Talk:M2/Rendering
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D3D11_BLEND
typedef enum D3D11_BLEND {
D3D11_BLEND_ZERO = 1,
D3D11_BLEND_ONE = 2,
D3D11_BLEND_SRC_COLOR = 3,
D3D11_BLEND_INV_SRC_COLOR = 4,
D3D11_BLEND_SRC_ALPHA = 5,
D3D11_BLEND_INV_SRC_ALPHA = 6,
D3D11_BLEND_DEST_ALPHA = 7,
D3D11_BLEND_INV_DEST_ALPHA = 8,
D3D11_BLEND_DEST_COLOR = 9,
D3D11_BLEND_INV_DEST_COLOR = 10,
D3D11_BLEND_SRC_ALPHA_SAT = 11,
D3D11_BLEND_BLEND_FACTOR = 14,
D3D11_BLEND_INV_BLEND_FACTOR = 15,
D3D11_BLEND_SRC1_COLOR = 16,
D3D11_BLEND_INV_SRC1_COLOR = 17,
D3D11_BLEND_SRC1_ALPHA = 18,
D3D11_BLEND_INV_SRC1_ALPHA = 19
} D3D11_BLEND;
3.3.5a Shader Buffer Layouts
Vertex
- c10: vec4(diffuse.rgb, padding)
- c11: vec4(ambient.rgb, padding)
- c12: vec4(lightDir.xyz, padding) (lightDir is transformed by view matrix before upload to GPU)
- c28: vec4(?, ?, ?, texWeight) (texWeight is the value from the animated texture weight track for batch)
- c29: vec4(animColor.rgb, ?) (animColor is the value from the animated color track for batch)
Draw Layers
Not sure what to call these... layers? modes? passes?
- 0: CM2SceneRender::DrawBatchProj
- 1: CM2SceneRender::DrawPrepassBatch || CM2SceneRender::DrawBatch
- 2: CM2SceneRender::DrawBatchDoodad
- 3: CM2SceneRender::DrawRibbon
- 4: CM2SceneRender::DrawParticle
- 5: CM2SceneRender::DrawCallback