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

Adiciona PlatformImplementation em DepthStencilState

This commit is contained in:
Danilo 2024-11-14 09:14:22 -03:00
parent 9fac00699d
commit fd9709f530
4 changed files with 57 additions and 63 deletions

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@ -5,15 +5,11 @@
namespace xna {
struct GraphicsAdapterImplementation {
friend class GraphicsAdapter;
comptr<IDXGIAdapter1> Adapter;
comptr<IDXGIFactory1> Factory;
};
struct BlendStateImplementation {
friend class BlendState;
D3D11_BLEND_DESC Description{};
float BlendFactor[4]{ 1.0F, 1.0F, 1.0F, 1.0F };
UINT SampleMask{ 0xffffffff };
@ -22,6 +18,11 @@ namespace xna {
static constexpr int MAX_RENDER_TARGETS = 8;
};
struct DepthStencilStateImplementation {
comptr<ID3D11DepthStencilState> DepthStencil;
D3D11_DEPTH_STENCIL_DESC Description{};
};
struct SpriteFont::PlatformImplementation {
uptr<DirectX::SpriteFont> dxSpriteFont{ nullptr };
};
@ -30,12 +31,7 @@ namespace xna {
sptr<DirectX::SpriteBatch> dxSpriteBatch = nullptr;
comptr<ID3D11InputLayout> dxInputLayout = nullptr;
sptr<DirectX::DX11::IEffect> dxEffectBuffer = nullptr;
};
struct DepthStencilState::PlatformImplementation {
comptr<ID3D11DepthStencilState> dxDepthStencil = nullptr;
D3D11_DEPTH_STENCIL_DESC dxDescription{};
};
};
struct GamePad::PlatformImplementation {
uptr<DirectX::GamePad> _dxGamePad = unew<DirectX::GamePad>();

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@ -3,10 +3,14 @@
#include "../default.hpp"
#include "gresource.hpp"
#include "../platform.hpp"
namespace xna {
struct DepthStencilStateImplementation;
//Contains depth-stencil state for the device.
class DepthStencilState : public GraphicsResource {
class DepthStencilState : public GraphicsResource, public PlatformImplementation<DepthStencilStateImplementation> {
public:
DepthStencilState();
DepthStencilState(sptr<GraphicsDevice> const& device);
@ -86,14 +90,8 @@ namespace xna {
static uptr<DepthStencilState> DepthRead();
bool Initialize();
bool Apply();
public:
struct PlatformImplementation;
uptr<PlatformImplementation> impl = nullptr;
bool Apply();
};
using PDepthStencilState = sptr<DepthStencilState>;
}
#endif

