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Updated Wiki: CommonStates

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The CommonStates class is a factory which simplifies setting the most common combinations of Direct3D rendering states.

Header

#include <CommonStates.h>

Initialization

The CommonStates constructor requires a Direct3D 11 device.

std::unique_ptr<CommonStates> states(new 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

http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.blendstate_fields.aspx
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476087.aspx
http://msdn.microsoft.com/en-us/library/windows/desktop/hh404435.aspx
  • 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

http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.depthstencilstate_fields.aspx
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476110.aspx
  • ID3D11DepthStencilState* DepthNone();
  • ID3D11DepthStencilState* DepthDefault();
  • ID3D11DepthStencilState* DepthRead();

Typical usage

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.aspx
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476198.aspx
http://msdn.microsoft.com/en-us/library/windows/desktop/hh404489.aspx
  • 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 self-explanatory.

Sampler State

http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.samplerstate_fields.aspx
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476207.aspx
  • 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 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 on Feature Level 9.1.

http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx

Remarks

These common states are equivalent to using the following descriptors:

CD3D11_DEFAULT default;

// Opaque
CD3D11_BLEND_DESC desc(default);

// AlphaBlend
CD3D11_BLEND_DESC desc(default);
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(default);
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(default);
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;

CD3D11_DEFAULT default;

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

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

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

// CullNone
CD3D11_RASTERIZER_DESC desc(D3D11_FILL_SOLID, D3D11_CULL_NONE, FALSE, 0, 0.f, 0.f, TRUE, FALSE, TRUE, FALSE);

// CullClockwise
CD3D11_RASTERIZER_DESC desc(D3D11_FILL_SOLID, D3D11_CULL_FRONT, FALSE, 0, 0.f, 0.f, TRUE, FALSE, TRUE, FALSE);

// CullCounterClockwise
CD3D11_RASTERIZER_DESC desc(D3D11_FILL_SOLID, D3D11_CULL_BACK, FALSE, 0, 0.f, 0.f, TRUE, FALSE, TRUE, FALSE);

// Wireframe
CD3D11_RASTERIZER_DESC desc(D3D11_FILL_WIREFRAME, D3D11_CULL_BACK, FALSE, 0, 0.f, 0.f, TRUE, FALSE, TRUE, FALSE);

constfloat 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);

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