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#include "dut/RenderStates.h"
using namespace Microsoft::WRL;
ComPtr<ID3D11RasterizerState> RenderStates::RSNoCull = nullptr;
ComPtr<ID3D11RasterizerState> RenderStates::RSWireframe = nullptr;
ComPtr<ID3D11RasterizerState> RenderStates::RSCullClockWise = nullptr;
ComPtr<ID3D11SamplerState> RenderStates::SSAnisotropicWrap = nullptr;
ComPtr<ID3D11SamplerState> RenderStates::SSLinearWrap = nullptr;
ComPtr<ID3D11BlendState> RenderStates::BSAlphaToCoverage = nullptr;
ComPtr<ID3D11BlendState> RenderStates::BSNoColorWrite = nullptr;
ComPtr<ID3D11BlendState> RenderStates::BSTransparent = nullptr;
ComPtr<ID3D11BlendState> RenderStates::BSAdditive = nullptr;
ComPtr<ID3D11DepthStencilState> RenderStates::DSSWriteStencil = nullptr;
ComPtr<ID3D11DepthStencilState> RenderStates::DSSDrawWithStencil= nullptr;
ComPtr<ID3D11DepthStencilState> RenderStates::DSSNoDoubleBlend = nullptr;
ComPtr<ID3D11DepthStencilState> RenderStates::DSSNoDepthTest = nullptr;
ComPtr<ID3D11DepthStencilState> RenderStates::DSSNoDepthWrite = nullptr;
ComPtr<ID3D11DepthStencilState> RenderStates::DSSNoDepthTestWithStencil = nullptr;
ComPtr<ID3D11DepthStencilState> RenderStates::DSSNoDepthWriteWithStencil = nullptr;
bool RenderStates::IsInit()
{
// 一般来说初始化操作会把所有的状态都创建出来
return RSWireframe != nullptr;
}
void RenderStates::InitAll(ID3D11Device * device)
{
// 先前初始化过的话就没必要重来了
if (IsInit())
return;
// ******************
// 初始化光栅化器状态
//
D3D11_RASTERIZER_DESC rasterizerDesc;
ZeroMemory(&rasterizerDesc, sizeof(rasterizerDesc));
// 线框模式
rasterizerDesc.FillMode = D3D11_FILL_WIREFRAME;
rasterizerDesc.CullMode = D3D11_CULL_NONE;
rasterizerDesc.FrontCounterClockwise = false;
rasterizerDesc.DepthClipEnable = true;
HR(device->CreateRasterizerState(&rasterizerDesc, RSWireframe.GetAddressOf()));
// 无背面剔除模式
rasterizerDesc.FillMode = D3D11_FILL_SOLID;
rasterizerDesc.CullMode = D3D11_CULL_NONE;
rasterizerDesc.FrontCounterClockwise = false;
rasterizerDesc.DepthClipEnable = true;
HR(device->CreateRasterizerState(&rasterizerDesc, RSNoCull.GetAddressOf()));
// 顺时针剔除模式
rasterizerDesc.FillMode = D3D11_FILL_SOLID;
rasterizerDesc.CullMode = D3D11_CULL_BACK;
rasterizerDesc.FrontCounterClockwise = true;
rasterizerDesc.DepthClipEnable = true;
HR(device->CreateRasterizerState(&rasterizerDesc, RSCullClockWise.GetAddressOf()));
// ******************
// 初始化采样器状态
//
D3D11_SAMPLER_DESC sampDesc;
ZeroMemory(&sampDesc, sizeof(sampDesc));
// 线性过滤模式
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
HR(device->CreateSamplerState(&sampDesc, SSLinearWrap.GetAddressOf()));
// 各向异性过滤模式
sampDesc.Filter = D3D11_FILTER_ANISOTROPIC;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MaxAnisotropy = 4;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
HR(device->CreateSamplerState(&sampDesc, SSAnisotropicWrap.GetAddressOf()));
// ******************
// 初始化混合状态
//
D3D11_BLEND_DESC blendDesc;
ZeroMemory(&blendDesc, sizeof(blendDesc));
