anx.framework/ANX.Framework/Graphics/DepthStencilState.cs
Glatzemann 972f7121e8 renamed CurrentCreator to DefaultCreator project wide
extended InputSystem selector in WindowsGame sample
fixed some interface issues in XInput InputSystem
added FormatConvert to InputSystem XInput to translate GamePadButtons from XInput to ANX
2011-11-11 15:21:41 +00:00

446 lines
17 KiB
C#

#region Using Statements
using System;
using ANX.Framework.NonXNA;
#endregion // Using Statements
#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.Graphics
{
public class DepthStencilState : GraphicsResource
{
#region Private Members
private INativeDepthStencilState nativeDepthStencilState;
private StencilOperation counterClockwiseStencilDepthBufferFail;
private StencilOperation counterClockwiseStencilFail;
private CompareFunction counterClockwiseStencilFunction;
private StencilOperation counterClockwiseStencilPass;
private bool depthBufferEnable;
private CompareFunction depthBufferFunction;
private bool depthBufferWriteEnable;
private int referenceStencil;
private StencilOperation stencilDepthBufferFail;
private bool stencilEnable;
private StencilOperation stencilFail;
private CompareFunction stencilFunction;
private int stencilMask;
private StencilOperation stencilPass;
private int stencilWriteMask;
private bool twoSidedStencilMode;
#endregion
public static readonly DepthStencilState Default;
public static readonly DepthStencilState DepthRead;
public static readonly DepthStencilState None;
public DepthStencilState()
{
nativeDepthStencilState = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateDepthStencilState();
CounterClockwiseStencilDepthBufferFail = StencilOperation.Keep;
CounterClockwiseStencilFail = StencilOperation.Keep;
CounterClockwiseStencilFunction = CompareFunction.Always;
CounterClockwiseStencilPass = StencilOperation.Keep;
DepthBufferEnable = true;
DepthBufferFunction = CompareFunction.LessEqual;
DepthBufferWriteEnable = true;
ReferenceStencil = 0;
StencilDepthBufferFail = StencilOperation.Keep;
StencilEnable = false;
StencilFunction = CompareFunction.Always;
StencilMask = int.MaxValue;
StencilPass = StencilOperation.Keep;
StencilWriteMask = int.MaxValue;
TwoSidedStencilMode = false;
}
private DepthStencilState(bool depthBufferEnabled, bool depthBufferWriteEnabled, string name)
{
nativeDepthStencilState = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateDepthStencilState();
CounterClockwiseStencilDepthBufferFail = StencilOperation.Keep;
CounterClockwiseStencilFail = StencilOperation.Keep;
CounterClockwiseStencilFunction = CompareFunction.Always;
CounterClockwiseStencilPass = StencilOperation.Keep;
DepthBufferEnable = depthBufferEnabled;
DepthBufferFunction = CompareFunction.LessEqual;
DepthBufferWriteEnable = depthBufferWriteEnabled;
ReferenceStencil = 0;
StencilDepthBufferFail = StencilOperation.Keep;
StencilEnable = false;
StencilFunction = CompareFunction.Always;
StencilMask = int.MaxValue;
StencilPass = StencilOperation.Keep;
StencilWriteMask = int.MaxValue;
TwoSidedStencilMode = false;
Name = name;
}
static DepthStencilState()
{
None = new DepthStencilState(false, false, "DepthStencilState.None");
Default = new DepthStencilState(true, true, "DepthStencilState.Default");
DepthRead = new DepthStencilState(true, false, "DepthStencilState.DepthRead");
}
internal INativeDepthStencilState NativeDepthStencilState
{
get
{
return this.nativeDepthStencilState;
}
}
public StencilOperation CounterClockwiseStencilDepthBufferFail
{
get
{
return this.counterClockwiseStencilDepthBufferFail;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.counterClockwiseStencilDepthBufferFail = value;
this.nativeDepthStencilState.CounterClockwiseStencilDepthBufferFail = value;
}
}
public StencilOperation CounterClockwiseStencilFail
{
get
{
return this.counterClockwiseStencilFail;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.counterClockwiseStencilFail = value;
this.nativeDepthStencilState.CounterClockwiseStencilFail = value;
}
}
public CompareFunction CounterClockwiseStencilFunction
{
get
{
return this.counterClockwiseStencilFunction;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.counterClockwiseStencilFunction = value;
this.nativeDepthStencilState.CounterClockwiseStencilFunction = value;
}
}
public StencilOperation CounterClockwiseStencilPass
{
get
{
return this.counterClockwiseStencilPass;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.counterClockwiseStencilPass = value;
this.nativeDepthStencilState.CounterClockwiseStencilPass = value;
}
}
public bool DepthBufferEnable
{
get
{
return this.depthBufferEnable;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.depthBufferEnable = value;
this.nativeDepthStencilState.DepthBufferEnable = value;
}
}
public CompareFunction DepthBufferFunction
{
get
{
return this.depthBufferFunction;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.depthBufferFunction = value;
this.nativeDepthStencilState.DepthBufferFunction = value;
}
}
public bool DepthBufferWriteEnable
{
get
{
return this.depthBufferWriteEnable;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.depthBufferWriteEnable = value;
this.nativeDepthStencilState.DepthBufferWriteEnable = value;
}
}
public int ReferenceStencil
{
get
{
return this.referenceStencil;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.referenceStencil = value;
this.nativeDepthStencilState.ReferenceStencil = value;
}
}
public StencilOperation StencilDepthBufferFail
{
get
{
return this.stencilDepthBufferFail;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.stencilDepthBufferFail = value;
this.nativeDepthStencilState.StencilDepthBufferFail = value;
}
}
public bool StencilEnable
{
get
{
return this.stencilEnable;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.stencilEnable = value;
this.nativeDepthStencilState.StencilEnable = value;
}
}
public StencilOperation StencilFail
{
get
{
return this.stencilFail;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.stencilFail = value;
this.nativeDepthStencilState.StencilFail = value;
}
}
public CompareFunction StencilFunction
{
get
{
return this.stencilFunction;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.stencilFunction = value;
this.nativeDepthStencilState.StencilFunction = value;
}
}
public int StencilMask
{
get
{
return this.stencilMask;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.stencilMask = value;
this.nativeDepthStencilState.StencilMask = value;
}
}
public StencilOperation StencilPass
{
get
{
return this.stencilPass;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.stencilPass = value;
this.nativeDepthStencilState.StencilPass = value;
}
}
public int StencilWriteMask
{
get
{
return this.stencilWriteMask;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.stencilWriteMask = value;
this.nativeDepthStencilState.StencilWriteMask = value;
}
}
public bool TwoSidedStencilMode
{
get
{
return this.twoSidedStencilMode;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.twoSidedStencilMode = value;
this.nativeDepthStencilState.TwoSidedStencilMode = value;
}
}
public override void Dispose()
{
if (this.nativeDepthStencilState != null)
{
this.nativeDepthStencilState.Dispose();
this.nativeDepthStencilState = null;
}
}
protected override void Dispose(Boolean disposeManaged)
{
base.Dispose(disposeManaged);
}
}
}