#region Using Statements using System; using System.Collections.Generic; using System.Linq; using System.Text; using SharpDX.Direct3D10; using ANX.Framework.Graphics; 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.Windows.DX10 { public class RasterizerState_DX10 : INativeRasterizerState { #region Private Members private RasterizerStateDescription description; private SharpDX.Direct3D10.RasterizerState nativeRasterizerState; private bool nativeRasterizerStateDirty; private bool bound; private const int intMaxOver16 = int.MaxValue / 16; #endregion // Private Members public RasterizerState_DX10() { this.description = new RasterizerStateDescription(); this.description.IsAntialiasedLineEnabled = false; this.nativeRasterizerStateDirty = true; } public void Apply(Graphics.GraphicsDevice graphicsDevice) { GraphicsDeviceWindowsDX10 gdx10 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10; Device device = gdx10.NativeDevice; UpdateNativeRasterizerState(device); this.bound = true; device.Rasterizer.State = this.nativeRasterizerState; } public void Release() { this.bound = false; } public void Dispose() { if (this.nativeRasterizerState != null) { this.nativeRasterizerState.Dispose(); this.nativeRasterizerState = null; } } public bool IsBound { get { return this.bound; } } public Graphics.CullMode CullMode { set { SharpDX.Direct3D10.CullMode cullMode = FormatConverter.Translate(value); if (description.CullMode != cullMode) { nativeRasterizerStateDirty = true; description.CullMode = cullMode; } } } public float DepthBias { set { // XNA uses a float value in the range of 0f..16f as value // DirectX 10 uses a INT value int depthBiasValue = (int)(value * intMaxOver16); if (description.DepthBias != depthBiasValue) { nativeRasterizerStateDirty = true; description.DepthBias = depthBiasValue; } } } public Graphics.FillMode FillMode { set { SharpDX.Direct3D10.FillMode fillMode = FormatConverter.Translate(value); if (description.FillMode != fillMode) { nativeRasterizerStateDirty = true; description.FillMode = fillMode; } } } public bool MultiSampleAntiAlias { set { if (description.IsMultisampleEnabled != value) { nativeRasterizerStateDirty = true; description.IsMultisampleEnabled = value; } } } public bool ScissorTestEnable { set { if (description.IsScissorEnabled != value) { nativeRasterizerStateDirty = true; description.IsScissorEnabled = value; } } } public float SlopeScaleDepthBias { set { if (description.SlopeScaledDepthBias != value) { nativeRasterizerStateDirty = true; description.SlopeScaledDepthBias = value; } } } private void UpdateNativeRasterizerState(Device device) { if (this.nativeRasterizerStateDirty == true || this.nativeRasterizerState == null) { if (this.nativeRasterizerState != null) { this.nativeRasterizerState.Dispose(); this.nativeRasterizerState = null; } this.nativeRasterizerState = new SharpDX.Direct3D10.RasterizerState(device, ref this.description); this.nativeRasterizerStateDirty = false; } } } }