DirectX11学习笔记十二 高斯模糊描边

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(
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