#region Using Statements using System; using ANX.Framework.Graphics; using ANX.Framework.NonXNA; using ANX.RenderSystem.Windows.DX10.Helpers; #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 using Dx10 = SharpDX.Direct3D10; namespace ANX.RenderSystem.Windows.DX10 { public class DepthStencilState_DX10 : BaseStateObject, INativeDepthStencilState { private Dx10.DepthStencilStateDescription description; private int referenceStencil; #region Public (TODO) public StencilOperation CounterClockwiseStencilDepthBufferFail { set { Dx10.StencilOperation operation = FormatConverter.Translate(value); SetValueIfDifferentAndMarkDirty(ref description.BackFace.DepthFailOperation, ref operation); } } public StencilOperation CounterClockwiseStencilFail { set { Dx10.StencilOperation operation = FormatConverter.Translate(value); SetValueIfDifferentAndMarkDirty(ref description.BackFace.FailOperation, ref operation); } } public CompareFunction CounterClockwiseStencilFunction { set { Dx10.Comparison comparison = FormatConverter.Translate(value); SetValueIfDifferentAndMarkDirty(ref description.BackFace.Comparison, ref comparison); } } public StencilOperation CounterClockwiseStencilPass { set { Dx10.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 { Dx10.Comparison comparison = FormatConverter.Translate(value); SetValueIfDifferentAndMarkDirty(ref description.DepthComparison, ref comparison); } } public bool DepthBufferWriteEnable { set { Dx10.DepthWriteMask writeMask = value ? Dx10.DepthWriteMask.All : Dx10.DepthWriteMask.Zero; SetValueIfDifferentAndMarkDirty(ref description.DepthWriteMask, ref writeMask); } } public int ReferenceStencil { set { SetValueIfDifferentAndMarkDirty(ref referenceStencil, ref value); } } public StencilOperation StencilDepthBufferFail { set { Dx10.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 { Dx10.StencilOperation operation = FormatConverter.Translate(value); SetValueIfDifferentAndMarkDirty(ref description.FrontFace.FailOperation, ref operation); } } public CompareFunction StencilFunction { set { Dx10.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 { Dx10.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 in xna this enables only counter clockwise stencil operations } } #endregion protected override Dx10.DepthStencilState CreateNativeState(GraphicsDevice graphics) { Dx10.Device device = (graphics.NativeDevice as GraphicsDeviceDX).NativeDevice; return new Dx10.DepthStencilState(device, ref description); } protected override void ApplyNativeState(GraphicsDevice graphics) { Dx10.Device device = (graphics.NativeDevice as GraphicsDeviceDX).NativeDevice; device.OutputMerger.SetDepthStencilState(nativeState, referenceStencil); } } }