anx.framework/ANX.Framework/Graphics/DepthStencilState.cs

456 lines
17 KiB
C#

#region Using Statements
using System;
using ANX.Framework.NonXNA;
#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.Framework.Graphics
{
public class DepthStencilState : GraphicsResource
{
#region Private Members
private INativeDepthStencilState nativeDepthStencilState;
private StencilOperation counterClockwiseStencilDepthBufferFail;
private StencilOperation counterClockwiseStencilFail;
private CompareFunction counterClockwiseStencilFunction;
private StencilOperation counterClockwiseStencilPass;
private bool depthBufferEnable;
private CompareFunction depthBufferFunction;
private bool depthBufferWriteEnable;
private int referenceStencil;
private StencilOperation stencilDepthBufferFail;
private bool stencilEnable;
private StencilOperation stencilFail;
private CompareFunction stencilFunction;
private int stencilMask;
private StencilOperation stencilPass;
private int stencilWriteMask;
private bool twoSidedStencilMode;
#endregion
public static readonly DepthStencilState Default;
public static readonly DepthStencilState DepthRead;
public static readonly DepthStencilState None;
public DepthStencilState()
{
nativeDepthStencilState = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateDepthStencilState();
// BackFace
CounterClockwiseStencilDepthBufferFail = StencilOperation.Keep;
CounterClockwiseStencilFail = StencilOperation.Keep;
CounterClockwiseStencilFunction = CompareFunction.Always;
CounterClockwiseStencilPass = StencilOperation.Keep;
// FrontFace
StencilDepthBufferFail = StencilOperation.Keep;
StencilFail = StencilOperation.Keep;
StencilFunction = CompareFunction.Always;
StencilPass = StencilOperation.Keep;
DepthBufferEnable = true;
DepthBufferFunction = CompareFunction.LessEqual;
DepthBufferWriteEnable = true;
ReferenceStencil = 0;
StencilEnable = false;
StencilMask = int.MaxValue;
StencilWriteMask = int.MaxValue;
TwoSidedStencilMode = false;
}
private DepthStencilState(bool depthBufferEnabled, bool depthBufferWriteEnabled, string name)
{
nativeDepthStencilState = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateDepthStencilState();
// BackFace
CounterClockwiseStencilDepthBufferFail = StencilOperation.Keep;
CounterClockwiseStencilFail = StencilOperation.Keep;
CounterClockwiseStencilFunction = CompareFunction.Always;
CounterClockwiseStencilPass = StencilOperation.Keep;
// FrontFace
StencilDepthBufferFail = StencilOperation.Keep;
StencilFail = StencilOperation.Keep;
StencilFunction = CompareFunction.Always;
StencilPass = StencilOperation.Keep;
DepthBufferEnable = depthBufferEnabled;
DepthBufferFunction = CompareFunction.LessEqual;
DepthBufferWriteEnable = depthBufferWriteEnabled;
ReferenceStencil = 0;
StencilEnable = false;
StencilMask = int.MaxValue;
StencilWriteMask = int.MaxValue;
TwoSidedStencilMode = false;
Name = name;
}
static DepthStencilState()
{
None = new DepthStencilState(false, false, "DepthStencilState.None");
Default = new DepthStencilState(true, true, "DepthStencilState.Default");
DepthRead = new DepthStencilState(true, false, "DepthStencilState.DepthRead");
}
internal INativeDepthStencilState NativeDepthStencilState
{
get
{
return this.nativeDepthStencilState;
}
}
public StencilOperation CounterClockwiseStencilDepthBufferFail
{
get
{
return this.counterClockwiseStencilDepthBufferFail;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.counterClockwiseStencilDepthBufferFail = value;
this.nativeDepthStencilState.CounterClockwiseStencilDepthBufferFail = value;
}
}
public StencilOperation CounterClockwiseStencilFail
{
get
{
return this.counterClockwiseStencilFail;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.counterClockwiseStencilFail = value;
this.nativeDepthStencilState.CounterClockwiseStencilFail = value;
}
}
public CompareFunction CounterClockwiseStencilFunction
{
get
{
return this.counterClockwiseStencilFunction;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.counterClockwiseStencilFunction = value;
this.nativeDepthStencilState.CounterClockwiseStencilFunction = value;
}
}
public StencilOperation CounterClockwiseStencilPass
{
get
{
return this.counterClockwiseStencilPass;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.counterClockwiseStencilPass = value;
this.nativeDepthStencilState.CounterClockwiseStencilPass = value;
}
}
public bool DepthBufferEnable
{
get
{
return this.depthBufferEnable;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.depthBufferEnable = value;
this.nativeDepthStencilState.DepthBufferEnable = value;
}
}
public CompareFunction DepthBufferFunction
{
get
{
return this.depthBufferFunction;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.depthBufferFunction = value;
this.nativeDepthStencilState.DepthBufferFunction = value;
}
}
public bool DepthBufferWriteEnable
{
get
{
return this.depthBufferWriteEnable;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.depthBufferWriteEnable = value;
this.nativeDepthStencilState.DepthBufferWriteEnable = value;
}
}
public int ReferenceStencil
{
get
{
return this.referenceStencil;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.referenceStencil = value;
this.nativeDepthStencilState.ReferenceStencil = value;
}
}
public StencilOperation StencilDepthBufferFail
{
get
{
return this.stencilDepthBufferFail;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.stencilDepthBufferFail = value;
this.nativeDepthStencilState.StencilDepthBufferFail = value;
}
}
public bool StencilEnable
{
get
{
return this.stencilEnable;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.stencilEnable = value;
this.nativeDepthStencilState.StencilEnable = value;
}
}
public StencilOperation StencilFail
{
get
{
return this.stencilFail;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.stencilFail = value;
this.nativeDepthStencilState.StencilFail = value;
}
}
public CompareFunction StencilFunction
{
get
{
return this.stencilFunction;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.stencilFunction = value;
this.nativeDepthStencilState.StencilFunction = value;
}
}
public int StencilMask
{
get
{
return this.stencilMask;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.stencilMask = value;
this.nativeDepthStencilState.StencilMask = value;
}
}
public StencilOperation StencilPass
{
get
{
return this.stencilPass;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.stencilPass = value;
this.nativeDepthStencilState.StencilPass = value;
}
}
public int StencilWriteMask
{
get
{
return this.stencilWriteMask;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.stencilWriteMask = value;
this.nativeDepthStencilState.StencilWriteMask = value;
}
}
public bool TwoSidedStencilMode
{
get
{
return this.twoSidedStencilMode;
}
set
{
if (this.nativeDepthStencilState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change DepthStencilState properties while it is bound to the GraphicsDevice.");
}
this.twoSidedStencilMode = value;
this.nativeDepthStencilState.TwoSidedStencilMode = value;
}
}
public override void Dispose()
{
if (this.nativeDepthStencilState != null)
{
this.nativeDepthStencilState.Dispose();
this.nativeDepthStencilState = null;
}
}
protected override void Dispose(Boolean disposeManaged)
{
base.Dispose(disposeManaged);
}
}
}