#include "CmD3D11RenderStateManager.h" #include "CmD3D11SamplerState.h" #include "CmD3D11DepthStencilState.h" #include "CmD3D11RasterizerState.h" #include "CmD3D11BlendState.h" namespace CamelotEngine { SamplerStatePtr D3D11RenderStateManager::createSamplerState(const SAMPLER_STATE_DESC& desc) const { D3D11SamplerStatePtr samplerState = D3D11SamplerStatePtr(new D3D11SamplerState()); samplerState->initialize(desc); return samplerState; } DepthStencilStatePtr D3D11RenderStateManager::createDepthStencilState(const DEPTH_STENCIL_STATE_DESC& desc) const { D3D11DepthStencilStatePtr depthStencilState = D3D11DepthStencilStatePtr(new D3D11DepthStencilState()); depthStencilState->initialize(desc); return depthStencilState; } RasterizerStatePtr D3D11RenderStateManager::createRasterizerState(const RASTERIZER_STATE_DESC& desc) const { D3D11RasterizerStatePtr rasterizerState = D3D11RasterizerStatePtr(new D3D11RasterizerState()); rasterizerState->initialize(desc); return rasterizerState; } BlendStatePtr D3D11RenderStateManager::createBlendState(const BLEND_STATE_DESC& desc) const { D3D11BlendStatePtr blendState = D3D11BlendStatePtr(new D3D11BlendState()); blendState->initialize(desc); return blendState; } SamplerStatePtr D3D11RenderStateManager::createEmptySamplerState() const { return D3D11SamplerStatePtr(new D3D11SamplerState()); } DepthStencilStatePtr D3D11RenderStateManager::createEmptyDepthStencilState() const { return D3D11DepthStencilStatePtr(new D3D11DepthStencilState()); } RasterizerStatePtr D3D11RenderStateManager::createEmptyRasterizerState() const { return D3D11RasterizerStatePtr(new D3D11RasterizerState()); } BlendStatePtr D3D11RenderStateManager::createEmptyBlendState() const { return D3D11BlendStatePtr(new D3D11BlendState()); } }