Direct3D is basically a state machine
不会改变直到我们改变
以下是渲染的设置
1. ID3D11RasterizerState: This interface represents a state group used to configure the rasterization stage of the pipeline.
2. ID3D11BlendState: This interface represents a state group used to configure blending operations. We will discuss these states in
the chapter on blending; by default, blending is disabled, so we do not need to worry about it for now.
3. ID3D11DepthStencilState: This interface represents a state group used to configure the depth and stencil tests. We will discuss
these states in the chapter on the stencil buffer; by default, stenciling is disabled, so we do not need to worry about it for now. The
default depth test settings are set to do the standard depth test as described in
HRESULT ID3D11Device::CreateRasterizerState( const D3D11_RASTERIZER_DESC *pRasterizerDesc, ID3D11RasterizerState **ppRasterizerState);
D3D11_RASTERIZER_DESC定义
typedef struct D3D11_RASTERIZER_DESC { D3D11_FILL_MODE FillMode; // Default: D3D11_FILL_SOLID D3D11_CULL_MODE CullMode; // Default: D3D11_CULL_BACK BOOL FrontCounterClockwise; // Default: false INT DepthBias; // Default: 0 FLOAT DepthBiasClamp; // Default: 0.0f FLOAT SlopeScaledDepthBias; // Default: 0.0f BOOL DepthClipEnable; // Default: true BOOL ScissorEnable; // Default: false BOOL MultisampleEnable; // Default: false BOOL AntialiasedLineEnable; // Default: false } D3D11_RASTERIZER_DESC;
example codes
D3D11_RASTERIZER_DESC rsDesc; ZeroMemory(&rsDesc, sizeof(D3D11_RASTERIZER_DESC)); rsDesc.FillMode = D3D11_FILL_SOLID; rsDesc.CullMode = D3D11_CULL_NONE; rsDesc.FrontCounterClockwise = false; rsDesc.DepthClipEnable = true; HR(md3dDevice->CreateRasterizerState(&rsDesc, &mNoCullRS));
切换state
ID3D11RasterizerState* mWireframeRS; ID3D11RasterizerState* mSolidRS; ... // Switch between the render state objects in the draw function. md3dImmediateContext->RSSetState(mSolidRS); DrawObject(); md3dImmediateContext->RSSetState(mWireframeRS); DrawObject();