using System; using System.Collections.Generic; using System.Linq; using System.Text; using ANX.Framework.NonXNA; using SharpDX.Direct3D10; namespace ANX.Framework.Windows.DX10 { public class DepthStencilState_DX10 : INativeDepthStencilState { #region Private Members private DepthStencilStateDescription description; private SharpDX.Direct3D10.DepthStencilState nativeDepthStencilState; private bool nativeDepthStencilStateDirty; private bool bound; private int referenceStencil; #endregion // Private Members public DepthStencilState_DX10() { this.description = new DepthStencilStateDescription(); this.nativeDepthStencilStateDirty = true; } public void Apply(Graphics.GraphicsDevice graphicsDevice) { GraphicsDeviceWindowsDX10 gdx10 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10; Device device = gdx10.NativeDevice; UpdateNativeDepthStencilState(device); this.bound = true; device.OutputMerger.SetDepthStencilState(nativeDepthStencilState, this.referenceStencil); } public void Release() { this.bound = false; } public void Dispose() { if (this.nativeDepthStencilState != null) { this.nativeDepthStencilState.Dispose(); this.nativeDepthStencilState = null; } } public bool IsBound { get { return this.bound; } } public Graphics.StencilOperation CounterClockwiseStencilDepthBufferFail { set { SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value); if (description.BackFace.DepthFailOperation != operation) { description.BackFace.DepthFailOperation = operation; nativeDepthStencilStateDirty = true; } } } public Graphics.StencilOperation CounterClockwiseStencilFail { set { SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value); if (description.BackFace.FailOperation != operation) { description.BackFace.FailOperation = operation; nativeDepthStencilStateDirty = true; } } } public Graphics.CompareFunction CounterClockwiseStencilFunction { set { SharpDX.Direct3D10.Comparison comparison = FormatConverter.Translate(value); if (description.BackFace.Comparison != comparison) { description.BackFace.Comparison = comparison; nativeDepthStencilStateDirty = true; } } } public Graphics.StencilOperation CounterClockwiseStencilPass { set { SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value); if (description.BackFace.PassOperation != operation) { description.BackFace.PassOperation = operation; nativeDepthStencilStateDirty = true; } } } public bool DepthBufferEnable { set { if (description.IsDepthEnabled != value) { description.IsDepthEnabled = value; nativeDepthStencilStateDirty = true; } } } public Graphics.CompareFunction DepthBufferFunction { set { SharpDX.Direct3D10.Comparison comparison = FormatConverter.Translate(value); if (description.DepthComparison != comparison) { description.DepthComparison = comparison; nativeDepthStencilStateDirty = true; } } } public bool DepthBufferWriteEnable { set { DepthWriteMask writeMask = value ? DepthWriteMask.All : DepthWriteMask.Zero; if (description.DepthWriteMask != writeMask) { description.DepthWriteMask = writeMask; nativeDepthStencilStateDirty = true; } } } public int ReferenceStencil { set { if (this.referenceStencil != value) { this.referenceStencil = value; this.nativeDepthStencilStateDirty = true; } } } public Graphics.StencilOperation StencilDepthBufferFail { set { SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value); if (description.FrontFace.DepthFailOperation != operation) { description.FrontFace.DepthFailOperation = operation; nativeDepthStencilStateDirty = true; } } } public bool StencilEnable { set { if (description.IsStencilEnabled != value) { description.IsStencilEnabled = value; nativeDepthStencilStateDirty = true; } } } public Graphics.StencilOperation StencilFail { set { SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value); if (description.FrontFace.FailOperation != operation) { description.FrontFace.FailOperation = operation; nativeDepthStencilStateDirty = true; } } } public Graphics.CompareFunction StencilFunction { set { SharpDX.Direct3D10.Comparison comparison = FormatConverter.Translate(value); if (description.FrontFace.Comparison != comparison) { description.FrontFace.Comparison = comparison; nativeDepthStencilStateDirty = true; } } } public int StencilMask { set { byte stencilMask = (byte)value; //TODO: check range if (description.StencilReadMask != stencilMask) { description.StencilReadMask = stencilMask; nativeDepthStencilStateDirty = true; } } } public Graphics.StencilOperation StencilPass { set { SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value); if (description.FrontFace.PassOperation != operation) { description.FrontFace.PassOperation = operation; nativeDepthStencilStateDirty = true; } } } public int StencilWriteMask { set { byte stencilWriteMask = (byte)value; //TODO: check range if (description.StencilWriteMask != stencilWriteMask) { description.StencilWriteMask = stencilWriteMask; nativeDepthStencilStateDirty = true; } } } public bool TwoSidedStencilMode { set { //TODO: check if we really need this. in xna this enables only counter clockwise stencil operations } } private void UpdateNativeDepthStencilState(Device device) { if (this.nativeDepthStencilStateDirty == true || this.nativeDepthStencilState == null) { if (this.nativeDepthStencilState != null) { this.nativeDepthStencilState.Dispose(); this.nativeDepthStencilState = null; } this.nativeDepthStencilState = new SharpDX.Direct3D10.DepthStencilState(device, ref this.description); this.nativeDepthStencilStateDirty = false; } } } }