354 lines
8.5 KiB
C#
354 lines
8.5 KiB
C#
using System;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA.Development;
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using OpenTK.Graphics.OpenGL;
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using ANX.RenderSystem.GL3.Helpers;
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using ANX.Framework;
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.RenderSystem.GL3
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{
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/// <summary>
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/// Native Blend State object for OpenGL.
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/// <para />
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/// Basically this is a wrapper class for setting the different values all
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/// at once, because OpenGL has no State objects like DirectX.
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/// <para />
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/// For Information on OpenGL blending: http://www.opengl.org/wiki/Blending
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/// </summary>
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[PercentageComplete(90)]
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[TestStateAttribute(TestStateAttribute.TestState.Untested)]
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public class BlendStateGL3 : INativeBlendState
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{
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#region Private
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internal static BlendStateGL3 Current
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{
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get;
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private set;
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}
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#endregion
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#region Public
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#region IsBound
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/// <summary>
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/// Flag if the blend state is bound to the device or not.
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/// </summary>
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public bool IsBound
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{
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get;
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private set;
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}
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#endregion
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#region AlphaBlendFunction
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public BlendFunction AlphaBlendFunction
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{
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set;
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private get;
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}
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#endregion
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#region ColorBlendFunction
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public BlendFunction ColorBlendFunction
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{
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set;
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private get;
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}
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#endregion
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#region AlphaSourceBlend
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public Blend AlphaSourceBlend
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{
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set;
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private get;
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}
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#endregion
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#region AlphaDestinationBlend
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public Blend AlphaDestinationBlend
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{
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set;
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private get;
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}
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#endregion
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#region ColorSourceBlend
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public Blend ColorSourceBlend
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{
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set;
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private get;
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}
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#endregion
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#region ColorDestinationBlend
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public Blend ColorDestinationBlend
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{
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set;
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private get;
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}
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#endregion
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#region ColorWriteChannels
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public ColorWriteChannels ColorWriteChannels
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{
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set;
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private get;
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}
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#endregion
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#region ColorWriteChannels1
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public ColorWriteChannels ColorWriteChannels1
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{
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set;
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private get;
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}
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#endregion
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#region ColorWriteChannels2
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public ColorWriteChannels ColorWriteChannels2
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{
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set;
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private get;
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}
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#endregion
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#region ColorWriteChannels3
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public ColorWriteChannels ColorWriteChannels3
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{
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set;
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private get;
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}
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#endregion
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#region BlendFactor
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public Color BlendFactor
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{
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set;
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private get;
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}
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#endregion
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#region MultiSampleMask
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public int MultiSampleMask
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{
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set;
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private get;
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}
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#endregion
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#endregion
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#region Constructor
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/// <summary>
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/// Create a new OpenGL Blend State wrapper object.
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/// </summary>
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internal BlendStateGL3()
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{
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IsBound = false;
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}
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#endregion
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#region Apply (TODO)
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/// <summary>
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/// Apply the blend state on the graphics device.
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/// </summary>
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/// <param name="graphicsDevice">The current graphics device.</param>
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public void Apply(GraphicsDevice graphicsDevice)
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{
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IsBound = true;
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Current = this;
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GL.Enable(EnableCap.Blend);
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GL.BlendEquationSeparate(
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TranslateBlendFunction(ColorBlendFunction),
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TranslateBlendFunction(AlphaBlendFunction));
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ErrorHelper.Check("BlendEquationSeparate");
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GL.BlendFuncSeparate(
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TranslateBlendSrc(ColorSourceBlend),
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TranslateBlendDest(ColorDestinationBlend),
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TranslateBlendSrc(AlphaSourceBlend),
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TranslateBlendDest(AlphaDestinationBlend));
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ErrorHelper.Check("BlendFuncSeparate");
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SetColorWriteChannel(0, ColorWriteChannels);
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SetColorWriteChannel(1, ColorWriteChannels1);
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SetColorWriteChannel(2, ColorWriteChannels2);
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SetColorWriteChannel(3, ColorWriteChannels3);
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GL.BlendColor(BlendFactor.R * DatatypesMapping.ColorMultiplier,
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BlendFactor.G * DatatypesMapping.ColorMultiplier,
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BlendFactor.B * DatatypesMapping.ColorMultiplier,
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BlendFactor.A * DatatypesMapping.ColorMultiplier);
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ErrorHelper.Check("BlendColor");
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// TODO: multi sample mask
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}
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#endregion
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#region Release
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/// <summary>
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/// Release the blend state.
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/// </summary>
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public void Release()
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{
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IsBound = false;
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Current = null;
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}
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#endregion
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#region Dispose
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/// <summary>
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/// Dispose this blend state object.
