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

369 lines
14 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
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 BlendState : GraphicsResource
{
#region Private Members
private INativeBlendState nativeBlendState;
private BlendFunction alphaBlendFunction;
private Blend alphaDestinationBlend;
private Blend alphaSourceBlend;
private Color blendFactor;
private BlendFunction colorBlendFunction;
private Blend colorDestinationBlend;
private Blend colorSourceBlend;
private ColorWriteChannels colorWriteChannels0;
private ColorWriteChannels colorWriteChannels1;
private ColorWriteChannels colorWriteChannels2;
private ColorWriteChannels colorWriteChannels3;
private int multiSampleMask;
#endregion // Private Members
public BlendState()
{
this.nativeBlendState = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateBlendState();
this.AlphaBlendFunction = BlendFunction.Add;
this.AlphaDestinationBlend = Blend.One;
this.AlphaSourceBlend = Blend.One;
this.BlendFactor = Color.White;
this.ColorBlendFunction = BlendFunction.Add;
this.ColorDestinationBlend = Blend.One;
this.ColorSourceBlend = Blend.One;
this.ColorWriteChannels = ColorWriteChannels.All;
this.ColorWriteChannels1 = ColorWriteChannels.All;
this.ColorWriteChannels2 = ColorWriteChannels.All;
this.ColorWriteChannels3 = ColorWriteChannels.All;
this.MultiSampleMask = -1;
}
public static readonly BlendState Opaque;
public static readonly BlendState AlphaBlend;
public static readonly BlendState Additive;
public static readonly BlendState NonPremultiplied;
private BlendState(Blend sourceBlend, Blend destinationBlend, string name)
{
this.nativeBlendState = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateBlendState();
this.AlphaBlendFunction = BlendFunction.Add;
this.AlphaDestinationBlend = destinationBlend;
this.AlphaSourceBlend = sourceBlend;
this.BlendFactor = Color.White;
this.ColorBlendFunction = BlendFunction.Add;
this.ColorDestinationBlend = destinationBlend;
this.ColorSourceBlend = sourceBlend;
this.ColorWriteChannels = ColorWriteChannels.All;
this.ColorWriteChannels1 = ColorWriteChannels.All;
this.ColorWriteChannels2 = ColorWriteChannels.All;
this.ColorWriteChannels3 = ColorWriteChannels.All;
this.MultiSampleMask = -1;
Name = name;
}
static BlendState()
{
Opaque = new BlendState(Blend.One, Blend.Zero, "BlendState.Opaque");
AlphaBlend = new BlendState(Blend.One, Blend.InverseSourceAlpha, "BlendState.AlphaBlend");
Additive = new BlendState(Blend.SourceAlpha, Blend.One, "BlendState.Additive");
NonPremultiplied = new BlendState(Blend.SourceAlpha, Blend.InverseSourceAlpha, "BlendState.NonPremultiplied");
}
internal INativeBlendState NativeBlendState
{
get
{
return this.nativeBlendState;
}
}
public BlendFunction AlphaBlendFunction
{
get
{
return this.alphaBlendFunction;
}
set
{
if (this.nativeBlendState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
}
this.alphaBlendFunction = value;
this.nativeBlendState.AlphaBlendFunction = value;
}
}
public Blend AlphaDestinationBlend
{
get
{
return this.alphaDestinationBlend;
}
set
{
if (this.nativeBlendState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
}
this.alphaDestinationBlend = value;
this.nativeBlendState.AlphaDestinationBlend = value;
}
}
public Blend AlphaSourceBlend
{
get
{
return this.alphaSourceBlend;
}
set
{
if (this.nativeBlendState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
}
this.alphaSourceBlend = value;
this.nativeBlendState.AlphaSourceBlend = value;
}
}
public Color BlendFactor
{
get
{
return this.blendFactor;
}
set
{
if (this.nativeBlendState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
}
this.blendFactor = value;
this.nativeBlendState.BlendFactor = value;
}
}
public BlendFunction ColorBlendFunction
{
get
{
return this.colorBlendFunction;
}
set
{
if (this.nativeBlendState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
}
this.colorBlendFunction = value;
this.nativeBlendState.ColorBlendFunction = value;
}
}
public Blend ColorDestinationBlend
{
get
{
return this.colorDestinationBlend;
}
set
{
if (this.nativeBlendState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
}
this.colorDestinationBlend = value;
this.nativeBlendState.ColorDestinationBlend = value;
}
}
public Blend ColorSourceBlend
{
get
{
return this.colorSourceBlend;
}
set
{
if (this.nativeBlendState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
}
this.colorSourceBlend = value;
this.nativeBlendState.ColorSourceBlend = value;
}
}
public ColorWriteChannels ColorWriteChannels
{
get
{
return this.colorWriteChannels0;
}
set
{
if (this.nativeBlendState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
}
this.colorWriteChannels0 = value;
this.nativeBlendState.ColorWriteChannels = value;
}
}
public ColorWriteChannels ColorWriteChannels1
{
get
{
return this.colorWriteChannels1;
}
set
{
if (this.nativeBlendState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
}
this.colorWriteChannels1 = value;
this.nativeBlendState.ColorWriteChannels1 = value;
}
}
public ColorWriteChannels ColorWriteChannels2
{
get
{
return this.colorWriteChannels2;
}
set
{
if (this.nativeBlendState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
}
this.colorWriteChannels2 = value;
this.nativeBlendState.ColorWriteChannels2 = value;
}
}
public ColorWriteChannels ColorWriteChannels3
{
get
{
return this.colorWriteChannels3;
}
set
{
if (this.nativeBlendState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
}
this.colorWriteChannels3 = value;
this.nativeBlendState.ColorWriteChannels3 = value;
}
}
public int MultiSampleMask
{
get
{
return this.multiSampleMask;
}
set
{
if (this.nativeBlendState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
}
this.multiSampleMask = value;
this.nativeBlendState.MultiSampleMask = value;
}
}
public override void Dispose()
{
if (this.nativeBlendState != null)
{
this.nativeBlendState.Dispose();
this.nativeBlendState = null;
}
}
protected override void Dispose(Boolean disposeManaged)
{
base.Dispose(disposeManaged);
}
}
}