auto& rtDesc = blendDesc.RenderTarget[0];
// Alpha-To-Coverage模式
blendDesc.AlphaToCoverageEnable = true;
blendDesc.IndependentBlendEnable = false;
rtDesc.BlendEnable = false;
rtDesc.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
HR(device->CreateBlendState(&blendDesc, BSAlphaToCoverage.GetAddressOf()));
// 透明混合模式
// Color = SrcAlpha * SrcColor + (1 - SrcAlpha) * DestColor
// Alpha = SrcAlpha
blendDesc.AlphaToCoverageEnable = false;
blendDesc.IndependentBlendEnable = false;
rtDesc.BlendEnable = true;
rtDesc.SrcBlend = D3D11_BLEND_SRC_ALPHA;
rtDesc.DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
rtDesc.BlendOp = D3D11_BLEND_OP_ADD;
rtDesc.SrcBlendAlpha = D3D11_BLEND_ONE;
rtDesc.DestBlendAlpha = D3D11_BLEND_ZERO;
rtDesc.BlendOpAlpha = D3D11_BLEND_OP_ADD;
HR(device->CreateBlendState(&blendDesc, BSTransparent.GetAddressOf()));
// 加法混合模式
// Color = SrcColor + DestColor
// Alpha = SrcAlpha
rtDesc.SrcBlend = D3D11_BLEND_ONE;
rtDesc.DestBlend = D3D11_BLEND_ONE;
rtDesc.BlendOp = D3D11_BLEND_OP_ADD;
rtDesc.SrcBlendAlpha = D3D11_BLEND_ONE;
rtDesc.DestBlendAlpha = D3D11_BLEND_ZERO;
rtDesc.BlendOpAlpha = D3D11_BLEND_OP_ADD;
HR(device->CreateBlendState(&blendDesc, BSAdditive.GetAddressOf()));
// 无颜色写入混合模式
// Color = DestColor
// Alpha = DestAlpha
rtDesc.BlendEnable = false;
rtDesc.SrcBlend = D3D11_BLEND_ZERO;
rtDesc.DestBlend = D3D11_BLEND_ONE;
rtDesc.BlendOp = D3D11_BLEND_OP_ADD;
rtDesc.SrcBlendAlpha = D3D11_BLEND_ZERO;
rtDesc.DestBlendAlpha = D3D11_BLEND_ONE;
rtDesc.BlendOpAlpha = D3D11_BLEND_OP_ADD;
rtDesc.RenderTargetWriteMask = 0;
HR(device->CreateBlendState(&blendDesc, BSNoColorWrite.GetAddressOf()));
// ******************
// 初始化深度/模板状态
//
D3D11_DEPTH_STENCIL_DESC dsDesc;
// 写入模板值的深度/模板状态
// 这里不写入深度信息
// 无论是正面还是背面,原来指定的区域的模板值都会被写入StencilRef
dsDesc.DepthEnable = true;
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
dsDesc.DepthFunc = D3D11_COMPARISON_LESS;
dsDesc.StencilEnable = true;
dsDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
dsDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// 对于背面的几何体我们是不进行渲染的,所以这里的设置无关紧要
dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
HR(device->CreateDepthStencilState(&dsDesc, DSSWriteStencil.GetAddressOf()));
// 对指定模板值进行绘制的深度/模板状态
// 对满足模板值条件的区域才进行绘制,并更新深度
dsDesc.DepthEnable = true;
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
dsDesc.DepthFunc = D3D11_COMPARISON_LESS;
dsDesc.StencilEnable = true;
dsDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
dsDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_EQUAL;
// 对于背面的几何体我们是不进行渲染的,所以这里的设置无关紧要
dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_EQUAL;
HR(device->CreateDepthStencilState(&dsDesc, DSSDrawWithStencil.GetAddressOf()));
// 无二次混合深度/模板状态
// 允许默认深度测试
// 通过自递增使得原来StencilRef的值只能使用一次,实现仅一次混合
dsDesc.DepthEnable = true;
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
dsDesc.DepthFunc = D3D11_COMPARISON_LESS;
dsDesc.StencilEnable = true;
dsDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
dsDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_INCR;
dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_EQUAL;
// 对于背面的几何体我们是不进行渲染的,所以这里的设置无关紧要
dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_INCR;
dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_EQUAL;
HR(device->CreateDepthStencilState(&dsDesc, DSSNoDoubleBlend.GetAddressOf()));
// 关闭深度测试的深度/模板状态
// 若绘制非透明物体,务必严格按照绘制顺序
// 绘制透明物体则不需要担心绘制顺序
// 而默认情况下模板测试就是关闭的
dsDesc.DepthEnable = false;
dsDesc.StencilEnable = false;
HR(device->CreateDepthStencilState(&dsDesc, DSSNoDepthTest.GetAddressOf()));
// 关闭深度测试
// 若绘制非透明物体,务必严格按照绘制顺序
// 绘制透明物体则不需要担心绘制顺序
// 对满足模板值条件的区域才进行绘制
dsDesc.StencilEnable = true;
dsDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
dsDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_EQUAL;
// 对于背面的几何体我们是不进行渲染的,所以这里的设置无关紧要
dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_EQUAL;
HR(device->CreateDepthStencilState(&dsDesc, DSSNoDepthTestWithStencil.GetAddressOf()));
// 进行深度测试,但不写入深度值的状态
// 若绘制非透明物体时,应使用默认状态
// 绘制透明物体时,使用该状态可以有效确保混合状态的进行
// 并且确保较前的非透明物体可以阻挡较后的一切物体
dsDesc.DepthEnable = true;
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
dsDesc.DepthFunc = D3D11_COMPARISON_LESS;
dsDesc.StencilEnable = false;
HR(device->CreateDepthStencilState(&dsDesc, DSSNoDepthWrite.GetAddressOf()));
// 进行深度测试,但不写入深度值的状态
// 若绘制非透明物体时,应使用默认状态
// 绘制透明物体时,使用该状态可以有效确保混合状态的进行
// 并且确保较前的非透明物体可以阻挡较后的一切物体
// 对满足模板值条件的区域才进行绘制
dsDesc.StencilEnable = true;
dsDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
dsDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_EQUAL;
// 对于背面的几何体我们是不进行渲染的,所以这里的设置无关紧要
dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_EQUAL;
HR(device->CreateDepthStencilState(&dsDesc, DSSNoDepthWriteWithStencil.GetAddressOf()));
// ******************
// 设置调试对象名
//
D3D11SetDebugObjectName(RSCullClockWise.Get(), "RSCullClockWise");
D3D11SetDebugObjectName(RSNoCull.Get(), "RSNoCull");
D3D11SetDebugObjectName(RSWireframe.Get(), "RSWireframe");
D3D11SetDebugObjectName(SSAnisotropicWrap.Get(), "SSAnisotropicWrap");
D3D11SetDebugObjectName(SSLinearWrap.Get(), "SSLinearWrap");
D3D11SetDebugObjectName(BSAlphaToCoverage.Get(), "BSAlphaToCoverage");
D3D11SetDebugObjectName(BSNoColorWrite.Get(), "BSNoColorWrite");
D3D11SetDebugObjectName(BSTransparent.Get(), "BSTransparent");
D3D11SetDebugObjectName(BSAdditive.Get(), "BSAdditive");
D3D11SetDebugObjectName(DSSWriteStencil.Get(), "DSSWriteStencil");
D3D11SetDebugObjectName(DSSDrawWithStencil.Get(), "DSSDrawWithStencil");
D3D11SetDebugObjectName(DSSNoDoubleBlend.Get(), "DSSNoDoubleBlend");
D3D11SetDebugObjectName(DSSNoDepthTest.Get(), "DSSNoDepthTest");
D3D11SetDebugObjectName(DSSNoDepthWrite.Get(), "DSSNoDepthWrite");
D3D11SetDebugObjectName(DSSNoDepthTestWithStencil.Get(), "DSSNoDepthTestWithStencil");
D3D11SetDebugObjectName(DSSNoDepthWriteWithStencil.Get(), "DSSNoDepthWriteWithStencil");
}
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