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

154 lines
4.1 KiB
C#

#region Using Statements
using System;
using ANX.Framework;
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 BlendState_DX10 : BaseStateObject<Dx10.BlendState>, INativeBlendState
{
private Dx10.BlendStateDescription description;
private SharpDX.Color4 blendFactor;
private int multiSampleMask;
#region Public
public Color BlendFactor
{
set
{
blendFactor.Red = value.R * ColorByteToFloatFactor;
blendFactor.Green = value.G * ColorByteToFloatFactor;
blendFactor.Blue = value.B * ColorByteToFloatFactor;
blendFactor.Alpha = value.A * ColorByteToFloatFactor;
}
}
public int MultiSampleMask
{
set
{
multiSampleMask = value;
}
}
public BlendFunction AlphaBlendFunction
{
set
{
Dx10.BlendOperation alphaBlendOperation = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.AlphaBlendOperation, ref alphaBlendOperation);
}
}
public BlendFunction ColorBlendFunction
{
set
{
Dx10.BlendOperation blendOperation = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.BlendOperation, ref blendOperation);
}
}
public Blend AlphaDestinationBlend
{
set
{
Dx10.BlendOption destinationAlphaBlend = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.DestinationAlphaBlend, ref destinationAlphaBlend);
}
}
public Blend ColorDestinationBlend
{
set
{
Dx10.BlendOption destinationBlend = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.DestinationBlend, ref destinationBlend);
}
}
public ColorWriteChannels ColorWriteChannels
{
set
{
Dx10.ColorWriteMaskFlags writeMask = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.RenderTargetWriteMask[0], ref writeMask);
}
}
public ColorWriteChannels ColorWriteChannels1
{
set
{
Dx10.ColorWriteMaskFlags writeMask = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.RenderTargetWriteMask[1], ref writeMask);
}
}
public ColorWriteChannels ColorWriteChannels2
{
set
{
Dx10.ColorWriteMaskFlags writeMask = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.RenderTargetWriteMask[2], ref writeMask);
}
}
public ColorWriteChannels ColorWriteChannels3
{
set
{
Dx10.ColorWriteMaskFlags writeMask = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.RenderTargetWriteMask[3], ref writeMask);
}
}
public Blend AlphaSourceBlend
{
set
{
Dx10.BlendOption sourceAlphaBlend = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.SourceAlphaBlend, ref sourceAlphaBlend);
}
}
public Blend ColorSourceBlend
{
set
{
Dx10.BlendOption sourceBlend = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.SourceBlend, ref sourceBlend);
}
}
#endregion
protected override void Init()
{
for (int i = 0; i < description.IsBlendEnabled.Length; i++)
description.IsBlendEnabled[i] = (i < 4);
}
protected override Dx10.BlendState CreateNativeState(GraphicsDevice graphics)
{
Dx10.Device device = (graphics.NativeDevice as GraphicsDeviceDX).NativeDevice;
return new Dx10.BlendState(device, ref description);
}
protected override void ApplyNativeState(GraphicsDevice graphics)
{
Dx10.Device device = (graphics.NativeDevice as GraphicsDeviceDX).NativeDevice;
device.OutputMerger.SetBlendState(nativeState, blendFactor, multiSampleMask);
}
}
}