// #region License // /* // Microsoft Public License (Ms-PL) // MonoGame - Copyright © 2009 The MonoGame Team // // All rights reserved. // // This license governs use of the accompanying software. If you use the software, you accept this license. If you do not // accept the license, do not use the software. // // 1. Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under // U.S. copyright law. // // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2. Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software. // // 3. Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, // your patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object // code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent // permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular // purpose and non-infringement. // */ // #endregion License // using System; using System.Diagnostics; namespace Microsoft.Xna.Framework.Graphics { public class BlendState : GraphicsResource { // TODO: We should be asserting if the state has // been changed after it has been bound to the device! public BlendFunction AlphaBlendFunction { get; set; } public Blend AlphaDestinationBlend { get; set; } public Blend AlphaSourceBlend { get; set; } public Color BlendFactor { get; set; } public BlendFunction ColorBlendFunction { get; set; } public Blend ColorDestinationBlend { get; set; } public Blend ColorSourceBlend { get; set; } public ColorWriteChannels ColorWriteChannels { get; set; } public ColorWriteChannels ColorWriteChannels1 { get; set; } public ColorWriteChannels ColorWriteChannels2 { get; set; } public ColorWriteChannels ColorWriteChannels3 { get; set; } public int MultiSampleMask { get; set; } public static readonly BlendState Additive; public static readonly BlendState AlphaBlend; public static readonly BlendState NonPremultiplied; public static readonly BlendState Opaque; public BlendState() { AlphaBlendFunction = BlendFunction.Add; AlphaDestinationBlend = Blend.Zero; AlphaSourceBlend = Blend.One; BlendFactor = Color.White; ColorBlendFunction = BlendFunction.Add; ColorDestinationBlend = Blend.Zero; ColorSourceBlend = Blend.One; ColorWriteChannels = ColorWriteChannels.All; ColorWriteChannels1 = ColorWriteChannels.All; ColorWriteChannels2 = ColorWriteChannels.All; ColorWriteChannels3 = ColorWriteChannels.All; MultiSampleMask = Int32.MaxValue; } static BlendState() { Additive = new BlendState() { ColorSourceBlend = Blend.SourceAlpha, AlphaSourceBlend = Blend.SourceAlpha, ColorDestinationBlend = Blend.One, AlphaDestinationBlend = Blend.One }; AlphaBlend = new BlendState() { ColorSourceBlend = Blend.One, AlphaSourceBlend = Blend.One, ColorDestinationBlend = Blend.InverseSourceAlpha, AlphaDestinationBlend = Blend.InverseSourceAlpha }; NonPremultiplied = new BlendState() { ColorSourceBlend = Blend.SourceAlpha, AlphaSourceBlend = Blend.SourceAlpha, ColorDestinationBlend = Blend.InverseSourceAlpha, AlphaDestinationBlend = Blend.InverseSourceAlpha }; Opaque = new BlendState() { ColorSourceBlend = Blend.One, AlphaSourceBlend = Blend.One, ColorDestinationBlend = Blend.Zero, AlphaDestinationBlend = Blend.Zero }; } public override string ToString () { string blendStateName; if(this == BlendState.Additive) blendStateName = "Additive"; else if (this == BlendState.AlphaBlend) blendStateName = "AlphaBlend"; else if (this == BlendState.NonPremultiplied) blendStateName = "NonPremultiplied"; else blendStateName = "Opaque"; return string.Format("{0}.{1}", base.ToString(), blendStateName); } } }