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DepthStencilState.h
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/
DepthStencilState.h
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/***************************************************************************
# Copyright (c) 2015-23, NVIDIA CORPORATION. All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions
# are met:
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
# * Neither the name of NVIDIA CORPORATION nor the names of its
# contributors may be used to endorse or promote products derived
# from this software without specific prior written permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS "AS IS" AND ANY
# EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
# IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
# PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
# CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
# EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
# PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
# PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
# OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**************************************************************************/
#pragma once
#include "Types.h"
#include "Handles.h"
#include "Core/Macros.h"
#include "Core/Object.h"
namespace Falcor
{
/**
* Depth-Stencil state
*/
class FALCOR_API DepthStencilState : public Object
{
FALCOR_OBJECT(DepthStencilState)
public:
/**
* Used for stencil control.
*/
enum class Face
{
Front, ///< Front-facing primitives
Back, ///< Back-facing primitives
FrontAndBack ///< Front and back-facing primitives
};
/**
* Stencil operation
*/
enum class StencilOp
{
Keep, ///< Keep the stencil value
Zero, ///< Set the stencil value to zero
Replace, ///< Replace the stencil value with the reference value
Increase, ///< Increase the stencil value by one, wrap if necessary
IncreaseSaturate, ///< Increase the stencil value by one, clamp if necessary
Decrease, ///< Decrease the stencil value by one, wrap if necessary
DecreaseSaturate, ///< Decrease the stencil value by one, clamp if necessary
Invert ///< Invert the stencil data (bitwise not)
};
/**
* Stencil descriptor
*/
struct StencilDesc
{
ComparisonFunc func = ComparisonFunc::Disabled; ///< Stencil comparison function
StencilOp stencilFailOp = StencilOp::Keep; ///< Stencil operation in case stencil test fails
StencilOp depthFailOp = StencilOp::Keep; ///< Stencil operation in case stencil test passes but depth test fails
StencilOp depthStencilPassOp = StencilOp::Keep; ///< Stencil operation in case stencil and depth tests pass
};
/**
* Depth-stencil descriptor
*/
class FALCOR_API Desc
{
public:
friend class DepthStencilState;
/**
* Enable/disable depth-test
*/
Desc& setDepthEnabled(bool enabled)
{
mDepthEnabled = enabled;
return *this;
}
/**
* Set the depth-function
*/
Desc& setDepthFunc(ComparisonFunc depthFunc)
{
mDepthFunc = depthFunc;
return *this;
}
/**
* Enable or disable depth writes into the depth buffer
*/
Desc& setDepthWriteMask(bool writeDepth)
{
mWriteDepth = writeDepth;
return *this;
}
/**
* Enable/disable stencil-test
*/
Desc& setStencilEnabled(bool enabled)
{
mStencilEnabled = enabled;
return *this;
}
/**
* Set the stencil write-mask
*/
Desc& setStencilWriteMask(uint8_t mask);
/**
* Set the stencil read-mask
*/
Desc& setStencilReadMask(uint8_t mask);
/**
* Set the stencil comparison function
* @param face Chooses the face to apply the function to
* @param func Comparison function
*/
Desc& setStencilFunc(Face face, ComparisonFunc func);
/**
* Set the stencil operation
* @param face Chooses the face to apply the operation to
* @param stencilFail Stencil operation in case stencil test fails
* @param depthFail Stencil operation in case stencil test passes but depth test fails
* @param depthStencilPass Stencil operation in case stencil and depth tests pass
*/
Desc& setStencilOp(Face face, StencilOp stencilFail, StencilOp depthFail, StencilOp depthStencilPass);
/**
* Set the stencil ref value
*/
Desc& setStencilRef(uint8_t value)
{
mStencilRef = value;
return *this;
};
protected:
bool mDepthEnabled = true;
bool mStencilEnabled = false;
bool mWriteDepth = true;
ComparisonFunc mDepthFunc = ComparisonFunc::Less;
StencilDesc mStencilFront;
StencilDesc mStencilBack;
uint8_t mStencilReadMask = (uint8_t)-1;
uint8_t mStencilWriteMask = (uint8_t)-1;
uint8_t mStencilRef = 0;
};
~DepthStencilState();
/**
* Create a new depth-stencil state object.
* @param desc Depth-stencil descriptor.
* @return New object, or throws an exception if an error occurred.
*/
static ref<DepthStencilState> create(const Desc& desc);
/**
* Check if depth test is enabled or disabled
*/
bool isDepthTestEnabled() const { return mDesc.mDepthEnabled; }
/**
* Check if depth write is enabled or disabled
*/
bool isDepthWriteEnabled() const { return mDesc.mWriteDepth; }
/**
* Get the depth comparison function
*/
ComparisonFunc getDepthFunc() const { return mDesc.mDepthFunc; }
/**
* Check if stencil is enabled or disabled
*/
bool isStencilTestEnabled() const { return mDesc.mStencilEnabled; }
/**
* Get the stencil descriptor for the selected face
*/
const StencilDesc& getStencilDesc(Face face) const;
/**
* Get the stencil read mask
*/
uint8_t getStencilReadMask() const { return mDesc.mStencilReadMask; }
/**
* Get the stencil write mask
*/
uint8_t getStencilWriteMask() const { return mDesc.mStencilWriteMask; }
/**
* Get the stencil ref value
*/
uint8_t getStencilRef() const { return mDesc.mStencilRef; }
private:
DepthStencilState(const Desc& Desc) : mDesc(Desc) {}
Desc mDesc;
};
} // namespace Falcor