mirror of
https://github.com/borgesdan/xn65
synced 2024-12-29 21:54:47 +01:00
Corrige DepthStencil
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@ -1,7 +1,46 @@
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#include "platform-dx/depthstencilstate-dx.hpp"
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#include "platform-dx/device-dx.hpp"
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#include "graphics/depthstencilstate.hpp"
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#include "platform-dx/dxheaders.hpp"
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#include "platform-dx/implementations.hpp"
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namespace xna {
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static D3D11_DEPTH_STENCIL_DESC defaultDesc() {
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D3D11_DEPTH_STENCIL_DESC _description{};
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_description.DepthEnable = true;
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_description.StencilEnable = true;
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_description.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
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_description.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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_description.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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_description.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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_description.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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_description.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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_description.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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_description.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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_description.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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_description.StencilReadMask = 0;
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_description.StencilWriteMask = 0;
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_description.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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return _description;
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}
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DepthStencilState::DepthStencilState() : GraphicsResource(nullptr) {
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impl = uNew<PlatformImplementation>();
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impl->dxDescription = defaultDesc();
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}
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DepthStencilState::DepthStencilState(sptr<GraphicsDevice> const& device) : GraphicsResource(device) {
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impl = uNew<PlatformImplementation>();
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impl->dxDescription = defaultDesc();
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}
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DepthStencilState::~DepthStencilState() {
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impl = nullptr;
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}
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bool DepthStencilState::Initialize(xna_error_ptr_arg)
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{
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if (!m_device || !m_device->_device) {
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@ -9,12 +48,14 @@ namespace xna {
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return false;
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}
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if (dxDepthStencil) {
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dxDepthStencil->Release();
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dxDepthStencil = nullptr;
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if (impl->dxDepthStencil) {
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impl->dxDepthStencil->Release();
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impl->dxDepthStencil = nullptr;
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}
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const auto hr = m_device->_device->CreateDepthStencilState(&dxDescription, &dxDepthStencil);
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const auto hr = m_device->_device->CreateDepthStencilState(
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&impl->dxDescription,
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&impl->dxDepthStencil);
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if (FAILED(hr)) {
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xna_error_apply(err, XnaErrorCode::FAILED_OPERATION);
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@ -31,37 +72,167 @@ namespace xna {
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return false;
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}
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if (!dxDepthStencil) {
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if (!impl->dxDepthStencil) {
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xna_error_apply(err, XnaErrorCode::UNINTIALIZED_RESOURCE);
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return false;
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}
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m_device->_context->OMSetDepthStencilState(dxDepthStencil, 0);
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m_device->_context->OMSetDepthStencilState(impl->dxDepthStencil, 0);
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return true;
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}
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uptr<DepthStencilState> DepthStencilState::None() {
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auto stencil = std::unique_ptr<DepthStencilState>(new DepthStencilState());
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stencil->dxDescription.DepthEnable = false;
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stencil->dxDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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auto stencil = uNew<DepthStencilState>();
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stencil->impl->dxDescription.DepthEnable = false;
