26 CommonStates
Chuck Walbourn редактировал(а) эту страницу 2023-04-21 12:59:35 -07:00
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The CommonStates class is a factory which simplifies setting the most common combinations of Direct3D rendering states. This is simliar to the XNA Game Studio 4 (Microsoft.Xna.Framework.Graphics.BlendState, DepthStencilState, RasterizerState, SamplerState) design.

Related tutorial: Sprites and textures

Header

#include <CommonStates.h>

Initialization

The CommonStates constructor requires a Direct3D 11 device.

std::unique_ptr<CommonStates> states;
states = std::make_unique<CommonStates>(device);

For exception safety, it is recommended you make use of the C++ RAII pattern and use a std::unique_ptr or std::shared_ptr

Using this helper to set device state

deviceContext->OMSetBlendState(states->Opaque(), Colors::Black, 0xFFFFFFFF);
deviceContext->OMSetDepthStencilState(states->DepthDefault(), 0);
deviceContext->RSSetState(states->CullCounterClockwise());

auto samplerState = states->LinearWrap();
deviceContext->PSSetSamplers(0, 1, &samplerState);

Blending State

D3D11_BLEND_DESC
D3D11_BLEND_DESC1

  • ID3D11BlendState* Opaque();
  • ID3D11BlendState* AlphaBlend();
  • ID3D11BlendState* Additive();
  • ID3D11BlendState* NonPremultiplied();

Typical usage

For standard drawing, typically you should make use of Opaque().

For drawing alpha-blended objects, you should use AlphaBlend() if using premultiplied alpha, or NonPremultiplied() if using 'straight' alpha.

For multipass rendering, you'd typically use Additive().

Depth/Stencil State

D3D11_DEPTH_STENCIL_DESC

  • ID3D11DepthStencilState* DepthNone();
  • ID3D11DepthStencilState* DepthDefault();
  • ID3D11DepthStencilState* DepthRead();
  • ID3D11DepthStencilState* DepthReverseZ();
  • ID3D11DepthStencilState* DepthReadReverseZ();

Typical usage

For standard rendering with a z-buffer, you should use DepthDefault(). If using a reverse z-buffer, then you should use DepthReverseZ().

For drawing alpha blended objects (which is typically done after all opaque objects have been drawn), use DepthRead() which will respect the existing z-buffer values, but will not update them with 'closer' pixels.

For drawing objects without any depth-sort at all, use DepthNone().

Rasterizer State

D3D11_RASTERIZER_DESC
D3D11_RASTERIZER_DESC1

  • ID3D11RasterizerState* CullNone();
  • ID3D11RasterizerState* CullClockwise();
  • ID3D11RasterizerState* CullCounterClockwise();
  • ID3D11RasterizerState* Wireframe();

Typical usage

For default geometry winding use CullCounterClockwise(). For inverted winding (typically when using assets designed for left-handed coordinates but rendering with right-handed coordinates or vice-versa), use CullClockwise().

For "double-sided" geometry, use CullNone(). Keep in mind this is a potentially large performance hit, so use it sparingly.

Wireframe() is a wireframe rendering mode and shows both sides of the geometry.

Sampler State

D3D11_SAMPLER_DESC

  • ID3D11SamplerState* PointWrap();
  • ID3D11SamplerState* PointClamp();
  • ID3D11SamplerState* LinearWrap();
  • ID3D11SamplerState* LinearClamp();
  • ID3D11SamplerState* AnisotropicWrap();
  • ID3D11SamplerState* AnisotropicClamp();

Typical usage

Usually LinearClamp() is the standard setting, and covers a large number of cases. For improved mipmap filtering quality use the Anisotropic settings.

Remember that ??SetSamplers() actually takes an array of sampler state objects, rather than a pointer directly to the sampler state object, since there can be multiple textures in use at the same time.

Feature level usage

All common states work with all feature levels. Anisotropic* uses a MaxAnisotropy of 2 on Feature Level 9.1. On all other feature levels is uses 16 (D3D11_MAX_MAXANISOTROPY).

Direct3D feature levels

Remarks

These common states are equivalent to using the following descriptors:

Blend states

CD3D11_DEFAULT def;

// Opaque
CD3D11_BLEND_DESC desc(def);

// AlphaBlend
CD3D11_BLEND_DESC desc(def);
desc.RenderTarget[0].BlendEnable = TRUE;
desc.RenderTarget[0].SrcBlend =
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlend =
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;

// Additive
CD3D11_BLEND_DESC desc(def);
desc.RenderTarget[0].BlendEnable = TRUE;
desc.RenderTarget[0].SrcBlend =
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend =
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;

// NonPremultiplied
CD3D11_BLEND_DESC desc(def);
desc.RenderTarget[0].BlendEnable = TRUE;
desc.RenderTarget[0].SrcBlend =
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend =
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;

Depth/Stencil states

CD3D11_DEFAULT def;

// DepthNone
CD3D11_DEPTH_STENCIL_DESC desc(def);
desc.DepthEnable = FALSE;
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;

// DepthDefault
CD3D11_DEPTH_STENCIL_DESC desc(def);
desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;

