- Further work on the shader generation - Started working on shader loading in the RenderSystem
140 lines
2.9 KiB
C#
140 lines
2.9 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 Dx11 = SharpDX.Direct3D11;
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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.Windows.Metro
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{
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public class SamplerState_Metro : BaseStateObject, INativeSamplerState
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{
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#region Private
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private Dx11.SamplerStateDescription description;
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private Dx11.SamplerState nativeSamplerState;
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#endregion
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#region Public
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public TextureAddressMode AddressU
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{
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set
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{
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Dx11.TextureAddressMode mode = FormatConverter.Translate(value);
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SetValueIfDifferentAndMarkDirty(
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ref description.AddressU, ref mode);
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}
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}
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public TextureAddressMode AddressV
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{
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set
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{
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Dx11.TextureAddressMode mode = FormatConverter.Translate(value);
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SetValueIfDifferentAndMarkDirty(
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ref description.AddressV, ref mode);
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}
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}
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public TextureAddressMode AddressW
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{
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set
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{
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Dx11.TextureAddressMode mode = FormatConverter.Translate(value);
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SetValueIfDifferentAndMarkDirty(
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ref description.AddressW, ref mode);
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}
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}
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public TextureFilter Filter
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{
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set
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{
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Dx11.Filter filter = FormatConverter.Translate(value);
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SetValueIfDifferentAndMarkDirty(
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ref description.Filter, ref filter);
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}
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}
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public int MaxAnisotropy
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{
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set
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{
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SetValueIfDifferentAndMarkDirty(
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ref description.MaximumAnisotropy, ref value);
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}
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}
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public int MaxMipLevel
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{
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set
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{
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if (description.MaximumLod != value)
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{
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description.MaximumLod = value;
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isDirty = true;
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}
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}
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}
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public float MipMapLevelOfDetailBias
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{
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set
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{
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SetValueIfDifferentAndMarkDirty(
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ref description.MipLodBias, ref value);
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}
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}
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#endregion
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#region Constructor
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public SamplerState_Metro()
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: base()
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{
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description = new Dx11.SamplerStateDescription();
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}
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#endregion
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#region Apply (TODO)
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public void Apply(GraphicsDevice graphicsDevice, int index)
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{
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UpdateNativeSamplerState();
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bound = true;
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//device.PixelShader.SetSampler(index, this.nativeSamplerState);
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}
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#endregion
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#region Dispose
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public void Dispose()
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{
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if (nativeSamplerState != null)
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{
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nativeSamplerState.Dispose();
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nativeSamplerState = null;
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}
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}
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#endregion
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#region UpdateNativeSamplerState
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private void UpdateNativeSamplerState()
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{
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if (isDirty == true || nativeSamplerState == null)
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{
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if (nativeSamplerState != null)
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{
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nativeSamplerState.Dispose();
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nativeSamplerState = null;
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}
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//nativeSamplerState = new Dx11.SamplerState(
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// NativeDxDevice.Current.NativeDevice, ref description);
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isDirty = false;
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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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