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

383 lines
11 KiB
C#

using System;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
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 Blend 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.
/// <para />
/// For Information on OpenGL blending: http://www.opengl.org/wiki/Blending
/// </summary>
public class BlendStateGL3 : INativeBlendState
{
#region Public
#region IsBound
/// <summary>
/// Flag if the blend state is bound to the device or not.
/// </summary>
public bool IsBound
{
get;
private set;
}
#endregion
#region AlphaBlendFunction
public BlendFunction AlphaBlendFunction
{
set;
private get;
}
#endregion
#region ColorBlendFunction
public BlendFunction ColorBlendFunction
{
set;
private get;
}
#endregion
#region AlphaSourceBlend
public Blend AlphaSourceBlend
{
set;
private get;
}
#endregion
#region AlphaDestinationBlend
public Blend AlphaDestinationBlend
{
set;
private get;
}
#endregion
#region ColorSourceBlend
public Blend ColorSourceBlend
{
set;
private get;
}
#endregion
#region ColorDestinationBlend
public Blend ColorDestinationBlend
{
set;
private get;
}
#endregion
#region ColorWriteChannels
public ColorWriteChannels ColorWriteChannels
{
set;
private get;
}
#endregion
#region ColorWriteChannels1
public ColorWriteChannels ColorWriteChannels1
{
set;
private get;
}
#endregion
#region ColorWriteChannels2
public ColorWriteChannels ColorWriteChannels2
{
set;
private get;
}
#endregion
#region ColorWriteChannels3
public ColorWriteChannels ColorWriteChannels3
{
set;
private get;
}
#endregion
#region BlendFactor
public Color BlendFactor
{
set;
private get;
}
#endregion
#region MultiSampleMask
public int MultiSampleMask
{
set;
private get;
}
#endregion
#endregion
#region Constructor
/// <summary>
/// Create a new OpenGL Blend State wrapper object.
/// </summary>
internal BlendStateGL3()
{
IsBound = false;
}
#endregion
#region Apply
/// <summary>
/// Apply the blend state on the graphics device.
/// </summary>
/// <param name="graphicsDevice">The current graphics device.</param>
public void Apply(GraphicsDevice graphicsDevice)
{
IsBound = true;
GL.BlendEquationSeparate(
TranslateBlendFunction(ColorBlendFunction),
TranslateBlendFunction(AlphaBlendFunction));
ErrorHelper.Check("BlendEquationSeparate");
GL.BlendFuncSeparate(
TranslateBlendSrc(ColorSourceBlend),
TranslateBlendDest(ColorDestinationBlend),
TranslateBlendSrc(AlphaSourceBlend),
TranslateBlendDest(AlphaDestinationBlend));
ErrorHelper.Check("BlendFuncSeparate");
SetColorWriteChannel(0, ColorWriteChannels);
SetColorWriteChannel(1, ColorWriteChannels1);
SetColorWriteChannel(2, ColorWriteChannels2);
SetColorWriteChannel(3, ColorWriteChannels3);
GL.BlendColor(BlendFactor.R * DatatypesMapping.ColorMultiplier,
BlendFactor.G * DatatypesMapping.ColorMultiplier,
BlendFactor.B * DatatypesMapping.ColorMultiplier,
BlendFactor.A * DatatypesMapping.ColorMultiplier);
ErrorHelper.Check("BlendColor");
// TODO: multi sample mask
}
#endregion
#region Release
/// <summary>
/// Release the blend state.
/// </summary>
public void Release()
{
IsBound = false;
}
#endregion
#region Dispose
/// <summary>
/// Dispose this blend state object.
/// </summary>
public void Dispose()
{
}
#endregion
#region SetColorWriteChannel
/// <summary>
/// Set the color mask for the specified index.
