感谢Chili的教程
这一节属于PostProcessing,需要用到RenderToTexture和stencil的知识。
RenderToTexture
复习一下渲染物体可能需要绑定的组件:
组件名称 | 用途 |
---|---|
ID3D11InputLayout | 定义VertexBuffer的输入格式,比如Pos,TexCoord |
ID3D11Buffer(as VertexBuffer) | 存储要输入的顶点数据结构,坐标法线etc. |
ID3D11Buffer(as IndexBuffer) | 存储顶点渲染的顺序 |
ID3D11Buffer(as VS/PSConstantBuffer) | 常量缓冲区 |
D3D11_PRIMITIVE_TOPOLOGY | 顶点的连接方法(游戏默认三角形) |
ID3D11PixelShader | 像素着色器 |
ID3D11VertexShader | 顶点着色器 |
ID3D11ShaderResourceView(refer to Texture2D) | 2D纹理资源 |
ID3D11SamplerState | 纹理采样器 |
ID3D11BlendState | 像素混合 |
ID3D11RasterizerState | 光栅化状态 |
*ID3D11RenderTargetView | *渲染目标 |
*ID3D11DepthStencilView | *深度模版缓冲 |
*D3D11_VIEWPORT | *视口,显示的区域大小 |
… | … |
其中,渲染目标就是定义的整个渲染管线的输出目标(纹理),复习一下RenderTarget的定义的过程。
// create texture resource
D3D11_TEXTURE2D_DESC textureDesc = {
};
// ...
wrl::ComPtr<ID3D11Texture2D> pTexture;
GFX_THROW_INFO(GetDevice(gfx)->CreateTexture2D(
&textureDesc, nullptr, &pTexture
));
// create the resource view on the texture
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {
};
// ...
GFX_THROW_INFO(GetDevice(gfx)->CreateShaderResourceView(
pTexture.Get(), &srvDesc, &pTextureView
));
// create the target view on the texture
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc = {
};
// ...
GFX_THROW_INFO(GetDevice(gfx)->CreateRenderTargetView(
pTexture.Get(), &rtvDesc, &pTargetView
));
RenderTarget的目标是一张纹理,渲染结果即保存到该纹理上,如果想将渲染结果用作其他,那么用已经跟纹理绑定好的ShaderResourceView取出即可。最后屏幕上显示的画面取决于交换链present时绑定的renderTarget。
那么一个可能的RenderTarget类可以这么写
// h
private:
UINT width;
UINT height;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> pTextureView;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> pTargetView;
// cpp
RenderTarget::RenderTarget(Graphics& gfx, UINT width, UINT height)
:
width(width),
height(height)
{
// create texture resource
D3D11_TEXTURE2D_DESC textureDesc = {
};
textureDesc.Width = width;
textureDesc.Height = height;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; //
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; // the former must exist for using RTT
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = 0;
wrl::ComPtr<ID3D11Texture2D> pTexture;
GetDevice(gfx)->CreateTexture2D(
&textureDesc, nullptr, &pTexture
);
// create the resource view on the texture
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {
};
srvDesc.Format = textureDesc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = 1;
GetDevice(gfx)->CreateShaderResourceView(
pTexture.Get(