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@ -26,13 +26,13 @@ namespace xna {
}
DepthStencilState::DepthStencilState() : GraphicsResource(nullptr) {
impl = unew<PlatformImplementation>();
impl->dxDescription = defaultDesc();
Implementation = unew<DepthStencilStateImplementation>();
Implementation->Description = defaultDesc();
}
DepthStencilState::DepthStencilState(sptr<GraphicsDevice> const& device) : GraphicsResource(device) {
impl = unew<PlatformImplementation>();
impl->dxDescription = defaultDesc();
Implementation = unew<DepthStencilStateImplementation>();
Implementation->Description = defaultDesc();
}
bool DepthStencilState::Initialize()
@ -41,13 +41,13 @@ namespace xna {
Exception::Throw(Exception::UNABLE_TO_INITIALIZE);
}
if (impl->dxDepthStencil) {
impl->dxDepthStencil = nullptr;
if (Implementation->DepthStencil) {
Implementation->DepthStencil = nullptr;
}
const auto hr = m_device->impl->_device->CreateDepthStencilState(
&impl->dxDescription,
impl->dxDepthStencil.GetAddressOf());
&Implementation->Description,
Implementation->DepthStencil.GetAddressOf());
if (FAILED(hr)) {
Exception::Throw(Exception::FAILED_TO_CREATE);
@ -62,166 +62,166 @@ namespace xna {
Exception::Throw(Exception::INVALID_OPERATION);
}
if (!impl->dxDepthStencil) {
if (!Implementation->DepthStencil) {
Initialize();
}
m_device->impl->_context->OMSetDepthStencilState(impl->dxDepthStencil.Get(), 0);
m_device->impl->_context->OMSetDepthStencilState(Implementation->DepthStencil.Get(), 0);
return true;
}
uptr<DepthStencilState> DepthStencilState::None() {
auto stencil = unew<DepthStencilState>();
stencil->impl->dxDescription.DepthEnable = false;
stencil->impl->dxDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
stencil->Implementation->Description.DepthEnable = false;
stencil->Implementation->Description.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
return stencil;
}
uptr<DepthStencilState> DepthStencilState::Default() {
auto stencil = unew<DepthStencilState>();
stencil->impl->dxDescription.DepthEnable = true;
stencil->impl->dxDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
stencil->Implementation->Description.DepthEnable = true;
stencil->Implementation->Description.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
return stencil;
}
uptr<DepthStencilState> DepthStencilState::DepthRead() {
auto stencil = unew<DepthStencilState>();
stencil->impl->dxDescription.DepthEnable = true;
stencil->impl->dxDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
stencil->Implementation->Description.DepthEnable = true;
stencil->Implementation->Description.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
return stencil;
}
void DepthStencilState::DepthBufferEnable(bool value) {
impl->dxDescription.DepthEnable = value;
Implementation->Description.DepthEnable = value;
}
void DepthStencilState::DepthBufferWriteEnable(bool value) {
impl->dxDescription.DepthWriteMask = static_cast<D3D11_DEPTH_WRITE_MASK>(value);
Implementation->Description.DepthWriteMask = static_cast<D3D11_DEPTH_WRITE_MASK>(value);
}
void DepthStencilState::DepthBufferFunction(ComparisonFunction value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.DepthFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
Implementation->Description.DepthFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
}
void DepthStencilState::StencilEnable(bool value) {
impl->dxDescription.StencilEnable = value;
Implementation->Description.StencilEnable = value;
}
void DepthStencilState::StencilMask(int value) {
impl->dxDescription.StencilReadMask = static_cast<UINT8>(value);
Implementation->Description.StencilReadMask = static_cast<UINT8>(value);
}
void DepthStencilState::StencilWriteMask(Int value) {
impl->dxDescription.StencilWriteMask = static_cast<UINT8>(value);
Implementation->Description.StencilWriteMask = static_cast<UINT8>(value);
}
void DepthStencilState::StencilPass(StencilOperation value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.FrontFace.StencilPassOp = static_cast<D3D11_STENCIL_OP>(_value);
Implementation->Description.FrontFace.StencilPassOp = static_cast<D3D11_STENCIL_OP>(_value);
}
void DepthStencilState::StencilFail(StencilOperation value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.FrontFace.StencilFailOp = static_cast<D3D11_STENCIL_OP>(_value);
Implementation->Description.FrontFace.StencilFailOp = static_cast<D3D11_STENCIL_OP>(_value);
}
void DepthStencilState::StencilDepthBufferFail(StencilOperation value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.FrontFace.StencilDepthFailOp = static_cast<D3D11_STENCIL_OP>(_value);
Implementation->Description.FrontFace.StencilDepthFailOp = static_cast<D3D11_STENCIL_OP>(_value);
}
void DepthStencilState::StencilFunction(ComparisonFunction value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.FrontFace.StencilFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
Implementation->Description.FrontFace.StencilFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
}
void DepthStencilState::CounterClockwiseStencilPass(StencilOperation value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.BackFace.StencilPassOp = static_cast<D3D11_STENCIL_OP>(_value);
