z缓冲区导致东西不能绘制

Z-buffer is causing things not to draw

本文关键字:不能 绘制 缓冲区      更新时间:2023-10-16

我在DirectX9中有一些问题。

这是我的渲染函数:

void Render(GameWorld& world)
{
    DWORD BackgroundColour = 0x00102010;    
    g_pd3dDevice -> Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, BackgroundColour, 1.0f, 0);
    // Begin rendering the scene.
    if (SUCCEEDED(g_pd3dDevice -> BeginScene()))
    {
        world.draw();
        g_pd3dDevice -> EndScene();
    }
    // Present the backbuffer to the display.
    g_pd3dDevice -> Present(NULL, NULL, NULL, NULL);
}

我用下面的代码设置DirectX:

// Create the D3D object, return failure if this can't be done.
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION))) return E_FAIL;
// Set up the structure used to create the D3DDevice
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
// Create the D3DDevice
if (FAILED(g_pD3D -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                  D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                  &d3dpp, &g_pd3dDevice)))
{
    return E_FAIL;
}
// Turn on the Z buffer
g_pd3dDevice -> SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
g_pd3dDevice -> SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
g_pd3dDevice -> SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
// Start with lighting off - we can add lights later.
g_pd3dDevice -> SetRenderState(D3DRS_LIGHTING, FALSE);
// Set transparencies
g_pd3dDevice -> SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_pd3dDevice -> SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice -> SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice -> SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);


// Set culling
g_pd3dDevice -> SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
return S_OK;

实际上,这将绘制一个没有任何内容的backgroundcolor屏幕。

通过关闭z缓冲区[即g_pd3dDevice -> SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);]所有东西都按照它们的"绘制"函数调用的顺序绘制。之后绘制的对象会模糊之前绘制的对象。

我也试着做了这些改变:

g_pd3dDevice -> SetRenderState(D3DRS_ZFUNC, D3DCMP_GREATER);

g_pd3dDevice -> Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, BackgroundColour, 0.0f, 0);

现在的效果是,先绘制的对象会掩盖后面绘制的对象,无论它们的空间位置如何。

我想要的效果是让近的物体模糊远的物体。

有人能解释一下吗?

谢谢。

尝试删除这些行:

g_pd3dDevice -> SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
g_pd3dDevice -> SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
g_pd3dDevice -> SetRenderState(D3DRS_ZWRITEENABLE, TRUE);

z-buffer是默认启用的,所以它应该工作。
确保你用正确的WorldViewProjection矩阵变换对象。
如果你的对象没有渲染,检查是否调用了World.draw()。也许BeginScene()失败了?