/// </summary>
/// <param name="index">Index of the color mask.</param>
/// <param name="channels">Mask channels to enable.</param>
private void SetColorWriteChannel(int index, ColorWriteChannels channels)
{
bool r = (channels == Graphics.ColorWriteChannels.All ||
channels == Graphics.ColorWriteChannels.Red);
bool g = (channels == Graphics.ColorWriteChannels.All ||
channels == Graphics.ColorWriteChannels.Green);
bool b = (channels == Graphics.ColorWriteChannels.All ||
channels == Graphics.ColorWriteChannels.Blue);
bool a = (channels == Graphics.ColorWriteChannels.All ||
channels == Graphics.ColorWriteChannels.Alpha);
GL.ColorMask(index, r, g, b, a);
ErrorHelper.Check("ColorMask");
}
#endregion
#region TranslateBlendSrc
/// <summary>
/// Translate the ANX Blend mode to the OpenGL Blend Factor Source.
/// </summary>
/// <param name="func">ANX Blend Function.</param>
/// <returns>OpenGL Blend Factor Source.</returns>
private BlendingFactorSrc TranslateBlendSrc(Blend blending)
{
switch (blending)
{
default:
throw new NotSupportedException("The blend mode '" + blending +
"' is not supported for OpenGL BlendingFactorSrc!");
case Blend.SourceAlpha:
return BlendingFactorSrc.SrcAlpha;
case Blend.DestinationAlpha:
return BlendingFactorSrc.DstAlpha;
case Blend.DestinationColor:
return BlendingFactorSrc.DstColor;
case Blend.InverseDestinationAlpha:
return BlendingFactorSrc.OneMinusDstAlpha;
case Blend.InverseDestinationColor:
return BlendingFactorSrc.OneMinusDstColor;
case Blend.InverseSourceAlpha:
return BlendingFactorSrc.OneMinusSrcAlpha;
case Blend.One:
return BlendingFactorSrc.One;
case Blend.SourceAlphaSaturation:
return BlendingFactorSrc.SrcAlphaSaturate;
case Blend.Zero:
return BlendingFactorSrc.Zero;
}
}
#endregion
#region TranslateBlendDest
/// <summary>
/// Translate the ANX Blend mode to the OpenGL Blend Factor Destination.
/// </summary>
/// <param name="func">ANX Blend Function.</param>
/// <returns>OpenGL Blend Factor Destination.</returns>
private BlendingFactorDest TranslateBlendDest(Blend blending)
{
switch (blending)
{
case Blend.SourceAlpha:
return BlendingFactorDest.SrcAlpha;
default:
throw new NotSupportedException("The blend mode '" + blending +
"' is not supported for OpenGL BlendingFactorDest!");
case Blend.DestinationAlpha:
return BlendingFactorDest.DstAlpha;
case Blend.DestinationColor:
return BlendingFactorDest.DstColor;
case Blend.InverseDestinationAlpha:
return BlendingFactorDest.OneMinusDstAlpha;
case Blend.InverseDestinationColor:
return BlendingFactorDest.OneMinusDstColor;
case Blend.InverseSourceAlpha:
return BlendingFactorDest.OneMinusSrcAlpha;
case Blend.InverseSourceColor:
return BlendingFactorDest.OneMinusSrcColor;
case Blend.One:
return BlendingFactorDest.One;
case Blend.SourceColor:
return BlendingFactorDest.SrcColor;
case Blend.Zero:
return BlendingFactorDest.Zero;
}
}
#endregion
#region TranslateBlendFunction
/// <summary>
/// Translate the ANX Blend Function to the OpenGL Blend Equation Mode.
/// </summary>
/// <param name="func">ANX Blend Function.</param>
/// <returns>OpenGL Blend Equation Mode.</returns>
private BlendEquationMode TranslateBlendFunction(BlendFunction func)
{
switch (func)
{
default:
case BlendFunction.Add:
return BlendEquationMode.FuncAdd;
case BlendFunction.Subtract:
return BlendEquationMode.FuncSubtract;
case BlendFunction.ReverseSubtract:
return BlendEquationMode.FuncReverseSubtract;
case BlendFunction.Min:
return BlendEquationMode.Min;
case BlendFunction.Max:
return BlendEquationMode.Max;
}
}
#endregion
}
}