Esempio n. 1
0
        static public void InitializeOutputMerger()
        {
            backbuffer = Texture2D.FromSwapChain <Texture2D>(swapchain, 0);
            renderview = new RenderTargetView(device, backbuffer);
            //MainWindow.ClientSize = new Size(1200, 900);
            device.Rasterizer.SetViewports(new Viewport(0, 0, MainWindow.ClientSize.Width, MainWindow.ClientSize.Height, 0.0f, 1.0f));

            DX10.Texture2DDescription dtd = new Texture2DDescription();
            dtd.Width             = MainWindow.ClientSize.Width;
            dtd.Height            = MainWindow.ClientSize.Height;
            dtd.MipLevels         = 1;
            dtd.ArraySize         = 1;
            dtd.BindFlags         = BindFlags.DepthStencil;
            dtd.CpuAccessFlags    = CpuAccessFlags.None;
            dtd.Format            = Format.D32_Float;
            dtd.SampleDescription = new SampleDescription(1, 0);
            dtd.Usage             = ResourceUsage.Default;
            dtd.OptionFlags       = ResourceOptionFlags.None;

            depthbuffer = new Texture2D(device, dtd);


            depthview = new DepthStencilView(device, depthbuffer);

            DX10.DepthStencilStateDescription stencilStateDesc = new SlimDX.Direct3D10.DepthStencilStateDescription();
            stencilStateDesc.IsDepthEnabled   = true;
            stencilStateDesc.IsStencilEnabled = false;
            stencilStateDesc.DepthWriteMask   = DX10.DepthWriteMask.All;
            stencilStateDesc.DepthComparison  = DX10.Comparison.Less;

            device.OutputMerger.SetTargets(depthview, renderview);
            depthstate = DepthStencilState.FromDescription(device, stencilStateDesc);
        }
Esempio n. 2
0
        /// <summary>
        /// Binds the implementation. This is called the first time an unbound state is set to the device or manually by the user in order to
        /// create the underlying state ahead of time (best practice). Once called the state properties are read-only.
        /// </summary>
        public override void BindDepthStencilState()
        {
            if (!base.IsBound)
            {
                D3D.DepthStencilStateDescription desc = new D3D.DepthStencilStateDescription();

                desc.DepthWriteMask   = (base.DepthWriteEnable) ? D3D.DepthWriteMask.All : D3D.DepthWriteMask.Zero;
                desc.DepthComparison  = D3D10Helper.ToD3DComparison(base.DepthFunction);
                desc.IsDepthEnabled   = base.DepthEnable;
                desc.IsStencilEnabled = base.StencilEnable;
                desc.StencilWriteMask = (byte)base.StencilWriteMask;
                desc.StencilReadMask  = (byte)base.StencilReadMask;

                //Set front facing stencil op
                D3D.DepthStencilOperationDescription opDesc = new D3D.DepthStencilOperationDescription();
                opDesc.Comparison         = D3D10Helper.ToD3DComparison(base.StencilFunction);
                opDesc.DepthFailOperation = D3D10Helper.ToD3DStencilOperation(base.StencilDepthFail);
                opDesc.FailOperation      = D3D10Helper.ToD3DStencilOperation(base.StencilFail);
                opDesc.PassOperation      = D3D10Helper.ToD3DStencilOperation(base.StencilPass);
                desc.FrontFace            = opDesc;

                D3D.DepthStencilOperationDescription ccwopDesc = new D3D.DepthStencilOperationDescription();
                //Set back facing stencil op if enabled, otherwise enforced defaults
                if (base.TwoSidedStencilEnable)
                {
                    ccwopDesc.Comparison         = D3D10Helper.ToD3DComparison(base.CounterClockwiseStencilFunction);
                    ccwopDesc.DepthFailOperation = D3D10Helper.ToD3DStencilOperation(base.CounterClockwiseStencilDepthFail);
                    ccwopDesc.FailOperation      = D3D10Helper.ToD3DStencilOperation(base.CounterClockwiseStencilFail);
                    ccwopDesc.PassOperation      = D3D10Helper.ToD3DStencilOperation(base.CounterClockwiseStencilPass);
                }
                else
                {
                    ccwopDesc.Comparison         = D3D.Comparison.Always;
                    ccwopDesc.DepthFailOperation = D3D.StencilOperation.Keep;
                    ccwopDesc.FailOperation      = D3D.StencilOperation.Keep;
                    ccwopDesc.PassOperation      = D3D.StencilOperation.Keep;
                }
                desc.BackFace = ccwopDesc;

                _ds          = D3D.DepthStencilState.FromDescription(_graphicsDevice, desc);
                base.IsBound = true;

                _renderer.Resources.AddTrackedObject(_ds.ComPointer, this);
            }
        }