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stencil->impl->dxDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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return stencil;
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}
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uptr<DepthStencilState> DepthStencilState::Default() {
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auto stencil = std::unique_ptr<DepthStencilState>(new DepthStencilState());
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stencil->dxDescription.DepthEnable = true;
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stencil->dxDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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auto stencil = uNew<DepthStencilState>();
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stencil->impl->dxDescription.DepthEnable = true;
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stencil->impl->dxDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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return stencil;
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}
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uptr<DepthStencilState> DepthStencilState::DepthRead() {
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auto stencil = std::unique_ptr<DepthStencilState>(new DepthStencilState());
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stencil->dxDescription.DepthEnable = true;
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stencil->dxDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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auto stencil = uNew<DepthStencilState>();
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stencil->impl->dxDescription.DepthEnable = true;
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stencil->impl->dxDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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return stencil;
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}
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void DepthStencilState::DepthEnabled(bool value) {
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impl->dxDescription.DepthEnable = value;
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}
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void DepthStencilState::DepthWriteEnabled(bool value) {
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impl->dxDescription.DepthWriteMask = static_cast<D3D11_DEPTH_WRITE_MASK>(value);
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}
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void DepthStencilState::DepthCompareFunction(ComparisonFunction value) {
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const auto _value = static_cast<int>(value) + 1;
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impl->dxDescription.DepthFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
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}
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void DepthStencilState::StencilEnabled(bool value) {
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impl->dxDescription.StencilEnable = value;
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}
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void DepthStencilState::StencilReadMask(int value) {
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impl->dxDescription.StencilReadMask = static_cast<UINT8>(value);
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}
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void DepthStencilState::StencilWriteMask(Int value) {
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impl->dxDescription.StencilWriteMask = static_cast<UINT8>(value);
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}
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void DepthStencilState::StencilFrontFacePass(StencilOperation value) {
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const auto _value = static_cast<int>(value) + 1;
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impl->dxDescription.FrontFace.StencilPassOp = static_cast<D3D11_STENCIL_OP>(_value);
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}
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void DepthStencilState::StencilFrontFaceFail(StencilOperation value) {
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const auto _value = static_cast<int>(value) + 1;
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impl->dxDescription.FrontFace.StencilFailOp = static_cast<D3D11_STENCIL_OP>(_value);
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}
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void DepthStencilState::StencilFrontFaceDepthFail(StencilOperation value) {
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const auto _value = static_cast<int>(value) + 1;
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impl->dxDescription.FrontFace.StencilDepthFailOp = static_cast<D3D11_STENCIL_OP>(_value);
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}
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void DepthStencilState::StencilFrontFaceCompare(ComparisonFunction value) {
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const auto _value = static_cast<int>(value) + 1;
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impl->dxDescription.FrontFace.StencilFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
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}
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void DepthStencilState::StencilBackFacePass(StencilOperation value) {
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const auto _value = static_cast<int>(value) + 1;
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impl->dxDescription.BackFace.StencilPassOp = static_cast<D3D11_STENCIL_OP>(_value);
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}
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void DepthStencilState::StencilBackFaceFail(StencilOperation value) {
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const auto _value = static_cast<int>(value) + 1;
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impl->dxDescription.BackFace.StencilFailOp = static_cast<D3D11_STENCIL_OP>(_value);
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}
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void DepthStencilState::StencilBackFaceDepthFail(StencilOperation value) {
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const auto _value = static_cast<int>(value) + 1;
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impl->dxDescription.BackFace.StencilDepthFailOp = static_cast<D3D11_STENCIL_OP>(_value);
