#include "CmD3D11DepthStencilState.h" #include "CmD3D11Device.h" #include "CmD3D11RenderSystem.h" #include "CmD3D11Mappings.h" namespace CamelotFramework { D3D11DepthStencilState::D3D11DepthStencilState() :mDepthStencilState(nullptr) { } D3D11DepthStencilState::~D3D11DepthStencilState() { } void D3D11DepthStencilState::initialize_internal() { D3D11_DEPTH_STENCIL_DESC depthStencilState; ZeroMemory(&depthStencilState, sizeof(D3D11_DEPTH_STENCIL_DESC)); depthStencilState.BackFace.StencilPassOp = D3D11Mappings::get(mData.backStencilPassOp); depthStencilState.BackFace.StencilFailOp = D3D11Mappings::get(mData.backStencilFailOp); depthStencilState.BackFace.StencilDepthFailOp = D3D11Mappings::get(mData.backStencilZFailOp); depthStencilState.BackFace.StencilFunc = D3D11Mappings::get(mData.backStencilComparisonFunc); depthStencilState.FrontFace.StencilPassOp = D3D11Mappings::get(mData.frontStencilPassOp); depthStencilState.FrontFace.StencilFailOp = D3D11Mappings::get(mData.frontStencilFailOp); depthStencilState.FrontFace.StencilDepthFailOp = D3D11Mappings::get(mData.frontStencilZFailOp); depthStencilState.FrontFace.StencilFunc = D3D11Mappings::get(mData.frontStencilComparisonFunc); depthStencilState.DepthEnable = mData.depthReadEnable; depthStencilState.DepthWriteMask = mData.depthWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; depthStencilState.DepthFunc = D3D11Mappings::get(mData.depthComparisonFunc); depthStencilState.StencilEnable = mData.stencilEnable; depthStencilState.StencilReadMask = mData.stencilReadMask; depthStencilState.StencilWriteMask = mData.stencilWriteMask; D3D11RenderSystem* rs = static_cast(RenderSystem::instancePtr()); D3D11Device& device = rs->getPrimaryDevice(); HRESULT hr = device.getD3D11Device()->CreateDepthStencilState(&depthStencilState, &mDepthStencilState); if(FAILED(hr) || device.hasError()) { String errorDescription = device.getErrorDescription(); CM_EXCEPT(RenderingAPIException, "Cannot create depth stencil state.\nError Description:" + errorDescription); } DepthStencilState::initialize_internal(); } void D3D11DepthStencilState::destroy_internal() { SAFE_RELEASE(mDepthStencilState); DepthStencilState::destroy_internal(); } }