Skip to content

Instantly share code, notes, and snippets.

@vasumahesh1
Last active March 28, 2016 20:52
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save vasumahesh1/13773644bc50493c34de to your computer and use it in GitHub Desktop.
Save vasumahesh1/13773644bc50493c34de to your computer and use it in GitHub Desktop.
Gist explaining Blending State and where to put what while coding
// Step 1 is to add:
// The alpha state to your Mesh Object.
// In my case I have a base MeshObject which is derived to all other objects
// -- MeshObject.h
ref class MeshObject
{
//
// Other code
//
Microsoft::WRL::ComPtr<ID3D11BlendState> m_alphaBlendState;
//
// Other Code
//
virtual void Render(_In_ ID3D11DeviceContext *context); // You'll probably have something similar like this
}
// Step 2 is to Create a BlendingState and while creating this State we pass the `m_alphaBlendState` reference
// -- TileMesh.cpp : public MeshObject
TileMesh(_In_ ID3D11Device *device)
{
// Constructor
//
// Other Code
//
D3D11_BLEND_DESC blendStateDescription;
ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC));
// [More Info](https://blogs.msdn.microsoft.com/rchiodo/2012/11/20/blending-demystified/)
blendStateDescription.RenderTarget[0].BlendEnable = TRUE;
blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; // Set the Blend Mode to ADD which will elimate the black color
blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; // Same Here
blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; // Inverting the SRC Alpha
blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; // Blend 0 means 1.0 * 0.0 = 0.0 (OP_ADD)
blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f;
blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; // Blend 1 means 1.0 * 1.0 = 1.0 (OP_ADD)
blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; // Blend 0 means 1.0 * 1.0 = 1.0 (OP_ADD)
AzuraException::ThrowIfFailed(
device->CreateBlendState(&blendStateDescription, &m_alphaBlendState) // Notice the Reference from the Base class's Property
);
}
// Step 3 is to attach this m_alphaBlendState to the Render Phase where we tell the Device to use this Alpha while rendering this mesh
// -- MeshObject.cpp
void Render(_In_ ID3D11DeviceContext *context)
{
//
// Other Code
//
// 1st Param is our Alpha State
// 2nd Param is BlendFactors: we can set that to NULL as it didn't have an effect when I set it to other values
// 3rd is Mask: We can use the default value
// Ref: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476462(v=vs.85).aspx
context->OMSetBlendState(m_alphaBlendState.Get(), NULL, 0xffffffff);
//
// Other Code
//
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment