light/modules/engine/src/platform/graphics/directx/blender.cpp

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#include <engine/platform/graphics/directx/blender.hpp>
#include <engine/platform/graphics/directx/shared_context.hpp>
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namespace Light {
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dxBlender::dxBlender(Ref<dxSharedContext> sharedContext)
: m_Context(sharedContext), m_FactorMap { // constants
{ BlendFactor::ZERO, D3D11_BLEND_ZERO },
{ BlendFactor::ONE, D3D11_BLEND_ONE },
// source
{ BlendFactor::SRC_COLOR, D3D11_BLEND_SRC_COLOR },
{ BlendFactor::INVERSE_SRC_COLOR, D3D11_BLEND_INV_SRC_COLOR },
{ BlendFactor::SRC_ALPHA, D3D11_BLEND_SRC_ALPHA },
{ BlendFactor::INVERSE_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA },
// destination
{ BlendFactor::DST_COLOR, D3D11_BLEND_DEST_COLOR },
{ BlendFactor::INVERSE_DST_COLOR, D3D11_BLEND_INV_DEST_COLOR },
{ BlendFactor::DST_ALPHA, D3D11_BLEND_DEST_ALPHA },
{ BlendFactor::INVERSE_DST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA },
// source1
{ BlendFactor::SRC1_COLOR, D3D11_BLEND_SRC1_COLOR },
{ BlendFactor::INVERSE_SRC1_COLOR, D3D11_BLEND_INV_SRC1_COLOR },
{ BlendFactor::SRC1_ALPHA, D3D11_BLEND_SRC1_ALPHA },
{ BlendFactor::INVERSE_SRC1_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA }
}
, m_BlendState(nullptr)
, m_Desc {}
{
// factor map
// blender desc
m_Desc = {};
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m_Desc.RenderTarget[0].BlendEnable = true;
m_Desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ZERO;
m_Desc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
m_Desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
m_Desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;
m_Desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
m_Desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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m_Desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
// create blend state
HRESULT hr;
DXC(m_Context->GetDevice()->CreateBlendState(&m_Desc, &m_BlendState));
}
void dxBlender::Enable(BlendFactor srcFactor, BlendFactor dstFactor)
{
// update desc
m_Desc.RenderTarget[0].BlendEnable = true;
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m_Desc.RenderTarget[0].SrcBlend = m_FactorMap.at(srcFactor);
m_Desc.RenderTarget[0].DestBlend = m_FactorMap.at(dstFactor);
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// re-create blind state
HRESULT hr;
DXC(m_Context->GetDevice()->CreateBlendState(&m_Desc, &m_BlendState));
// bind blend state
m_Context->GetDeviceContext()->OMSetBlendState(m_BlendState.Get(), nullptr, 0x0000000f);
}
void dxBlender::Disable()
{
// update desc
m_Desc.RenderTarget[0].BlendEnable = false;
// re-create blind state
HRESULT hr;
DXC(m_Context->GetDevice()->CreateBlendState(&m_Desc, &m_BlendState));
// bind blend state
m_Context->GetDeviceContext()->OMSetBlendState(m_BlendState.Get(), nullptr, 0xffffffff);
}
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} // namespace Light