Ejemplo n.º 1
0
        public D3D11_SAMPLER_DESC(D3D11_FILTER filter, D3D11_TEXTURE_ADDRESS_MODE addressU, D3D11_TEXTURE_ADDRESS_MODE addressV, D3D11_TEXTURE_ADDRESS_MODE addressW, [NativeTypeName("FLOAT")] float mipLODBias, [NativeTypeName("UINT")] uint maxAnisotropy, D3D11_COMPARISON_FUNC comparisonFunc, [NativeTypeName("FLOAT [4]")] float *borderColor, [NativeTypeName("FLOAT")] float minLOD, [NativeTypeName("FLOAT")] float maxLOD)
        {
            Filter         = filter;
            AddressU       = addressU;
            AddressV       = addressV;
            AddressW       = addressW;
            MipLODBias     = mipLODBias;
            MaxAnisotropy  = maxAnisotropy;
            ComparisonFunc = comparisonFunc;

            var defaultColor = stackalloc float[4] {
                1.0f, 1.0f, 1.0f, 1.0f
            };

            if (borderColor == null)
            {
                borderColor = defaultColor;
            }

            BorderColor[0] = borderColor[0];
            BorderColor[1] = borderColor[1];
            BorderColor[2] = borderColor[2];
            BorderColor[3] = borderColor[3];
            MinLOD         = minLOD;
            MaxLOD         = maxLOD;
        }
    }
 public D3D11_DEPTH_STENCIL_DESC(BOOL depthEnable, D3D11_DEPTH_WRITE_MASK depthWriteMask, D3D11_COMPARISON_FUNC depthFunc, BOOL stencilEnable, [NativeTypeName("UINT8")] byte stencilReadMask, [NativeTypeName("UINT8")] byte stencilWriteMask, D3D11_STENCIL_OP frontStencilFailOp, D3D11_STENCIL_OP frontStencilDepthFailOp, D3D11_STENCIL_OP frontStencilPassOp, D3D11_COMPARISON_FUNC frontStencilFunc, D3D11_STENCIL_OP backStencilFailOp, D3D11_STENCIL_OP backStencilDepthFailOp, D3D11_STENCIL_OP backStencilPassOp, D3D11_COMPARISON_FUNC backStencilFunc)
 {
     DepthEnable                  = depthEnable;
     DepthWriteMask               = depthWriteMask;
     DepthFunc                    = depthFunc;
     StencilEnable                = stencilEnable;
     StencilReadMask              = stencilReadMask;
     StencilWriteMask             = stencilWriteMask;
     FrontFace.StencilFailOp      = frontStencilFailOp;
     FrontFace.StencilDepthFailOp = frontStencilDepthFailOp;
     FrontFace.StencilPassOp      = frontStencilPassOp;
     FrontFace.StencilFunc        = frontStencilFunc;
     BackFace.StencilFailOp       = backStencilFailOp;
     BackFace.StencilDepthFailOp  = backStencilDepthFailOp;
     BackFace.StencilPassOp       = backStencilPassOp;
     BackFace.StencilFunc         = backStencilFunc;
 }