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}
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void DepthStencilState::StencilBackFaceCompare(ComparisonFunction value) {
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const auto _value = static_cast<int>(value) + 1;
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impl->dxDescription.BackFace.StencilFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
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}
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bool DepthStencilState::DepthEnabled() const {
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return impl->dxDescription.DepthEnable;
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}
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bool DepthStencilState::DepthWriteEnabled() const {
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return static_cast<bool>(impl->dxDescription.DepthWriteMask);
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}
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ComparisonFunction DepthStencilState::DepthCompareFunction() const {
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const auto _value = static_cast<int>(impl->dxDescription.DepthFunc) - 1;
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return static_cast<ComparisonFunction>(_value);
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}
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bool DepthStencilState::StencilEnabled() const {
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return impl->dxDescription.StencilEnable;
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}
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Int DepthStencilState::StencilReadMask() const {
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return static_cast<int>(impl->dxDescription.StencilReadMask);
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}
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Int DepthStencilState::StencilWriteMask() const {
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return static_cast<int>(impl->dxDescription.StencilWriteMask);
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}
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StencilOperation DepthStencilState::StencilFrontFacePass() const {
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const auto _value = static_cast<int>(impl->dxDescription.FrontFace.StencilPassOp) - 1;
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return static_cast<StencilOperation>(_value);
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}
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StencilOperation DepthStencilState::StencilFrontFaceFail() const {
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const auto _value = static_cast<int>(impl->dxDescription.FrontFace.StencilFailOp) - 1;
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return static_cast<StencilOperation>(_value);
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}
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StencilOperation DepthStencilState::StencilFrontFaceDepthFail() const {
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const auto _value = static_cast<int>(impl->dxDescription.FrontFace.StencilDepthFailOp) - 1;
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return static_cast<StencilOperation>(_value);
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}
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ComparisonFunction DepthStencilState::StencilFrontFaceCompare() const {
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const auto _value = static_cast<int>(impl->dxDescription.FrontFace.StencilFunc) - 1;
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return static_cast<ComparisonFunction>(_value);
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}
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StencilOperation DepthStencilState::StencilBackFacePass() const {
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const auto _value = static_cast<int>(impl->dxDescription.BackFace.StencilPassOp) - 1;
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return static_cast<StencilOperation>(_value);
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}
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StencilOperation DepthStencilState::StencilBackFaceFail() const {
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const auto _value = static_cast<int>(impl->dxDescription.BackFace.StencilFailOp) - 1;
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return static_cast<StencilOperation>(_value);
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}
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StencilOperation DepthStencilState::StencilBackFaceDepthFail() const {
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const auto _value = static_cast<int>(impl->dxDescription.BackFace.StencilDepthFailOp) - 1;
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return static_cast<StencilOperation>(_value);
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}
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ComparisonFunction DepthStencilState::StencilBackFaceCompare() const {
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const auto _value = static_cast<int>(impl->dxDescription.BackFace.StencilFunc) - 1;
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return static_cast<ComparisonFunction>(_value);
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}
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}
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@ -1,6 +1,5 @@
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#include "platform-dx/device-dx.hpp"
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#include "platform-dx/rasterizerstate-dx.hpp"
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#include "platform-dx/depthstencilstate-dx.hpp"
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#include "platform-dx/samplerstate-dx.hpp"
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#include "platform-dx/texture-dx.hpp"
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#include "common/color.hpp"
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@ -8,6 +7,7 @@
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#include "graphics/sprite.hpp"
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#include "graphics/viewport.hpp"
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#include "graphics/blendstate.hpp"
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#include "graphics/depthstencilstate.hpp"
