#region Using Statements using System; using ANX.Framework.NonXNA; #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.Framework.Graphics { public class DepthStencilState : GraphicsResource { #region Private Members private INativeDepthStencilState nativeDepthStencilState; private StencilOperation counterClockwiseStencilDepthBufferFail; private StencilOperation counterClockwiseStencilFail; private CompareFunction counterClockwiseStencilFunction; private StencilOperation counterClockwiseStencilPass; private bool depthBufferEnable; private CompareFunction depthBufferFunction; private bool depthBufferWriteEnable; private int referenceStencil; private StencilOperation stencilDepthBufferFail; private bool stencilEnable; private StencilOperation stencilFail; private CompareFunction stencilFunction; private int stencilMask; private StencilOperation stencilPass; private int stencilWriteMask; private bool twoSidedStencilMode; #endregion public static readonly DepthStencilState Default; public static readonly DepthStencilState DepthRead; public static readonly DepthStencilState None; public DepthStencilState() { nativeDepthStencilState = AddInSystemFactory.Instance.GetCurrentCreator().CreateDepthStencilState(); CounterClockwiseStencilDepthBufferFail = StencilOperation.Keep; CounterClockwiseStencilFail = StencilOperation.Keep; CounterClockwiseStencilFunction = CompareFunction.Always; CounterClockwiseStencilPass = StencilOperation.Keep; DepthBufferEnable = true; DepthBufferFunction = CompareFunction.LessEqual; DepthBufferWriteEnable = true; ReferenceStencil = 0; StencilDepthBufferFail = StencilOperation.Keep; StencilEnable = false; StencilFunction = CompareFunction.Always; StencilMask = int.MaxValue; StencilPass = StencilOperation.Keep; StencilWriteMask = int.MaxValue; TwoSidedStencilMode = false; } private DepthStencilState(bool depthBufferEnabled, bool depthBufferWriteEnabled, string name) { nativeDepthStencilState = AddInSystemFactory.Instance.GetCurrentCreator().CreateDepthStencilState(); CounterClockwiseStencilDepthBufferFail = StencilOperation.Keep; CounterClockwiseStencilFail = StencilOperation.Keep; CounterClockwiseStencilFunction = CompareFunction.Always; CounterClockwiseStencilPass = StencilOperation.Keep; DepthBufferEnable = depthBufferEnabled; DepthBufferFunction = CompareFunction.LessEqual; DepthBufferWriteEnable = depthBufferWriteEnabled; ReferenceStencil = 0; StencilDepthBufferFail = StencilOperation.Keep; StencilEnable = false; StencilFunction = CompareFunction.Always; StencilMask = int.MaxValue; StencilPass = StencilOperation.Keep; StencilWriteMask = int.MaxValue; TwoSidedStencilMode = false; Name = name; } static DepthStencilState() { None = new DepthStencilState(false, false, "DepthStencilState.None"); Default = new DepthStencilState(true, true, "DepthStencilState.Default"); DepthRead = new DepthStencilState(true, false, "DepthStencilState.DepthRead"); } internal INativeDepthStencilState NativeDepthStencilState { get { return this.nativeDepthStencilState; } } public StencilOperation CounterClockwiseStencilDepthBufferFail { get { return this.counterClockwiseStencilDepthBufferFail; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.counterClockwiseStencilDepthBufferFail = value; this.nativeDepthStencilState.CounterClockwiseStencilDepthBufferFail = value; } } public StencilOperation CounterClockwiseStencilFail { get { return this.counterClockwiseStencilFail; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.counterClockwiseStencilFail = value; this.nativeDepthStencilState.CounterClockwiseStencilFail = value; } } public CompareFunction CounterClockwiseStencilFunction { get { return this.counterClockwiseStencilFunction; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.counterClockwiseStencilFunction = value; this.nativeDepthStencilState.CounterClockwiseStencilFunction = value; } } public StencilOperation CounterClockwiseStencilPass { get { return this.counterClockwiseStencilPass; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.counterClockwiseStencilPass = value; this.nativeDepthStencilState.CounterClockwiseStencilPass = value; } } public bool DepthBufferEnable { get { return this.depthBufferEnable; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.depthBufferEnable = value; this.nativeDepthStencilState.DepthBufferEnable = value; } } public CompareFunction DepthBufferFunction { get { return this.depthBufferFunction; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.depthBufferFunction = value; this.nativeDepthStencilState.DepthBufferFunction = value; } } public bool DepthBufferWriteEnable { get { return this.depthBufferWriteEnable; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.depthBufferWriteEnable = value; this.nativeDepthStencilState.DepthBufferWriteEnable = value; } } public int ReferenceStencil { get { return this.referenceStencil; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.referenceStencil = value; this.nativeDepthStencilState.ReferenceStencil = value; } } public StencilOperation StencilDepthBufferFail { get { return this.stencilDepthBufferFail; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.stencilDepthBufferFail = value; this.nativeDepthStencilState.StencilDepthBufferFail = value; } } public bool StencilEnable { get { return this.stencilEnable; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.stencilEnable = value; this.nativeDepthStencilState.StencilEnable = value; } } public StencilOperation StencilFail { get { return this.stencilFail; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.stencilFail = value; this.nativeDepthStencilState.StencilFail = value; } } public CompareFunction StencilFunction { get { return this.stencilFunction; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.stencilFunction = value; this.nativeDepthStencilState.StencilFunction = value; } } public int StencilMask { get { return this.stencilMask; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.stencilMask = value; this.nativeDepthStencilState.StencilMask = value; } } public StencilOperation StencilPass { get { return this.stencilPass; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.stencilPass = value; this.nativeDepthStencilState.StencilPass = value; } } public int StencilWriteMask { get { return this.stencilWriteMask; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.stencilWriteMask = value; this.nativeDepthStencilState.StencilWriteMask = value; } } public bool TwoSidedStencilMode { get { return this.twoSidedStencilMode; } set { if (this.nativeDepthStencilState.IsBound) { throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice."); } this.twoSidedStencilMode = value; this.nativeDepthStencilState.TwoSidedStencilMode = value; } } public override void Dispose() { if (this.nativeDepthStencilState != null) { this.nativeDepthStencilState.Dispose(); this.nativeDepthStencilState = null; } } protected override void Dispose(Boolean disposeManaged) { base.Dispose(disposeManaged); } } }