我有一些用 OpenGL 编写的渲染代码。我使用模板缓冲区来实现裁剪:
//Let's assume this is done in render loop.
if(!already_created())
{
create_stencil_attachment_and_bind_to_FB_as_depth_stencil_attachment();
}
glEnable(GL_STENCIL_TEST);
glColorMask(0,0,0,0);
glDepthMask(0);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS,1,1);
glStencilOp(GL_REPLACE,GL_REPLACE,GL_REPLACE);
render_to_stencil();
glColorMask(1,1,1,1);
glDepthMask(1);
glStencilFunc(GL_EQUAL,1,1);
glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
render_with_clipping();
glDisable(GL_STENCIL_TEST);
现在的问题是,我需要将此代码移植到 DX11。我在 MSDN 上看到了示例和一些不错的教程。我最终得到了这个逻辑:
1. Create ID3D11Texture2D with format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT. 2. Create ID3D11DepthStencilState for rendering to stencil: //Let's call it DS_RENDER - For both front and back faces: - op = D3D11_STENCIL_OP_REPLACE for all 3 cases - func = D3D11_COMPARISON_ALWAYS - DepthEnable = FALSE - StencilEnable = TRUE - StencilReadMask = 0xFF - StencilWriteMask = 0xFF 3. Create ID3D11DepthStencilView for state and texture created before. //Let's call it DSV 4. Create ID3D11DepthStencilState for using stencil as 'input': //Let's call it DS_CLIP - For both front and back faces: - op = D3D11_STENCIL_OP_KEEP for all 3 cases - func = D3D11_COMPARISON_EQUAL - DepthEnable = FALSE - StencilEnable = TRUE - StencilReadMask = 0xFF - StencilWriteMask = 0xFF
Now, I'm not sure how do I set stencil as target or input.
MSDN says:
`pDevice->OMSetDepthStencilState(pDSState, 1);`
和
`pd3dDeviceContext->OMSetRenderTargets(1, &pRTV, pDSV);`
如果我正确理解这些调用,第一个设置模板状态,而第二个将 pDSV 作为附加“附件”绑定(bind)到渲染目标。对吗?
如果是这样,这会像我预期的那样工作吗?
pDevice->OMSetDepthStencilState(DS_RENDER, 1);
pd3dDeviceContext->OMSetRenderTargets(1, &pRTV, DSV);
render_geometry_to_stencil_buffer();
pDevice->OMSetDepthStencilState(DS_CLIP, 1);
render_geometry_with_clipping();
pd3dDeviceContext->OMSetRenderTargets(1, &pRTV, NULL); //Does this disable stencil testing?
预先感谢您提供的每一个帮助或有用的提示。
最佳答案
如果你只想渲染到模板,使用(设置你的写作状态):
pd3dDeviceContext->OMSetRenderTargets(0, NULL, DSV);
你不需要渲染到颜色缓冲区,所以不需要绑定(bind)它。
然后渲染到你的目标并启用模板测试,使用:
pd3dDeviceContext->OMSetRenderTargets(1, &pRTV, DSV);
当你使用stencil作为输入时,一个很简单的事情也是设置StencilWriteMask = 0; 所以它永远不会写入它(这就是你想要呈现剪裁几何体的内容)。
如果您使用:
pd3dDeviceContext->OMSetRenderTargets(1, &pRTV, NULL);
您确实会禁用任何形式的深度/模板测试(不再有深度限制,因此 DepthStencilState 将完全无效)。
此外,我会为您的深度格式使用 DXGI_FORMAT_D24_UNORM_S8_UINT(个人偏好),它将完全适合您的用例并且消耗更少的内存。
希望对您有所帮助。
关于c++ - 将 OpenGL 模板功能移植到 DirectX 11,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/19320308/