2011-12-14 13:02:49 +00:00

329 lines
12 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SharpDX.Direct3D11;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework;
#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.RenderSystem.Windows.DX11
{
public class BlendState_DX11 : INativeBlendState
{
#region Private Members
private BlendStateDescription blendStateDescription;
private SharpDX.Direct3D11.BlendState nativeBlendState;
private bool nativeBlendStateDirty;
private SharpDX.Color4 blendFactor;
private int multiSampleMask;
private bool bound;
#endregion // Private Members
public BlendState_DX11()
{
for (int i = 0; i < blendStateDescription.RenderTarget.Length; i++)
{
blendStateDescription.RenderTarget[i] = new RenderTargetBlendDescription();
blendStateDescription.RenderTarget[i].IsBlendEnabled = (i < 4);
blendStateDescription.IndependentBlendEnable = true;
}
nativeBlendStateDirty = true;
}
public void Apply(GraphicsDevice graphics)
{
GraphicsDeviceWindowsDX11 gdx11 = graphics.NativeDevice as GraphicsDeviceWindowsDX11;
SharpDX.Direct3D11.DeviceContext context = gdx11.NativeDevice;
UpdateNativeBlendState(context.Device);
this.bound = true;
context.OutputMerger.SetBlendState(nativeBlendState, this.blendFactor, this.multiSampleMask);
}
public void Release()
{
this.bound = false;
}
public void Dispose()
{
if (this.nativeBlendState != null)
{
this.nativeBlendState.Dispose();
this.nativeBlendState = null;
}
}
public bool IsBound
{
get
{
return this.bound;
}
}
public Color BlendFactor
{
set
{
const float colorConvert = 1f / 255f;
blendFactor.Red = value.R * colorConvert;
blendFactor.Green = value.G * colorConvert;
blendFactor.Blue = value.B * colorConvert;
blendFactor.Alpha = value.A * colorConvert;
}
}
public int MultiSampleMask
{
set
{
this.multiSampleMask = value;
}
}
public BlendFunction AlphaBlendFunction
{
set
{
BlendOperation alphaBlendOperation = FormatConverter.Translate(value);
for (int i = 0; i < blendStateDescription.RenderTarget.Length; i++)
{
if (blendStateDescription.RenderTarget[i].AlphaBlendOperation != alphaBlendOperation)
{
nativeBlendStateDirty = true;
blendStateDescription.RenderTarget[i].AlphaBlendOperation = alphaBlendOperation;
}
}
}
}
public BlendFunction ColorBlendFunction
{
set
{
BlendOperation blendOperation = FormatConverter.Translate(value);
for (int i = 0; i < blendStateDescription.RenderTarget.Length; i++)
{
if (blendStateDescription.RenderTarget[i].BlendOperation != blendOperation)
{
nativeBlendStateDirty = true;
blendStateDescription.RenderTarget[i].BlendOperation = blendOperation;
}
}
}
}
public Blend AlphaDestinationBlend
{
set
{
BlendOption destinationAlphaBlend = FormatConverter.Translate(value);
for (int i = 0; i < blendStateDescription.RenderTarget.Length; i++)
{
if (blendStateDescription.RenderTarget[i].DestinationAlphaBlend != destinationAlphaBlend)
{
nativeBlendStateDirty = true;
blendStateDescription.RenderTarget[i].DestinationAlphaBlend = destinationAlphaBlend;
}
}
}
}
public Blend ColorDestinationBlend
{
set
{
BlendOption destinationBlend = FormatConverter.Translate(value);
for (int i = 0; i < blendStateDescription.RenderTarget.Length; i++)
{
if (blendStateDescription.RenderTarget[i].DestinationBlend != destinationBlend)
{
nativeBlendStateDirty = true;
blendStateDescription.RenderTarget[i].DestinationBlend = destinationBlend;
}
}
}
}
public ColorWriteChannels ColorWriteChannels
{
set
{
ColorWriteMaskFlags renderTargetWriteMask = FormatConverter.Translate(value);
//TODO: range check
if (blendStateDescription.RenderTarget[0].RenderTargetWriteMask != renderTargetWriteMask)
{
nativeBlendStateDirty = true;
blendStateDescription.RenderTarget[0].RenderTargetWriteMask = renderTargetWriteMask;
}
}
}
public ColorWriteChannels ColorWriteChannels1
{
set
{
ColorWriteMaskFlags renderTargetWriteMask = FormatConverter.Translate(value);
//TODO: range check
if (blendStateDescription.RenderTarget[1].RenderTargetWriteMask != renderTargetWriteMask)
{
nativeBlendStateDirty = true;
blendStateDescription.RenderTarget[1].RenderTargetWriteMask = renderTargetWriteMask;
}
}
}
public ColorWriteChannels ColorWriteChannels2
{
set
{
ColorWriteMaskFlags renderTargetWriteMask = FormatConverter.Translate(value);
//TODO: range check
if (blendStateDescription.RenderTarget[2].RenderTargetWriteMask != renderTargetWriteMask)
{
nativeBlendStateDirty = true;
blendStateDescription.RenderTarget[2].RenderTargetWriteMask = renderTargetWriteMask;
}
}
}
public ColorWriteChannels ColorWriteChannels3
{
set
{
ColorWriteMaskFlags renderTargetWriteMask = FormatConverter.Translate(value);
//TODO: range check
if (blendStateDescription.RenderTarget[3].RenderTargetWriteMask != renderTargetWriteMask)
{
nativeBlendStateDirty = true;
blendStateDescription.RenderTarget[3].RenderTargetWriteMask = renderTargetWriteMask;
}
}
}
public Blend AlphaSourceBlend
{
set
{
BlendOption sourceAlphaBlend = FormatConverter.Translate(value);
for (int i = 0; i < blendStateDescription.RenderTarget.Length; i++)
{
if (blendStateDescription.RenderTarget[i].SourceAlphaBlend != sourceAlphaBlend)
{
nativeBlendStateDirty = true;
blendStateDescription.RenderTarget[i].SourceAlphaBlend = sourceAlphaBlend;
}
}
}
}
public Blend ColorSourceBlend
{
set
{
BlendOption sourceBlend = FormatConverter.Translate(value);
for (int i = 0; i < blendStateDescription.RenderTarget.Length; i++)
{
if (blendStateDescription.RenderTarget[i].SourceBlend != sourceBlend)
{
nativeBlendStateDirty = true;
blendStateDescription.RenderTarget[i].SourceBlend = sourceBlend;
}
}
}
}
private void UpdateNativeBlendState(SharpDX.Direct3D11.Device device)
{
if (this.nativeBlendStateDirty == true || this.nativeBlendState == null)
{
if (this.nativeBlendState != null)
{
this.nativeBlendState.Dispose();
this.nativeBlendState = null;
}
this.nativeBlendState = new SharpDX.Direct3D11.BlendState(device, ref this.blendStateDescription);
this.nativeBlendStateDirty = false;
}
}
}
}