void Bind(int stencilRef) const{ mRasterizerState->Bind(); mBlendState->Bind(); if (sForceIncrementalStencil) { Renderer::GetInstance().BindIncrementalStencilState(2); } else { mDepthStencilState->Bind(stencilRef); } }
void GraphicsDriver::SetBlendState(BlendStatePtr inBlendState) { float blendFactor[4]; // Setup the blend factor. blendFactor[0] = 0.0f; blendFactor[1] = 0.0f; blendFactor[2] = 0.0f; blendFactor[3] = 0.0f; g_pImmediateContext->OMSetBlendState(inBlendState.get(), blendFactor, 0xffffffff); }
void DebugPrint() const{ Logger::Log(FB_DEFAULT_LOG_ARG, FormatString("(info) RasterizerStates : 0x%x", mRasterizerState.get()).c_str()); Logger::Log(FB_DEFAULT_LOG_ARG, FormatString("(info) BlendStates : 0x%x", mBlendState.get()).c_str()); Logger::Log(FB_DEFAULT_LOG_ARG, FormatString("(info) DepthStencilStates : 0x%x", mDepthStencilState.get()).c_str()); if (mRDesc){ Logger::Log(FB_DEFAULT_LOG_ARG, FormatString("(info) RDesc scissor: %d", mRDesc->GetScissorEnable() ? 1 : 0).c_str()); } else{ Logger::Log(FB_DEFAULT_LOG_ARG, FormatString("(info) RDesc null").c_str()); } }
void UGraphicsDevice::SetBlendState(BlendStatePtr inBlendState) { mD3dDeviceCtx->OMSetBlendState(inBlendState.get(), nullptr, D3D11_COLOR_WRITE_ENABLE_ALL); }