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mirror of https://github.com/Memorix101/UnityXNA/ synced 2024-12-30 15:25:35 +01:00
F.Fischer 84e019207b -additional classes added
-SpriteBatch update to support more drawing functions
-Components added
2012-07-10 00:29:01 +02:00

139 lines
5.8 KiB
C#

// #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);
}
}
}