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https://github.com/borgesdan/xn65
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Implementações em BlendState
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@ -67,6 +67,13 @@ namespace xna {
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using BlendOperation = BlendFunction;
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enum class BufferUsage {
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Static,
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Dynamic,
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Immutable,
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Staging
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};
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enum class Buttons {
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A = 4096, // 0x00001000
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B = 8192, // 0x00002000
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@ -107,7 +114,7 @@ namespace xna {
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Blue,
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Alpha,
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All
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};
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};
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enum class ComparisonFunction {
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Never,
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@ -9,12 +9,12 @@ namespace xna {
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return false;
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}
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if (_blendState) {
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_blendState->Release();
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_blendState = nullptr;
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if (dxBlendState) {
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dxBlendState->Release();
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dxBlendState = nullptr;
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}
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const auto hr = device._device->CreateBlendState(&_description, &_blendState);
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const auto hr = device._device->CreateBlendState(&dxDescription, &dxBlendState);
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if (FAILED(hr)) {
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xna_error_apply(err, XnaErrorCode::FAILED_OPERATION);
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@ -30,52 +30,52 @@ namespace xna {
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return false;
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}
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if (!_blendState) {
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if (!dxBlendState) {
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const auto init = Initialize(device, err);
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if (!init) return false;
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}
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device._context->OMSetBlendState(_blendState, blendFactor, sampleMask);
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device._context->OMSetBlendState(dxBlendState, blendFactor, sampleMask);
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return true;
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}
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PBlendState IBlendState::Opaque() {
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auto blendState = New<BlendState>();
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blendState->_description.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blendState->_description.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;
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blendState->_description.RenderTarget[0].DestBlend = D3D11_BLEND_DEST_ALPHA;
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blendState->_description.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blendState->dxDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blendState->dxDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;
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blendState->dxDescription.RenderTarget[0].DestBlend = D3D11_BLEND_DEST_ALPHA;
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blendState->dxDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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return blendState;
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}
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PBlendState IBlendState::AlphaBlend() {
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auto blendState = New<BlendState>();
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blendState->_description.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blendState->_description.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blendState->_description.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blendState->_description.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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blendState->dxDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blendState->dxDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blendState->dxDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blendState->dxDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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return blendState;
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}
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PBlendState IBlendState::Additive() {
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auto blendState = New<BlendState>();
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blendState->_description.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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blendState->_description.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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blendState->_description.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
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blendState->_description.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
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blendState->dxDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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blendState->dxDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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blendState->dxDescription.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
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blendState->dxDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
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return blendState;
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}
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PBlendState IBlendState::NonPremultiplied() {
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auto blendState = New<BlendState>();
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blendState->_description.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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blendState->_description.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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blendState->_description.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blendState->_description.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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blendState->dxDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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blendState->dxDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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blendState->dxDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blendState->dxDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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return blendState;
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}
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@ -23,41 +23,41 @@ namespace xna {
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BlendState() = default;
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virtual ~BlendState() override {
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if (_blendState) {
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_blendState->Release();
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_blendState = nullptr;
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if (dxBlendState) {
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dxBlendState->Release();
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dxBlendState = nullptr;
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}
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}
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virtual bool Initialize(GraphicsDevice& device, xna_error_nullarg) override;
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virtual constexpr void AlphaToCoverageEnable(bool value) override {
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_description.AlphaToCoverageEnable = value;
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dxDescription.AlphaToCoverageEnable = value;
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}
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virtual constexpr void IndependentBlendEnable(bool value) override {
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_description.IndependentBlendEnable = value;
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dxDescription.IndependentBlendEnable = value;
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}
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virtual void RenderTargets(std::vector<BlendRenderTarget> const& value) override {
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for (size_t i = 0; i < value.size() && i < 8; ++i) {
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_description.RenderTarget[i].BlendEnable = value[i].Enabled;
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_description.RenderTarget[i].SrcBlend = ConvertBlend(value[i].Source);
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_description.RenderTarget[i].DestBlend = ConvertBlend(value[i].Destination);
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_description.RenderTarget[i].BlendOp = ConvertOperation(value[i].Operation);
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_description.RenderTarget[i].SrcBlendAlpha = ConvertBlend(value[i].SourceAlpha);
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_description.RenderTarget[i].DestBlendAlpha = ConvertBlend(value[i].DestinationAlpha);
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_description.RenderTarget[i].BlendOpAlpha = ConvertOperation(value[i].OperationAlpha);
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_description.RenderTarget[i].RenderTargetWriteMask = ConvertColorWrite(value[i].WriteMask);
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dxDescription.RenderTarget[i].BlendEnable = value[i].Enabled;
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dxDescription.RenderTarget[i].SrcBlend = ConvertBlend(value[i].Source);
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dxDescription.RenderTarget[i].DestBlend = ConvertBlend(value[i].Destination);
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dxDescription.RenderTarget[i].BlendOp = ConvertOperation(value[i].Operation);
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dxDescription.RenderTarget[i].SrcBlendAlpha = ConvertBlend(value[i].SourceAlpha);
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dxDescription.RenderTarget[i].DestBlendAlpha = ConvertBlend(value[i].DestinationAlpha);
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dxDescription.RenderTarget[i].BlendOpAlpha = ConvertOperation(value[i].OperationAlpha);
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dxDescription.RenderTarget[i].RenderTargetWriteMask = ConvertColorWrite(value[i].WriteMask);
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}
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}
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virtual bool Apply(GraphicsDevice& device, xna_error_nullarg) override;
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public:
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ID3D11BlendState* _blendState{ nullptr };
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D3D11_BLEND_DESC _description{};
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ID3D11BlendState* dxBlendState{ nullptr };
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D3D11_BLEND_DESC dxDescription{};
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float blendFactor[4] { 1.0F, 1.0F, 1.0F, 1.0F };
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UINT sampleMask{ 0xffffffff };
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UINT sampleMask{ 0xffffffff };
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public:
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static constexpr D3D11_BLEND ConvertBlend(Blend blend) {
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@ -4,6 +4,7 @@
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#include "../graphics/constbuffer.hpp"
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#include "../common/matrix.hpp"
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#include "dxheaders.hpp"
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#include <BufferHelpers.h>
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namespace xna {
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class ConstantBuffer : public IConstantBuffer {
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@ -40,7 +40,7 @@ namespace xna {
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_dxspriteBatch->Begin(
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sort,
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blendState ? blendState->_blendState : nullptr,
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blendState ? blendState->dxBlendState : nullptr,
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samplerState ? samplerState->_samplerState : nullptr,
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depthStencil ? depthStencil->_depthStencil : nullptr,
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rasterizerState ? rasterizerState->_rasterizerState : nullptr,
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#include "vertexbuffer-dx.hpp"
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#include "device-dx.hpp"
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#include <BufferHelpers.h>
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namespace xna {
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bool VertexBuffer::Initialize(GraphicsDevice& device, xna_error_ptr_arg)
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@ -14,6 +15,8 @@ namespace xna {
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_buffer = nullptr;
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}
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const auto hr = device._device->CreateBuffer(
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&_description,
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&_subResource,
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#define XNA_PLATFORM_VERTEXBUFFER_DX_HPP
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#include "../graphics/vertexbuffer.hpp"
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#include "dxheaders.hpp"
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#include "../graphics/vertexposition.hpp"
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#include "dxheaders.hpp"
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namespace xna {
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class VertexBuffer : public IVertexBuffer {
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