我不知道是否存在复制多边形区域的直接方法。但是您可以使用模板缓冲区。将任意多边形绘制到模板缓冲区。并通过应用模板将整个纹理复制到另一个。你会得到同样的效果。
编辑 :: 添加了引用
你可以看看这个教程。
http://www.rastertek.com/dx11tut03.html
现在我们需要设置深度模板描述。这使我们能够控制 Direct3D 将为每个像素执行哪种类型的深度测试。
// Initialize the description of the stencil state.
ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
// Set up the description of the stencil state.
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
depthStencilDesc.StencilEnable = true;
depthStencilDesc.StencilReadMask = 0xFF;
depthStencilDesc.StencilWriteMask = 0xFF;
// Stencil operations if pixel is front-facing.
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// Stencil operations if pixel is back-facing.
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
填写完描述后,我们现在可以创建深度模板状态。
// Create the depth stencil state.
result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
if(FAILED(result))
{
return false;
}
使用创建的深度模板状态,我们现在可以设置它以使其生效。请注意,我们使用设备上下文来设置它。
// Set the depth stencil state.
m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
接下来我们需要创建的是深度模板缓冲区视图的描述。我们这样做是为了让 Direct3D 知道将深度缓冲区用作深度模板纹理。填写完描述后,我们调用函数 CreateDepthStencilView 来创建它。
// Initailze the depth stencil view.
ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
// Set up the depth stencil view description.
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = 0;
// Create the depth stencil view.
result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
if(FAILED(result))
{
return false;
}
创建完成后,我们现在可以调用 OMSetRenderTargets。这会将渲染目标视图和深度模板缓冲区绑定到输出渲染管道。这样,管道渲染的图形将被绘制到我们之前创建的后台缓冲区。将图形写入后台缓冲区后,我们可以将其交换到前面并在用户的屏幕上显示我们的图形。
// Bind the render target view and depth stencil buffer to the output render pipeline.
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);