- 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
444 lines
12 KiB
C#
444 lines
12 KiB
C#
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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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Windows.GL3
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{
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/// <summary>
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/// Native Depth Stencil 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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/// </summary>
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[PercentageComplete(100)]
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[TestStateAttribute(TestStateAttribute.TestState.Untested)]
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public class DepthStencilStateGL3 : INativeDepthStencilState
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{
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#region Private
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internal static DepthStencilStateGL3 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 state object is bound to the device.
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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 DepthBufferEnable
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public bool DepthBufferEnable
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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 DepthBufferFunction
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public CompareFunction DepthBufferFunction
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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 DepthBufferWriteEnable
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public bool DepthBufferWriteEnable
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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 StencilEnable
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public bool StencilEnable
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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 StencilFunction
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public CompareFunction StencilFunction
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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 StencilMask
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public int StencilMask
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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 StencilDepthBufferFail
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public StencilOperation StencilDepthBufferFail
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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 StencilFail
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public StencilOperation StencilFail
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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 StencilPass
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public StencilOperation StencilPass
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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 CounterClockwiseStencilDepthBufferFail
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public StencilOperation CounterClockwiseStencilDepthBufferFail
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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 CounterClockwiseStencilFail
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public StencilOperation CounterClockwiseStencilFail
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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 CounterClockwiseStencilFunction
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public CompareFunction CounterClockwiseStencilFunction
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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 CounterClockwiseStencilPass
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public StencilOperation CounterClockwiseStencilPass
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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 TwoSidedStencilMode
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public bool TwoSidedStencilMode
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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 ReferenceStencil
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public int ReferenceStencil
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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 StencilWriteMask
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public int StencilWriteMask
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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 depth stencil state object.
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/// </summary>
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internal DepthStencilStateGL3()
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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
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/// <summary>
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/// Apply the depth stencil state to 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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#region Depth
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if (DepthBufferEnable)
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{
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GL.Enable(EnableCap.DepthTest);
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}
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else
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{
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GL.Disable(EnableCap.DepthTest);
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}
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ErrorHelper.Check("DepthTest");
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GL.DepthFunc(TranslateDepthFunction(DepthBufferFunction));
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ErrorHelper.Check("DepthFunc");
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GL.DepthMask(DepthBufferWriteEnable);
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ErrorHelper.Check("DepthMask");
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#endregion
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#region Stencil
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if (StencilEnable)
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{
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GL.Enable(EnableCap.StencilTest);
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}
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else
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{
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GL.Disable(EnableCap.StencilTest);
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}
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ErrorHelper.Check("StencilTest");
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GL.StencilMask(StencilWriteMask);
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ErrorHelper.Check("StencilMask");
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if (TwoSidedStencilMode)
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{
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GL.StencilOpSeparate(StencilFace.Front,
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TranslateStencilOp(StencilFail),
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TranslateStencilOp(StencilDepthBufferFail),
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TranslateStencilOp(StencilPass));
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ErrorHelper.Check("StencilOpSeparate Front");
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GL.StencilOpSeparate(StencilFace.Back,
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TranslateStencilOp(CounterClockwiseStencilFail),
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TranslateStencilOp(CounterClockwiseStencilDepthBufferFail),
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TranslateStencilOp(CounterClockwiseStencilPass));
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ErrorHelper.Check("StencilOpSeparate Back");
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GL.StencilFuncSeparate(StencilFace.Front,
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TranslateStencilFunction(StencilFunction),
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ReferenceStencil, StencilMask);
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ErrorHelper.Check("StencilFuncSeparate Front");
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GL.StencilFuncSeparate(StencilFace.Back,
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TranslateStencilFunction(CounterClockwiseStencilFunction),
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ReferenceStencil, StencilMask);
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ErrorHelper.Check("StencilFuncSeparate Back");
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}
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else
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{
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GL.StencilOp(
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TranslateStencilOp(StencilFail),
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TranslateStencilOp(StencilDepthBufferFail),
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TranslateStencilOp(StencilPass));
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ErrorHelper.Check("StencilOp");
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GL.StencilFunc(TranslateStencilFunction(StencilFunction),
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ReferenceStencil, StencilMask);
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ErrorHelper.Check("StencilFunc");
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}
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#endregion
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}
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#endregion
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#region TranslateStencilOp
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/// <summary>
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/// Translate the ANX stencil operation to OpenGL.
