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mirror of https://github.com/borgesdan/xn65 synced 2024-12-29 21:54:47 +01:00

Corrige DepthStencil

This commit is contained in:
Danilo 2024-05-20 10:29:20 -03:00
parent 1ca0bf2ffb
commit 0d716d1cd6
6 changed files with 248 additions and 245 deletions

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@ -1,7 +1,46 @@
#include "platform-dx/depthstencilstate-dx.hpp"
#include "platform-dx/device-dx.hpp"
#include "graphics/depthstencilstate.hpp"
#include "platform-dx/dxheaders.hpp"
#include "platform-dx/implementations.hpp"
namespace xna {
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;
}
DepthStencilState::DepthStencilState() : GraphicsResource(nullptr) {
impl = uNew<PlatformImplementation>();
impl->dxDescription = defaultDesc();
}
DepthStencilState::DepthStencilState(sptr<GraphicsDevice> const& device) : GraphicsResource(device) {
impl = uNew<PlatformImplementation>();
impl->dxDescription = defaultDesc();
}
DepthStencilState::~DepthStencilState() {
impl = nullptr;
}
bool DepthStencilState::Initialize(xna_error_ptr_arg)
{
if (!m_device || !m_device->_device) {
@ -9,12 +48,14 @@ namespace xna {
return false;
}
if (dxDepthStencil) {
dxDepthStencil->Release();
dxDepthStencil = nullptr;
if (impl->dxDepthStencil) {
impl->dxDepthStencil->Release();
impl->dxDepthStencil = nullptr;
}
const auto hr = m_device->_device->CreateDepthStencilState(&dxDescription, &dxDepthStencil);
const auto hr = m_device->_device->CreateDepthStencilState(
&impl->dxDescription,
&impl->dxDepthStencil);
if (FAILED(hr)) {
xna_error_apply(err, XnaErrorCode::FAILED_OPERATION);
@ -31,37 +72,167 @@ namespace xna {
return false;
}
if (!dxDepthStencil) {
if (!impl->dxDepthStencil) {
xna_error_apply(err, XnaErrorCode::UNINTIALIZED_RESOURCE);
return false;
}
m_device->_context->OMSetDepthStencilState(dxDepthStencil, 0);
m_device->_context->OMSetDepthStencilState(impl->dxDepthStencil, 0);
return true;
}
uptr<DepthStencilState> DepthStencilState::None() {
auto stencil = std::unique_ptr<DepthStencilState>(new DepthStencilState());
stencil->dxDescription.DepthEnable = false;
stencil->dxDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
auto stencil = uNew<DepthStencilState>();
stencil->impl->dxDescription.DepthEnable = false;
stencil->impl->dxDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
return stencil;
}
uptr<DepthStencilState> DepthStencilState::Default() {
auto stencil = std::unique_ptr<DepthStencilState>(new DepthStencilState());
stencil->dxDescription.DepthEnable = true;
stencil->dxDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
auto stencil = uNew<DepthStencilState>();
stencil->impl->dxDescription.DepthEnable = true;
stencil->impl->dxDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
return stencil;
}
uptr<DepthStencilState> DepthStencilState::DepthRead() {
auto stencil = std::unique_ptr<DepthStencilState>(new DepthStencilState());
stencil->dxDescription.DepthEnable = true;
stencil->dxDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
auto stencil = uNew<DepthStencilState>();
stencil->impl->dxDescription.DepthEnable = true;
stencil->impl->dxDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
return stencil;
}
void DepthStencilState::DepthEnabled(bool value) {
impl->dxDescription.DepthEnable = value;
}
void DepthStencilState::DepthWriteEnabled(bool value) {
impl->dxDescription.DepthWriteMask = static_cast<D3D11_DEPTH_WRITE_MASK>(value);
}
void DepthStencilState::DepthCompareFunction(ComparisonFunction value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.DepthFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
}
void DepthStencilState::StencilEnabled(bool value) {
impl->dxDescription.StencilEnable = value;
}
void DepthStencilState::StencilReadMask(int value) {
impl->dxDescription.StencilReadMask = static_cast<UINT8>(value);
}
void DepthStencilState::StencilWriteMask(Int value) {
