using Dx11 = SharpDX.Direct3D11; #region Using Statements using System; using ANX.Framework.Graphics; using ANX.Framework.NonXNA; using ANX.Framework.NonXNA.Development; #endregion // 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.Windows.DX11 { [Developer("Glatzemann")] public class DepthStencilState_DX11 : BaseStateObject, INativeDepthStencilState { private Dx11.DepthStencilStateDescription description; private int referenceStencil; #region Public public StencilOperation CounterClockwiseStencilDepthBufferFail { set { Dx11.StencilOperation operation = FormatConverter.Translate(value); SetValueIfDifferentAndMarkDirty(ref description.BackFace.DepthFailOperation, ref operation); } } public StencilOperation CounterClockwiseStencilFail { set { Dx11.StencilOperation operation = FormatConverter.Translate(value); SetValueIfDifferentAndMarkDirty(ref description.BackFace.FailOperation, ref operation); } } public CompareFunction CounterClockwiseStencilFunction { set { Dx11.Comparison comparison = FormatConverter.Translate(value); SetValueIfDifferentAndMarkDirty(ref description.BackFace.Comparison, ref comparison); } } public StencilOperation CounterClockwiseStencilPass { set { Dx11.StencilOperation operation = FormatConverter.Translate(value); SetValueIfDifferentAndMarkDirty(ref description.BackFace.PassOperation, ref operation); } } public bool DepthBufferEnable { set { if (description.IsDepthEnabled != value) { description.IsDepthEnabled = value; isDirty = true; } } } public CompareFunction DepthBufferFunction { set { Dx11.Comparison comparison = FormatConverter.Translate(value); SetValueIfDifferentAndMarkDirty(ref description.DepthComparison, ref comparison); } } public bool DepthBufferWriteEnable { set { Dx11.DepthWriteMask writeMask = value ? Dx11.DepthWriteMask.All : Dx11.DepthWriteMask.Zero; SetValueIfDifferentAndMarkDirty(ref description.DepthWriteMask, ref writeMask); } } public int ReferenceStencil { set { SetValueIfDifferentAndMarkDirty(ref referenceStencil, ref value); } } public StencilOperation StencilDepthBufferFail { set { Dx11.StencilOperation operation = FormatConverter.Translate(value); SetValueIfDifferentAndMarkDirty(ref description.FrontFace.DepthFailOperation, ref operation); } } public bool StencilEnable { set { if (description.IsStencilEnabled != value) { description.IsStencilEnabled = value; isDirty = true; } } } public StencilOperation StencilFail { set { Dx11.StencilOperation operation = FormatConverter.Translate(value); SetValueIfDifferentAndMarkDirty(ref description.FrontFace.FailOperation, ref operation); } } public CompareFunction StencilFunction { set { Dx11.Comparison comparison = FormatConverter.Translate(value); SetValueIfDifferentAndMarkDirty(ref description.FrontFace.Comparison, ref comparison); } } public int StencilMask { set { byte stencilMask = (byte)value; //TODO: check range SetValueIfDifferentAndMarkDirty(ref description.StencilReadMask, ref stencilMask); } } public StencilOperation StencilPass { set { Dx11.StencilOperation operation = FormatConverter.Translate(value); SetValueIfDifferentAndMarkDirty(ref description.FrontFace.PassOperation, ref operation); } } public int StencilWriteMask { set { byte stencilWriteMask = (byte)value; //TODO: check range SetValueIfDifferentAndMarkDirty(ref description.StencilWriteMask, ref stencilWriteMask); } } public bool TwoSidedStencilMode { set { //TODO: check if we really need this. in xna this enables only counter clockwise stencil operations } } #endregion protected override Dx11.DepthStencilState CreateNativeState(GraphicsDevice graphics) { Dx11.DeviceContext context = (graphics.NativeDevice as GraphicsDeviceDX).NativeDevice; return new Dx11.DepthStencilState(context.Device, description); } protected override void ApplyNativeState(GraphicsDevice graphics) { Dx11.DeviceContext context = (graphics.NativeDevice as GraphicsDeviceDX).NativeDevice; context.OutputMerger.SetDepthStencilState(nativeState, referenceStencil); } } }