// DepthRead
CD3D11_DEPTH_STENCIL_DESC desc(def);
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;

// DepthReverseZ
CD3D11_DEPTH_STENCIL_DESC desc(def);
desc.DepthFunc = D3D11_COMPARISON_GREATER_EQUAL;

// DepthReadReverseZ
CD3D11_DEPTH_STENCIL_DESC desc(def);
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
desc.DepthFunc = D3D11_COMPARISON_GREATER_EQUAL;

Rasterizer states

// CullNone
CD3D11_RASTERIZER_DESC desc(D3D11_FILL_SOLID, D3D11_CULL_NONE,
    FALSE /* FrontCounterClockwise */,
    D3D11_DEFAULT_DEPTH_BIAS,
    D3D11_DEFAULT_DEPTH_BIAS_CLAMP,
    D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
    TRUE /* DepthClipEnable */,
    FALSE /* ScissorEnable */,
    TRUE /* MultisampleEnable */,
    FALSE /* AntialiasedLineEnable */);

// CullClockwise
CD3D11_RASTERIZER_DESC desc(D3D11_FILL_SOLID, D3D11_CULL_FRONT,
    FALSE /* FrontCounterClockwise */,
    D3D11_DEFAULT_DEPTH_BIAS,
    D3D11_DEFAULT_DEPTH_BIAS_CLAMP,
    D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
    TRUE /* DepthClipEnable */,
    FALSE /* ScissorEnable */,
    TRUE /* MultisampleEnable */,
    FALSE /* AntialiasedLineEnable */);

// CullCounterClockwise
CD3D11_RASTERIZER_DESC desc(D3D11_FILL_SOLID, D3D11_CULL_BACK,
    FALSE /* FrontCounterClockwise */,
    D3D11_DEFAULT_DEPTH_BIAS,
    D3D11_DEFAULT_DEPTH_BIAS_CLAMP,
    D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
    TRUE /* DepthClipEnable */,
    FALSE /* ScissorEnable */,
    TRUE /* MultisampleEnable */,
    FALSE /* AntialiasedLineEnable */);

// Wireframe
CD3D11_RASTERIZER_DESC desc(D3D11_FILL_WIREFRAME, D3D11_CULL_NONE,
    FALSE /* FrontCounterClockwise */,
    D3D11_DEFAULT_DEPTH_BIAS,
    D3D11_DEFAULT_DEPTH_BIAS_CLAMP,
    D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
    TRUE /* DepthClipEnable */,
    FALSE /* ScissorEnable */,
    TRUE /* MultisampleEnable */,
    FALSE /* AntialiasedLineEnable */);

Sampler states

const float border[4] = { 0.f, 0.f, 0.f, 0.f };
float maxAnisotropy = (device->GetFeatureLevel() > D3D_FEATURE_LEVEL_9_1) ? 16 : 2;

// PointWrap
CD3D11_SAMPLER_DESC desc(D3D11_FILTER_MIN_MAG_MIP_POINT,
    D3D11_TEXTURE_ADDRESS_WRAP, D3D11_TEXTURE_ADDRESS_WRAP, D3D11_TEXTURE_ADDRESS_WRAP,
    0.f, maxAnisotropy, D3D11_COMPARISON_NEVER, border, 0.f, FLT_MAX);

// PointClamp
CD3D11_SAMPLER_DESC desc(D3D11_FILTER_MIN_MAG_MIP_POINT,
    D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP,
    0.f, maxAnisotropy, D3D11_COMPARISON_NEVER, border, 0.f, FLT_MAX);

// LinearWrap
CD3D11_SAMPLER_DESC desc(D3D11_FILTER_MIN_MAG_MIP_LINEAR,
    D3D11_TEXTURE_ADDRESS_WRAP, D3D11_TEXTURE_ADDRESS_WRAP, D3D11_TEXTURE_ADDRESS_WRAP,
    0.f, maxAnisotropy, D3D11_COMPARISON_NEVER, border, 0.f, FLT_MAX);

// LinearClamp
CD3D11_SAMPLER_DESC desc(D3D11_FILTER_MIN_MAG_MIP_LINEAR,
    D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP,
    0.f, maxAnisotropy, D3D11_COMPARISON_NEVER, border, 0.f, FLT_MAX);

// AnisotropicWrap
CD3D11_SAMPLER_DESC desc(D3D11_FILTER_ANISOTROPIC,
    D3D11_TEXTURE_ADDRESS_WRAP, D3D11_TEXTURE_ADDRESS_WRAP, D3D11_TEXTURE_ADDRESS_WRAP,
    0.f, maxAnisotropy, D3D11_COMPARISON_NEVER, border, 0.f, FLT_MAX);

// AnisotropicClamp
CD3D11_SAMPLER_DESC desc(D3D11_FILTER_ANISOTROPIC,
    D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP,
    0.f, maxAnisotropy, D3D11_COMPARISON_NEVER, border, 0.f, FLT_MAX);

Further reading

State objects in XNA Game Studio 4.0

Premultiplied alpha
Premultiplied alpha and image composition
Premultiplied alpha in XNA Game Studio 4.0

Depth sorting alpha blended objects