- Started Windows, Metro and Linux Platform-Plugins - Moved the RecordingSample to the Samples folder - Started two samples for using the graphics device in a WinForms and Wpf Editor - Refactorings in the AddIn-System - Moved the Window initialization-code to the Platform modules - Changed the License text in all code files which is now way smaller - Started ProjectConverter tool which converts all the projects and solution to the target configuration - Changed the SupportedPlatform names in the Resource files - Changed the WIN8 define to WINDOWSMETRO which is actually meant - Removed NLog and started our own Logger class - Many more stuff...
414 lines
14 KiB
C#
414 lines
14 KiB
C#
#region Using Statements
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using System;
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using ANX.Framework.NonXNA;
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using System.Runtime.InteropServices;
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#endregion // Using Statements
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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.Framework.Graphics
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{
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public class DepthStencilState : GraphicsResource
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{
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#region Private Members
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private INativeDepthStencilState nativeDepthStencilState;
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private StencilOperation counterClockwiseStencilDepthBufferFail;
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private StencilOperation counterClockwiseStencilFail;
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private CompareFunction counterClockwiseStencilFunction;
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private StencilOperation counterClockwiseStencilPass;
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private bool depthBufferEnable;
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private CompareFunction depthBufferFunction;
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private bool depthBufferWriteEnable;
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private int referenceStencil;
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private StencilOperation stencilDepthBufferFail;
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private bool stencilEnable;
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private StencilOperation stencilFail;
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private CompareFunction stencilFunction;
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private int stencilMask;
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private StencilOperation stencilPass;
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private int stencilWriteMask;
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private bool twoSidedStencilMode;
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#endregion
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public static readonly DepthStencilState Default;
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public static readonly DepthStencilState DepthRead;
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public static readonly DepthStencilState None;
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public DepthStencilState()
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{
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nativeDepthStencilState = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateDepthStencilState();
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// BackFace
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CounterClockwiseStencilDepthBufferFail = StencilOperation.Keep;
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CounterClockwiseStencilFail = StencilOperation.Keep;
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CounterClockwiseStencilFunction = CompareFunction.Always;
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CounterClockwiseStencilPass = StencilOperation.Keep;
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// FrontFace
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StencilDepthBufferFail = StencilOperation.Keep;
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StencilFail = StencilOperation.Keep;
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StencilFunction = CompareFunction.Always;
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StencilPass = StencilOperation.Keep;
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DepthBufferEnable = true;
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DepthBufferFunction = CompareFunction.LessEqual;
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DepthBufferWriteEnable = true;
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ReferenceStencil = 0;
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StencilEnable = false;
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StencilMask = int.MaxValue;
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StencilWriteMask = int.MaxValue;
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TwoSidedStencilMode = false;
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}
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private DepthStencilState(bool depthBufferEnabled, bool depthBufferWriteEnabled, string name)
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{
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nativeDepthStencilState = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateDepthStencilState();
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// BackFace
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CounterClockwiseStencilDepthBufferFail = StencilOperation.Keep;
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CounterClockwiseStencilFail = StencilOperation.Keep;
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CounterClockwiseStencilFunction = CompareFunction.Always;
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CounterClockwiseStencilPass = StencilOperation.Keep;
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// FrontFace
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StencilDepthBufferFail = StencilOperation.Keep;
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StencilFail = StencilOperation.Keep;
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StencilFunction = CompareFunction.Always;
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StencilPass = StencilOperation.Keep;
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DepthBufferEnable = depthBufferEnabled;
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DepthBufferFunction = CompareFunction.LessEqual;
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DepthBufferWriteEnable = depthBufferWriteEnabled;
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ReferenceStencil = 0;
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StencilEnable = false;
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StencilMask = int.MaxValue;
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StencilWriteMask = int.MaxValue;
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TwoSidedStencilMode = false;
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Name = name;
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}
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static DepthStencilState()
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{
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None = new DepthStencilState(false, false, "DepthStencilState.None");
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Default = new DepthStencilState(true, true, "DepthStencilState.Default");
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DepthRead = new DepthStencilState(true, false, "DepthStencilState.DepthRead");
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}
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internal INativeDepthStencilState NativeDepthStencilState
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{
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get
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{
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return this.nativeDepthStencilState;
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}
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}
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public StencilOperation CounterClockwiseStencilDepthBufferFail
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{
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get
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{
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return this.counterClockwiseStencilDepthBufferFail;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.counterClockwiseStencilDepthBufferFail = value;
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this.nativeDepthStencilState.CounterClockwiseStencilDepthBufferFail = value;
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}
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}
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public StencilOperation CounterClockwiseStencilFail
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{
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get
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{
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return this.counterClockwiseStencilFail;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.counterClockwiseStencilFail = value;
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this.nativeDepthStencilState.CounterClockwiseStencilFail = value;
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}
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}
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public CompareFunction CounterClockwiseStencilFunction
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{
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get