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#include "platform-dx/implementations.hpp"
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using DxSpriteBatch = DirectX::SpriteBatch;
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@ -80,7 +80,7 @@ namespace xna {
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sort,
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blendState ? blendState->impl->dxBlendState : nullptr,
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samplerState ? samplerState->_samplerState : nullptr,
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depthStencil ? depthStencil->dxDepthStencil : nullptr,
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depthStencil ? depthStencil->impl->dxDepthStencil : nullptr,
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rasterizerState ? rasterizerState->dxRasterizerState : nullptr,
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nullptr,
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matrix
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#define XNA_GRAPHICS_DEPTHSTENCILSTATE_HPP
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#include "../default.hpp"
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#include "gresource.hpp"
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namespace xna {
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class IDepthStencilState {
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class DepthStencilState : public GraphicsResource {
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public:
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virtual ~IDepthStencilState(){}
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virtual bool Initialize(xna_error_nullarg) = 0;
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virtual bool Apply(xna_error_ptr_arg) = 0;
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virtual void DepthEnabled(bool value) = 0;
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virtual void DepthWriteEnabled(bool value) = 0;
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virtual void DepthCompareFunction(ComparisonFunction value) = 0;
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virtual void StencilEnabled(bool value) = 0;
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virtual void StencilReadMask(int value) = 0;
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virtual void StencilWriteMask(int value) = 0;
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virtual void StencilFrontFacePass(StencilOperation value) = 0;
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virtual void StencilFrontFaceFail(StencilOperation value) = 0;
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virtual void StencilFrontFaceDepthFail(StencilOperation value) = 0;
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virtual void StencilFrontFaceCompare(ComparisonFunction value) = 0;
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virtual void StencilBackFacePass(StencilOperation value) = 0;
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virtual void StencilBackFaceFail(StencilOperation value) = 0;
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virtual void StencilBackFaceDepthFail(StencilOperation value) = 0;
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virtual void StencilBackFaceCompare(ComparisonFunction value) = 0;
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virtual bool DepthEnabled() = 0;
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virtual bool DepthWriteEnabled() = 0;
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virtual ComparisonFunction DepthCompareFunction() = 0;
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virtual bool StencilEnabled() = 0;
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virtual int StencilReadMask() = 0;
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virtual int StencilWriteMask() = 0;
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virtual StencilOperation StencilFrontFacePass() = 0;
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virtual StencilOperation StencilFrontFaceFail() = 0;
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virtual StencilOperation StencilFrontFaceDepthFail() = 0;
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virtual ComparisonFunction StencilFrontFaceCompare() = 0;
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virtual StencilOperation StencilBackFacePass() = 0;
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virtual StencilOperation StencilBackFaceFail() = 0;
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virtual StencilOperation StencilBackFaceDepthFail() = 0;
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virtual ComparisonFunction StencilBackFaceCompare() = 0;
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DepthStencilState();
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DepthStencilState(sptr<GraphicsDevice> const& device);
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~DepthStencilState();
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bool Initialize(xna_error_nullarg);
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bool Apply(xna_error_ptr_arg);
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void DepthEnabled(bool value);
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void DepthWriteEnabled(bool value);
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void DepthCompareFunction(ComparisonFunction value);
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void StencilEnabled(bool value);
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void StencilReadMask(Int value);
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void StencilWriteMask(Int value);
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void StencilFrontFacePass(StencilOperation value);
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void StencilFrontFaceFail(StencilOperation value);
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void StencilFrontFaceDepthFail(StencilOperation value);
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void StencilFrontFaceCompare(ComparisonFunction value);
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void StencilBackFacePass(StencilOperation value);
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void StencilBackFaceFail(StencilOperation value);
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void StencilBackFaceDepthFail(StencilOperation value);
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void StencilBackFaceCompare(ComparisonFunction value);
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bool DepthEnabled() const;