impl->dxDescription.StencilWriteMask = static_cast<UINT8>(value);
}
void DepthStencilState::StencilFrontFacePass(StencilOperation value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.FrontFace.StencilPassOp = static_cast<D3D11_STENCIL_OP>(_value);
}
void DepthStencilState::StencilFrontFaceFail(StencilOperation value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.FrontFace.StencilFailOp = static_cast<D3D11_STENCIL_OP>(_value);
}
void DepthStencilState::StencilFrontFaceDepthFail(StencilOperation value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.FrontFace.StencilDepthFailOp = static_cast<D3D11_STENCIL_OP>(_value);
}
void DepthStencilState::StencilFrontFaceCompare(ComparisonFunction value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.FrontFace.StencilFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
}
void DepthStencilState::StencilBackFacePass(StencilOperation value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.BackFace.StencilPassOp = static_cast<D3D11_STENCIL_OP>(_value);
}
void DepthStencilState::StencilBackFaceFail(StencilOperation value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.BackFace.StencilFailOp = static_cast<D3D11_STENCIL_OP>(_value);
}
void DepthStencilState::StencilBackFaceDepthFail(StencilOperation value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.BackFace.StencilDepthFailOp = static_cast<D3D11_STENCIL_OP>(_value);
}
void DepthStencilState::StencilBackFaceCompare(ComparisonFunction value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.BackFace.StencilFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
}
bool DepthStencilState::DepthEnabled() const {
return impl->dxDescription.DepthEnable;
}
bool DepthStencilState::DepthWriteEnabled() const {
return static_cast<bool>(impl->dxDescription.DepthWriteMask);
}
ComparisonFunction DepthStencilState::DepthCompareFunction() const {
const auto _value = static_cast<int>(impl->dxDescription.DepthFunc) - 1;
return static_cast<ComparisonFunction>(_value);
}
bool DepthStencilState::StencilEnabled() const {
return impl->dxDescription.StencilEnable;
}
Int DepthStencilState::StencilReadMask() const {
return static_cast<int>(impl->dxDescription.StencilReadMask);
}
Int DepthStencilState::StencilWriteMask() const {
return static_cast<int>(impl->dxDescription.StencilWriteMask);
}
StencilOperation DepthStencilState::StencilFrontFacePass() const {
const auto _value = static_cast<int>(impl->dxDescription.FrontFace.StencilPassOp) - 1;
return static_cast<StencilOperation>(_value);
}
StencilOperation DepthStencilState::StencilFrontFaceFail() const {
const auto _value = static_cast<int>(impl->dxDescription.FrontFace.StencilFailOp) - 1;
return static_cast<StencilOperation>(_value);
}
StencilOperation DepthStencilState::StencilFrontFaceDepthFail() const {
const auto _value = static_cast<int>(impl->dxDescription.FrontFace.StencilDepthFailOp) - 1;
return static_cast<StencilOperation>(_value);
}
ComparisonFunction DepthStencilState::StencilFrontFaceCompare() const {
const auto _value = static_cast<int>(impl->dxDescription.FrontFace.StencilFunc) - 1;
return static_cast<ComparisonFunction>(_value);
}
StencilOperation DepthStencilState::StencilBackFacePass() const {
const auto _value = static_cast<int>(impl->dxDescription.BackFace.StencilPassOp) - 1;
return static_cast<StencilOperation>(_value);
}
StencilOperation DepthStencilState::StencilBackFaceFail() const {
const auto _value = static_cast<int>(impl->dxDescription.BackFace.StencilFailOp) - 1;
return static_cast<StencilOperation>(_value);
}
StencilOperation DepthStencilState::StencilBackFaceDepthFail() const {
const auto _value = static_cast<int>(impl->dxDescription.BackFace.StencilDepthFailOp) - 1;
return static_cast<StencilOperation>(_value);
}
ComparisonFunction DepthStencilState::StencilBackFaceCompare() const {
const auto _value = static_cast<int>(impl->dxDescription.BackFace.StencilFunc) - 1;
return static_cast<ComparisonFunction>(_value);
}
}

