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Render to Texture issue


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#1 Garibaldi   Members   -  Reputation: 104

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Posted 29 January 2013 - 02:56 PM

Hi everyone, first post here. Sorry it's a problem and not a hello, but this is kicking my ass and I'm in need of a bit help.

I'm following the tutorials over at rastertek, specifically this one (Tut 22 Render to Texture). I'm porting everything to SlimDX because I'm not as comfy with C++ as I am with C#.

Anyways. I just can't get the rendering to the texture to work.

r2t.jpg

The blue area should have a render of the spinning cube in it.

The class which is used as the render texture is below:
public class AbacusRenderTexture    {        Texture2D m_renderTargetTexture;        RenderTargetView m_renderTargetView;        public RenderTargetView RenderTargetView        {            get { return m_renderTargetView; }        }        ShaderResourceView m_shaderResourceView;        public ShaderResourceView ShaderResourceView        {            get { return m_shaderResourceView; }        }        public bool Initialise(Device device, int textureWidth, int textureHeight, int aaSampleCount, int aaQuality)        {            // Setup the render target texture description.            Texture2DDescription textureDesc = new Texture2DDescription();            textureDesc.Width = textureWidth;            textureDesc.Height = textureHeight;            textureDesc.MipLevels = 1;            textureDesc.ArraySize = 1;            textureDesc.Format = SlimDX.DXGI.Format.R32G32B32A32_Float;            textureDesc.SampleDescription = new SampleDescription(aaSampleCount, aaQuality);            textureDesc.Usage = ResourceUsage.Default;            textureDesc.BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource;            textureDesc.CpuAccessFlags = CpuAccessFlags.None;            textureDesc.OptionFlags = ResourceOptionFlags.None;            try            {                // Create the render target texture.                m_renderTargetTexture = new Texture2D(device, textureDesc);            }            catch (Exception)            {                return false;            }                        // Setup the description of the render target view.            RenderTargetViewDescription renderTargetViewDesc = new RenderTargetViewDescription();            renderTargetViewDesc.Format = textureDesc.Format;            renderTargetViewDesc.Dimension = RenderTargetViewDimension.Texture2D;            renderTargetViewDesc.MipSlice = 0;            try            {                // Create the render target view.                m_renderTargetView = new RenderTargetView(device, m_renderTargetTexture, renderTargetViewDesc);            }            catch (Exception)            {                return false;            }                        // Setup the description of the shader resource view.            ShaderResourceViewDescription shaderResourceViewDesc = new ShaderResourceViewDescription();            shaderResourceViewDesc.Format = textureDesc.Format;            shaderResourceViewDesc.Dimension = ShaderResourceViewDimension.Texture2D;            shaderResourceViewDesc.MostDetailedMip = 0;            shaderResourceViewDesc.MipLevels = 1;            try            {                // Create the shader resource view.                m_shaderResourceView = new ShaderResourceView(device, m_renderTargetTexture, shaderResourceViewDesc);            }            catch (Exception)            {                return false;            }                        return true;        }        public void Release()        {            if (m_shaderResourceView != null)                m_shaderResourceView.Dispose();            if (m_renderTargetView != null)                m_renderTargetView.Dispose();            if (m_renderTargetTexture != null)                m_renderTargetTexture.Dispose();        }        public void SetRenderTarget(DeviceContext context)        {            // Bind the render target view and depth stencil buffer to the output render pipeline.            context.OutputMerger.SetTargets(context.OutputMerger.GetDepthStencilView(), m_renderTargetView);        }        public void ClearRenderTarget(DeviceContext context, Color4 clearColor)        {            context.ClearRenderTargetView(m_renderTargetView, clearColor);            context.ClearDepthStencilView(context.OutputMerger.GetDepthStencilView(), DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);        }    }


I believe the method causing me the headache is SetRenderTarget.
context.OutputMerger.SetTargets(context.OutputMerger.GetDepthStencilView(), m_renderTargetView);

just doesn't seem to be overwriting the default backbuffer rendertarget. I've stuck a break at this line and the internal pointer of the backbuffer is still the render target both before and after the the above line has executed. It's like m_renderTargetView just isn't getting bound to the Merger.

Here is the draw code for clarity:
public override void DrawScene()        {            //Pass: 1            // Render the entire scene to the texture first.            RenderToTexture();            //Pass: 2            BeginScene(new Color4(1.0f, 0.0f, 0.0f, 0.0f));            RenderScene();            // Turn off the Z buffer to begin all 2D rendering.            TurnZBufferOff();            // Put the debug window vertex and index buffers on the graphics pipeline to prepare them for drawing.            m_debugWindow.Render(Context, 50, 50);                        // Render the debug window using the texture shader.            m_textureShader.Render(Context, m_debugWindow.IndexCount, WorldMatrix, Camera.ViewMatrix, OrthographicMatrix, m_renderTexture.ShaderResourceView);                        // Turn the Z buffer back on now that all 2D rendering has completed.            TurnZBufferOn();        }        private void RenderScene()        {            //draw the camera            Camera.Render();            // Rotate the world matrix by the rotation value so that the triangle will spin.            Matrix worldMatrix = Matrix.RotationY(m_rotation);            // Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.	        m_model.Render(Context);	        // Render the model using the light shader.            m_lightShader.Render(Context, m_model.IndexCount, worldMatrix, Camera.ViewMatrix, ProjectionMatrix, m_model.Textures[0], m_light.Direction, m_light.DiffuseColor);        }        private void RenderToTexture()        {            // Set the render target to be the render to texture.            m_renderTexture.SetRenderTarget(Context);	        // Clear the render to texture.            m_renderTexture.ClearRenderTarget(Context, new Color4(1.0f, 0.0f, 0.0f, 1.0f));	        // Render the scene now and it will draw to the render to texture instead of the back buffer.	        RenderScene();	        	        // Reset the render target back to the original back buffer and not the render to texture anymore.	        SetBackBufferRenderTarget();        }

Essentially the DrawScene is getting called twice. Once to render to the texture, then to the backbuffer, then the debug window is getting drawn on top of everything using the render to texture as the resource.

Any ideas? I've included my full source for anyone to take a gander at. It's in a VS2012 format though, not sure if it'll open in previous versions of studio.

Cheers in advance for any help.

Gary

Edit: It works if I remove the reference to the depth stencil when rendering the scene to the texture.

context.OutputMerger.SetTargets(m_renderTargetView);

This of course is not ideal but it does lead me to believe I have a mismatch between the texture the depth stencil???

Attached Files


Edited by Garibaldi, 29 January 2013 - 03:50 PM.


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#2 Garibaldi   Members   -  Reputation: 104

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Posted 29 January 2013 - 04:03 PM

Fixed it.  I generate a new depth stencil the same size as the texture and use that during the texture rendering.  Works fine now.






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