- All methods in Vertex and IndexBuffer now call the native methods - Nearly all methods in Texture2D now call the native methods
367 lines
14 KiB
C#
367 lines
14 KiB
C#
#region Using Statements
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using System;
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using System.Runtime.InteropServices;
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using ANX.Framework.NonXNA;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Graphics
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{
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public class BlendState : GraphicsResource
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{
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#region Private Members
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private INativeBlendState nativeBlendState;
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private BlendFunction alphaBlendFunction;
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private Blend alphaDestinationBlend;
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private Blend alphaSourceBlend;
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private Color blendFactor;
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private BlendFunction colorBlendFunction;
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private Blend colorDestinationBlend;
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private Blend colorSourceBlend;
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private ColorWriteChannels colorWriteChannels0;
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private ColorWriteChannels colorWriteChannels1;
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private ColorWriteChannels colorWriteChannels2;
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private ColorWriteChannels colorWriteChannels3;
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private int multiSampleMask;
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#endregion // Private Members
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public BlendState()
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{
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this.nativeBlendState = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateBlendState();
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this.AlphaBlendFunction = BlendFunction.Add;
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this.AlphaDestinationBlend = Blend.One;
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this.AlphaSourceBlend = Blend.One;
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this.BlendFactor = Color.White;
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this.ColorBlendFunction = BlendFunction.Add;
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this.ColorDestinationBlend = Blend.One;
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this.ColorSourceBlend = Blend.One;
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this.ColorWriteChannels = ColorWriteChannels.All;
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this.ColorWriteChannels1 = ColorWriteChannels.All;
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this.ColorWriteChannels2 = ColorWriteChannels.All;
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this.ColorWriteChannels3 = ColorWriteChannels.All;
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this.MultiSampleMask = -1;
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}
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public static readonly BlendState Opaque;
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public static readonly BlendState AlphaBlend;
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public static readonly BlendState Additive;
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public static readonly BlendState NonPremultiplied;
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private BlendState(Blend sourceBlend, Blend destinationBlend, string name)
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{
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this.nativeBlendState = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateBlendState();
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this.AlphaBlendFunction = BlendFunction.Add;
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this.AlphaDestinationBlend = destinationBlend;
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this.AlphaSourceBlend = sourceBlend;
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this.BlendFactor = Color.White;
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this.ColorBlendFunction = BlendFunction.Add;
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this.ColorDestinationBlend = destinationBlend;
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this.ColorSourceBlend = sourceBlend;
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this.ColorWriteChannels = ColorWriteChannels.All;
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this.ColorWriteChannels1 = ColorWriteChannels.All;
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this.ColorWriteChannels2 = ColorWriteChannels.All;
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this.ColorWriteChannels3 = ColorWriteChannels.All;
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this.MultiSampleMask = -1;
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Name = name;
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}
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static BlendState()
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{
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Opaque = new BlendState(Blend.One, Blend.Zero, "BlendState.Opaque");
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AlphaBlend = new BlendState(Blend.One, Blend.InverseSourceAlpha, "BlendState.AlphaBlend");
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Additive = new BlendState(Blend.SourceAlpha, Blend.One, "BlendState.Additive");
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NonPremultiplied = new BlendState(Blend.SourceAlpha, Blend.InverseSourceAlpha, "BlendState.NonPremultiplied");
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}
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internal INativeBlendState NativeBlendState
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{
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get
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{
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return this.nativeBlendState;
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}
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}
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public BlendFunction AlphaBlendFunction
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{
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get
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{
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return this.alphaBlendFunction;
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}
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set
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{
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if (this.nativeBlendState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
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}
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this.alphaBlendFunction = value;
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this.nativeBlendState.AlphaBlendFunction = value;
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}
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}
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public Blend AlphaDestinationBlend
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{
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get
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{
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return this.alphaDestinationBlend;
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}
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set
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{
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if (this.nativeBlendState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
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}
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this.alphaDestinationBlend = value;
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this.nativeBlendState.AlphaDestinationBlend = value;
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}
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}
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public Blend AlphaSourceBlend
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{
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get
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{
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return this.alphaSourceBlend;
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}
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set
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{
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if (this.nativeBlendState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
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}
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this.alphaSourceBlend = value;
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this.nativeBlendState.AlphaSourceBlend = value;
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}
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}
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public Color BlendFactor
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{
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get
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{
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return this.blendFactor;
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}
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set
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{
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if (this.nativeBlendState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
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}
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this.blendFactor = value;
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this.nativeBlendState.BlendFactor = value;
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}
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}
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public BlendFunction ColorBlendFunction
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{
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get
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{
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return this.colorBlendFunction;
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}
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set
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{
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if (this.nativeBlendState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
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}
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this.colorBlendFunction = value;
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this.nativeBlendState.ColorBlendFunction = value;
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}
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}
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public Blend ColorDestinationBlend
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{
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get
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{
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return this.colorDestinationBlend;
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}
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set
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{
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if (this.nativeBlendState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
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}
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this.colorDestinationBlend = value;
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this.nativeBlendState.ColorDestinationBlend = value;
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}
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}
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public Blend ColorSourceBlend
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{
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get
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{
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return this.colorSourceBlend;
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}
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set
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{
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if (this.nativeBlendState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
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}
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this.colorSourceBlend = value;
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this.nativeBlendState.ColorSourceBlend = value;
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}
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}
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public ColorWriteChannels ColorWriteChannels
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{
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get
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{
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return this.colorWriteChannels0;
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}
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set
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{
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if (this.nativeBlendState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
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}
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this.colorWriteChannels0 = value;
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this.nativeBlendState.ColorWriteChannels = value;
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}
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}
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public ColorWriteChannels ColorWriteChannels1
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{
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get
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{
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return this.colorWriteChannels1;
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}
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set
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{
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if (this.nativeBlendState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
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}
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this.colorWriteChannels1 = value;
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this.nativeBlendState.ColorWriteChannels1 = value;
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}
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}
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public ColorWriteChannels ColorWriteChannels2
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{
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get
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{
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return this.colorWriteChannels2;
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}
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set
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{
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if (this.nativeBlendState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
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}
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this.colorWriteChannels2 = value;
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this.nativeBlendState.ColorWriteChannels2 = value;
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}
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}
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public ColorWriteChannels ColorWriteChannels3
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{
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get
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{
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return this.colorWriteChannels3;
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}
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set
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{
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if (this.nativeBlendState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
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}
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this.colorWriteChannels3 = value;
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this.nativeBlendState.ColorWriteChannels3 = value;
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}
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}
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public int MultiSampleMask
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{
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get
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{
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return this.multiSampleMask;
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}
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set
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{
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if (this.nativeBlendState.IsBound)
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{
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throw new InvalidOperationException("You are not allowed to change BlendState properties while it is bound to the GraphicsDevice.");
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}
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this.multiSampleMask = value;
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this.nativeBlendState.MultiSampleMask = value;
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}
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}
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public override void Dispose()
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{
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if (this.nativeBlendState != null)
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{
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this.nativeBlendState.Dispose();
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this.nativeBlendState = null;
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}
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}
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protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
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{
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base.Dispose(disposeManaged);
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}
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}
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}
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