Glatzemann d98c0890f9 - fixed some issues in build system
- removed ANX.BaseDirectX and replaced it using shared source files
- renamed ANX.Framework.Windows.DX10 to ANX.RenderSystem.Windows.DX10
- some refactoring in ANX.RenderSystem.Windows.DX10
- some refactoring in ANX.RenderSystem.Windows.DX11
- fixed some minor issues in DX10 stock shader generation
- fixed sample projects

There's still an issue with the AddIn-System: The WindowsGame sample does not work currently.
2015-03-15 01:10:50 +01:00

92 lines
1.9 KiB
C#

using System;
using ANX.Framework.Graphics;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
#if DX10
namespace ANX.RenderSystem.Windows.DX10
#endif
#if DX11
namespace ANX.RenderSystem.Windows.DX11
#endif
{
public abstract class BaseStateObject<T> : IDisposable where T : class, IDisposable
{
protected const int IntMaxOver16 = int.MaxValue / 16;
protected const float ColorByteToFloatFactor = 1f / 255f;
#region Private
protected bool isDirty;
protected T nativeState;
#endregion
#region Public
public bool IsBound { get; protected set; }
#endregion
#region Constructor
protected BaseStateObject()
{
isDirty = true;
Init();
}
#endregion
#region Release
public void Release()
{
IsBound = false;
}
#endregion
#region SetValueIfDifferentAndMarkDirty
protected void SetValueIfDifferentAndMarkDirty<T>(ref T oldValue, ref T newValue)
{
if (oldValue.Equals(newValue) == false)
{
isDirty = true;
oldValue = newValue;
}
}
#endregion
#region Dispose
public void Dispose()
{
if (nativeState != null)
{
nativeState.Dispose();
nativeState = null;
}
}
#endregion
#region Apply
public void Apply(GraphicsDevice graphics)
{
UpdateNativeBlendState(graphics);
IsBound = true;
ApplyNativeState(graphics);
}
#endregion
#region UpdateNativeBlendState
private void UpdateNativeBlendState(GraphicsDevice graphics)
{
if (isDirty || nativeState == null)
{
Dispose();
nativeState = CreateNativeState(graphics);
isDirty = false;
}
}
#endregion
protected virtual void Init() { }
protected abstract T CreateNativeState(GraphicsDevice graphics);
protected abstract void ApplyNativeState(GraphicsDevice graphics);
}
}