SND\AstrorEnales_cp 30499fac83 - Added the parent Vertex and IndexBuffer to the Native implementation Create methods.
- OpenGL Vertex and IndexBuffer now decide whether it's a dynamic or a static buffer.
2012-02-19 10:32:17 +00:00

183 lines
5.6 KiB
C#

using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.Development;
#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 Sampler 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 />
/// Info for OpenGL filter states:
/// http://gregs-blog.com/2008/01/17/opengl-texture-filter-parameters-explained/
///
/// Info for OGL 3.3 sampler objects (sadly not implemented in OpenTK yet):
/// http://www.sinanc.org/blog/?p=215
/// </summary>
[PercentageComplete(10)]
[TestState(TestStateAttribute.TestState.Untested)]
public class SamplerStateGL3 : INativeSamplerState
{
#region Public
#region IsBound
/// <summary>
/// Flag if the state object is bound to the device.
/// </summary>
public bool IsBound
{
get;
private set;
}
#endregion
#region AddressU
public TextureAddressMode AddressU
{
set;
private get;
}
#endregion
#region AddressV
public TextureAddressMode AddressV
{
set;
private get;
}
#endregion
#region AddressW
public TextureAddressMode AddressW
{
set;
private get;
}
#endregion
#region Filter
public TextureFilter Filter
{
set;
private get;
}
#endregion
#region MaxAnisotropy
public int MaxAnisotropy
{
set;
private get;
}
#endregion
#region MaxMipLevel
public int MaxMipLevel
{
set;
private get;
}
#endregion
#region MipMapLevelOfDetailBias
public float MipMapLevelOfDetailBias
{
set;
private get;
}
#endregion
#endregion
#region Constructor
/// <summary>
/// Create a new sampler state object.
/// </summary>
internal SamplerStateGL3()
{
IsBound = false;
}
#endregion
#region Apply
/// <summary>
/// Apply the sampler state.
/// </summary>
/// <param name="graphicsDevice">Graphics device.</param>
/// <param name="index">The index of which sampler should be modified.</param>
public void Apply(GraphicsDevice graphicsDevice, int index)
{
IsBound = true;
// TODO: set stuff
}
#endregion
#region Release
/// <summary>
/// Release the sampler state.
/// </summary>
public void Release()
{
IsBound = false;
}
#endregion
#region Dispose
/// <summary>
/// Dispose the sampler state object.
/// </summary>
public void Dispose()
{
}
#endregion
}
}