#include "xna/graphics/samplerstate.hpp" #include "xna/graphics/samplerstate.hpp" #include "xna/xna-dx.hpp" namespace xna { SamplerState::SamplerState() : SamplerState(nullptr){} SamplerState::SamplerState(sptr const& device) : GraphicsResource(device) { impl = unew(); } bool SamplerState::Initialize() { if (!impl || !m_device || !m_device->impl->_device) { Exception::Throw(Exception::UNABLE_TO_INITIALIZE); } if (impl->_samplerState) { impl->_samplerState = nullptr; } const auto hr = m_device->impl->_device->CreateSamplerState( &impl->_description, impl->_samplerState.GetAddressOf()); if (FAILED(hr)) { Exception::Throw(Exception::FAILED_TO_CREATE); } return true; } bool SamplerState::Apply() { if (!impl || !m_device || !m_device->impl->_context) { Exception::Throw(Exception::INVALID_OPERATION); } if (!impl->_samplerState) { Exception::Throw(Exception::INVALID_OPERATION); } m_device->impl->_context->PSSetSamplers(0, 1, impl->_samplerState.GetAddressOf()); return true; } void SamplerStateCollection::Apply(GraphicsDevice const& device) { if (samplers.empty()) return; if (!device.impl || !device.impl->_device || !device.impl->_context) { Exception::Throw(Exception::INVALID_OPERATION); } std::vector states(samplers.size()); for (size_t i = 0; i < samplers.size(); ++i) { const auto& current = samplers[0]; if (!current || !current->impl || !current->impl->_samplerState) Exception::Throw(Exception::INVALID_OPERATION); states[i] = current->impl->_samplerState.Get(); states[i]->AddRef(); } device.impl->_context->PSSetSamplers( 0, static_cast(states.size()), states.data()); for (size_t i = 0; i < samplers.size(); ++i) { states[i]->Release(); states[i] = nullptr; } } uptr SamplerState::PoinWrap() { auto state = unew(); state->impl->_description.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; state->impl->_description.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; state->impl->_description.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; state->impl->_description.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; return state; } uptr SamplerState::PointClamp() { auto state = unew(); state->impl->_description.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; state->impl->_description.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; state->impl->_description.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; state->impl->_description.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; return state; } uptr SamplerState::LinearWrap() { auto state = unew(); state->impl->_description.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; state->impl->_description.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; state->impl->_description.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; state->impl->_description.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; return state; } uptr SamplerState::LinearClamp() { auto state = unew(); state->impl->_description.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; state->impl->_description.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; state->impl->_description.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; state->impl->_description.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; return state; } uptr SamplerState::AnisotropicWrap() { auto state = unew(); state->impl->_description.Filter = D3D11_FILTER_ANISOTROPIC; state->impl->_description.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; state->impl->_description.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; state->impl->_description.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; return state; } uptr SamplerState::AnisotropicClamp() { auto state = unew(); state->impl->_description.Filter = D3D11_FILTER_ANISOTROPIC; state->impl->_description.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; state->impl->_description.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; state->impl->_description.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; return state; } void SamplerState::Filter(TextureFilter value) { switch (value) { case xna::TextureFilter::Linear: impl->_description.Filter = D3D11_FILTER::D3D11_FILTER_MIN_MAG_MIP_LINEAR; break; case xna::TextureFilter::Point: impl->_description.Filter = D3D11_FILTER::D3D11_FILTER_MIN_MAG_MIP_POINT; break; case xna::TextureFilter::Anisotropic: impl->_description.Filter = D3D11_FILTER::D3D11_FILTER_ANISOTROPIC; break; case xna::TextureFilter::LinearMipPoint: impl->_description.Filter = D3D11_FILTER::D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; break; case xna::TextureFilter::PointMipLinear: impl->_description.Filter = D3D11_FILTER::D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR; break; case xna::TextureFilter::MinLinearMagPointMipLinear: impl->_description.Filter = D3D11_FILTER::D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR; break; case xna::TextureFilter::MinLinearMagPointMipPoint: impl->_description.Filter = D3D11_FILTER::D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT; break; case xna::TextureFilter::MinPointMagLinearMipLinear: impl->_description.Filter = D3D11_FILTER::D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR; break; case xna::TextureFilter::MinPointMagLinearMipPoint: impl->_description.Filter = D3D11_FILTER::D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT; break; default: break; } } void SamplerState::AddressU(TextureAddressMode value) { impl->_description.AddressU = DxHelpers::TextureAddresModeToDx(value); } void SamplerState::AddressV(TextureAddressMode value) { impl->_description.AddressV = DxHelpers::TextureAddresModeToDx(value); } void SamplerState::AddressW(TextureAddressMode value) { impl->_description.AddressW = DxHelpers::TextureAddresModeToDx(value); } void SamplerState::Comparison(ComparisonFunction value) { impl->_description.ComparisonFunc = static_cast(static_cast(value) + 1); } void SamplerState::MipMapLevelOfDetailBias(float value) { impl->_description.MipLODBias = value; } void SamplerState::MinMipLevel(float value) { impl->_description.MinLOD = value; } void SamplerState::MaxMipLevel (float value) { impl->_description.MaxLOD = value; } void SamplerState::MaxAnisotropy(Uint value) { impl->_description.MaxAnisotropy = static_cast(value); } TextureFilter SamplerState::Filter() const { switch (impl->_description.Filter) { case D3D11_FILTER::D3D11_FILTER_MIN_MAG_MIP_LINEAR: return xna::TextureFilter::Linear; case D3D11_FILTER_MIN_MAG_MIP_POINT: return xna::TextureFilter::Point; case D3D11_FILTER_ANISOTROPIC: return xna::TextureFilter::Anisotropic; case D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT: return xna::TextureFilter::LinearMipPoint; case D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR: return xna::TextureFilter::PointMipLinear; case D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR: return xna::TextureFilter::MinLinearMagPointMipLinear; case D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT: return xna::TextureFilter::MinLinearMagPointMipPoint; case D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR: return xna::TextureFilter::MinPointMagLinearMipLinear; case D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT: return xna::TextureFilter::MinPointMagLinearMipPoint; default: return xna::TextureFilter::Linear; } } TextureAddressMode SamplerState::AddressU() const { return DxHelpers::TextureAddresModeToXna(impl->_description.AddressU); } TextureAddressMode SamplerState::AddressV() const { return DxHelpers::TextureAddresModeToXna(impl->_description.AddressV); } TextureAddressMode SamplerState::AddressW() const { return DxHelpers::TextureAddresModeToXna(impl->_description.AddressW); } ComparisonFunction SamplerState::Comparison() const { return static_cast(impl->_description.ComparisonFunc - 1); } float SamplerState::MipMapLevelOfDetailBias() const { return impl->_description.MipLODBias; } float SamplerState::MinMipLevel() const { return impl->_description.MinLOD; } float SamplerState::MaxMipLevel() const { return impl->_description.MaxLOD; } Uint SamplerState::MaxAnisotropy() const { return impl->_description.MaxAnisotropy; } }