250 lines
7.3 KiB
C#
250 lines
7.3 KiB
C#
using System;
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using ANX.Framework.NonXNA;
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using ANX.Framework.Graphics;
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using OpenTK.Graphics.OpenGL;
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Windows.GL3
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{
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/// <summary>
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/// Native Rasterizer State object for OpenGL.
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/// <para />
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/// Basically this is a wrapper class for setting the different values all
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/// at once, because OpenGL has no State objects like DirectX.
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/// </summary>
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public class RasterizerStateGL3 : INativeRasterizerState
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{
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#region Public
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#region IsBound
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/// <summary>
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/// Flag if the state object is bound to the device.
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/// </summary>
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public bool IsBound
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{
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get;
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private set;
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}
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#endregion
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#region CullMode
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/// <summary>
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/// The cull mode of the state object.
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/// </summary>
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public CullMode CullMode
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{
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set;
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private get;
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}
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#endregion
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#region ScissorTestEnable
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/// <summary>
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/// Flag if the state object has scissor test enabled.
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/// </summary>
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public bool ScissorTestEnable
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{
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set;
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private get;
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}
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#endregion
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#region FillMode
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/// <summary>
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/// The fill mode of the state object.
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/// </summary>
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public FillMode FillMode
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{
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set;
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private get;
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}
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#endregion
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#region SlopeScaleDepthBias
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/// <summary>
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/// The SlopeScaleDepthBias of the state object.
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/// </summary>
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public float SlopeScaleDepthBias
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{
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set;
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private get;
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}
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#endregion
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#region DepthBias
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/// <summary>
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/// The depth bias of the state object.
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/// </summary>
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public float DepthBias
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{
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set;
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private get;
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}
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#endregion
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#region MultiSampleAntiAlias
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/// <summary>
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/// Flag if the state object has MSAA enabled.
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/// </summary>
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public bool MultiSampleAntiAlias
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{
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set;
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private get;
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}
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#endregion
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#endregion
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#region Constructor
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/// <summary>
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/// Create a new rasterizer state object.
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/// </summary>
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internal RasterizerStateGL3()
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{
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IsBound = false;
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}
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#endregion
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#region Apply
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/// <summary>
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/// Apply the rasterizer state to the graphics device.
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/// </summary>
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/// <param name="graphicsDevice">The current graphics device.</param>
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public void Apply(GraphicsDevice graphicsDevice)
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{
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IsBound = true;
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#region Cull Mode
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GL.FrontFace(FrontFaceDirection.Cw);
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ErrorHelper.Check("FrontFace");
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if (CullMode == CullMode.None)
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{
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GL.Disable(EnableCap.CullFace);
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GL.CullFace(CullFaceMode.FrontAndBack);
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}
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else
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{
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GL.Enable(EnableCap.CullFace);
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GL.CullFace(CullMode == CullMode.None ?
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CullFaceMode.FrontAndBack :
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CullMode == CullMode.CullClockwiseFace ?
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CullFaceMode.Front :
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CullFaceMode.Back);
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}
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ErrorHelper.Check("Set CullMode");
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#endregion
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GL.PolygonMode(MaterialFace.FrontAndBack,
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FillMode == FillMode.WireFrame ? PolygonMode.Line : PolygonMode.Fill);
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ErrorHelper.Check("PolygonMode");
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#region ScissorTestEnable
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if (ScissorTestEnable)
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{
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GL.Enable(EnableCap.ScissorTest);
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}
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else
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{
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GL.Disable(EnableCap.ScissorTest);
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}
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ErrorHelper.Check("Set ScissorTest");
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#endregion
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#region DepthBias / SlopeScaleDepthBias (TODO: test!)
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// NOTE: http://www.opengl.org/sdk/docs/man/xhtml/glPolygonOffset.xml
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// Good article about difference between OpenGL and DirectX concerning
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// Depth Bias: http://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/
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if (DepthBias != 0f &&
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SlopeScaleDepthBias != 0f)
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{
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GL.Enable(EnableCap.PolygonOffsetFill);
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GL.PolygonOffset(SlopeScaleDepthBias, DepthBias);
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}
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else
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{
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GL.Disable(EnableCap.PolygonOffsetFill);
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}
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ErrorHelper.Check("Set DepthBias");
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#endregion
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#region MultiSampleAntiAlias
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if (MultiSampleAntiAlias)
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{
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GL.Enable(EnableCap.Multisample);
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}
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else
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{
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GL.Disable(EnableCap.Multisample);
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}
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ErrorHelper.Check("Set Multisample");
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#endregion
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}
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#endregion
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#region Release
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/// <summary>
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/// Release the rasterizer state.
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/// </summary>
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public void Release()
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{
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IsBound = false;
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}
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#endregion
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#region Dispose
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/// <summary>
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/// Dispose the rasterizer state object.
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/// </summary>
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public void Dispose()
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{
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}
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#endregion
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}
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}
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