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Texture2DDescription depthBufferDesc = new Texture2DDescription(); depthBufferDesc.Width = (int)WindowSize.X; depthBufferDesc.Height = (int)WindowSize.Y; depthBufferDesc.MipLevels = 1; depthBufferDesc.ArraySize = 1; depthBufferDesc.Format = Format.D24_UNorm_S8_UInt; depthBufferDesc.SampleDescription = new SampleDescription( 1, 0 ); depthBufferDesc.Usage = ResourceUsage.Default; depthBufferDesc.BindFlags = BindFlags.DepthStencil; depthBufferDesc.CpuAccessFlags = CpuAccessFlags.None; depthBufferDesc.OptionFlags = ResourceOptionFlags.None; DepthBuffer = new Texture2D( Dev, depthBufferDesc ); //////////////////////////////////////////////////// // Depth Stencil State DepthStencilStateDescription depthDesc = new DepthStencilStateDescription(); depthDesc.IsDepthEnabled = true; depthDesc.DepthWriteMask = DepthWriteMask.All; depthDesc.DepthComparison = Comparison.Less; depthDesc.IsStencilEnabled = true; depthDesc.StencilReadMask = 0xff; depthDesc.StencilWriteMask = 0xff; // Front face depthDesc.FrontFace = new DepthStencilOperationDescription() { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Increment, PassOperation = StencilOperation.Keep, Comparison = Comparison.Always, }; // Back face depthDesc.BackFace = new DepthStencilOperationDescription() { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Decrement, PassOperation = StencilOperation.Keep, Comparison = Comparison.Always, }; DepthStateOn = DepthStencilState.FromDescription( Dev, depthDesc ); // Apply Stencil state Context.OutputMerger.DepthStencilState = DepthStateOn; //////////////////////////////////////////////////// // Depth Stencil View DepthStencilViewDescription depthViewDesc = new DepthStencilViewDescription(); depthViewDesc.Format = Format.D24_UNorm_S8_UInt; depthViewDesc.Dimension = DepthStencilViewDimension.Texture2D; depthViewDesc.MipSlice = 0; depthViewDesc.ArraySize = 0; depthViewDesc.FirstArraySlice = 0; depthViewDesc.Flags = DepthStencilViewFlags.None; DepthView = new DepthStencilView( Dev, DepthBuffer, depthViewDesc ); // Bind stencil buffer Context.OutputMerger.SetTargets( DepthView, BackBufferTarget.RTView ); |
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NearValue = 1.0f; FarValue = 1000.0f; // AspectRatio ist 1.333333 (1024 / 768) ProjectionMatrix = Matrix.PerspectiveFovLH( (float)( Math.PI / 4.0f ), Settings.AspectRatio, NearValue, FarValue ); ViewMatrix = Matrix.LookAtLH( new Vector3( 0, 200, 0 ), new Vector3(200,0,200), Vector3.UnitY ); |
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Context.ClearRenderTargetView( RenderTarget.RTView, ClearColor ); Context.ClearDepthStencilView( DepthView, DepthStencilClearFlags.Depth, 1.0f, 0 ); |
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