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- #include "CmD3D11DepthStencilState.h"
- #include "CmD3D11Device.h"
- #include "CmD3D11RenderSystem.h"
- #include "CmD3D11Mappings.h"
- namespace CamelotEngine
- {
- D3D11DepthStencilState::D3D11DepthStencilState()
- :mDepthStencilState(nullptr)
- { }
- D3D11DepthStencilState::~D3D11DepthStencilState()
- {
- SAFE_RELEASE(mDepthStencilState);
- }
- void D3D11DepthStencilState::initialize(const DEPTH_STENCIL_STATE_DESC& desc)
- {
- D3D11_DEPTH_STENCIL_DESC depthStencilState;
- ZeroMemory(&depthStencilState, sizeof(D3D11_DEPTH_STENCIL_DESC));
- depthStencilState.BackFace.StencilPassOp = D3D11Mappings::get(desc.backStencilPassOp);
- depthStencilState.BackFace.StencilFailOp = D3D11Mappings::get(desc.backStencilFailOp);
- depthStencilState.BackFace.StencilDepthFailOp = D3D11Mappings::get(desc.backStencilZFailOp);
- depthStencilState.BackFace.StencilFunc = D3D11Mappings::get(desc.backStencilComparisonFunc);
- depthStencilState.FrontFace.StencilPassOp = D3D11Mappings::get(desc.frontStencilPassOp);
- depthStencilState.FrontFace.StencilFailOp = D3D11Mappings::get(desc.frontStencilFailOp);
- depthStencilState.FrontFace.StencilDepthFailOp = D3D11Mappings::get(desc.frontStencilZFailOp);
- depthStencilState.FrontFace.StencilFunc = D3D11Mappings::get(desc.frontStencilComparisonFunc);
- depthStencilState.DepthEnable = desc.depthReadEnable;
- depthStencilState.DepthWriteMask = desc.depthWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
- depthStencilState.DepthFunc = D3D11Mappings::get(desc.depthComparisonFunc);
- depthStencilState.StencilEnable = desc.stencilEnable;
- depthStencilState.StencilReadMask = desc.stencilReadMask;
- depthStencilState.StencilWriteMask = desc.stencilWriteMask;
- D3D11Device& device = D3D11RenderSystem::getPrimaryDevice();
- device.getD3D11Device()->CreateDepthStencilState(&depthStencilState, &mDepthStencilState);
- }
- }
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