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{
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return this.counterClockwiseStencilFunction;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.counterClockwiseStencilFunction = value;
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this.nativeDepthStencilState.CounterClockwiseStencilFunction = value;
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}
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}
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public StencilOperation CounterClockwiseStencilPass
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{
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get
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{
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return this.counterClockwiseStencilPass;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.counterClockwiseStencilPass = value;
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this.nativeDepthStencilState.CounterClockwiseStencilPass = value;
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}
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}
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public bool DepthBufferEnable
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{
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get
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{
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return this.depthBufferEnable;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.depthBufferEnable = value;
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this.nativeDepthStencilState.DepthBufferEnable = value;
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}
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}
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public CompareFunction DepthBufferFunction
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{
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get
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{
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return this.depthBufferFunction;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.depthBufferFunction = value;
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this.nativeDepthStencilState.DepthBufferFunction = value;
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}
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}
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public bool DepthBufferWriteEnable
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{
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get
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{
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return this.depthBufferWriteEnable;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.depthBufferWriteEnable = value;
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this.nativeDepthStencilState.DepthBufferWriteEnable = value;
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}
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}
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public int ReferenceStencil
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{
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get
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{
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return this.referenceStencil;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.referenceStencil = value;
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this.nativeDepthStencilState.ReferenceStencil = value;
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}
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}
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public StencilOperation StencilDepthBufferFail
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{
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get
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{
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return this.stencilDepthBufferFail;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.stencilDepthBufferFail = value;
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this.nativeDepthStencilState.StencilDepthBufferFail = value;
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}
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}
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public bool StencilEnable
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{
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get
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{
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return this.stencilEnable;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.stencilEnable = value;
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this.nativeDepthStencilState.StencilEnable = value;
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}
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}
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public StencilOperation StencilFail
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{
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get
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{
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return this.stencilFail;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.stencilFail = value;
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this.nativeDepthStencilState.StencilFail = value;
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}
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}
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public CompareFunction StencilFunction
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{
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get
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{
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return this.stencilFunction;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.stencilFunction = value;
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this.nativeDepthStencilState.StencilFunction = value;
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}
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}
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public int StencilMask
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{
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get
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{
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return this.stencilMask;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.stencilMask = value;
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this.nativeDepthStencilState.StencilMask = value;
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}
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}
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public StencilOperation StencilPass
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{
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get
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{
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return this.stencilPass;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.stencilPass = value;
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this.nativeDepthStencilState.StencilPass = value;
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}
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}
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public int StencilWriteMask
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{
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get
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{
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return this.stencilWriteMask;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.stencilWriteMask = value;
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this.nativeDepthStencilState.StencilWriteMask = value;
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}
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}
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public bool TwoSidedStencilMode
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{
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get
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{
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return this.twoSidedStencilMode;
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}
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set
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{
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if (this.nativeDepthStencilState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
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}
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this.twoSidedStencilMode = value;
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this.nativeDepthStencilState.TwoSidedStencilMode = value;
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}
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}
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public override void Dispose()
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{
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if (this.nativeDepthStencilState != null)
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{
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this.nativeDepthStencilState.Dispose();
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this.nativeDepthStencilState = null;
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}
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}
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protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
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{
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base.Dispose(disposeManaged);
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}
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}
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}
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