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