The CommonStates class is a factory which simplifies setting the most common combinations of Direct3D rendering states.
For exception safety, it is recommended you make use of the C++ RAII pattern and use a std::unique_ptr or std::shared_ptr
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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().
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For standard rendering with a z-buffer, you should use DepthDefault().
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().
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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 self-explanatory.
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Usually LinearClamp() is the standard setting, and covers a large number of cases. For improved mipmap filtering quality use the Ansiotropic 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.
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Initialization
The CommonStates constructor requires a Direct3D 11 device.
std::unique_ptr<CommonStates> states(new CommonStates(device));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
http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.blendstate_fields.aspxhttp://msdn.microsoft.com/en-us/library/windows/desktop/ff476087.aspx
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- ID3D11BlendState* Opaque();
- ID3D11BlendState* AlphaBlend();
- ID3D11BlendState* Additive();
- ID3D11BlendState* NonPremultiplied();
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
http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.depthstencilstate_fields.aspxhttp://msdn.microsoft.com/en-us/library/windows/desktop/ff476110.aspx
- ID3D11DepthStencilState* DepthNone();
- ID3D11DepthStencilState* DepthDefault();
- ID3D11DepthStencilState* DepthRead();
For standard rendering with a z-buffer, you should use DepthDefault().
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
http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.rasterizerstate_fields.aspxhttp://msdn.microsoft.com/en-us/library/windows/desktop/ff476198.aspx
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- ID3D11RasterizerState* CullNone();
- ID3D11RasterizerState* CullClockwise();
- ID3D11RasterizerState* CullCounterClockwise();
- ID3D11RasterizerState* Wireframe();
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 self-explanatory.
Sampler State
http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.samplerstate_fields.aspxhttp://msdn.microsoft.com/en-us/library/windows/desktop/ff476207.aspx
- ID3D11SamplerState* PointWrap();
- ID3D11SamplerState* PointClamp();
- ID3D11SamplerState* LinearWrap();
- ID3D11SamplerState* LinearClamp();
- ID3D11SamplerState* AnisotropicWrap();
- ID3D11SamplerState* AnisotropicClamp();
Usually LinearClamp() is the standard setting, and covers a large number of cases. For improved mipmap filtering quality use the Ansiotropic 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 for this reason.http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx