BRE12
D3DFactory.h
1 #pragma once
2 
3 #include <d3d12.h>
4 #include <vector>
5 
6 namespace BRE {
7 // To generate common used D3D data
8 namespace D3DFactory {
9 // FillMode = D3D12_FILL_MODE_SOLID;
10 // CullMode = D3D12_CULL_MODE_BACK;
11 // FrontCounterClockwise = false;
12 D3D12_RASTERIZER_DESC GetDefaultRasterizerDesc() noexcept;
13 
14 // DepthEnable = true;
15 // DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
16 // DepthFunc = D3D12_COMPARISON_FUNC_LESS;
17 // StencilEnable = false;
18 D3D12_DEPTH_STENCIL_DESC GetDefaultDepthStencilDesc() noexcept;
19 
20 // DepthEnable = true;
21 // DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
22 // DepthFunc = D3D12_COMPARISON_FUNC_GREATER;
23 // StencilEnable = false;
24 D3D12_DEPTH_STENCIL_DESC GetReversedZDepthStencilDesc() noexcept;
25 
26 D3D12_DEPTH_STENCIL_DESC GetDisabledDepthStencilDesc() noexcept;
27 
28 D3D12_BLEND_DESC GetDisabledBlendDesc() noexcept;
29 
30 D3D12_BLEND_DESC GetAlwaysBlendDesc() noexcept;
31 
32 std::vector<D3D12_INPUT_ELEMENT_DESC> GetPosInputLayout() noexcept;
33 std::vector<D3D12_INPUT_ELEMENT_DESC> GetPosNormalTangentTexCoordInputLayout() noexcept;
34 std::vector<D3D12_INPUT_ELEMENT_DESC> GetPosTexCoordInputLayout() noexcept;
35 }
36 }
37 
Definition: Camera.cpp:8
Definition: _tbb_windef.h:37