#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 BlendState_DX10 : INativeBlendState { #region Private Members private BlendStateDescription description; private SharpDX.Direct3D10.BlendState nativeBlendState; private bool nativeBlendStateDirty; private SharpDX.Color4 blendFactor; private int multiSampleMask; private bool bound; #endregion // Private Members public BlendState_DX10() { this.description = new BlendStateDescription(); for (int i = 0; i < description.IsBlendEnabled.Length; i++) { description.IsBlendEnabled[i] = (i < 4); } nativeBlendStateDirty = true; } public void Apply(GraphicsDevice graphics) { GraphicsDeviceWindowsDX10 gdx10 = graphics.NativeDevice as GraphicsDeviceWindowsDX10; SharpDX.Direct3D10.Device device = gdx10.NativeDevice; UpdateNativeBlendState(device); this.bound = true; device.OutputMerger.SetBlendState(nativeBlendState, this.blendFactor, this.multiSampleMask); } public void Release() { this.bound = false; } public void Dispose() { if (this.nativeBlendState != null) { this.nativeBlendState.Dispose(); this.nativeBlendState = null; } } public bool IsBound { get { return this.bound; } } public Color BlendFactor { set { const float colorConvert = 1f / 255f; blendFactor.Red = value.R * colorConvert; blendFactor.Green = value.G * colorConvert; blendFactor.Blue = value.B * colorConvert; blendFactor.Alpha = value.A * colorConvert; } } public int MultiSampleMask { set { this.multiSampleMask = value; } } public BlendFunction AlphaBlendFunction { set { BlendOperation alphaBlendOperation = FormatConverter.Translate(value); if (description.AlphaBlendOperation != alphaBlendOperation) { nativeBlendStateDirty = true; description.AlphaBlendOperation = alphaBlendOperation; } } } public BlendFunction ColorBlendFunction { set { BlendOperation blendOperation = FormatConverter.Translate(value); if (description.BlendOperation != blendOperation) { nativeBlendStateDirty = true; description.BlendOperation = blendOperation; } } } public Blend AlphaDestinationBlend { set { BlendOption destinationAlphaBlend = FormatConverter.Translate(value); if (description.DestinationAlphaBlend != destinationAlphaBlend) { nativeBlendStateDirty = true; description.DestinationAlphaBlend = destinationAlphaBlend; } } } public Blend ColorDestinationBlend { set { BlendOption destinationBlend = FormatConverter.Translate(value); if (description.DestinationBlend != destinationBlend) { nativeBlendStateDirty = true; description.DestinationBlend = destinationBlend; } } } public ColorWriteChannels ColorWriteChannels { set { ColorWriteMaskFlags renderTargetWriteMask = FormatConverter.Translate(value); if (description.RenderTargetWriteMask[0] != renderTargetWriteMask) { nativeBlendStateDirty = true; description.RenderTargetWriteMask[0] = renderTargetWriteMask; } } } public ColorWriteChannels ColorWriteChannels1 { set { ColorWriteMaskFlags renderTargetWriteMask = FormatConverter.Translate(value); if (description.RenderTargetWriteMask[1] != renderTargetWriteMask) { nativeBlendStateDirty = true; description.RenderTargetWriteMask[1] = renderTargetWriteMask; } } } public ColorWriteChannels ColorWriteChannels2 { set { ColorWriteMaskFlags renderTargetWriteMask = FormatConverter.Translate(value); if (description.RenderTargetWriteMask[2] != renderTargetWriteMask) { nativeBlendStateDirty = true; description.RenderTargetWriteMask[2] = renderTargetWriteMask; } } } public ColorWriteChannels ColorWriteChannels3 { set { ColorWriteMaskFlags renderTargetWriteMask = FormatConverter.Translate(value); if (description.RenderTargetWriteMask[3] != renderTargetWriteMask) { nativeBlendStateDirty = true; description.RenderTargetWriteMask[3] = renderTargetWriteMask; } } } public Blend AlphaSourceBlend { set { BlendOption sourceAlphaBlend = FormatConverter.Translate(value); if (description.SourceAlphaBlend != sourceAlphaBlend) { nativeBlendStateDirty = true; description.SourceAlphaBlend = sourceAlphaBlend; } } } public Blend ColorSourceBlend { set { BlendOption sourceBlend = FormatConverter.Translate(value); if (description.SourceBlend != sourceBlend) { nativeBlendStateDirty = true; description.SourceBlend = sourceBlend; } } } private void UpdateNativeBlendState(SharpDX.Direct3D10.Device device) { if (this.nativeBlendStateDirty == true || this.nativeBlendState == null) { if (this.nativeBlendState != null) { this.nativeBlendState.Dispose(); this.nativeBlendState = null; } this.nativeBlendState = new SharpDX.Direct3D10.BlendState(device, ref this.description); this.nativeBlendStateDirty = false; } } } }