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bool DepthWriteEnabled() const;
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ComparisonFunction DepthCompareFunction() const;
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bool StencilEnabled() const;
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Int StencilReadMask() const;
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Int StencilWriteMask() const;
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StencilOperation StencilFrontFacePass() const;
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StencilOperation StencilFrontFaceFail() const;
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StencilOperation StencilFrontFaceDepthFail() const;
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ComparisonFunction StencilFrontFaceCompare() const;
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StencilOperation StencilBackFacePass() const;
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StencilOperation StencilBackFaceFail() const;
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StencilOperation StencilBackFaceDepthFail() const;
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ComparisonFunction StencilBackFaceCompare() const;
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static uptr<DepthStencilState> None();
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static uptr<DepthStencilState> Default();
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static uptr<DepthStencilState> DepthRead();
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public:
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struct PlatformImplementation;
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uptr<PlatformImplementation> impl = nullptr;
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};
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}
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@ -1,193 +0,0 @@
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#ifndef XNA_PLATFORM_DEPTHSTENCILSTATE_DX_HPP
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#define XNA_PLATFORM_DEPTHSTENCILSTATE_DX_HPP
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#include "../graphics/depthstencilstate.hpp"
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#include "../graphics/gresource.hpp"
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#include "dxheaders.hpp"
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namespace xna {
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class DepthStencilState : public IDepthStencilState, public GraphicsResource {
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public:
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DepthStencilState(sptr<GraphicsDevice> const& device) : GraphicsResource(device) {
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dxDescription = defaultDesc();
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}
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virtual ~DepthStencilState() override {
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if (dxDepthStencil) {
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dxDepthStencil->Release();
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dxDepthStencil = nullptr;
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}
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}
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virtual bool Initialize(xna_error_nullarg) override;
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virtual bool Apply(xna_error_ptr_arg) override;
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virtual constexpr void DepthEnabled(bool value) override {
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dxDescription.DepthEnable = value;
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}
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virtual constexpr void DepthWriteEnabled(bool value) override {
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dxDescription.DepthWriteMask = static_cast<D3D11_DEPTH_WRITE_MASK>(value);
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}
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virtual constexpr void DepthCompareFunction(ComparisonFunction value) override {
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const auto _value = static_cast<int>(value) + 1;
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dxDescription.DepthFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
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}
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virtual constexpr void StencilEnabled(bool value) override {
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dxDescription.StencilEnable = value;
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}
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virtual constexpr void StencilReadMask(int value) override {
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dxDescription.StencilReadMask = static_cast<UINT8>(value);
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}
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virtual constexpr void StencilWriteMask(int value) override {
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dxDescription.StencilWriteMask = static_cast<UINT8>(value);
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}
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virtual constexpr void StencilFrontFacePass(StencilOperation value) override {
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const auto _value = static_cast<int>(value) + 1;
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dxDescription.FrontFace.StencilPassOp = static_cast<D3D11_STENCIL_OP>(_value);
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}
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virtual constexpr void StencilFrontFaceFail(StencilOperation value) override {
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const auto _value = static_cast<int>(value) + 1;
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dxDescription.FrontFace.StencilFailOp = static_cast<D3D11_STENCIL_OP>(_value);
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}
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virtual constexpr void StencilFrontFaceDepthFail(StencilOperation value) override {
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const auto _value = static_cast<int>(value) + 1;
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dxDescription.FrontFace.StencilDepthFailOp = static_cast<D3D11_STENCIL_OP>(_value);
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}
