2011-11-21 20:01:03 +00:00

250 lines
7.3 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 Rasterizer 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 RasterizerStateGL3 : INativeRasterizerState
{
#region Public
#region IsBound
/// <summary>
/// Flag if the state object is bound to the device.
/// </summary>
public bool IsBound
{
get;
private set;
}
#endregion
#region CullMode
/// <summary>
/// The cull mode of the state object.
/// </summary>
public CullMode CullMode
{
set;
private get;
}
#endregion
#region ScissorTestEnable
/// <summary>
/// Flag if the state object has scissor test enabled.
/// </summary>
public bool ScissorTestEnable
{
set;
private get;
}
#endregion
#region FillMode
/// <summary>
/// The fill mode of the state object.
/// </summary>
public FillMode FillMode
{
set;
private get;
}
#endregion
#region SlopeScaleDepthBias
/// <summary>
/// The SlopeScaleDepthBias of the state object.
/// </summary>
public float SlopeScaleDepthBias
{
set;
private get;
}
#endregion
#region DepthBias
/// <summary>
/// The depth bias of the state object.
/// </summary>
public float DepthBias
{
set;
private get;
}
#endregion
#region MultiSampleAntiAlias
/// <summary>
/// Flag if the state object has MSAA enabled.
/// </summary>
public bool MultiSampleAntiAlias
{
set;
private get;
}
#endregion
#endregion
#region Constructor
/// <summary>
/// Create a new rasterizer state object.
/// </summary>
internal RasterizerStateGL3()
{
IsBound = false;
}
#endregion
#region Apply
/// <summary>
/// Apply the rasterizer state to the graphics device.
/// </summary>
/// <param name="graphicsDevice">The current graphics device.</param>
public void Apply(GraphicsDevice graphicsDevice)
{
IsBound = true;
#region Cull Mode
GL.FrontFace(FrontFaceDirection.Cw);
ErrorHelper.Check("FrontFace");
if (CullMode == CullMode.None)
{
GL.Disable(EnableCap.CullFace);
GL.CullFace(CullFaceMode.FrontAndBack);
}
else
{
GL.Enable(EnableCap.CullFace);
GL.CullFace(CullMode == CullMode.None ?
CullFaceMode.FrontAndBack :
CullMode == CullMode.CullClockwiseFace ?
CullFaceMode.Front :
CullFaceMode.Back);
}
ErrorHelper.Check("Set CullMode");
#endregion
GL.PolygonMode(MaterialFace.FrontAndBack,
FillMode == FillMode.WireFrame ? PolygonMode.Line : PolygonMode.Fill);
ErrorHelper.Check("PolygonMode");
#region ScissorTestEnable
if (ScissorTestEnable)
{
GL.Enable(EnableCap.ScissorTest);
}
else
{
GL.Disable(EnableCap.ScissorTest);
}
ErrorHelper.Check("Set ScissorTest");
#endregion
#region DepthBias / SlopeScaleDepthBias (TODO: test!)
// NOTE: http://www.opengl.org/sdk/docs/man/xhtml/glPolygonOffset.xml
// Good article about difference between OpenGL and DirectX concerning
// Depth Bias: http://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/
if (DepthBias != 0f &&
SlopeScaleDepthBias != 0f)
{
GL.Enable(EnableCap.PolygonOffsetFill);
GL.PolygonOffset(SlopeScaleDepthBias, DepthBias);
}
else
{
GL.Disable(EnableCap.PolygonOffsetFill);
}
ErrorHelper.Check("Set DepthBias");
#endregion
#region MultiSampleAntiAlias
if (MultiSampleAntiAlias)
{
GL.Enable(EnableCap.Multisample);
}
else
{
GL.Disable(EnableCap.Multisample);
}
ErrorHelper.Check("Set Multisample");
#endregion
}
#endregion
#region Release
/// <summary>
/// Release the rasterizer state.
/// </summary>
public void Release()
{
IsBound = false;
}
#endregion
#region Dispose
/// <summary>
/// Dispose the rasterizer state object.
/// </summary>
public void Dispose()
{
}
#endregion
}
}