我有一个基于Visual Studio的Windows8-DirectX模板的应用程序,我正在尝试使用以下D3D11_BLEND_DESC
的alpha通道绘制纹理:
D3D11_BLEND_DESC blendDesc{};
blendDesc.RenderTarget[0].BlendEnable = TRUE;
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
ThrowIfFailed(device->CreateBlendState(&blendDesc, &_blendState));
我以这种方式绑定这个混合状态:
float blendFactor[4] = { 0.0f, 0.0f, 1.0f, 1.0f };
UINT sampleMask = 0xffffffff;
context->OMSetBlendState(_blendState.Get(), blendFactor, sampleMask);
这是我的顶点着色器:
cbuffer ModelViewProjectionConstantBuffer : register(b0)
{
matrix model;
matrix view;
matrix projection;
};
struct VertexShaderInput
{
float3 pos : POSITION;
float2 texcoord : TEXCOORD;
};
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 texcoord : TEXCOORD;
};
PixelShaderInput main(VertexShaderInput input)
{
PixelShaderInput output;
float4 pos = float4(input.pos, 1.0f);
pos = mul(pos, model);
pos = mul(pos, view);
pos = mul(pos, projection);
output.pos = pos;
output.texcoord = input.texcoord;
return output;
}
Pixel Shader:
Texture2D tex0;
SamplerState s0;
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 texcoord : TEXCOORD;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
float4 color = tex0.Sample(s0, input.texcoord);
return color;
}
这就是我的纹理:
D3D11_TEXTURE2D_DESC textureDesc{};
textureDesc.Width = width;
textureDesc.Height = height;
textureDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
textureDesc.MipLevels = textureDesc.ArraySize = 1;
textureDesc.SampleDesc.Count = 1;
ThrowIfFailed(device->CreateTexture2D(&textureDesc, NULL, &_texture));
ThrowIfFailed(device->CreateShaderResourceView(_texture.Get(), NULL, &_textureView));
但问题是混合效果不正常。纹理仅与背景混合,但不与其他纹理混合,例如。如果我用蓝色作为第三个参数调用ClearRenderTargetView
方法,那么部分透明的纹理将会偏蓝,但不会与重叠纹理混合。