一个state就是对(固定)渲染管线的某个特性或参数的一次设置
state block 记录了一个序列很多的state,可以保存相似的一连串对管线的设置
1.创建一个State Block并将当前state加入
IDirect3DDevice9::CreateStateBlock()
2.自动的捕捉一短时间的state变化
IDirect3DStateBlock9* pStateBlock = NULL;
pd3dDevice->BeginStateBlock();
。。。
pd3dDevice->EndStateBlock( &pStateBlock );
3.stateblock的操作
Aply 它可以将这段state作用于当前的设备,(注意当前设备中的这段state里没有捕捉的值不会被改变)
capture:捕捉当前设备中那些存在域这个stateblock里的值的state
GetDevice:获取设备
Vertex state
Pixel state
Each texture assigned to a sampler
Each vertex texture
Each displacement map texture
The current texture palette
A pointer to the index buffer
The viewport
The scissors rectangle
The world, view, and projection matrices
The texture transforms
The clipping planes
The current material
IDirect3DDevice9::BeginStateBlock后记录的操作
IDirect3DDevice9::LightEnable
IDirect3DDevice9::SetClipPlane
IDirect3DDevice9::SetCurrentTexturePalette
IDirect3DDevice9::SetFVF
IDirect3DDevice9::SetIndices
IDirect3DDevice9::SetLight
IDirect3DDevice9::SetMaterial
IDirect3DDevice9::SetNPatchMode
IDirect3DDevice9::SetPixelShader
IDirect3DDevice9::SetPixelShaderConstantB
IDirect3DDevice9::SetPixelShaderConstantF
IDirect3DDevice9::SetPixelShaderConstantI
IDirect3DDevice9::SetRenderState
IDirect3DDevice9::SetSamplerState
IDirect3DDevice9::SetScissorRect
IDirect3DDevice9::SetStreamSource
IDirect3DDevice9::SetStreamSourceFreq
IDirect3DDevice9::SetTexture
IDirect3DDevice9::SetTextureStageState
IDirect3DDevice9::SetTransform
IDirect3DDevice9::SetViewport
IDirect3DDevice9::SetVertexDeclaration
IDirect3DDevice9::SetVertexShader
IDirect3DDevice9::SetVertexShaderConstantB
IDirect3DDevice9::SetVertexShaderConstantF
IDirect3DDevice9::SetVertexShaderConstantI
vertex 管线的
IDirect3DDevice9::SetRenderState.渲染状态
state名称 |
默认值 |
备注 |
D3DRS_CULLMODE |
D3DCULL_CCW |
Backface cull |
D3DRS_FOGCOLOR |
0 |
雾颜色 |
D3DRS_FOGTABLEMODE |
D3DFOG_NONE |
pixel雾的计算方法(线性 一次两次) |
D3DRS_FOGSTART |
0 |
雾参数 |
D3DRS_FOGEND |
1 |
|
D3DRS_FOGDENSITY |
1 |
|
D3DRS_RANGEFOGENABLE |
FALSE |
|
D3DRS_AMBIENT |
0 |
环境光颜色 |
D3DRS_COLORVERTEX |
TRUE |
是否允许指定每个顶点颜色(默认的) |
D3DRS_FOGVERTEXMODE |
D3DFOG_NONE |
vertex雾的计算方法 |
D3DRS_CLIPPING |
TRUE |
允许剪裁 |
D3DRS_LIGHTING |
TRUE |
开启光照 |
D3DRS_LOCALVIEWER |
TRUE |
摄像机相关的光照,如果用正交投影 那么要false |
D3DRS_EMISSIVEMATERIALSOURCE |
D3DMCS_MATERIAL |
自发光体的光源材质 |
D3DRS_AMBIENTMATERIALSOURCE |
D3DMCS_MATERIAL |
环境光的。。 |
D3DRS_DIFFUSEMATERIALSOURCE |
D3DMCS_COLOR1 |
漫反射光的的。。 |
D3DRS_SPECULARMATERIALSOURCE |
D3DMCS_COLOR2 |
高光的。。。 |
D3DRS_VERTEXBLEND |
D3DVBF_DISABLE |
