- 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...
173 lines
4.9 KiB
C#
173 lines
4.9 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using SharpDX.Direct3D10;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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#endregion // Using Statements
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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using CullMode = ANX.Framework.Graphics.CullMode;
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using FillMode = ANX.Framework.Graphics.FillMode;
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namespace ANX.RenderSystem.Windows.DX10
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{
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public class RasterizerState_DX10 : INativeRasterizerState
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{
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#region Private Members
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private RasterizerStateDescription description;
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private SharpDX.Direct3D10.RasterizerState nativeRasterizerState;
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private bool nativeRasterizerStateDirty;
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private bool bound;
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private const int intMaxOver16 = int.MaxValue / 16;
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#endregion // Private Members
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public RasterizerState_DX10()
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{
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this.description = new RasterizerStateDescription();
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this.description.IsAntialiasedLineEnabled = false;
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this.nativeRasterizerStateDirty = true;
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}
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public void Apply(ANX.Framework.Graphics.GraphicsDevice graphicsDevice)
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{
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GraphicsDeviceWindowsDX10 gdx10 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10;
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Device device = gdx10.NativeDevice;
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UpdateNativeRasterizerState(device);
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this.bound = true;
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device.Rasterizer.State = this.nativeRasterizerState;
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}
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public void Release()
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{
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this.bound = false;
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}
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public void Dispose()
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{
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if (this.nativeRasterizerState != null)
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{
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this.nativeRasterizerState.Dispose();
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this.nativeRasterizerState = null;
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}
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}
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public bool IsBound
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{
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get
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{
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return this.bound;
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}
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}
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public CullMode CullMode
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{
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set
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{
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SharpDX.Direct3D10.CullMode cullMode = FormatConverter.Translate(value);
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if (description.CullMode != cullMode)
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{
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nativeRasterizerStateDirty = true;
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description.CullMode = cullMode;
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}
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}
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}
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public float DepthBias
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{
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set
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{
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// XNA uses a float value in the range of 0f..16f as value
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// DirectX 10 uses a INT value
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int depthBiasValue = (int)(value * intMaxOver16);
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if (description.DepthBias != depthBiasValue)
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{
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nativeRasterizerStateDirty = true;
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description.DepthBias = depthBiasValue;
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}
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}
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}
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public FillMode FillMode
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{
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set
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{
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SharpDX.Direct3D10.FillMode fillMode = FormatConverter.Translate(value);
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if (description.FillMode != fillMode)
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{
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nativeRasterizerStateDirty = true;
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description.FillMode = fillMode;
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}
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}
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}
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public bool MultiSampleAntiAlias
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{
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set
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{
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if (description.IsMultisampleEnabled != value)
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{
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nativeRasterizerStateDirty = true;
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description.IsMultisampleEnabled = value;
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}
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}
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}
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public bool ScissorTestEnable
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{
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set
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{
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if (description.IsScissorEnabled != value)
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{
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nativeRasterizerStateDirty = true;
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description.IsScissorEnabled = value;
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}
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}
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}
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public float SlopeScaleDepthBias
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{
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set
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{
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if (description.SlopeScaledDepthBias != value)
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{
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nativeRasterizerStateDirty = true;
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description.SlopeScaledDepthBias = value;
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}
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}
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}
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private void UpdateNativeRasterizerState(Device device)
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{
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if (this.nativeRasterizerStateDirty == true || this.nativeRasterizerState == null)
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{
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if (this.nativeRasterizerState != null)
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{
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this.nativeRasterizerState.Dispose();
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this.nativeRasterizerState = null;
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}
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this.nativeRasterizerState = new SharpDX.Direct3D10.RasterizerState(device, ref this.description);
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this.nativeRasterizerStateDirty = false;
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}
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}
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}
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}
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