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@ -1,6 +1,5 @@
#include "platform-dx/device-dx.hpp"
#include "platform-dx/rasterizerstate-dx.hpp"
#include "platform-dx/depthstencilstate-dx.hpp"
#include "platform-dx/samplerstate-dx.hpp"
#include "platform-dx/texture-dx.hpp"
#include "common/color.hpp"
@ -8,6 +7,7 @@
#include "graphics/sprite.hpp"
#include "graphics/viewport.hpp"
#include "graphics/blendstate.hpp"
#include "graphics/depthstencilstate.hpp"
#include "platform-dx/implementations.hpp"
using DxSpriteBatch = DirectX::SpriteBatch;
@ -80,7 +80,7 @@ namespace xna {
sort,
blendState ? blendState->impl->dxBlendState : nullptr,
samplerState ? samplerState->_samplerState : nullptr,
depthStencil ? depthStencil->dxDepthStencil : nullptr,
depthStencil ? depthStencil->impl->dxDepthStencil : nullptr,
rasterizerState ? rasterizerState->dxRasterizerState : nullptr,
nullptr,
matrix

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@ -2,43 +2,56 @@
#define XNA_GRAPHICS_DEPTHSTENCILSTATE_HPP
#include "../default.hpp"
#include "gresource.hpp"
namespace xna {
class IDepthStencilState {
class DepthStencilState : public GraphicsResource {
public:
virtual ~IDepthStencilState(){}
virtual bool Initialize(xna_error_nullarg) = 0;
virtual bool Apply(xna_error_ptr_arg) = 0;
virtual void DepthEnabled(bool value) = 0;
virtual void DepthWriteEnabled(bool value) = 0;
virtual void DepthCompareFunction(ComparisonFunction value) = 0;
virtual void StencilEnabled(bool value) = 0;
virtual void StencilReadMask(int value) = 0;
virtual void StencilWriteMask(int value) = 0;
virtual void StencilFrontFacePass(StencilOperation value) = 0;
virtual void StencilFrontFaceFail(StencilOperation value) = 0;
virtual void StencilFrontFaceDepthFail(StencilOperation value) = 0;
virtual void StencilFrontFaceCompare(ComparisonFunction value) = 0;
virtual void StencilBackFacePass(StencilOperation value) = 0;
virtual void StencilBackFaceFail(StencilOperation value) = 0;
virtual void StencilBackFaceDepthFail(StencilOperation value) = 0;
virtual void StencilBackFaceCompare(ComparisonFunction value) = 0;
virtual bool DepthEnabled() = 0;
virtual bool DepthWriteEnabled() = 0;
virtual ComparisonFunction DepthCompareFunction() = 0;
virtual bool StencilEnabled() = 0;
virtual int StencilReadMask() = 0;
virtual int StencilWriteMask() = 0;
virtual StencilOperation StencilFrontFacePass() = 0;
virtual StencilOperation StencilFrontFaceFail() = 0;
virtual StencilOperation StencilFrontFaceDepthFail() = 0;
virtual ComparisonFunction StencilFrontFaceCompare() = 0;
virtual StencilOperation StencilBackFacePass() = 0;
virtual StencilOperation StencilBackFaceFail() = 0;
virtual StencilOperation StencilBackFaceDepthFail() = 0;
virtual ComparisonFunction StencilBackFaceCompare() = 0;
DepthStencilState();
DepthStencilState(sptr<GraphicsDevice> const& device);
~DepthStencilState();
bool Initialize(xna_error_nullarg);
bool Apply(xna_error_ptr_arg);
void DepthEnabled(bool value);
void DepthWriteEnabled(bool value);
void DepthCompareFunction(ComparisonFunction value);
void StencilEnabled(bool value);
void StencilReadMask(Int value);
void StencilWriteMask(Int value);
void StencilFrontFacePass(StencilOperation value);
void StencilFrontFaceFail(StencilOperation value);
void StencilFrontFaceDepthFail(StencilOperation value);
void StencilFrontFaceCompare(ComparisonFunction value);
void StencilBackFacePass(StencilOperation value);
void StencilBackFaceFail(StencilOperation value);
void StencilBackFaceDepthFail(StencilOperation value);
void StencilBackFaceCompare(ComparisonFunction value);
bool DepthEnabled() const;
bool DepthWriteEnabled() const;
ComparisonFunction DepthCompareFunction() const;
bool StencilEnabled() const;
Int StencilReadMask() const;
Int StencilWriteMask() const;
StencilOperation StencilFrontFacePass() const;
StencilOperation StencilFrontFaceFail() const;
StencilOperation StencilFrontFaceDepthFail() const;
ComparisonFunction StencilFrontFaceCompare() const;
StencilOperation StencilBackFacePass() const;
StencilOperation StencilBackFaceFail() const;
StencilOperation StencilBackFaceDepthFail() const;
ComparisonFunction StencilBackFaceCompare() const;
static uptr<DepthStencilState> None();
static uptr<DepthStencilState> Default();
static uptr<DepthStencilState> DepthRead();
public:
struct PlatformImplementation;
uptr<PlatformImplementation> impl = nullptr;
};
}