顶点混合(几何变形使用)的矩阵树龄 |
D3DRS_CLIPPLANEENABLE |
0 |
自定义剪裁平面开启 |
D3DRS_POINTSIZE |
Driver dependent |
A float value that specifies the size to use for point size computation in cases where point size is not specified for each vertex |
D3DRS_POINTSIZE_MIN |
1 |
精灵点参数 |
D3DRS_POINTSPRITEENABLE |
FALSE |
|
D3DRS_POINTSCALEENABLE |
FALSE |
|
D3DRS_POINTSCALE_A |
1 |
|
D3DRS_POINTSCALE_B |
0 |
|
D3DRS_POINTSCALE_C |
0 |
|
D3DRS_MULTISAMPLEANTIALIAS |
TRUE |
多采样采用反走样 |
D3DRS_MULTISAMPLEMASK |
0xffffffff |
|
D3DRS_PATCHEDGESTYLE |
D3DPATCHEDGE_DISCRETE |
在面片边缘处的tesselation采用什么方法(比如是否是浮点数,这将使边缘平滑),默认整数 |
D3DRS_POINTSIZE_MAX |
1 |
|
D3DRS_INDEXEDVERTEXBLENDENABLE |
FALSE |
|
D3DRS_TWEENFACTOR |
0 |
|
D3DRS_POSITIONDEGREE |
D3DDEGREE_CUBIC |
|
D3DRS_NORMALDEGREE |
D3DDEGREE_LINEAR |
|
D3DRS_MINTESSELLATIONLEVEL |
1 |
Tesselation参数 |
D3DRS_MAXTESSELLATIONLEVEL |
1 |
|
D3DRS_ADAPTIVETESS_X |
0 |
|
D3DRS_ADAPTIVETESS_Y |
0 |
|
D3DRS_ADAPTIVETESS_Z |
1 |
|
D3DRS_ADAPTIVETESS_W |
0 |
|
IDirect3DDevice9::SetSamplerState纹理采样状态
只有这一个可设D3DSAMP_DMAPOFFSET
IDirect3DDevice9::SetTexture把一个纹理绑定到管线的设置
IDirect3DDevice9::SetTextureStageState设置当前绑定纹理的状态值
pixel 管线的
IDirect3DDevice9::SetRenderState.渲染状态
D3DRS_ZENABLE |
D3DZB_FALSE |
|
使用zbuffer |
D3DRS_SPECULARENABLE |
FALSE |
|
使用高光反射 |
D3DFILLMODE |
D3DFILL_SOLID |
|
面的填充模式 |
D3DSHADEMODE |
D3DSHADE_GOURAUD |
|
渲染模式(目前只有flat和gouraud) |
D3DRS_ZWRITEENABLE |
TRUE |
|
Depth buffer是否可写,注意这个不影响depthbuffer的比较操作 |
D3DRS_ALPHATESTENABLE |
FALSE |
|
Alpha 测试(镂空) |
D3DRS_LASTPIXEL |
TRUE |
|
画最后一个pixel为一条线 |
D3DRS_SRCBLEND |
D3DBLEND_ONE |
|
两个混合参数的来源 |
D3DRS_DESTBLEND |
D3DBLEND_ZERO |
|
|
D3DRS_ZFUNC |
D3DCMP_LESSEQUAL |
|
深度测试的比较函数 |
D3DRS_ALPHAREF |
0 |
|
Alpha测试的基准参数 |
D3DRS_ALPHAFUNC |
D3DCMP_ALWAYS |
|
Alpha测试的比较函数 |
D3DRS_DITHERENABLE |
FALSE |
|
是否开启dithering |
D3DRS_FOGSTART |
0 |
|
Fog参数 |
D3DRS_FOGEND |
1 |
|
|
D3DRS_FOGDENSITY |
1 |
|
|
D3DRS_ALPHABLENDENABLE |
FALSE |
|
开启Alpha混合 |
D3DRS_DEPTHBIAS |
0 |
|
深度偏移值,用于区分在一个平面的两个物体的前后 |
D3DRS_STENCILENABLE |
FALSE |
|
开启stencil 缓存 |
D3DRS_STENCILFAIL |
D3DSTENCILOP_KEEP |
|
Stencil参数(常用于溶解 贴花 描边) |
D3DRS_STENCILZFAIL |
D3DSTENCILOP_KEEP |
|
|
D3DRS_STENCILPASS |
D3DSTENCILOP_KEEP |
|
|
D3DRS_STENCILFUNC |
D3DCMP_ALWAYS |
|
|
D3DRS_STENCILREF |
0 |
|
|
D3DRS_STENCILMASK |
0xffffffff |
|
|
D3DRS_STENCILWRITEMASK |
0xffffffff |
|
|
D3DRS_TEXTUREFACTOR |
0xffffffff |
|
|
D3DRS_WRAP0 |
0 |
|
|
D3DRS_WRAP1 |
0 |
|
|
D3DRS_WRAP2 |
0 |
|
|
D3DRS_WRAP3 |
0 |
|
|
D3DRS_WRAP4 |
0 |
|
|
D3DRS_WRAP5 |
