Why sprites render over objects?

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I want to render a cube on a picture like in this tutorial. Problem is that it renders only the picture and the cube doesn't render. Can you help me ? Thankyou

m_spriteBatch->Begin();
m_spriteBatch->Draw(m_background.Get(), m_fullscreenRect);

//
// Clear the back buffer
//
g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, Colors::MidnightBlue );

g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);

g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);


//
// Update variables
//
ConstantBuffer cb;
cb.mWorld = XMMatrixTranspose( g_World );
cb.mView = XMMatrixTranspose( g_View );
cb.mProjection = XMMatrixTranspose( g_Projection );
g_pImmediateContext->UpdateSubresource( g_pConstantBuffer, 0, nullptr, &cb, 0, 0 );

//
// Renders a triangle
//
g_pImmediateContext->VSSetShader( g_pVertexShader, nullptr, 0 );
g_pImmediateContext->VSSetConstantBuffers( 0, 1, &g_pConstantBuffer );
g_pImmediateContext->PSSetShader( g_pPixelShader, nullptr, 0 );
g_pImmediateContext->DrawIndexed( 36, 0, 0 );        // 36 vertices needed for 12 triangles in a triangle list

//
// Present our back buffer to our front buffer
//
m_spriteBatch->End();
g_pSwapChain->Present( 0, 0 );
2

There are 2 best solutions below

3
Chuck Walbourn On BEST ANSWER

SpriteBatch batches up draws for performance, so it's likely being drawn after the cube draw. If you want to make sure the sprite background draws first, then you need to call End before you submit your cube. You also need to call Begin after you set up the render target:

// Clear
g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);

// Draw background image
m_spriteBatch->Begin();
m_spriteBatch->Draw(m_background.Get(), m_fullscreenRect);
m_spriteBatch->End();

// Draw objects
context->OMSetBlendState(…);
context->OMSetDepthStencilState(…);
context->IASetInputLayout(…);
context->IASetVertexBuffers(…);
context->IASetIndexBuffer(…);
context->IASetPrimitiveTopology(…);

You can omit the ClearRenderTargetView if the m_background texture covers the whole screen.

For more on how SpriteBatch draw order and batching works, see the wiki.

2
warriorforce On

Based on this answer by @ChuckWalbourn I fixed the problem.

 g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, Colors::MidnightBlue );


g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH | 

D3D11_CLEAR_STENCIL, 1.0f, 0);


m_spriteBatch->Begin();
m_spriteBatch->Draw(m_background.Get(), m_fullscreenRect);
m_spriteBatch->End();

states = std::make_unique<CommonStates>(g_pd3dDevice);
g_pImmediateContext->OMSetBlendState(states->Opaque(), Colors::Black, 0xFFFFFFFF);
g_pImmediateContext->OMSetDepthStencilState(states->DepthDefault(), 0);
// Set the input layout
g_pImmediateContext->IASetInputLayout(g_pVertexLayout);
UINT stride = sizeof(SimpleVertex);
UINT offset = 0;
g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
// Set index buffer
g_pImmediateContext->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);

// Set primitive topology
g_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

// Draw objects