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CommonStates
DirectXTK |
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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
#include <CommonStates.h>
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
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);
D3D11_BLEND_DESC
D3D11_BLEND_DESC1
- 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().
- ID3D11DepthStencilState* DepthNone();
- ID3D11DepthStencilState* DepthDefault();
- ID3D11DepthStencilState* DepthRead();
- ID3D11DepthStencilState* DepthReverseZ();
- ID3D11DepthStencilState* DepthReadReverseZ();
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().
D3D11_RASTERIZER_DESC
D3D11_RASTERIZER_DESC1
- 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 a wireframe rendering mode and shows both sides of the geometry.
- 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 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.
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
).
These common states are equivalent to using the following descriptors:
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;
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;
// 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 */);
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);
State objects in XNA Game Studio 4.0
Premultiplied alpha
Premultiplied alpha and image composition
Premultiplied alpha in XNA Game Studio 4.0
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