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@ -1,193 +0,0 @@
#ifndef XNA_PLATFORM_DEPTHSTENCILSTATE_DX_HPP
#define XNA_PLATFORM_DEPTHSTENCILSTATE_DX_HPP
#include "../graphics/depthstencilstate.hpp"
#include "../graphics/gresource.hpp"
#include "dxheaders.hpp"
namespace xna {
class DepthStencilState : public IDepthStencilState, public GraphicsResource {
public:
DepthStencilState(sptr<GraphicsDevice> const& device) : GraphicsResource(device) {
dxDescription = defaultDesc();
}
virtual ~DepthStencilState() override {
if (dxDepthStencil) {
dxDepthStencil->Release();
dxDepthStencil = nullptr;
}
}
virtual bool Initialize(xna_error_nullarg) override;
virtual bool Apply(xna_error_ptr_arg) override;
virtual constexpr void DepthEnabled(bool value) override {
dxDescription.DepthEnable = value;
}
virtual constexpr void DepthWriteEnabled(bool value) override {
dxDescription.DepthWriteMask = static_cast<D3D11_DEPTH_WRITE_MASK>(value);
}
virtual constexpr void DepthCompareFunction(ComparisonFunction value) override {
const auto _value = static_cast<int>(value) + 1;
dxDescription.DepthFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
}
virtual constexpr void StencilEnabled(bool value) override {
dxDescription.StencilEnable = value;
}
virtual constexpr void StencilReadMask(int value) override {
dxDescription.StencilReadMask = static_cast<UINT8>(value);
}
virtual constexpr void StencilWriteMask(int value) override {
dxDescription.StencilWriteMask = static_cast<UINT8>(value);
}
virtual constexpr void StencilFrontFacePass(StencilOperation value) override {
const auto _value = static_cast<int>(value) + 1;
dxDescription.FrontFace.StencilPassOp = static_cast<D3D11_STENCIL_OP>(_value);
}
virtual constexpr void StencilFrontFaceFail(StencilOperation value) override {
const auto _value = static_cast<int>(value) + 1;
dxDescription.FrontFace.StencilFailOp = static_cast<D3D11_STENCIL_OP>(_value);
}
virtual constexpr void StencilFrontFaceDepthFail(StencilOperation value) override {
const auto _value = static_cast<int>(value) + 1;
dxDescription.FrontFace.StencilDepthFailOp = static_cast<D3D11_STENCIL_OP>(_value);
}
virtual constexpr void StencilFrontFaceCompare(ComparisonFunction value) override {
const auto _value = static_cast<int>(value) + 1;
dxDescription.FrontFace.StencilFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
}
virtual constexpr void StencilBackFacePass(StencilOperation value) override {
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

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@ -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{};
};
}

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@ -1,5 +1,4 @@
#include "audioengine-dx.hpp"
#include "depthstencilstate-dx.hpp"
#include "device-dx.hpp"
#include "displaymode-dx.hpp"
#include "dxheaders.hpp"