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virtual constexpr void StencilFrontFaceCompare(ComparisonFunction value) override {
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const auto _value = static_cast<int>(value) + 1;
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dxDescription.FrontFace.StencilFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
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}
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virtual constexpr void StencilBackFacePass(StencilOperation value) override {
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||||
const auto _value = static_cast<int>(value) + 1;
|
||||
dxDescription.BackFace.StencilPassOp = static_cast<D3D11_STENCIL_OP>(_value);
|
||||
}
|
||||
|
||||
virtual constexpr void StencilBackFaceFail(StencilOperation value) override {
|
||||
const auto _value = static_cast<int>(value) + 1;
|
||||
dxDescription.BackFace.StencilFailOp = static_cast<D3D11_STENCIL_OP>(_value);
|
||||
}
|
||||
|
||||
virtual constexpr void StencilBackFaceDepthFail(StencilOperation value) override {
|
||||
const auto _value = static_cast<int>(value) + 1;
|
||||
dxDescription.BackFace.StencilDepthFailOp = static_cast<D3D11_STENCIL_OP>(_value);
|
||||
}
|
||||
|
||||
virtual constexpr void StencilBackFaceCompare(ComparisonFunction value) override {
|
||||
const auto _value = static_cast<int>(value) + 1;
|
||||
dxDescription.BackFace.StencilFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
|
||||
}
|
||||
|
||||
virtual constexpr bool DepthEnabled() override {
|
||||
return dxDescription.DepthEnable;
|
||||
}
|
||||
|
||||
virtual constexpr bool DepthWriteEnabled() override {
|
||||
return static_cast<bool>(dxDescription.DepthWriteMask);
|
||||
}
|
||||
|
||||
virtual constexpr ComparisonFunction DepthCompareFunction() override {
|
||||
const auto _value = static_cast<int>(dxDescription.DepthFunc) - 1;
|
||||
return static_cast<ComparisonFunction>(_value);
|
||||
}
|
||||
|
||||
virtual constexpr bool StencilEnabled() override {
|
||||
return dxDescription.StencilEnable;
|
||||
}
|
||||
|
||||
virtual constexpr int StencilReadMask() override {
|
||||
return static_cast<int>(dxDescription.StencilReadMask);
|
||||
}
|
||||
|
||||
virtual constexpr int StencilWriteMask() override {
|
||||
return static_cast<int>(dxDescription.StencilWriteMask);
|
||||
}
|
||||
|
||||
virtual constexpr StencilOperation StencilFrontFacePass() override {
|
||||
const auto _value = static_cast<int>(dxDescription.FrontFace.StencilPassOp) - 1;
|
||||
return static_cast<StencilOperation>(_value);
|
||||
}
|
||||
|
||||
virtual constexpr StencilOperation StencilFrontFaceFail() override {
|
||||
const auto _value = static_cast<int>(dxDescription.FrontFace.StencilFailOp) - 1;
|
||||
return static_cast<StencilOperation>(_value);
|
||||
}
|
||||
|
||||
virtual constexpr StencilOperation StencilFrontFaceDepthFail() override {
|
||||
const auto _value = static_cast<int>(dxDescription.FrontFace.StencilDepthFailOp) - 1;
|
||||
return static_cast<StencilOperation>(_value);
|
||||
}
|
||||
|
||||
virtual constexpr ComparisonFunction StencilFrontFaceCompare() override {
|
||||
const auto _value = static_cast<int>(dxDescription.FrontFace.StencilFunc) - 1;
|
||||
return static_cast<ComparisonFunction>(_value);
|
||||
}
|
||||
|
||||
virtual constexpr StencilOperation StencilBackFacePass() override {
|
||||
const auto _value = static_cast<int>(dxDescription.BackFace.StencilPassOp) - 1;
|
||||
return static_cast<StencilOperation>(_value);
|
||||
}
|
||||
|
||||
virtual constexpr StencilOperation StencilBackFaceFail() override {
|
||||
const auto _value = static_cast<int>(dxDescription.BackFace.StencilFailOp) - 1;
|
||||
return static_cast<StencilOperation>(_value);
|
||||
}
|
||||
|
||||
virtual constexpr StencilOperation StencilBackFaceDepthFail() override {
|
||||
const auto _value = static_cast<int>(dxDescription.BackFace.StencilDepthFailOp) - 1;
|
||||
return static_cast<StencilOperation>(_value);
|
||||
}
|
||||
|
||||
virtual constexpr ComparisonFunction StencilBackFaceCompare() override {
|
||||
const auto _value = static_cast<int>(dxDescription.BackFace.StencilFunc) - 1;
|
||||
return static_cast<ComparisonFunction>(_value);
|
||||
}
|
||||
|
||||
static uptr<DepthStencilState> None();
|
||||
static uptr<DepthStencilState> Default();
|
||||
static uptr<DepthStencilState> DepthRead();
|
||||
|
||||
public:
|
||||
ID3D11DepthStencilState* dxDepthStencil = nullptr;
|
||||
D3D11_DEPTH_STENCIL_DESC dxDescription{};
|
||||
|
||||
private:
|
||||
DepthStencilState() : GraphicsResource(nullptr) {
|
||||
dxDescription = defaultDesc();
|
||||
}
|
||||
|
||||
static D3D11_DEPTH_STENCIL_DESC defaultDesc() {
|
||||
D3D11_DEPTH_STENCIL_DESC _description{};
|
||||
_description.DepthEnable = true;
|
||||
_description.StencilEnable = true;
|
||||
_description.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
|
||||
|
||||
_description.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
_description.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
_description.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
_description.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
|
||||
_description.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
_description.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
_description.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
_description.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
|
||||
_description.StencilReadMask = 0;
|
||||
_description.StencilWriteMask = 0;
|
||||
_description.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
|
||||
|
||||
return _description;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
@ -7,6 +7,7 @@
|
||||
#include "platform-dx/swapchain-dx.hpp"
|
||||
#include "platform-dx/rendertarget-dx.hpp"
|
||||
#include "graphics/blendstate.hpp"
|
||||
#include "graphics/depthstencilstate.hpp"
|
||||
|
||||
namespace xna {
|
||||
struct SpriteFont::PlatformImplementation {
|
||||
@ -248,4 +249,16 @@ namespace xna {
|
||||
_blob = blob;
|
||||
}
|
||||
};
|
||||
|
||||
struct DepthStencilState::PlatformImplementation {
|
||||
~PlatformImplementation() {
|
||||
if (dxDepthStencil) {
|
||||
dxDepthStencil->Release();
|
||||
dxDepthStencil = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
ID3D11DepthStencilState* dxDepthStencil = nullptr;
|
||||
D3D11_DEPTH_STENCIL_DESC dxDescription{};
|
||||
};
|
||||
}
|
@ -1,5 +1,4 @@
|
||||
#include "audioengine-dx.hpp"
|
||||
#include "depthstencilstate-dx.hpp"
|
||||
#include "device-dx.hpp"
|
||||
#include "displaymode-dx.hpp"
|
||||
#include "dxheaders.hpp"
|
||||
|
Loading…
x
Reference in New Issue
Block a user