我的问题是,当我渲染到具有绑定到它的纹理的rendertarget时,无法看到渲染的信息,因为alpha为0。 如果我在显示渲染目标时将着色器中的alpha值设置为1,那么我可以清楚地看到它。
如果我将纹理保存到文件中,那么在没有任何渲染的地方,它就是清晰的颜色。无处不在,呈现某些东西的地方,alpha = 0。
我的混合状态:
D3D10_BLEND_DESC BlendState;
ZeroMemory(&BlendState, sizeof(D3D10_BLEND_DESC));
BlendState.AlphaToCoverageEnable = FALSE;
for (int32 i=0;i<this->m_TextureCount;i++)
BlendState.BlendEnable[i] = TRUE;
BlendState.SrcBlend = D3D10_BLEND_SRC_ALPHA;
BlendState.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
BlendState.BlendOp = D3D10_BLEND_OP_ADD;
BlendState.SrcBlendAlpha = D3D10_BLEND_ZERO;
BlendState.DestBlendAlpha = D3D10_BLEND_ZERO;
BlendState.BlendOpAlpha = D3D10_BLEND_OP_ADD;
for (int32 i = 0; i<this->m_TextureCount; i++)
BlendState.RenderTargetWriteMask[i] = D3D10_COLOR_WRITE_ENABLE_ALL;
this->m_pDevice->CreateBlendState(&BlendState, &this->m_pBlendState);
渲染前:
this->m_pDevice->OMSetBlendState(this->m_pBlendState, 0, 0xffffffff);
Shadercode绘制砖块:
float4x4 View;
float4x4 Projection;
Texture2D Diffuse;
SamplerState TextureSampler
{
Filter = MIN_MAG_MIP_Linear;
AddressU = WRAP;
AddressV = WRAP;
};
struct VertexShaderInput
{
float3 Position : POSITION0;
float2 UV : TEXCOORD0;
float3 Color : COLOR0;
float3 Normal : NORMAL0;
row_major float4x4 Offset : MATRIX;
};
struct VertexShaderOutput
{
float4 PositionOut : SV_POSITION;
float4 Position : POSITION0;
float2 UV : TEXCOORD0;
float3 Color : COLOR0;
float3 Normal : NORMAL0;
};
struct PixelShaderOutput
{
float4 colorMap: SV_TARGET0;
float4 normalMap: SV_TARGET1;
float4 positionMap: SV_TARGET2;
};
VertexShaderOutput VS_MAIN(VertexShaderInput input)
{
VertexShaderOutput Output = (VertexShaderOutput)0;
float4 pos = float4(input.Position.xyz, 1);
float4x4 Model = input.Offset;
float4x4 MVP = mul(mul(Model,View),Projection);
Output.Position = mul(pos,MVP);
Output.PositionOut = mul(pos,MVP);
Output.UV = input.UV;
Output.Color = input.Color;
Output.Normal = normalize(mul(input.Normal,(float3x3)Model));
return Output;
}
PixelShaderOutput PS_MAIN(VertexShaderOutput input)
{
PixelShaderOutput output;
output.colorMap = float4(1,0,0,1); // This is the texture above
output.normalMap = float4(input.Normal,1);
output.positionMap = float4(input.Position.xyz,1);
return output;
}
technique10 Main
{
pass p0
{
SetVertexShader(CompileShader(vs_4_0, VS_MAIN()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, PS_MAIN()));
}
};
答案 0 :(得分:0)
将Rendertarget的Blendstate更改为
D3D10_BLEND_DESC BlendState;
ZeroMemory(&BlendState, sizeof(D3D10_BLEND_DESC));
BlendState.AlphaToCoverageEnable = true;
for (int32 i=0;i<this->m_TextureCount;i++)
BlendState.BlendEnable[i] = TRUE;
BlendState.SrcBlend = D3D10_BLEND_SRC_ALPHA;
BlendState.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
BlendState.BlendOp = D3D10_BLEND_OP_ADD;
BlendState.SrcBlendAlpha = D3D10_BLEND_SRC_ALPHA;
BlendState.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
BlendState.BlendOpAlpha = D3D10_BLEND_OP_ADD;
for (int32 i = 0; i<this->m_TextureCount; i++)
BlendState.RenderTargetWriteMask[i] = D3D10_COLOR_WRITE_ENABLE_ALL;
this->m_pDevice->CreateBlendState(&BlendState, &this->m_pBlendState);
它现在有效。