using System; using ANX.Framework.Graphics; using ANX.Framework.NonXNA; using ANX.Framework.NonXNA.Development; using OpenTK.Graphics.OpenGL; using ANX.RenderSystem.GL3.Helpers; using ANX.Framework; // This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license namespace ANX.RenderSystem.GL3 { /// <summary> /// Native Blend State object for OpenGL. /// <para /> /// Basically this is a wrapper class for setting the different values all /// at once, because OpenGL has no State objects like DirectX. /// <para /> /// For Information on OpenGL blending: http://www.opengl.org/wiki/Blending /// </summary> [PercentageComplete(90)] [TestStateAttribute(TestStateAttribute.TestState.Untested)] public class BlendStateGL3 : INativeBlendState { #region Private internal static BlendStateGL3 Current { get; private set; } #endregion #region Public #region IsBound /// <summary> /// Flag if the blend state is bound to the device or not. /// </summary> 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 /// <summary> /// Create a new OpenGL Blend State wrapper object. /// </summary> internal BlendStateGL3() { IsBound = false; } #endregion #region Apply (TODO) /// <summary> /// Apply the blend state on the graphics device. /// </summary> /// <param name="graphicsDevice">The current graphics device.</param> public void Apply(GraphicsDevice graphicsDevice) { IsBound = true; Current = this; GL.Enable(EnableCap.Blend); GL.BlendEquationSeparate( TranslateBlendFunction(ColorBlendFunction), TranslateBlendFunction(AlphaBlendFunction)); ErrorHelper.Check("BlendEquationSeparate"); GL.BlendFuncSeparate( TranslateBlendSrc(ColorSourceBlend), TranslateBlendDest(ColorDestinationBlend), TranslateBlendSrc(AlphaSourceBlend), TranslateBlendDest(AlphaDestinationBlend)); ErrorHelper.Check("BlendFuncSeparate"); 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); ErrorHelper.Check("BlendColor"); // TODO: multi sample mask } #endregion #region Release /// <summary> /// Release the blend state. /// </summary> public void Release() { IsBound = false; Current = null; } #endregion #region Dispose /// <summary> /// Dispose this blend state object. /// </summary> public void Dispose() { } #endregion #region SetColorWriteChannel /// <summary> /// Set the color mask for the specified index. /// </summary> /// <param name="index">Index of the color mask.</param> /// <param name="channels">Mask channels to enable.</param> private void SetColorWriteChannel(int index, ColorWriteChannels channels) { bool r = (channels | ColorWriteChannels.Red) == channels; bool g = (channels | ColorWriteChannels.Green) == channels; bool b = (channels | ColorWriteChannels.Blue) == channels; bool a = (channels | ColorWriteChannels.Alpha) == channels; GL.ColorMask(index, r, g, b, a); ErrorHelper.Check("ColorMask"); } #endregion #region TranslateBlendSrc /// <summary> /// Translate the ANX Blend mode to the OpenGL Blend Factor Source. /// </summary> /// <param name="func">ANX Blend Function.</param> /// <returns>OpenGL Blend Factor Source.</returns> private BlendingFactorSrc TranslateBlendSrc(Blend blending) { switch (blending) { 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; default: throw new ArgumentException("Unable to translate SourceBlend '" + blending + "' to OpenGL BlendingFactorSrc."); } } #endregion #region TranslateBlendDest /// <summary> /// Translate the ANX Blend mode to the OpenGL Blend Factor Destination. /// </summary> /// <param name="func">ANX Blend Function.</param> /// <returns>OpenGL Blend Factor Destination.</returns> private BlendingFactorDest TranslateBlendDest(Blend blending) { switch (blending) { case Blend.SourceAlpha: return BlendingFactorDest.SrcAlpha; 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; default: throw new ArgumentException("Unable to translate DestinationBlend '" + blending + "' to OpenGL BlendingFactorDest."); } } #endregion #region TranslateBlendFunction /// <summary> /// Translate the ANX Blend Function to the OpenGL Blend Equation Mode. /// </summary> /// <param name="func">ANX Blend Function.</param> /// <returns>OpenGL Blend Equation Mode.</returns> private BlendEquationMode TranslateBlendFunction(BlendFunction func) { switch (func) { 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; } throw new ArgumentException("Unable to translate BlendFunction '" + func + "' to OpenGL BlendEquationMode."); } #endregion } }