DirectX-启用深度缓冲区后没有任何渲染

DirectX - Nothing renders after enabling depth buffer

本文关键字:任何渲 启用 深度 缓冲区 DirectX-      更新时间:2023-10-16

我试图在DirectX 11.0中将深度缓冲区实现到我的渲染器中,但是我遇到了特定的问题。我是DirectX的新手,所以这可能是愚蠢的问题,但是我不能自己解决。我检查了许多有关此主题的教程,每个教程都显示了如何或多或少地做到这一点。

我在现场有两个三角形。当我启用深度消失的深度时,我只有蓝屏(背景颜色(。

要启用深度缓冲区,我首先创建了"深度模板纹理描述",并创建了带有"深度模板视图"的"深度模板缓冲区"。然后,作为函数omsetRenderTargets的最后一个参数,我设置了DepthStencilView。之后,我创建了"深度模板状态"。

D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
depthStencilTextureDesc.Width = width;
depthStencilTextureDesc.Height = height;
depthStencilTextureDesc.MipLevels = 1;
depthStencilTextureDesc.ArraySize = 1;
depthStencilTextureDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilTextureDesc.SampleDesc.Count = 1;
depthStencilTextureDesc.SampleDesc.Quality = 0;
depthStencilTextureDesc.Usage = D3D11_USAGE_DEFAULT;
depthStencilTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthStencilTextureDesc.CPUAccessFlags = 0;
depthStencilTextureDesc.MiscFlags = 0;
hr = Device->CreateTexture2D(&depthStencilTextureDesc, nullptr, DepthStencilBuffer.GetAddressOf());
if (FAILED(hr))
{
    Logger::Error("Error creating depth stencil buffer!");
    return false;
}
hr = Device->CreateDepthStencilView(DepthStencilBuffer.Get(), nullptr, DepthStencilView.GetAddressOf());
if (FAILED(hr))
{
    Logger::Error("Error creating depth stencil view!");
    return false;
}
Logger::Debug("Successfully created depth stencil buffer and view.");
DeviceContext->OMSetRenderTargets(1, RenderTargetView.GetAddressOf(), DepthStencilView.Get());
Logger::Debug("Binding render target output merge successfully.");
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
ZeroMemory(&depthStencilDesc, sizeof(D3D11_DEPTH_STENCIL_DESC));
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
hr = Device->CreateDepthStencilState(&depthStencilDesc, DepthStencilState.GetAddressOf());
if (FAILED(hr))
{
    Logger::Error("Error creating depth stencil state!");
    return false;
}

然后,我使用此代码设置视口深度:

viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;

然后我移动到渲染功能,并添加了清除深度模板和设置状态:

...
DeviceContext->ClearDepthStencilView(DepthStencilView.Get(), D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
...
DeviceContext->OMSetDepthStencilState(DepthStencilState.Get(), 0);

和...它不起作用。如果将OmsetRenderTargets的最后一个参数从depthstenceview.get((更改为nullptr。因此,它像我在深度模板上做错了,但我不确定是什么。我在这里为此渲染器创建了要点。请帮助我解决这个问题,因为我一直陷入困境,但我不知道该怎么办。

创建深度/模板视图时,请确保用于渲染目标视图和深度模板视图的样品和计数的MSAA设置相同。

为MSAA目标创建时,DSV可能需要其他信息。这是如何创建DSV的一个示例(请注意,我不使用模板缓冲区,而是选择在深度缓冲区上获得更精确的精度(:

//Describe our Depth/Stencil Buffer
D3D11_TEXTURE2D_DESC depthStencilDesc;
depthStencilDesc.Width = activeDisplayMode.Width;
depthStencilDesc.Height = activeDisplayMode.Height;
depthStencilDesc.MipLevels = 1;
depthStencilDesc.ArraySize = 1;
depthStencilDesc.Format = DXGI_FORMAT_R32_TYPELESS;
depthStencilDesc.SampleDesc.Count = sampleLevel;
depthStencilDesc.SampleDesc.Quality = qualityLevel;
depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthStencilDesc.CPUAccessFlags = 0;
depthStencilDesc.MiscFlags = 0;
if (MSAAEnabled == true)
{
    //Need a DSVDesc to let it know to use MSAA
    D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
    ZeroMemory(&depthStencilViewDesc, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC));
    depthStencilViewDesc.Format = DXGI_FORMAT_D32_FLOAT;
    depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
    depthStencilViewDesc.Texture2D.MipSlice = 0;
    dev->CreateTexture2D(&depthStencilDesc, NULL, &depthStencilBuffer);
    dev->CreateDepthStencilView(depthStencilBuffer, &depthStencilViewDesc, &depthStencilView);
}
else
{
    //Don't need a DSVDesc
    dev->CreateTexture2D(&depthStencilDesc, NULL, &depthStencilBuffer);
    dev->CreateDepthStencilView(depthStencilBuffer, NULL, &depthStencilView);
}

我将在Galerazorwind帮助下发现我发现的东西。我通过将DepthStencilturedesc多换采样值设置为来自BufferDesc的相同值来解决问题。