I used DrawIconEx (GDI/D3D11 interoperability and CopyResource) to generate an ID3D11Texture2D which has many pixels with an alpha channel value of 0. this texture has been verified by D3D11_USAGE_STAGING/Map to view the pixel value and ScreenGrab save png (relevant code needs to be modified: DXGI_FORMAT_B8G8R8A8_UNORM->Use GUID_WICPixelFormat32bppBGRA instead of GUID_WICPixelFormat24bppBGR).
When I use the rendering texture method of Tutorial 5: Texturing, the alpha value of 0 pixels will be rendered as black, which is not what i want, I hope these pixels render to be transparent. What will be done to achieve the goal? Here is my relevant code:
HRESULT CGraphRender::Init()
{
...
// Create an alpha enabled blend state description.
_blend_state = nullptr;
D3D11_BLEND_DESC blendDesc;
ZeroMemory(&blendDesc, sizeof(D3D11_BLEND_DESC));
blendDesc.RenderTarget[0].BlendEnable = TRUE;
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
hr = _d3d_device->CreateBlendState(&blendDesc, &_blend_state);
RETURN_ON_FAIL(hr);
....
}
HRESULT CGraphRender::Clear_3D(float color[])
{
ID3D11RenderTargetView* rtv[] = { _back_rendertarget_view };
_immediate_context->OMSetRenderTargets(_countof(rtv), rtv, nullptr);
_immediate_context->ClearRenderTargetView(_back_rendertarget_view, color);
float blendFactor[4] = { 1.f, 1.f, 1.f, 1.f };
_immediate_context->OMSetBlendState(_blend_state, blendFactor, 0xffffffff);
return S_OK;
}
The problem has been solved: Perform the OMGetBlendState(_blend_state... setting before rendering the "alpha" texture, and restore the default blendstate after rendered
HRESULT CGraphRender::DrawTexture(const std::shared_ptr<CDrawTextureShader>& texture, const RECT& dst_rect, const BOOL& is_blend_alpha)
{
CComPtr<ID3D11DeviceContext> immediate_context;
_d3d_device->GetImmediateContext(&immediate_context);
if (!immediate_context)
{
return E_UNEXPECTED;
}
if (is_blend_alpha)
{
CComPtr<ID3D11BlendState> old_blend_state;
FLOAT old_blend_factor[4] = { 0.f };
UINT old_sample_mask = 0;
immediate_context->OMGetBlendState(&old_blend_state, old_blend_factor, &old_sample_mask);
float blend_factor[4] = { 1.f, 1.f, 1.f, 1.f };
immediate_context->OMSetBlendState(_blend_state, blend_factor, 0xffffffff);
HRESULT hr = texture->Render(immediate_context, dst_rect);
immediate_context->OMSetBlendState(old_blend_state, old_blend_factor, old_sample_mask);
return hr;
}
else
{
return texture->Render(immediate_context, dst_rect);
}
}
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