-
Notifications
You must be signed in to change notification settings - Fork 513
CommonStates
The CommonStates class is a factory which simplifies setting the most common combinations of Direct3D rendering states.
Related tutorial: Sprites and textures
#include <CommonStates.h>
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
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);
XNA Game Studio
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().
XNA Game Studio
D3D11_DEPTH_STENCIL_DESC
- 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().
XNA Game Studio
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 self-explanatory.
XNA Game Studio
D3D11_SAMPLER_DESC
- 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.
All common states work with all feature levels. Anisotropic*() uses a MaxAnisotropy of 2 on Feature Level 9.1.
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);
CD3D11_RASTERIZER_DESC desc(D3D11_FILL_WIREFRAME, D3D11_CULL_BACK, FALSE, 0, 0.f, 0.f, TRUE, FALSE, TRUE, FALSE);
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);
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Xbox One
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- MinGW 12.2, 13.2
- CMake 3.20