mirror of
https://github.com/Memorix101/UnityXNA/
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139 lines
5.8 KiB
C#
139 lines
5.8 KiB
C#
// #region License
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// /*
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// Microsoft Public License (Ms-PL)
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// MonoGame - Copyright © 2009 The MonoGame Team
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//
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// All rights reserved.
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
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// accept the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
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// U.S. copyright law.
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//
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
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// 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.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
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// 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.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
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// your patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
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// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
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// purpose and non-infringement.
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// */
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// #endregion License
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//
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using System;
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using System.Diagnostics;
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namespace Microsoft.Xna.Framework.Graphics
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{
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public class BlendState : GraphicsResource
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{
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// TODO: We should be asserting if the state has
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// been changed after it has been bound to the device!
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public BlendFunction AlphaBlendFunction { get; set; }
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public Blend AlphaDestinationBlend { get; set; }
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public Blend AlphaSourceBlend { get; set; }
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public Color BlendFactor { get; set; }
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public BlendFunction ColorBlendFunction { get; set; }
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public Blend ColorDestinationBlend { get; set; }
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public Blend ColorSourceBlend { get; set; }
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public ColorWriteChannels ColorWriteChannels { get; set; }
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public ColorWriteChannels ColorWriteChannels1 { get; set; }
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public ColorWriteChannels ColorWriteChannels2 { get; set; }
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public ColorWriteChannels ColorWriteChannels3 { get; set; }
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public int MultiSampleMask { get; set; }
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public static readonly BlendState Additive;
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public static readonly BlendState AlphaBlend;
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public static readonly BlendState NonPremultiplied;
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public static readonly BlendState Opaque;
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public BlendState()
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{
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AlphaBlendFunction = BlendFunction.Add;
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AlphaDestinationBlend = Blend.Zero;
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AlphaSourceBlend = Blend.One;
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BlendFactor = Color.White;
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ColorBlendFunction = BlendFunction.Add;
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ColorDestinationBlend = Blend.Zero;
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ColorSourceBlend = Blend.One;
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ColorWriteChannels = ColorWriteChannels.All;
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ColorWriteChannels1 = ColorWriteChannels.All;
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ColorWriteChannels2 = ColorWriteChannels.All;
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ColorWriteChannels3 = ColorWriteChannels.All;
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MultiSampleMask = Int32.MaxValue;
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}
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static BlendState()
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{
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Additive = new BlendState()
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{
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ColorSourceBlend = Blend.SourceAlpha,
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AlphaSourceBlend = Blend.SourceAlpha,
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ColorDestinationBlend = Blend.One,
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AlphaDestinationBlend = Blend.One
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};
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AlphaBlend = new BlendState()
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{
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ColorSourceBlend = Blend.One,
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AlphaSourceBlend = Blend.One,
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ColorDestinationBlend = Blend.InverseSourceAlpha,
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AlphaDestinationBlend = Blend.InverseSourceAlpha
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};
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NonPremultiplied = new BlendState()
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{
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ColorSourceBlend = Blend.SourceAlpha,
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AlphaSourceBlend = Blend.SourceAlpha,
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ColorDestinationBlend = Blend.InverseSourceAlpha,
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AlphaDestinationBlend = Blend.InverseSourceAlpha
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};
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Opaque = new BlendState()
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{
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ColorSourceBlend = Blend.One,
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AlphaSourceBlend = Blend.One,
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ColorDestinationBlend = Blend.Zero,
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AlphaDestinationBlend = Blend.Zero
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};
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}
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public override string ToString ()
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{
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string blendStateName;
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if(this == BlendState.Additive)
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blendStateName = "Additive";
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else if (this == BlendState.AlphaBlend)
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blendStateName = "AlphaBlend";
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else if (this == BlendState.NonPremultiplied)
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blendStateName = "NonPremultiplied";
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else
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blendStateName = "Opaque";
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return string.Format("{0}.{1}", base.ToString(), blendStateName);
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}
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}
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}
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