CmD3D11RasterizerState.cpp 1.3 KB

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  1. #include "CmD3D11RasterizerState.h"
  2. #include "CmD3D11RenderSystem.h"
  3. #include "CmD3D11Device.h"
  4. #include "CmD3D11Mappings.h"
  5. namespace CamelotEngine
  6. {
  7. D3D11RasterizerState::D3D11RasterizerState()
  8. :mRasterizerState(nullptr)
  9. { }
  10. D3D11RasterizerState::~D3D11RasterizerState()
  11. {
  12. SAFE_RELEASE(mRasterizerState);
  13. }
  14. void D3D11RasterizerState::initialize(const RASTERIZER_STATE_DESC& desc)
  15. {
  16. D3D11_RASTERIZER_DESC rasterizerStateDesc;
  17. ZeroMemory(&rasterizerStateDesc, sizeof(D3D11_RASTERIZER_DESC));
  18. rasterizerStateDesc.AntialiasedLineEnable = desc.antialiasedLineEnable;
  19. rasterizerStateDesc.CullMode = D3D11Mappings::get(desc.cullMode);
  20. rasterizerStateDesc.DepthBias = desc.depthBias;
  21. rasterizerStateDesc.DepthBiasClamp = desc.depthBiasClamp;
  22. rasterizerStateDesc.DepthClipEnable = desc.depthClipEnable;
  23. rasterizerStateDesc.FillMode = D3D11Mappings::get(desc.polygonMode);
  24. rasterizerStateDesc.MultisampleEnable = desc.multisampleEnable;
  25. rasterizerStateDesc.ScissorEnable = desc.scissorEnable;
  26. rasterizerStateDesc.SlopeScaledDepthBias = desc.slopeScaledDepthBias;
  27. D3D11RenderSystem* rs = static_cast<D3D11RenderSystem*>(RenderSystem::instancePtr());
  28. D3D11Device& device = rs->getPrimaryDevice();
  29. device.getD3D11Device()->CreateRasterizerState(&rasterizerStateDesc, &mRasterizerState);
  30. }
  31. }