DX11 example depth test

This commit is contained in:
josiahmanson 2016-05-07 10:42:48 -07:00
parent 69cc00f91f
commit 5fe2cacd4d

View File

@ -35,6 +35,7 @@ static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
static ID3D11RasterizerState* g_pRasterizerState = NULL;
static ID3D11BlendState* g_pBlendState = NULL;
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
static ID3D11DepthStencilState* g_pDSState = NULL;
struct VERTEX_CONSTANT_BUFFER
{
@ -138,6 +139,8 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
DXGI_FORMAT IndexBufferFormat;
ID3D11InputLayout* InputLayout;
ID3D11DepthStencilState* DepthStencilState;
UINT StencilRef;
};
BACKUP_DX11_STATE old;
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
@ -155,6 +158,7 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
ctx->IAGetInputLayout(&old.InputLayout);
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
// Setup viewport
D3D11_VIEWPORT vp;
@ -182,6 +186,7 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
ctx->RSSetState(g_pRasterizerState);
ctx->OMSetDepthStencilState( g_pDSState, 1 );
// Render command lists
int vtx_offset = 0;
@ -224,6 +229,7 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef);
}
IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
@ -448,6 +454,18 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
}
// Create Depth-Stencil State
{
D3D11_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.StencilEnable = false;
desc.DepthEnable = true;
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
g_pd3dDevice->CreateDepthStencilState( &desc, &g_pDSState );
}
ImGui_ImplDX11_CreateFontsTexture();
return true;
@ -471,6 +489,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
if (g_pDSState) { g_pDSState->Release(); g_pDSState = NULL; }
}
bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)