Implementation->Description.BackFace.StencilPassOp = static_cast<D3D11_STENCIL_OP>(_value);
}
void DepthStencilState::CounterClockwiseStencilFail(StencilOperation value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.BackFace.StencilFailOp = static_cast<D3D11_STENCIL_OP>(_value);
Implementation->Description.BackFace.StencilFailOp = static_cast<D3D11_STENCIL_OP>(_value);
}
void DepthStencilState::CounterClockwiseStencilDepthBufferFail(StencilOperation value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.BackFace.StencilDepthFailOp = static_cast<D3D11_STENCIL_OP>(_value);
Implementation->Description.BackFace.StencilDepthFailOp = static_cast<D3D11_STENCIL_OP>(_value);
}
void DepthStencilState::CounterClockwiseStencilFunction(ComparisonFunction value) {
const auto _value = static_cast<int>(value) + 1;
impl->dxDescription.BackFace.StencilFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
Implementation->Description.BackFace.StencilFunc = static_cast<D3D11_COMPARISON_FUNC>(_value);
}
bool DepthStencilState::DepthBufferEnable() const {
return impl->dxDescription.DepthEnable;
return Implementation->Description.DepthEnable;
}
bool DepthStencilState::DepthBufferWriteEnable() const {
return static_cast<bool>(impl->dxDescription.DepthWriteMask);
return static_cast<bool>(Implementation->Description.DepthWriteMask);
}
ComparisonFunction DepthStencilState::DepthBufferFunction() const {
const auto _value = static_cast<int>(impl->dxDescription.DepthFunc) - 1;
const auto _value = static_cast<int>(Implementation->Description.DepthFunc) - 1;
return static_cast<ComparisonFunction>(_value);
}
bool DepthStencilState::StencilEnable() const {
return impl->dxDescription.StencilEnable;
return Implementation->Description.StencilEnable;
}
Int DepthStencilState::StencilMask() const {
return static_cast<int>(impl->dxDescription.StencilReadMask);
return static_cast<int>(Implementation->Description.StencilReadMask);
}
Int DepthStencilState::StencilWriteMask() const {
return static_cast<int>(impl->dxDescription.StencilWriteMask);
return static_cast<int>(Implementation->Description.StencilWriteMask);
}
StencilOperation DepthStencilState::StencilPass() const {
const auto _value = static_cast<int>(impl->dxDescription.FrontFace.StencilPassOp) - 1;
const auto _value = static_cast<int>(Implementation->Description.FrontFace.StencilPassOp) - 1;
return static_cast<StencilOperation>(_value);
}
StencilOperation DepthStencilState::StencilFail() const {
const auto _value = static_cast<int>(impl->dxDescription.FrontFace.StencilFailOp) - 1;
const auto _value = static_cast<int>(Implementation->Description.FrontFace.StencilFailOp) - 1;
return static_cast<StencilOperation>(_value);
}
StencilOperation DepthStencilState::StencilDepthBufferFail() const {
const auto _value = static_cast<int>(impl->dxDescription.FrontFace.StencilDepthFailOp) - 1;
const auto _value = static_cast<int>(Implementation->Description.FrontFace.StencilDepthFailOp) - 1;
return static_cast<StencilOperation>(_value);
}
ComparisonFunction DepthStencilState::StencilFunction() const {
const auto _value = static_cast<int>(impl->dxDescription.FrontFace.StencilFunc) - 1;
const auto _value = static_cast<int>(Implementation->Description.FrontFace.StencilFunc) - 1;
return static_cast<ComparisonFunction>(_value);
}
StencilOperation DepthStencilState::CounterClockwiseStencilPass() const {
const auto _value = static_cast<int>(impl->dxDescription.BackFace.StencilPassOp) - 1;
const auto _value = static_cast<int>(Implementation->Description.BackFace.StencilPassOp) - 1;
return static_cast<StencilOperation>(_value);
}
StencilOperation DepthStencilState::CounterClockwiseStencilFail() const {
const auto _value = static_cast<int>(impl->dxDescription.BackFace.StencilFailOp) - 1;
const auto _value = static_cast<int>(Implementation->Description.BackFace.StencilFailOp) - 1;
return static_cast<StencilOperation>(_value);
}
StencilOperation DepthStencilState::CounterClockwiseStencilDepthBufferFail() const {
const auto _value = static_cast<int>(impl->dxDescription.BackFace.StencilDepthFailOp) - 1;
const auto _value = static_cast<int>(Implementation->Description.BackFace.StencilDepthFailOp) - 1;
return static_cast<StencilOperation>(_value);
}
ComparisonFunction DepthStencilState::CounterClockwiseStencilFunction() const {
const auto _value = static_cast<int>(impl->dxDescription.BackFace.StencilFunc) - 1;
const auto _value = static_cast<int>(Implementation->Description.BackFace.StencilFunc) - 1;
return static_cast<ComparisonFunction>(_value);
}
}

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@ -161,7 +161,7 @@ namespace xna {
_sortMode,
blendState ? blendState->Implementation->BlendState.Get() : nullptr,
samplerState ? samplerState->impl->_samplerState.Get() : nullptr,
depthStencil ? depthStencil->impl->dxDepthStencil.Get() : nullptr,
depthStencil ? depthStencil->Implementation->DepthStencil.Get() : nullptr,
rasterizerState ? rasterizerState->impl->dxRasterizerState.Get() : nullptr,
effectFunc,
_transformMatrix