using System; using ANX.Framework.Graphics; using ANX.Framework.NonXNA; 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 Blend 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. /// /// For Information on OpenGL blending: http://www.opengl.org/wiki/Blending /// public class BlendStateGL3 : INativeBlendState { #region Public #region IsBound /// /// Flag if the blend state is bound to the device or not. /// public bool IsBound { get; private set; } #endregion #region AlphaBlendFunction public BlendFunction AlphaBlendFunction { set; private get; } #endregion #region ColorBlendFunction public BlendFunction ColorBlendFunction { set; private get; } #endregion #region AlphaSourceBlend public Blend AlphaSourceBlend { set; private get; } #endregion #region AlphaDestinationBlend public Blend AlphaDestinationBlend { set; private get; } #endregion #region ColorSourceBlend public Blend ColorSourceBlend { set; private get; } #endregion #region ColorDestinationBlend public Blend ColorDestinationBlend { set; private get; } #endregion #region ColorWriteChannels public ColorWriteChannels ColorWriteChannels { set; private get; } #endregion #region ColorWriteChannels1 public ColorWriteChannels ColorWriteChannels1 { set; private get; } #endregion #region ColorWriteChannels2 public ColorWriteChannels ColorWriteChannels2 { set; private get; } #endregion #region ColorWriteChannels3 public ColorWriteChannels ColorWriteChannels3 { set; private get; } #endregion #region BlendFactor public Color BlendFactor { set; private get; } #endregion #region MultiSampleMask public int MultiSampleMask { set; private get; } #endregion #endregion #region Constructor /// /// Create a new OpenGL Blend State wrapper object. /// internal BlendStateGL3() { IsBound = false; } #endregion #region Apply /// /// Apply the blend state on the graphics device. /// /// The current graphics device. public void Apply(GraphicsDevice graphicsDevice) { IsBound = true; GL.BlendEquationSeparate( TranslateBlendFunction(ColorBlendFunction), TranslateBlendFunction(AlphaBlendFunction)); GL.BlendFuncSeparate( TranslateBlendSrc(ColorSourceBlend), TranslateBlendDest(ColorDestinationBlend), TranslateBlendSrc(AlphaSourceBlend), TranslateBlendDest(AlphaDestinationBlend)); SetColorWriteChannel(0, ColorWriteChannels); SetColorWriteChannel(1, ColorWriteChannels1); SetColorWriteChannel(2, ColorWriteChannels2); SetColorWriteChannel(3, ColorWriteChannels3); GL.BlendColor(BlendFactor.R * DatatypesMapping.ColorMultiplier, BlendFactor.G * DatatypesMapping.ColorMultiplier, BlendFactor.B * DatatypesMapping.ColorMultiplier, BlendFactor.A * DatatypesMapping.ColorMultiplier); // TODO: multi sample mask } #endregion #region Release /// /// Release the blend state. /// public void Release() { IsBound = false; } #endregion #region Dispose /// /// Dispose this blend state object. /// public void Dispose() { } #endregion #region SetColorWriteChannel /// /// Set the color mask for the specified index. /// /// Index of the color mask. /// Mask channels to enable. private void SetColorWriteChannel(int index, ColorWriteChannels channels) { bool r = (channels == Graphics.ColorWriteChannels.All || channels == Graphics.ColorWriteChannels.Red); bool g = (channels == Graphics.ColorWriteChannels.All || channels == Graphics.ColorWriteChannels.Green); bool b = (channels == Graphics.ColorWriteChannels.All || channels == Graphics.ColorWriteChannels.Blue); bool a = (channels == Graphics.ColorWriteChannels.All || channels == Graphics.ColorWriteChannels.Alpha); GL.ColorMask(index, r, g, b, a); } #endregion #region TranslateBlendSrc /// /// Translate the ANX Blend mode to the OpenGL Blend Factor Source. /// /// ANX Blend Function. /// OpenGL Blend Factor Source. private BlendingFactorSrc TranslateBlendSrc(Blend blending) { switch (blending) { default: throw new NotSupportedException("The blend mode '" + blending + "' is not supported for OpenGL BlendingFactorSrc!"); case Blend.SourceAlpha: return BlendingFactorSrc.SrcAlpha; case Blend.DestinationAlpha: return BlendingFactorSrc.DstAlpha; case Blend.DestinationColor: return BlendingFactorSrc.DstColor; case Blend.InverseDestinationAlpha: return BlendingFactorSrc.OneMinusDstAlpha; case Blend.InverseDestinationColor: return BlendingFactorSrc.OneMinusDstColor; case Blend.InverseSourceAlpha: return BlendingFactorSrc.OneMinusSrcAlpha; case Blend.One: return BlendingFactorSrc.One; case Blend.SourceAlphaSaturation: return BlendingFactorSrc.SrcAlphaSaturate; case Blend.Zero: return BlendingFactorSrc.Zero; } } #endregion #region TranslateBlendDest /// /// Translate the ANX Blend mode to the OpenGL Blend Factor Destination. /// /// ANX Blend Function. /// OpenGL Blend Factor Destination. private BlendingFactorDest TranslateBlendDest(Blend blending) { switch (blending) { case Blend.SourceAlpha: return BlendingFactorDest.SrcAlpha; default: throw new NotSupportedException("The blend mode '" + blending + "' is not supported for OpenGL BlendingFactorDest!"); case Blend.DestinationAlpha: return BlendingFactorDest.DstAlpha; case Blend.DestinationColor: return BlendingFactorDest.DstColor; case Blend.InverseDestinationAlpha: return BlendingFactorDest.OneMinusDstAlpha; case Blend.InverseDestinationColor: return BlendingFactorDest.OneMinusDstColor; case Blend.InverseSourceAlpha: return BlendingFactorDest.OneMinusSrcAlpha; case Blend.InverseSourceColor: return BlendingFactorDest.OneMinusSrcColor; case Blend.One: return BlendingFactorDest.One; case Blend.SourceColor: return BlendingFactorDest.SrcColor; case Blend.Zero: return BlendingFactorDest.Zero; } } #endregion #region TranslateBlendFunction /// /// Translate the ANX Blend Function to the OpenGL Blend Equation Mode. /// /// ANX Blend Function. /// OpenGL Blend Equation Mode. private BlendEquationMode TranslateBlendFunction(BlendFunction func) { switch (func) { default: case BlendFunction.Add: return BlendEquationMode.FuncAdd; case BlendFunction.Subtract: return BlendEquationMode.FuncSubtract; case BlendFunction.ReverseSubtract: return BlendEquationMode.FuncReverseSubtract; case BlendFunction.Min: return BlendEquationMode.Min; case BlendFunction.Max: return BlendEquationMode.Max; } } #endregion } }