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/// </summary>
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public void Dispose()
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{
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}
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#endregion
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#region SetColorWriteChannel
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/// <summary>
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/// Set the color mask for the specified index.
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/// </summary>
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/// <param name="index">Index of the color mask.</param>
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/// <param name="channels">Mask channels to enable.</param>
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private void SetColorWriteChannel(int index, ColorWriteChannels channels)
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{
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bool r = (channels | ColorWriteChannels.Red) == channels;
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bool g = (channels | ColorWriteChannels.Green) == channels;
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bool b = (channels | ColorWriteChannels.Blue) == channels;
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bool a = (channels | ColorWriteChannels.Alpha) == channels;
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GL.ColorMask(index, r, g, b, a);
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ErrorHelper.Check("ColorMask");
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}
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#endregion
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#region TranslateBlendSrc
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/// <summary>
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/// Translate the ANX Blend mode to the OpenGL Blend Factor Source.
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/// </summary>
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/// <param name="func">ANX Blend Function.</param>
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/// <returns>OpenGL Blend Factor Source.</returns>
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private BlendingFactorSrc TranslateBlendSrc(Blend blending)
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{
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switch (blending)
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{
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case Blend.SourceAlpha:
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return BlendingFactorSrc.SrcAlpha;
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case Blend.DestinationAlpha:
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return BlendingFactorSrc.DstAlpha;
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case Blend.DestinationColor:
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return BlendingFactorSrc.DstColor;
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case Blend.InverseDestinationAlpha:
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return BlendingFactorSrc.OneMinusDstAlpha;
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case Blend.InverseDestinationColor:
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return BlendingFactorSrc.OneMinusDstColor;
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case Blend.InverseSourceAlpha:
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return BlendingFactorSrc.OneMinusSrcAlpha;
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case Blend.One:
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return BlendingFactorSrc.One;
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case Blend.SourceAlphaSaturation:
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return BlendingFactorSrc.SrcAlphaSaturate;
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case Blend.Zero:
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return BlendingFactorSrc.Zero;
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default:
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throw new ArgumentException("Unable to translate SourceBlend '" +
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blending + "' to OpenGL BlendingFactorSrc.");
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}
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}
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#endregion
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#region TranslateBlendDest
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/// <summary>
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/// Translate the ANX Blend mode to the OpenGL Blend Factor Destination.
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/// </summary>
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/// <param name="func">ANX Blend Function.</param>
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/// <returns>OpenGL Blend Factor Destination.</returns>
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private BlendingFactorDest TranslateBlendDest(Blend blending)
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{
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switch (blending)
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{
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case Blend.SourceAlpha:
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return BlendingFactorDest.SrcAlpha;
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case Blend.DestinationAlpha:
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return BlendingFactorDest.DstAlpha;
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case Blend.DestinationColor:
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return BlendingFactorDest.ConstantColor; //TODO: check, was .DstColor;
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case Blend.InverseDestinationAlpha:
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return BlendingFactorDest.OneMinusDstAlpha;
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case Blend.InverseDestinationColor:
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return BlendingFactorDest.OneMinusConstantColor; //TODO: check, was .OneMinusDstColor;
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case Blend.InverseSourceAlpha:
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return BlendingFactorDest.OneMinusSrcAlpha;
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case Blend.InverseSourceColor:
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return BlendingFactorDest.OneMinusSrcColor;
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case Blend.One:
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return BlendingFactorDest.One;
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case Blend.SourceColor:
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return BlendingFactorDest.SrcColor;
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case Blend.Zero:
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return BlendingFactorDest.Zero;
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default:
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throw new ArgumentException("Unable to translate DestinationBlend '" +
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blending + "' to OpenGL BlendingFactorDest.");
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}
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}
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#endregion
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#region TranslateBlendFunction
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/// <summary>
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/// Translate the ANX Blend Function to the OpenGL Blend Equation Mode.
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/// </summary>
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/// <param name="func">ANX Blend Function.</param>
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/// <returns>OpenGL Blend Equation Mode.</returns>
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private BlendEquationMode TranslateBlendFunction(BlendFunction func)
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{
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switch (func)
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{
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case BlendFunction.Add:
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return BlendEquationMode.FuncAdd;
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case BlendFunction.Subtract:
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return BlendEquationMode.FuncSubtract;
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case BlendFunction.ReverseSubtract:
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return BlendEquationMode.FuncReverseSubtract;
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case BlendFunction.Min:
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return BlendEquationMode.Min;
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case BlendFunction.Max:
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return BlendEquationMode.Max;
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}
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throw new ArgumentException("Unable to translate BlendFunction '" +
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func + "' to OpenGL BlendEquationMode.");
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}
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#endregion
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}
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}
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