SND\AstrorEnales_cp dd173478d6 - Wrote the DualTexture shader for GL3 but the rendering is not working yet
- Huge refactoring in the Dx10 RenderSystem + increasing much performance
2012-09-06 09:58:13 +00:00

205 lines
5.1 KiB
C#

using ANX.Framework;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.RenderSystem.Windows.DX10.Helpers;
using Dx10 = SharpDX.Direct3D10;
// 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
namespace ANX.RenderSystem.Windows.DX10
{
public class BlendState_DX10 : INativeBlendState
{
private const float ColorByteToFloatFactor = 1f / 255f;
#region Private
private Dx10.BlendStateDescription description;
private Dx10.BlendState nativeBlendState;
private bool isDirty;
private SharpDX.Color4 blendFactor;
private int multiSampleMask;
#endregion
#region Public
public bool IsBound
{
get;
private set;
}
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);
UpdateValueAndMarkDirtyIfNeeded(ref description.AlphaBlendOperation, ref alphaBlendOperation);
}
}
public BlendFunction ColorBlendFunction
{
set
{
Dx10.BlendOperation blendOperation = FormatConverter.Translate(value);
UpdateValueAndMarkDirtyIfNeeded(ref description.BlendOperation, ref blendOperation);
}
}
public Blend AlphaDestinationBlend
{
set
{
Dx10.BlendOption destinationAlphaBlend = FormatConverter.Translate(value);
UpdateValueAndMarkDirtyIfNeeded(ref description.DestinationAlphaBlend, ref destinationAlphaBlend);
}
}
public Blend ColorDestinationBlend
{
set
{
Dx10.BlendOption destinationBlend = FormatConverter.Translate(value);
UpdateValueAndMarkDirtyIfNeeded(ref description.DestinationBlend, ref destinationBlend);
}
}
public ColorWriteChannels ColorWriteChannels
{
set
{
Dx10.ColorWriteMaskFlags writeMask = FormatConverter.Translate(value);
UpdateValueAndMarkDirtyIfNeeded(ref description.RenderTargetWriteMask[0], ref writeMask);
}
}
public ColorWriteChannels ColorWriteChannels1
{
set
{
Dx10.ColorWriteMaskFlags writeMask = FormatConverter.Translate(value);
UpdateValueAndMarkDirtyIfNeeded(ref description.RenderTargetWriteMask[1], ref writeMask);
}
}
public ColorWriteChannels ColorWriteChannels2
{
set
{
Dx10.ColorWriteMaskFlags writeMask = FormatConverter.Translate(value);
UpdateValueAndMarkDirtyIfNeeded(ref description.RenderTargetWriteMask[2], ref writeMask);
}
}
public ColorWriteChannels ColorWriteChannels3
{
set
{
Dx10.ColorWriteMaskFlags writeMask = FormatConverter.Translate(value);
UpdateValueAndMarkDirtyIfNeeded(ref description.RenderTargetWriteMask[3], ref writeMask);
}
}
public Blend AlphaSourceBlend
{
set
{
Dx10.BlendOption sourceAlphaBlend = FormatConverter.Translate(value);
UpdateValueAndMarkDirtyIfNeeded(ref description.SourceAlphaBlend, ref sourceAlphaBlend);
}
}
public Blend ColorSourceBlend
{
set
{
Dx10.BlendOption sourceBlend = FormatConverter.Translate(value);
UpdateValueAndMarkDirtyIfNeeded(ref description.SourceBlend, ref sourceBlend);
}
}
#endregion
#region Constructor
public BlendState_DX10()
{
isDirty = true;
for (int i = 0; i < description.IsBlendEnabled.Length; i++)
description.IsBlendEnabled[i] = (i < 4);
}
#endregion
#region Apply
public void Apply(GraphicsDevice graphics)
{
Dx10.Device device = (graphics.NativeDevice as GraphicsDeviceWindowsDX10).NativeDevice;
UpdateNativeBlendState(device);
IsBound = true;
device.OutputMerger.SetBlendState(nativeBlendState, blendFactor, multiSampleMask);
}
#endregion
#region Release
public void Release()
{
IsBound = false;
}
#endregion
#region Dispose
public void Dispose()
{
if (nativeBlendState != null)
{
nativeBlendState.Dispose();
nativeBlendState = null;
}
}
#endregion
#region UpdateNativeBlendState
private void UpdateNativeBlendState(Dx10.Device device)
{
if (isDirty || nativeBlendState == null)
{
Dispose();
nativeBlendState = new Dx10.BlendState(device, ref description);
isDirty = false;
}
}
#endregion
#region UpdateValueAndMarkDirtyIfNeeded
private void UpdateValueAndMarkDirtyIfNeeded<T>(ref T currentValue, ref T value)
{
if (value.Equals(currentValue) == false)
{
isDirty = true;
currentValue = value;
}
}
#endregion
}
}