using System; using ANX.Framework.NonXNA; using ANX.Framework.Graphics; using OpenTK.Graphics.OpenGL; #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.Framework.Windows.GL3 { /// /// Native Depth Stencil State object for OpenGL. /// /// Basically this is a wrapper class for setting the different values all /// at once, because OpenGL has no State objects like DirectX. /// public class DepthStencilStateGL3 : INativeDepthStencilState { #region Public #region IsBound /// /// Flag if the state object is bound to the device. /// public bool IsBound { get; private set; } #endregion #region DepthBufferEnable public bool DepthBufferEnable { set; private get; } #endregion #region DepthBufferFunction public CompareFunction DepthBufferFunction { set; private get; } #endregion #region DepthBufferWriteEnable public bool DepthBufferWriteEnable { set; private get; } #endregion #region StencilEnable public bool StencilEnable { set; private get; } #endregion #region StencilFunction public CompareFunction StencilFunction { set; private get; } #endregion #region StencilMask public int StencilMask { set; private get; } #endregion #region StencilDepthBufferFail public StencilOperation StencilDepthBufferFail { set; private get; } #endregion #region StencilFail public StencilOperation StencilFail { set; private get; } #endregion #region StencilPass public StencilOperation StencilPass { set; private get; } #endregion #region CounterClockwiseStencilDepthBufferFail public StencilOperation CounterClockwiseStencilDepthBufferFail { set; private get; } #endregion #region CounterClockwiseStencilFail public StencilOperation CounterClockwiseStencilFail { set; private get; } #endregion #region CounterClockwiseStencilFunction public CompareFunction CounterClockwiseStencilFunction { set; private get; } #endregion #region CounterClockwiseStencilPass public StencilOperation CounterClockwiseStencilPass { set; private get; } #endregion #region TwoSidedStencilMode public bool TwoSidedStencilMode { set; private get; } #endregion #region ReferenceStencil public int ReferenceStencil { set; private get; } #endregion #region StencilWriteMask public int StencilWriteMask { set; private get; } #endregion #endregion #region Constructor /// /// Create a new depth stencil state object. /// internal DepthStencilStateGL3() { IsBound = false; } #endregion #region Apply /// /// Apply the depth stencil state to the graphics device. /// /// The current graphics device. public void Apply(GraphicsDevice graphicsDevice) { IsBound = true; #region Depth if (DepthBufferEnable) { GL.Enable(EnableCap.DepthTest); } else { GL.Disable(EnableCap.DepthTest); } ErrorHelper.Check("DepthTest"); GL.DepthFunc(TranslateDepthFunction(DepthBufferFunction)); ErrorHelper.Check("DepthFunc"); GL.DepthMask(DepthBufferWriteEnable); ErrorHelper.Check("DepthMask"); #endregion #region Stencil if (StencilEnable) { GL.Enable(EnableCap.StencilTest); } else { GL.Disable(EnableCap.StencilTest); } ErrorHelper.Check("StencilTest"); GL.StencilMask(StencilWriteMask); ErrorHelper.Check("StencilMask"); if (TwoSidedStencilMode) { GL.StencilOpSeparate(StencilFace.Front, TranslateStencilOp(StencilFail), TranslateStencilOp(StencilDepthBufferFail), TranslateStencilOp(StencilPass)); ErrorHelper.Check("StencilOpSeparate Front"); GL.StencilOpSeparate(StencilFace.Back, TranslateStencilOp(CounterClockwiseStencilFail), TranslateStencilOp(CounterClockwiseStencilDepthBufferFail), TranslateStencilOp(CounterClockwiseStencilPass)); ErrorHelper.Check("StencilOpSeparate