anx.framework/ANX.Framework.Windows.DX10/RasterizerState_DX10.cs
Glatzemann ded4cb1857 RenderSystem DX10: moved all type translations to a static class
extended the IRenderSystemCreator interface to obtain available GraphicsAdapters of a render system
enumeration of GraphicsAdapters implemented for DirectX 10 RenderSystem
enumeration of DisplayModes implemented for DirectX 10 RenderSystem
improved GraphicsDeviceManager
2011-11-03 12:37:07 +00:00

213 lines
7.7 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SharpDX.Direct3D10;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
#endregion // Using Statements
#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.DX10
{
public class RasterizerState_DX10 : INativeRasterizerState
{
#region Private Members
private RasterizerStateDescription description;
private SharpDX.Direct3D10.RasterizerState nativeRasterizerState;
private bool nativeRasterizerStateDirty;
private bool bound;
private const int intMaxOver16 = int.MaxValue / 16;
#endregion // Private Members
public RasterizerState_DX10()
{
this.description = new RasterizerStateDescription();
this.description.IsAntialiasedLineEnabled = false;
this.nativeRasterizerStateDirty = true;
}
public void Apply(Graphics.GraphicsDevice graphicsDevice)
{
GraphicsDeviceWindowsDX10 gdx10 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10;
Device device = gdx10.NativeDevice;
UpdateNativeRasterizerState(device);
this.bound = true;
device.Rasterizer.State = this.nativeRasterizerState;
}
public void Release()
{
this.bound = false;
}
public void Dispose()
{
if (this.nativeRasterizerState != null)
{
this.nativeRasterizerState.Dispose();
this.nativeRasterizerState = null;
}
}
public bool IsBound
{
get
{
return this.bound;
}
}
public Graphics.CullMode CullMode
{
set
{
SharpDX.Direct3D10.CullMode cullMode = FormatConverter.Translate(value);
if (description.CullMode != cullMode)
{
nativeRasterizerStateDirty = true;
description.CullMode = cullMode;
}
}
}
public float DepthBias
{
set
{
// XNA uses a float value in the range of 0f..16f as value
// DirectX 10 uses a INT value
int depthBiasValue = (int)(value * intMaxOver16);
if (description.DepthBias != depthBiasValue)
{
nativeRasterizerStateDirty = true;
description.DepthBias = depthBiasValue;
}
}
}
public Graphics.FillMode FillMode
{
set
{
SharpDX.Direct3D10.FillMode fillMode = FormatConverter.Translate(value);
if (description.FillMode != fillMode)
{
nativeRasterizerStateDirty = true;
description.FillMode = fillMode;
}
}
}
public bool MultiSampleAntiAlias
{
set
{
if (description.IsMultisampleEnabled != value)
{
nativeRasterizerStateDirty = true;
description.IsMultisampleEnabled = value;
}
}
}
public bool ScissorTestEnable
{
set
{
if (description.IsScissorEnabled != value)
{
nativeRasterizerStateDirty = true;
description.IsScissorEnabled = value;
}
}
}
public float SlopeScaleDepthBias
{
set
{
if (description.SlopeScaledDepthBias != value)
{
nativeRasterizerStateDirty = true;
description.SlopeScaledDepthBias = value;
}
}
}
private void UpdateNativeRasterizerState(Device device)
{
if (this.nativeRasterizerStateDirty == true || this.nativeRasterizerState == null)
{
if (this.nativeRasterizerState != null)
{
this.nativeRasterizerState.Dispose();
this.nativeRasterizerState = null;
}
this.nativeRasterizerState = new SharpDX.Direct3D10.RasterizerState(device, ref this.description);
this.nativeRasterizerStateDirty = false;
}
}
}
}