SOL9 2.0 Class: Direct3D10DepthStencilView
|
Source code
/******************************************************************************
*
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions, and the following disclaimer.
*
* 2. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``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 AUTHOR 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.
*
*
* Direct3D10DepthStencilView.h
*
*****************************************************************************/
#pragma once
#include <sol/direct3d10/Direct3D10View.h>
namespace SOL {
class Direct3D10DepthStencilView : public Direct3D10View {
public:
Direct3D10DepthStencilView(
__in ID3D10Device* device,
__in ID3D10Resource *pResource,
__in_opt const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc)
:Direct3D10View()
{
ID3D10DepthStencilView* stencilView = NULL;
HRESULT hr = device -> CreateDepthStencilView(
pResource,
pDesc,
&stencilView);
if (SUCCEEDED(hr)) {
set(stencilView);
} else {
throw IException("Failed to CreateDepthStencilView. HRESULT(0x%lx)", hr)
}
}
operator ID3D10DepthStencilView*()
{
return getStencilView();
}
ID3D10DepthStencilView* getStencilView()
{
ID3D10DepthStencilView* stencilView = (ID3D10DepthStencilView* )getIUnknown();
if (stencilView) {
return stencilView;
} else {
throw IException("D3D10DepthStencilView is NULL.")
}
}
void getDesc(
__out D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc)
{
ID3D10DepthStencilView* stencilView = getStencilView();
stencilView -> GetDesc(
pDesc);
}
void getDesc(
__out D3D10_DEPTH_STENCIL_VIEW_DESC& desc)
{
ID3D10DepthStencilView* stencilView = getStencilView();
stencilView -> GetDesc(
&desc);
}
//2015/11/20
void clear(UINT clearFlags = D3D10_CLEAR_DEPTH, FLOAT depth = 1.0f, UINT8 stencil = 0)
{
ID3D10Device* device = NULL;
getDevice(&device);
if (device) {
device -> ClearDepthStencilView(*this, clearFlags, depth, stencil);
device -> Release(); //2016/01/10
}
}
};
}
Last modified: 5 May 2019
Copyright (c) 2009-2019 Antillia.com ALL RIGHTS RESERVED.