0,0)),
new VertexPositionColorTexture(new Vector4(1, 1, 0, 1), Color.White.ToVector4(),new Vector2(1,0)),
new VertexPositionColorTexture(new Vector4(1, -1, 0, 1), Color.White.ToVector4(),new Vector2(1,1))
});
IndexBuffer = Buffer.Create(Device, BindFlags.IndexBuffer, new[] {
0,1,2,
0,2,3
});

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