我一直在爲遊戲製作3D渲染器,直到現在,它先使用DrawIndexed渲染所有無紋理網格,然後渲染所有紋理網格。爲了提高性能,我已經切換到了DrawIndexedInstanced,並且使紋理網格首先被渲染,並且這揭示瞭如何設置我的alpha混合和/或深度檢查的問題。以下圖片應該說明的問題是什麼:Direct3D 11深度模板/ alpha混合問題
View through the top of the front-most textures (textured meshes rendered first)
The same view, slightly different angle (textureless meshes rendered first)
在前臺和後臺的紋理矩形網格行,並在前臺的人有部分透明的網格。在中間行是透明度設置爲0.3f的無紋理網格。當首先渲染紋理網格時,無紋理的網格會被前景中的透明網格遮擋。然而,當它是首先渲染的無紋理網格時,即使它們的透明度在0.3f時,它們也會完全遮住它們背後的網格化網格。這種情況發生在未經紋理化的網格掩蓋了其他未經紋理化的網格時,alpha混合在該場景中正常工作。
這是我設置了光柵化狀態,深度模具狀態和深度模具圖:
ID3D11Texture2D *pBackBuffer;
D3D11_TEXTURE2D_DESC backBufferDesc;
m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
pBackBuffer->GetDesc(&backBufferDesc);
RELEASE_RESOURCE(pBackBuffer);
// creating a buffer for the depth stencil
D3D11_TEXTURE2D_DESC depthStencilBufferDesc;
ZeroMemory(&depthStencilBufferDesc, sizeof(D3D11_TEXTURE2D_DESC));
depthStencilBufferDesc.ArraySize = 1;
depthStencilBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthStencilBufferDesc.CPUAccessFlags = 0; // No CPU access required.
depthStencilBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilBufferDesc.Width = backBufferDesc.Width;
depthStencilBufferDesc.Height = backBufferDesc.Height;
depthStencilBufferDesc.MipLevels = 1;
depthStencilBufferDesc.SampleDesc.Count = 4;
depthStencilBufferDesc.SampleDesc.Quality = 0;
depthStencilBufferDesc.Usage = D3D11_USAGE_DEFAULT;
m_device->CreateTexture2D(&depthStencilBufferDesc, NULL, &m_depthStencilBuffer);
// creating a depth stencil view
HRESULT hr = m_device->CreateDepthStencilView( m_depthStencilBuffer,
NULL,
&m_depthStencilView);
// setup depth stencil state.
D3D11_DEPTH_STENCIL_DESC depthStencilStateDesc;
ZeroMemory(&depthStencilStateDesc, sizeof(D3D11_DEPTH_STENCIL_DESC));
depthStencilStateDesc.DepthEnable = TRUE;
depthStencilStateDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilStateDesc.DepthFunc = D3D11_COMPARISON_LESS;
depthStencilStateDesc.StencilEnable = FALSE;
hr = m_device->CreateDepthStencilState(&depthStencilStateDesc, &m_depthStencilState);
// setup rasterizer state.
D3D11_RASTERIZER_DESC rasterizerDesc;
ZeroMemory(&rasterizerDesc, sizeof(D3D11_RASTERIZER_DESC));
rasterizerDesc.AntialiasedLineEnable = FALSE;
rasterizerDesc.CullMode = D3D11_CULL_BACK;
rasterizerDesc.DepthBias = 0;
rasterizerDesc.DepthBiasClamp = 0.0f;
rasterizerDesc.DepthClipEnable = TRUE;
rasterizerDesc.FillMode = D3D11_FILL_SOLID;
rasterizerDesc.FrontCounterClockwise = FALSE;
rasterizerDesc.MultisampleEnable = FALSE;
rasterizerDesc.ScissorEnable = FALSE;
rasterizerDesc.SlopeScaledDepthBias = 0.0f;
// create the rasterizer state
hr = m_device->CreateRasterizerState(&rasterizerDesc, &m_RasterizerState);
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
m_deviceContext->RSSetState(m_RasterizerState);
而這正是我使alpha混合:
D3D11_BLEND_DESC blendDescription;
ZeroMemory(&blendDescription, sizeof(D3D11_BLEND_DESC));
blendDescription.RenderTarget[0].BlendEnable = TRUE;
blendDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blendDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blendDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDescription.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
m_device->CreateBlendState(&blendDescription, &m_blendState);
m_deviceContext->OMSetBlendState(m_blendState, 0, 0xffffffff);
我知道,給無紋理的網格是一種純白色完全不透明的紋理,可以以某種方式解決問題,但我懷疑深度測試存在問題。
當我使用D3D11_CREATE_DEVICE_DEBUG標誌創建設備時,它不會給我任何錯誤或警告。
創建函數返回的所有HRESULT都是S_OK。
在此先感謝。
只是爲了澄清一下,我設置我的深度測試和alpha混合的方式是否沒有錯? –
他們看起來對我好。 – megadan
如果您先渲染一個透明對象,它沒有任何東西可以混合,所以它會顯得不透明。它也會將它的z值寫入深度緩衝區。如果您渲染的下一個對象位於透明對象的後面,那麼由於深度測試將不會繪製被遮擋的像素,因爲深度測試將只允許具有更接近z值的像素,然後當前位於深度緩衝區中。 – megadan