CmD3D11BlendState.cpp 1.6 KB

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  1. #include "CmD3D11BlendState.h"
  2. #include "CmD3D11Mappings.h"
  3. #include "CmD3D11RenderSystem.h"
  4. #include "CmD3D11Device.h"
  5. namespace CamelotEngine
  6. {
  7. D3D11BlendState::D3D11BlendState()
  8. :mBlendState(nullptr)
  9. { }
  10. D3D11BlendState::~D3D11BlendState()
  11. {
  12. SAFE_RELEASE(mBlendState);
  13. }
  14. void D3D11BlendState::initialize(const BLEND_STATE_DESC& desc)
  15. {
  16. D3D11_BLEND_DESC blendStateDesc;
  17. ZeroMemory(&blendStateDesc, sizeof(D3D11_BLEND_DESC));
  18. blendStateDesc.AlphaToCoverageEnable = desc.alphaToCoverageEnable;
  19. blendStateDesc.IndependentBlendEnable = desc.independantBlendEnable;
  20. for(UINT32 i = 0; i < CM_MAX_MULTIPLE_RENDER_TARGETS; i++)
  21. {
  22. blendStateDesc.RenderTarget[i].BlendEnable = desc.renderTargetDesc[i].blendEnable;
  23. blendStateDesc.RenderTarget[i].BlendOp = D3D11Mappings::get(desc.renderTargetDesc[i].blendOp);
  24. blendStateDesc.RenderTarget[i].BlendOpAlpha = D3D11Mappings::get(desc.renderTargetDesc[i].blendOpAlpha);
  25. blendStateDesc.RenderTarget[i].DestBlend = D3D11Mappings::get(desc.renderTargetDesc[i].dstBlend);
  26. blendStateDesc.RenderTarget[i].DestBlendAlpha = D3D11Mappings::get(desc.renderTargetDesc[i].dstBlendAlpha);
  27. blendStateDesc.RenderTarget[i].RenderTargetWriteMask = desc.renderTargetDesc[i].renderTargetWriteMask;
  28. blendStateDesc.RenderTarget[i].SrcBlend = D3D11Mappings::get(desc.renderTargetDesc[i].srcBlend);
  29. blendStateDesc.RenderTarget[i].SrcBlendAlpha = D3D11Mappings::get(desc.renderTargetDesc[i].srcBlendAlpha);
  30. }
  31. D3D11Device& device = D3D11RenderSystem::getPrimaryDevice();
  32. device.getD3D11Device()->CreateBlendState(&blendStateDesc, &mBlendState);
  33. }
  34. }