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

122 lines
2.7 KiB
C#

#region Using Statements
using System;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.RenderSystem.Windows.DX10.Helpers;
#endregion
// 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
using Dx10 = SharpDX.Direct3D10;
namespace ANX.RenderSystem.Windows.DX10
{
public class SamplerState_DX10 : BaseStateObject<Dx10.SamplerState>, INativeSamplerState
{
#region Private
private Dx10.SamplerStateDescription description;
#endregion
#region Public
public TextureAddressMode AddressU
{
set
{
Dx10.TextureAddressMode mode = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.AddressU, ref mode);
}
}
public TextureAddressMode AddressV
{
set
{
Dx10.TextureAddressMode mode = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.AddressV, ref mode);
}
}
public TextureAddressMode AddressW
{
set
{
Dx10.TextureAddressMode mode = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.AddressW, ref mode);
}
}
public TextureFilter Filter
{
set
{
Dx10.Filter filter = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.Filter, ref filter);
}
}
public int MaxAnisotropy
{
set
{
SetValueIfDifferentAndMarkDirty(ref description.MaximumAnisotropy, ref value);
}
}
public int MaxMipLevel
{
set
{
if (description.MaximumLod != value)
{
description.MaximumLod = value;
isDirty = true;
}
}
}
public float MipMapLevelOfDetailBias
{
set
{
SetValueIfDifferentAndMarkDirty(ref description.MipLodBias, ref value);
}
}
#endregion
#region Apply
public void Apply(GraphicsDevice graphicsDevice, int index)
{
Dx10.Device device = (graphicsDevice.NativeDevice as GraphicsDeviceDX).NativeDevice;
UpdateNativeSamplerState(device);
IsBound = true;
device.PixelShader.SetSampler(index, nativeState);
}
#endregion
#region UpdateNativeSamplerState
private void UpdateNativeSamplerState(Dx10.Device device)
{
if (isDirty || nativeState == null)
{
Dispose();
nativeState = new Dx10.SamplerState(device, ref description);
isDirty = false;
}
}
#endregion
protected override Dx10.SamplerState CreateNativeState(GraphicsDevice graphics)
{
return null;
}
protected override void ApplyNativeState(GraphicsDevice graphics)
{
}
}
}