#region Using Statements using System; using System.Collections.Generic; using System.Linq; using System.Text; using SharpDX.Direct3D11; using ANX.Framework.Graphics; using ANX.Framework.NonXNA; using ANX.Framework; #endregion // Using Statements #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // 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 namespace ANX.RenderSystem.Windows.DX11 { public class DepthStencilState_DX11 : INativeDepthStencilState { #region Private Members private DepthStencilStateDescription description; private SharpDX.Direct3D11.DepthStencilState nativeDepthStencilState; private bool nativeDepthStencilStateDirty; private bool bound; private int referenceStencil; #endregion // Private Members public DepthStencilState_DX11() { this.description = new DepthStencilStateDescription(); this.nativeDepthStencilStateDirty = true; } public void Apply(ANX.Framework.Graphics.GraphicsDevice graphicsDevice) { GraphicsDeviceWindowsDX11 gdx11 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX11; DeviceContext context = gdx11.NativeDevice; UpdateNativeDepthStencilState(context.Device); this.bound = true; context.OutputMerger.SetDepthStencilState(nativeDepthStencilState, this.referenceStencil); } public void Release() { this.bound = false; } public void Dispose() { if (this.nativeDepthStencilState != null) { this.nativeDepthStencilState.Dispose(); this.nativeDepthStencilState = null; } } public bool IsBound { get { return this.bound; } } public ANX.Framework.Graphics.StencilOperation CounterClockwiseStencilDepthBufferFail { set { SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value); if (description.BackFace.DepthFailOperation != operation) { description.BackFace.DepthFailOperation = operation; nativeDepthStencilStateDirty = true; } } } public ANX.Framework.Graphics.StencilOperation CounterClockwiseStencilFail { set { SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value); if (description.BackFace.FailOperation != operation) { description.BackFace.FailOperation = operation; nativeDepthStencilStateDirty = true; } } } public ANX.Framework.Graphics.CompareFunction CounterClockwiseStencilFunction { set { SharpDX.Direct3D11.Comparison comparison = FormatConverter.Translate(value); if (description.BackFace.Comparison != comparison) { description.BackFace.Comparison = comparison; nativeDepthStencilStateDirty = true; } } } public ANX.Framework.Graphics.StencilOperation CounterClockwiseStencilPass { set { SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value); if (description.BackFace.PassOperation != operation) { description.BackFace.PassOperation = operation; nativeDepthStencilStateDirty = true; } } } public bool DepthBufferEnable { set { if (description.IsDepthEnabled != value) { description.IsDepthEnabled = value; nativeDepthStencilStateDirty = true; } } } public ANX.Framework.Graphics.CompareFunction DepthBufferFunction { set { SharpDX.Direct3D11.Comparison comparison = FormatConverter.Translate(value); if (description.DepthComparison != comparison) { description.DepthComparison = comparison; nativeDepthStencilStateDirty = true; } } } public bool DepthBufferWriteEnable { set { DepthWriteMask writeMask = value ? DepthWriteMask.All : DepthWriteMask.Zero; if (description.DepthWriteMask != writeMask) { description.DepthWriteMask = writeMask; nativeDepthStencilStateDirty = true; } } } public int ReferenceStencil { set { if (this.referenceStencil != value) { this.referenceStencil = value; this.nativeDepthStencilStateDirty = true; } } } public ANX.Framework.Graphics.StencilOperation StencilDepthBufferFail { set { SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value); if (description.FrontFace.DepthFailOperation != operation) { description.FrontFace.DepthFailOperation = operation; nativeDepthStencilStateDirty = true; } } } public bool StencilEnable { set { if (description.IsStencilEnabled != value) { description.IsStencilEnabled = value; nativeDepthStencilStateDirty = true; } } } public ANX.Framework.Graphics.StencilOperation StencilFail { set { SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value); if (description.FrontFace.FailOperation != operation) { description.FrontFace.FailOperation = operation; nativeDepthStencilStateDirty = true; } } } public ANX.Framework.Graphics.CompareFunction StencilFunction { set { SharpDX.Direct3D11.Comparison comparison = FormatConverter.Translate(value); if (description.FrontFace.Comparison != comparison) { description.FrontFace.Comparison = comparison; nativeDepthStencilStateDirty = true; } } } public int StencilMask { set { byte stencilMask = (byte)value; //TODO: check range if (description.StencilReadMask != stencilMask) { description.StencilReadMask = stencilMask; nativeDepthStencilStateDirty = true; } } } public ANX.Framework.Graphics.StencilOperation StencilPass { set { SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value); if (description.FrontFace.PassOperation != operation) { description.FrontFace.PassOperation = operation; nativeDepthStencilStateDirty = true; } } } public int StencilWriteMask { set { byte stencilWriteMask = (byte)value; //TODO: check range if (description.StencilWriteMask != stencilWriteMask) { description.StencilWriteMask = stencilWriteMask; nativeDepthStencilStateDirty = true; } } } public bool TwoSidedStencilMode { set { //TODO: check if we really need this. in xna this enables only counter clockwise stencil operations } } private void UpdateNativeDepthStencilState(Device device) { if (this.nativeDepthStencilStateDirty == true || this.nativeDepthStencilState == null) { if (this.nativeDepthStencilState != null) { this.nativeDepthStencilState.Dispose(); this.nativeDepthStencilState = null; } this.nativeDepthStencilState = new SharpDX.Direct3D11.DepthStencilState(device, ref this.description); this.nativeDepthStencilStateDirty = false; } } } }