2011-11-16 14:27:53 +00:00

421 lines
11 KiB
C#

using System;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
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 Depth Stencil 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.
/// </summary>
public class DepthStencilStateGL3 : INativeDepthStencilState
{
#region Public
#region IsBound
/// <summary>
/// Flag if the state object is bound to the device.
/// </summary>
public bool IsBound
{
get;
private set;
}
#endregion
#region DepthBufferEnable
public bool DepthBufferEnable
{
set;
private get;
}
#endregion
#region DepthBufferFunction
public CompareFunction DepthBufferFunction
{
set;
private get;
}
#endregion
#region DepthBufferWriteEnable
public bool DepthBufferWriteEnable
{
set;
private get;
}
#endregion
#region StencilEnable
public bool StencilEnable
{
set;
private get;
}
#endregion
#region StencilFunction
public CompareFunction StencilFunction
{
set;
private get;
}
#endregion
#region StencilMask
public int StencilMask
{
set;
private get;
}
#endregion
#region StencilDepthBufferFail
public StencilOperation StencilDepthBufferFail
{
set;
private get;
}
#endregion
#region StencilFail
public StencilOperation StencilFail
{
set;
private get;
}
#endregion
#region StencilPass
public StencilOperation StencilPass
{
set;
private get;
}
#endregion
#region CounterClockwiseStencilDepthBufferFail
public StencilOperation CounterClockwiseStencilDepthBufferFail
{
set;
private get;
}
#endregion
#region CounterClockwiseStencilFail
public StencilOperation CounterClockwiseStencilFail
{
set;
private get;
}
#endregion
#region CounterClockwiseStencilFunction
public CompareFunction CounterClockwiseStencilFunction
{
set;
private get;
}
#endregion
#region CounterClockwiseStencilPass
public StencilOperation CounterClockwiseStencilPass
{
set;
private get;
}
#endregion
#region TwoSidedStencilMode
public bool TwoSidedStencilMode
{
set;
private get;
}
#endregion
#region ReferenceStencil
public int ReferenceStencil
{
set;
private get;
}
#endregion
#region StencilWriteMask
public int StencilWriteMask
{
set;
private get;
}
#endregion
#endregion
#region Constructor
/// <summary>
/// Create a new depth stencil state object.
/// </summary>
internal DepthStencilStateGL3()
{
IsBound = false;
}
#endregion
#region Apply
/// <summary>
/// Apply the depth stencil state to the graphics device.
/// </summary>
/// <param name="graphicsDevice">The current graphics device.</param>
public void Apply(GraphicsDevice graphicsDevice)
{
IsBound = true;
#region Depth
if (DepthBufferEnable)
{
GL.Enable(EnableCap.DepthTest);
}
else
{
GL.Disable(EnableCap.DepthTest);
}
GL.DepthFunc(TranslateDepthFunction(DepthBufferFunction));
GL.DepthMask(DepthBufferWriteEnable);
#endregion
#region Stencil
if (StencilEnable)
{
GL.Enable(EnableCap.StencilTest);
}
else
{
GL.Disable(EnableCap.StencilTest);
}
GL.StencilMask(StencilWriteMask);
if (TwoSidedStencilMode)
{
GL.StencilOpSeparate(StencilFace.Front,
TranslateStencilOp(StencilFail),
TranslateStencilOp(StencilDepthBufferFail),
TranslateStencilOp(StencilPass));
GL.StencilOpSeparate(StencilFace.Back,
TranslateStencilOp(CounterClockwiseStencilFail),
TranslateStencilOp(CounterClockwiseStencilDepthBufferFail),
TranslateStencilOp(CounterClockwiseStencilPass));
GL.StencilFuncSeparate(StencilFace.Front,
TranslateStencilFunction(StencilFunction),
ReferenceStencil, StencilMask);
GL.StencilFuncSeparate(StencilFace.Back,
TranslateStencilFunction(CounterClockwiseStencilFunction),
ReferenceStencil, StencilMask);
}
else
{
GL.StencilOp(
TranslateStencilOp(StencilFail),
TranslateStencilOp(StencilDepthBufferFail),
TranslateStencilOp(StencilPass));
GL.StencilFunc(TranslateStencilFunction(StencilFunction),
ReferenceStencil, StencilMask);
}
#endregion
}
#endregion
#region TranslateStencilOp
/// <summary>
/// Translate the ANX stencil operation to OpenGL.