Back"); GL.StencilFuncSeparate(StencilFace.Front, TranslateStencilFunction(StencilFunction), ReferenceStencil, StencilMask); ErrorHelper.Check("StencilFuncSeparate Front"); GL.StencilFuncSeparate(StencilFace.Back, TranslateStencilFunction(CounterClockwiseStencilFunction), ReferenceStencil, StencilMask); ErrorHelper.Check("StencilFuncSeparate Back"); } else { GL.StencilOp( TranslateStencilOp(StencilFail), TranslateStencilOp(StencilDepthBufferFail), TranslateStencilOp(StencilPass)); ErrorHelper.Check("StencilOp"); GL.StencilFunc(TranslateStencilFunction(StencilFunction), ReferenceStencil, StencilMask); ErrorHelper.Check("StencilFunc"); } #endregion } #endregion #region TranslateStencilOp /// /// Translate the ANX stencil operation to OpenGL. /// /// ANX stencil operation. /// Translated OpenGL stencil operation. private OpenTK.Graphics.OpenGL.StencilOp TranslateStencilOp( StencilOperation operation) { switch (operation) { default: case StencilOperation.Decrement: return StencilOp.Decr; case StencilOperation.DecrementSaturation: return StencilOp.DecrWrap; case StencilOperation.Increment: return StencilOp.Incr; case StencilOperation.IncrementSaturation: return StencilOp.IncrWrap; case StencilOperation.Invert: return StencilOp.Invert; case StencilOperation.Keep: return StencilOp.Keep; case StencilOperation.Replace: return StencilOp.Replace; case StencilOperation.Zero: return StencilOp.Zero; } } #endregion #region TranslateDepthFunction /// /// Translate the ANX compare function to the OpenGL depth function. /// /// ANX compare function. /// Translated OpenGL depth function. private OpenTK.Graphics.OpenGL.DepthFunction TranslateDepthFunction( CompareFunction func) { switch (func) { default: case CompareFunction.Always: return OpenTK.Graphics.OpenGL.DepthFunction.Always; case CompareFunction.Equal: return OpenTK.Graphics.OpenGL.DepthFunction.Equal; case CompareFunction.Greater: return OpenTK.Graphics.OpenGL.DepthFunction.Greater; case CompareFunction.GreaterEqual: return OpenTK.Graphics.OpenGL.DepthFunction.Gequal; case CompareFunction.Less: return OpenTK.Graphics.OpenGL.DepthFunction.Less; case CompareFunction.LessEqual: return OpenTK.Graphics.OpenGL.DepthFunction.Lequal; case CompareFunction.Never: return OpenTK.Graphics.OpenGL.DepthFunction.Never; case CompareFunction.NotEqual: return OpenTK.Graphics.OpenGL.DepthFunction.Notequal; } } #endregion #region TranslateStencilFunction /// /// Translate the ANX compare function to the OpenGL stencil function. /// /// ANX compare function. /// Translated OpenGL stencil function. private OpenTK.Graphics.OpenGL.StencilFunction TranslateStencilFunction( CompareFunction func) { switch (func) { default: case CompareFunction.Always: return OpenTK.Graphics.OpenGL.StencilFunction.Always; case CompareFunction.Equal: return OpenTK.Graphics.OpenGL.StencilFunction.Equal; case CompareFunction.Greater: return OpenTK.Graphics.OpenGL.StencilFunction.Greater; case CompareFunction.GreaterEqual: return OpenTK.Graphics.OpenGL.StencilFunction.Gequal; case CompareFunction.Less: return OpenTK.Graphics.OpenGL.StencilFunction.Less; case CompareFunction.LessEqual: return OpenTK.Graphics.OpenGL.StencilFunction.Lequal; case CompareFunction.Never: return OpenTK.Graphics.OpenGL.StencilFunction.Never; case CompareFunction.NotEqual: return OpenTK.Graphics.OpenGL.StencilFunction.Notequal; } } #endregion #region Release /// /// Release the depth stencil state. /// public void Release() { IsBound = false; } #endregion #region Dispose /// /// Dispose the depth stencil state object. /// public void Dispose() { } #endregion } }