SND\AstrorEnales_cp 5505f7dcbf - Added PlatformSystem Plugins layer
- Started Windows, Metro and Linux Platform-Plugins
- Moved the RecordingSample to the Samples folder
- Started two samples for using the graphics device in a WinForms and Wpf Editor
- Refactorings in the AddIn-System
- Moved the Window initialization-code to the Platform modules
- Changed the License text in all code files which is now way smaller
- Started ProjectConverter tool which converts all the projects and solution to the target configuration
- Changed the SupportedPlatform names in the Resource files
- Changed the WIN8 define to WINDOWSMETRO which is actually meant
- Removed NLog and started our own Logger class
- Many more stuff...
2012-08-09 09:45:04 +00:00

302 lines
9.1 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SharpDX.Direct3D10;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework;
#endregion // Using Statements
// 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 StencilOperation = ANX.Framework.Graphics.StencilOperation;
namespace ANX.RenderSystem.Windows.DX10
{
public class DepthStencilState_DX10 : INativeDepthStencilState
{
#region Private Members
private DepthStencilStateDescription description;
private SharpDX.Direct3D10.DepthStencilState nativeDepthStencilState;
private bool nativeDepthStencilStateDirty;
private bool bound;
private int referenceStencil;
#endregion // Private Members
public DepthStencilState_DX10()
{
this.description = new DepthStencilStateDescription();
this.nativeDepthStencilStateDirty = true;
}
public void Apply(GraphicsDevice graphicsDevice)
{
GraphicsDeviceWindowsDX10 gdx10 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10;
Device device = gdx10.NativeDevice;
UpdateNativeDepthStencilState(device);
this.bound = true;
device.OutputMerger.SetDepthStencilState(nativeDepthStencilState, this.referenceStencil);
}
public void Release()
{
this.bound = false;
}
public void Dispose()
{
if (this.nativeDepthStencilState != null)
{
this.nativeDepthStencilState.Dispose();
this.nativeDepthStencilState = null;
}
}
public bool IsBound
{
get
{
return this.bound;
}
}
public StencilOperation CounterClockwiseStencilDepthBufferFail
{
set
{
SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
if (description.BackFace.DepthFailOperation != operation)
{
description.BackFace.DepthFailOperation = operation;
nativeDepthStencilStateDirty = true;
}
}
}
public StencilOperation CounterClockwiseStencilFail
{
set
{
SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
if (description.BackFace.FailOperation != operation)
{
description.BackFace.FailOperation = operation;
nativeDepthStencilStateDirty = true;
}
}
}
public CompareFunction CounterClockwiseStencilFunction
{
set
{
SharpDX.Direct3D10.Comparison comparison = FormatConverter.Translate(value);
if (description.BackFace.Comparison != comparison)
{
description.BackFace.Comparison = comparison;
nativeDepthStencilStateDirty = true;
}
}
}
public StencilOperation CounterClockwiseStencilPass
{
set
{
SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
if (description.BackFace.PassOperation != operation)
{
description.BackFace.PassOperation = operation;
nativeDepthStencilStateDirty = true;
}
}
}
public bool DepthBufferEnable
{
set
{
if (description.IsDepthEnabled != value)
{
description.IsDepthEnabled = value;
nativeDepthStencilStateDirty = true;
}
}
}
public CompareFunction DepthBufferFunction
{
set
{
SharpDX.Direct3D10.Comparison comparison = FormatConverter.Translate(value);
if (description.DepthComparison != comparison)
{
description.DepthComparison = comparison;
nativeDepthStencilStateDirty = true;
}
}
}
public bool DepthBufferWriteEnable
{
set
{
DepthWriteMask writeMask = value ? DepthWriteMask.All : DepthWriteMask.Zero;
if (description.DepthWriteMask != writeMask)
{
description.DepthWriteMask = writeMask;
nativeDepthStencilStateDirty = true;
}
}
}
public int ReferenceStencil
{
set
{
if (this.referenceStencil != value)
{
this.referenceStencil = value;
this.nativeDepthStencilStateDirty = true;
}
}
}
public StencilOperation StencilDepthBufferFail
{
set
{
SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
if (description.FrontFace.DepthFailOperation != operation)
{
description.FrontFace.DepthFailOperation = operation;
nativeDepthStencilStateDirty = true;
}
}
}
public bool StencilEnable
{
set
{
if (description.IsStencilEnabled != value)
{
description.IsStencilEnabled = value;
nativeDepthStencilStateDirty = true;
}
}
}
public StencilOperation StencilFail
{
set
{
SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
if (description.FrontFace.FailOperation != operation)
{
description.FrontFace.FailOperation = operation;
nativeDepthStencilStateDirty = true;
}
}
}
public CompareFunction StencilFunction
{
set
{
SharpDX.Direct3D10.Comparison comparison = FormatConverter.Translate(value);
if (description.FrontFace.Comparison != comparison)
{
description.FrontFace.Comparison = comparison;
nativeDepthStencilStateDirty = true;
}
}
}
public int StencilMask
{
set
{
byte stencilMask = (byte)value; //TODO: check range
if (description.StencilReadMask != stencilMask)
{
description.StencilReadMask = stencilMask;
nativeDepthStencilStateDirty = true;
}
}
}
public StencilOperation StencilPass
{
set
{
SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
if (description.FrontFace.PassOperation != operation)
{
description.FrontFace.PassOperation = operation;
nativeDepthStencilStateDirty = true;
}
}
}
public int StencilWriteMask
{
set
{
byte stencilWriteMask = (byte)value; //TODO: check range
if (description.StencilWriteMask != stencilWriteMask)
{
description.StencilWriteMask = stencilWriteMask;
nativeDepthStencilStateDirty = true;
}
}
}
public bool TwoSidedStencilMode
{
set
{
//TODO: check if we really need this. in xna this enables only counter clockwise stencil operations
}
}
private void UpdateNativeDepthStencilState(Device device)
{
if (this.nativeDepthStencilStateDirty == true || this.nativeDepthStencilState == null)
{
if (this.nativeDepthStencilState != null)
{
this.nativeDepthStencilState.Dispose();
this.nativeDepthStencilState = null;
}
this.nativeDepthStencilState = new SharpDX.Direct3D10.DepthStencilState(device, ref this.description);
this.nativeDepthStencilStateDirty = false;
}
}
}
}