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/// </summary>
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/// <param name="func">ANX stencil operation.</param>
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/// <returns>Translated OpenGL stencil operation.</returns>
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private OpenTK.Graphics.OpenGL.StencilOp TranslateStencilOp(
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StencilOperation operation)
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{
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switch (operation)
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{
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default:
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case StencilOperation.Decrement:
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return StencilOp.Decr;
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case StencilOperation.DecrementSaturation:
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return StencilOp.DecrWrap;
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case StencilOperation.Increment:
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return StencilOp.Incr;
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case StencilOperation.IncrementSaturation:
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return StencilOp.IncrWrap;
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case StencilOperation.Invert:
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return StencilOp.Invert;
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case StencilOperation.Keep:
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return StencilOp.Keep;
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case StencilOperation.Replace:
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return StencilOp.Replace;
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case StencilOperation.Zero:
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return StencilOp.Zero;
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}
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}
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#endregion
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#region TranslateDepthFunction
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/// <summary>
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/// Translate the ANX compare function to the OpenGL depth function.
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/// </summary>
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/// <param name="func">ANX compare function.</param>
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/// <returns>Translated OpenGL depth function.</returns>
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private OpenTK.Graphics.OpenGL.DepthFunction TranslateDepthFunction(
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CompareFunction func)
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{
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switch (func)
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{
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default:
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case CompareFunction.Always:
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return OpenTK.Graphics.OpenGL.DepthFunction.Always;
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case CompareFunction.Equal:
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return OpenTK.Graphics.OpenGL.DepthFunction.Equal;
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case CompareFunction.Greater:
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return OpenTK.Graphics.OpenGL.DepthFunction.Greater;
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case CompareFunction.GreaterEqual:
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return OpenTK.Graphics.OpenGL.DepthFunction.Gequal;
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case CompareFunction.Less:
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return OpenTK.Graphics.OpenGL.DepthFunction.Less;
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case CompareFunction.LessEqual:
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return OpenTK.Graphics.OpenGL.DepthFunction.Lequal;
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case CompareFunction.Never:
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return OpenTK.Graphics.OpenGL.DepthFunction.Never;
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case CompareFunction.NotEqual:
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return OpenTK.Graphics.OpenGL.DepthFunction.Notequal;
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}
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}
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#endregion
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#region TranslateStencilFunction
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/// <summary>
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/// Translate the ANX compare function to the OpenGL stencil function.
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/// </summary>
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/// <param name="func">ANX compare function.</param>
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/// <returns>Translated OpenGL stencil function.</returns>
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private OpenTK.Graphics.OpenGL.StencilFunction TranslateStencilFunction(
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CompareFunction func)
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{
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switch (func)
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{
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default:
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case CompareFunction.Always:
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return OpenTK.Graphics.OpenGL.StencilFunction.Always;
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case CompareFunction.Equal:
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return OpenTK.Graphics.OpenGL.StencilFunction.Equal;
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case CompareFunction.Greater:
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return OpenTK.Graphics.OpenGL.StencilFunction.Greater;
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case CompareFunction.GreaterEqual:
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return OpenTK.Graphics.OpenGL.StencilFunction.Gequal;
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case CompareFunction.Less:
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return OpenTK.Graphics.OpenGL.StencilFunction.Less;
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case CompareFunction.LessEqual:
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return OpenTK.Graphics.OpenGL.StencilFunction.Lequal;
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case CompareFunction.Never:
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return OpenTK.Graphics.OpenGL.StencilFunction.Never;
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case CompareFunction.NotEqual:
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return OpenTK.Graphics.OpenGL.StencilFunction.Notequal;
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}
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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 depth stencil 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 the depth stencil 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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}
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}
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