/// </summary>
/// <param name="func">ANX stencil operation.</param>
/// <returns>Translated OpenGL stencil operation.</returns>
private OpenTK.Graphics.OpenGL.StencilOp TranslateStencilOp(
StencilOperation operation)
{
switch (operation)
{
default:
case StencilOperation.Decrement:
return StencilOp.Decr;
case StencilOperation.DecrementSaturation:
return StencilOp.DecrWrap;
case StencilOperation.Increment:
return StencilOp.Incr;
case StencilOperation.IncrementSaturation:
return StencilOp.IncrWrap;
case StencilOperation.Invert:
return StencilOp.Invert;
case StencilOperation.Keep:
return StencilOp.Keep;
case StencilOperation.Replace:
return StencilOp.Replace;
case StencilOperation.Zero:
return StencilOp.Zero;
}
}
#endregion
#region TranslateDepthFunction
/// <summary>
/// Translate the ANX compare function to the OpenGL depth function.
/// </summary>
/// <param name="func">ANX compare function.</param>
/// <returns>Translated OpenGL depth function.</returns>
private OpenTK.Graphics.OpenGL.DepthFunction TranslateDepthFunction(
CompareFunction func)
{
switch (func)
{
default:
case CompareFunction.Always:
return OpenTK.Graphics.OpenGL.DepthFunction.Always;
case CompareFunction.Equal:
return OpenTK.Graphics.OpenGL.DepthFunction.Equal;
case CompareFunction.Greater:
return OpenTK.Graphics.OpenGL.DepthFunction.Greater;
case CompareFunction.GreaterEqual:
return OpenTK.Graphics.OpenGL.DepthFunction.Gequal;
case CompareFunction.Less:
return OpenTK.Graphics.OpenGL.DepthFunction.Less;
case CompareFunction.LessEqual:
return OpenTK.Graphics.OpenGL.DepthFunction.Lequal;
case CompareFunction.Never:
return OpenTK.Graphics.OpenGL.DepthFunction.Never;
case CompareFunction.NotEqual:
return OpenTK.Graphics.OpenGL.DepthFunction.Notequal;
}
}
#endregion
#region TranslateStencilFunction
/// <summary>
/// Translate the ANX compare function to the OpenGL stencil function.
/// </summary>
/// <param name="func">ANX compare function.</param>
/// <returns>Translated OpenGL stencil function.</returns>
private OpenTK.Graphics.OpenGL.StencilFunction TranslateStencilFunction(
CompareFunction func)
{
switch (func)
{
default:
case CompareFunction.Always:
return OpenTK.Graphics.OpenGL.StencilFunction.Always;
case CompareFunction.Equal:
return OpenTK.Graphics.OpenGL.StencilFunction.Equal;
case CompareFunction.Greater:
return OpenTK.Graphics.OpenGL.StencilFunction.Greater;
case CompareFunction.GreaterEqual:
return OpenTK.Graphics.OpenGL.StencilFunction.Gequal;
case CompareFunction.Less:
return OpenTK.Graphics.OpenGL.StencilFunction.Less;
case CompareFunction.LessEqual:
return OpenTK.Graphics.OpenGL.StencilFunction.Lequal;
case CompareFunction.Never:
return OpenTK.Graphics.OpenGL.StencilFunction.Never;
case CompareFunction.NotEqual:
return OpenTK.Graphics.OpenGL.StencilFunction.Notequal;
}
}
#endregion
#region Release
/// <summary>
/// Release the depth stencil state.
/// </summary>
public void Release()
{
IsBound = false;
}
#endregion
#region Dispose
/// <summary>
/// Dispose the depth stencil state object.
/// </summary>
public void Dispose()
{
}
#endregion
}
}