0 |
|
|
D3DRS_WRAP6 |
0 |
|
|
D3DRS_WRAP7 |
0 |
|
|
D3DRS_WRAP8 |
0 |
|
|
D3DRS_WRAP9 |
0 |
|
|
D3DRS_WRAP10 |
0 |
|
|
D3DRS_WRAP11 |
0 |
|
|
D3DRS_WRAP12 |
0 |
|
|
D3DRS_WRAP13 |
0 |
|
|
D3DRS_WRAP14 |
0 |
|
|
D3DRS_WRAP15 |
0 |
|
|
D3DRS_LOCALVIEWER |
TRUE |
|
|
D3DRS_EMISSIVEMATERIALSOURCE |
D3DMCS_MATERIAL |
|
材质指令 |
D3DRS_AMBIENTMATERIALSOURCE |
D3DMCS_MATERIAL |
|
|
D3DRS_DIFFUSEMATERIALSOURCE |
D3DMCS_COLOR1 |
|
|
D3DRS_SPECULARMATERIALSOURCE |
D3DMCS_COLOR2 |
|
|
D3DRS_COLORWRITEENABLE |
0x0000000f |
|
|
D3DBLENDOP |
D3DBLENDOP_ADD |
|
混合方式 |
D3DRS_SCISSORTESTENABLE |
FALSE |
|
开启SCISSORTEST |
D3DRS_SLOPESCALEDEPTHBIAS |
0 |
|
深度偏移的一个参数 |
D3DRS_ANTIALIASEDLINEENABLE |
FALSE |
|
开启对线的反走样 |
D3DRS_TWOSIDEDSTENCILMODE |
FALSE |
|
双面的stencil模式 |
D3DRS_CCW_STENCILFAIL |
D3DSTENCILOP_KEEP |
|
|
D3DRS_CCW_STENCILZFAIL |
D3DSTENCILOP_KEEP |
|
|
D3DRS_CCW_STENCILPASS |
D3DSTENCILOP_KEEP |
|
|
D3DRS_CCW_STENCILFUNC |
D3DCMP_ALWAYS |
|
|
D3DRS_COLORWRITEENABLE1 |
0x0000000f |
|
|
D3DRS_COLORWRITEENABLE2 |
0x0000000f |
|
|
D3DRS_COLORWRITEENABLE3 |
0x0000000f |
|
|
D3DRS_BLENDFACTOR |
0xffffffff |
|
|
D3DRS_SRGBWRITEENABLE |
0 |
|
|
D3DRS_SEPARATEALPHABLENDENABLE |
FALSE |
|
为alpha通道做独立的混合操作 |
D3DRS_SRCBLENDALPHA |
D3DBLEND_ONE |
|
Alpha混合的相关操作 |
D3DRS_DESTBLENDALPHA |
D3DBLEND_ZERO |
|
|
D3DRS_BLENDOPALPHA |
D3DBLENDOP_ADD |
|
|
IDirect3DDevice9::SetSamplerState纹理采样设置
D3DSAMP_ADDRESSU |
|
D3DTADDRESS_WRAP |
D3DSAMP_ADDRESSV |
|
D3DTADDRESS_WRAP |
D3DSAMP_ADDRESSW |
|
D3DTADDRESS_WRAP |
D3DSAMP_BORDERCOLOR |
|
0x00000000 |
D3DSAMP_MAGFILTER |
|
D3DTEXF_POINT |
D3DSAMP_MINFILTER |
|
D3DTEXF_POINT |
D3DSAMP_MIPFILTER |
|
D3DTEXF_NONE |
D3DSAMP_MIPMAPLODBIAS |
|
0 |
D3DSAMP_MAXMIPLEVEL |
|
0 |
D3DSAMP_MAXANISOTROPY |
|
1 |
D3DSAMP_SRGBTEXTURE |
|
0 |
D3DSAMP_ELEMENTINDEX |
|
0 |
IDirect3DDevice9::SetTexture把一个纹理绑定到管线的设置
IDirect3DDevice9::SetTextureStageState设置当前绑定纹理的状态值
D3DTSS_COLOROP |
D3DTOP_DISABLE |
纹理颜色的操纵方式 |
D3DTSS_COLORARG1 |
D3DTA_TEXTURE |
|
D3DTSS_COLORARG2 |
D3DTA_CURRENT |
|
D3DTSS_ALPHAOP |
D3DTOP_DISABLE |
|
D3DTSS_ALPHAARG1 |
D3DTA_TEXTURE |
|
D3DTSS_ALPHAARG2 |
D3DTA_CURRENT |
|
D3DTSS_BUMPENVMAT00 |
0 |
|
D3DTSS_BUMPENVMAT01 |
0 |
|
D3DTSS_BUMPENVMAT10 |
0 |
|
D3DTSS_BUMPENVMAT11 |
0 |
|
D3DTSS_TEXCOORDINDEX |
0 |
|
D3DTSS_BUMPENVLSCALE |
0 |
|
D3DTSS_BUMPENVLOFFSET |
0 |
|
D3DTSS_TEXTURETRANSFORMFLAGS |
D3DTTFF_DISABLE |
|
D3DTSS_COLORARG0 |
D3DTA_CURRENT |
|
D3DTSS_ALPHAARG0 |
D3DTA_CURRENT |
|
D3DTSS_RESULTARG |
D3DTA_CURRENT |
|