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