我正在使用以下代码将具有透明度的 PNG 加载到纹理中:
ComPtr<IWICStream> stream;
ComPtr<IWICBitmapDecoder> bitmapDecoder;
ComPtr<IWICBitmapFrameDecode> bitmapFrame;
ComPtr<IWICFormatConverter> formatConverter;
unsigned int width, height
D3D11_SUBRESOURCE_DATA resourceData;
ZeroMemory(&resourceData, sizeof(resourceData));
DX::ThrowIfFailed( m_wicFactory->CreateStream(&stream) );
DX::ThrowIfFailed( stream->InitializeFromMemory( rawFileBytes->Data, rawFileBytes->Length) );
DX::ThrowIfFailed( m_wicFactory->CreateDecoderFromStream( stream.Get(), nullptr, WICDecodeMetadataCacheOnDemand, &bitmapDecoder ) );
DX::ThrowIfFailed( bitmapDecoder->GetFrame(0, &bitmapFrame) );
DX::ThrowIfFailed( m_wicFactory->CreateFormatConverter(&formatConverter) );
DX::ThrowIfFailed( formatConverter->Initialize( bitmapFrame.Get(), GUID_WICPixelFormat32bppPBGRA, WICBitmapDitherTypeNone, nullptr, 1.0f /* some docs set this to 0.0f */, WICBitmapPaletteTypeCustom ) );
DX::ThrowIfFailed( bitmapFrame->GetSize(&width, &height) );
std::unique_ptr<byte[]> bitmapPixels(new byte[width * height * 4]);
DX::ThrowIfFailed( formatConverter->CopyPixels( nullptr, width * 4, width * height * 4, bitmapPixels.get() ) );
resourceData.pSysMem = bitmapPixels.get();
resourceData.SysMemPitch = width * 4;
resourceData.SysMemSlicePitch = 0;
CD3D11_TEXTURE2D_DESC textureDesc( DXGI_FORMAT_B8G8R8A8_UNORM, width, height, 1, 1 );
DX::ThrowIfFailed( m_d3dDevice->CreateTexture2D( &textureDesc, &resourceData, &texture2D ) );
if ( textureView != nullptr ) {
CD3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc( texture2D.Get(), D3D11_SRV_DIMENSION_TEXTURE2D );
DX::ThrowIfFailed( m_d3dDevice->CreateShaderResourceView( texture2D.Get(), &shaderResourceViewDesc, &shaderResourceView ) );
}
并在不同的代码部分设置我的混合状态:
Microsoft::WRL::ComPtr<ID3D11BlendState1> blendState;
D3D11_BLEND_DESC1 desc;
ZeroMemory( &desc, sizeof( desc ) );
desc.IndependentBlendEnable = FALSE;
desc.AlphaToCoverageEnable = FALSE;
desc.RenderTarget[0].BlendEnable = TRUE;
desc.RenderTarget[0].LogicOpEnable = FALSE;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND::D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D11_BLEND::D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP::D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND::D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND::D3D11_BLEND_ONE;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP::D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
direct3d.device->CreateBlendState1( &desc, blendState.GetAddressOf() );
direct3d.context->OMSetBlendState( blendState.Get(), NULL, 0xffffffff );
通过所有这些设置,我仍然会在应该有 alpha 的地方得到黑色背景。
澄清: 我有一组 48 个方形面板,它们从 z 0.0f 到 48.0f 相互重叠,但我只能看到最前面的 48.0f 纹理。透明区域不是透明的,而是被渲染为黑色。
编辑:这是我的像素着色器:
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
struct sPSInput
{
float4 pos : SV_POSITION;
float3 norm : NORMAL;
float2 tex : TEXCOORD0;
};
float4 SimplePixelShader(sPSInput input) : SV_TARGET
{
float4 textured = Texture.Sample(Sampler, input.tex);
return textured;
}