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 Rasterizer 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 RasterizerStateGL3 : INativeRasterizerState { #region Public #region IsBound /// /// Flag if the state object is bound to the device. /// public bool IsBound { get; private set; } #endregion #region CullMode /// /// The cull mode of the state object. /// public CullMode CullMode { set; private get; } #endregion #region ScissorTestEnable /// /// Flag if the state object has scissor test enabled. /// public bool ScissorTestEnable { set; private get; } #endregion #region FillMode /// /// The fill mode of the state object. /// public FillMode FillMode { set; private get; } #endregion #region SlopeScaleDepthBias /// /// The SlopeScaleDepthBias of the state object. /// public float SlopeScaleDepthBias { set; private get; } #endregion #region DepthBias /// /// The depth bias of the state object. /// public float DepthBias { set; private get; } #endregion #region MultiSampleAntiAlias /// /// Flag if the state object has MSAA enabled. /// public bool MultiSampleAntiAlias { set; private get; } #endregion #endregion #region Constructor /// /// Create a new rasterizer state object. /// internal RasterizerStateGL3() { IsBound = false; } #endregion #region Apply /// /// Apply the rasterizer state to the graphics device. /// /// The current graphics device. public void Apply(GraphicsDevice graphicsDevice) { IsBound = true; #region Cull Mode GL.FrontFace(FrontFaceDirection.Cw); if (CullMode == CullMode.None) { GL.Disable(EnableCap.CullFace); GL.CullFace(CullFaceMode.FrontAndBack); } else { GL.Enable(EnableCap.CullFace); GL.CullFace(CullMode == CullMode.None ? CullFaceMode.FrontAndBack : CullMode == CullMode.CullClockwiseFace ? CullFaceMode.Front : CullFaceMode.Back); } #endregion GL.PolygonMode(MaterialFace.FrontAndBack, FillMode == FillMode.WireFrame ? PolygonMode.Line : PolygonMode.Fill); #region ScissorTestEnable if (ScissorTestEnable) { GL.Enable(EnableCap.ScissorTest); } else { GL.Disable(EnableCap.ScissorTest); } #endregion #region DepthBias / SlopeScaleDepthBias (TODO: test!) // NOTE: http://www.opengl.org/sdk/docs/man/xhtml/glPolygonOffset.xml // Good article about difference between OpenGL and DirectX concerning // Depth Bias: http://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/ if (DepthBias != 0f && SlopeScaleDepthBias != 0f) { GL.Enable(EnableCap.PolygonOffsetFill); GL.PolygonOffset(SlopeScaleDepthBias, DepthBias); } else { GL.Disable(EnableCap.PolygonOffsetFill); } #endregion #region MultiSampleAntiAlias if (MultiSampleAntiAlias) { GL.Enable(EnableCap.Multisample); } else { GL.Disable(EnableCap.Multisample); } #endregion } #endregion #region Release /// /// Release the rasterizer state. /// public void Release() { IsBound = false; } #endregion #region Dispose /// /// Dispose the rasterizer state object. /// public void Dispose() { } #endregion } }