我敢肯定,我只是错过了一些简单的步骤,到目前为止我已经太盲目而没有注意到,但我似乎根本无法进行深度测试。这是 DirectX 11。
应该设置它的代码:
DXGI_SWAP_CHAIN_DESC swapDesc = { };
swapDesc.BufferDesc.Width = 0;
swapDesc.BufferDesc.Height = 0;
swapDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
swapDesc.BufferDesc.RefreshRate.Numerator = 0;
swapDesc.BufferDesc.RefreshRate.Denominator = 1;
swapDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapDesc.SampleDesc.Count = 1;
swapDesc.SampleDesc.Quality = 0;
swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapDesc.BufferCount = 1;
swapDesc.OutputWindow = hwnd;
swapDesc.Windowed = TRUE;
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapDesc.Flags = 0;
UINT flg = 0;
#if MAGE_DEBUG
flg |= D3D11_CREATE_DEVICE_DEBUG;
#endif
GFX_THROW_INFO(D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr,
flg,
nullptr, 0,
D3D11_SDK_VERSION, &swapDesc, &mSwap, &mDevice, nullptr,
&mContext));
COMptr<ID3D11Resource> backBuffer;
GFX_THROW_INFO(mSwap->GetBuffer(0, __uuidof(ID3D11Resource), &backBuffer));
GFX_THROW_INFO(mDevice->CreateRenderTargetView(backBuffer.Get(), nullptr, &mTarget));
LOG_INFO("Setting depth stencil dimensions ({}, {})", width, height);
COMptr<ID3D11Texture2D> depthStencil;
D3D11_TEXTURE2D_DESC texDesc = { };
texDesc.Width = width;
texDesc.Height = height;
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.Format = DXGI_FORMAT_D32_FLOAT;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
GFX_THROW_INFO(mDevice->CreateTexture2D(&texDesc, nullptr, &depthStencil));
D3D11_DEPTH_STENCIL_DESC depth = { };
depth.DepthEnable = TRUE;
depth.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depth.DepthFunc = D3D11_COMPARISON_LESS;
COMptr<ID3D11DepthStencilState> depthState;
GFX_THROW_INFO(mDevice->CreateDepthStencilState(&depth, &depthState));
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc = { };
dsvDesc.Format = DXGI_FORMAT_D32_FLOAT;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = 0;
GFX_THROW_INFO(mDevice->CreateDepthStencilView(depthStencil.Get(), &dsvDesc, &mDepthStencilView));
mContext->OMSetDepthStencilState(depthState.Get(), 1);
mContext->OMSetRenderTargets(1, mTarget.GetAddressOf(), mDepthStencilView.Get());
LOG_INFO("Setting viewport dimensions ({}, {})", width, height);
D3D11_VIEWPORT vp;
vp.Width = (float) width;
vp.Height = (float) height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0.0f;
vp.TopLeftY = 0.0f;
mContext->RSSetViewports(1, &vp);
当然,在每一帧之前,我都会调用以下内容:
mContext->ClearRenderTargetView(mTarget.Get(), color);
mContext->ClearDepthStencilView(mDepthStencilView.Get(), D3D11_CLEAR_DEPTH, 1.0f, 0);
但不幸的是,结果最终是这样的(请注意,冷冻纳米服模型位于地精头部后面)我相信这也可能是地精模型即使在单独时也无法正确渲染但尚未弄清楚的原因。
只有妖精,从一个角度看
如果有人能帮我弄清楚为什么它不起作用,我将不胜感激!
编辑
经过一些更令人沮丧的测试后,我发现深度测试被破坏了,因为我正在使用 DirectX ToolKit 的 SpriteBatch 和 SpriteFont 类进行一些测试文本渲染。有没有人遇到过这个问题?除了文本渲染和加载 dds 纹理之外,我真的不想要/不需要工具包,所以我希望如果我想使用这些类,我不需要彻底改变我现有的代码?