237 lines
5.8 KiB
C#
237 lines
5.8 KiB
C#
using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.RenderSystem.Windows.DX10.Helpers;
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using Dx10 = SharpDX.Direct3D10;
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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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namespace ANX.RenderSystem.Windows.DX10
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{
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public class DepthStencilState_DX10 : INativeDepthStencilState
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{
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#region Private
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private Dx10.DepthStencilStateDescription description;
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private Dx10.DepthStencilState nativeDepthStencilState;
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private bool isDirty;
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private int referenceStencil;
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#endregion
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#region Public (TODO)
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public bool IsBound
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{
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get;
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private set;
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}
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public StencilOperation CounterClockwiseStencilDepthBufferFail
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{
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set
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{
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Dx10.StencilOperation operation = FormatConverter.Translate(value);
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UpdateValueAndMarkDirtyIfNeeded(ref description.BackFace.DepthFailOperation, ref operation);
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}
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}
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public StencilOperation CounterClockwiseStencilFail
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{
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set
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{
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Dx10.StencilOperation operation = FormatConverter.Translate(value);
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UpdateValueAndMarkDirtyIfNeeded(ref description.BackFace.FailOperation, ref operation);
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}
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}
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public CompareFunction CounterClockwiseStencilFunction
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{
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set
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{
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Dx10.Comparison comparison = FormatConverter.Translate(value);
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UpdateValueAndMarkDirtyIfNeeded(ref description.BackFace.Comparison, ref comparison);
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}
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}
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public StencilOperation CounterClockwiseStencilPass
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{
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set
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{
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Dx10.StencilOperation operation = FormatConverter.Translate(value);
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UpdateValueAndMarkDirtyIfNeeded(ref description.BackFace.PassOperation, ref operation);
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}
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}
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public bool DepthBufferEnable
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{
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set
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{
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if (description.IsDepthEnabled != value)
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{
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description.IsDepthEnabled = value;
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isDirty = true;
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}
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}
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}
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public CompareFunction DepthBufferFunction
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{
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set
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{
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Dx10.Comparison comparison = FormatConverter.Translate(value);
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UpdateValueAndMarkDirtyIfNeeded(ref description.DepthComparison, ref comparison);
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}
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}
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public bool DepthBufferWriteEnable
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{
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set
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{
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Dx10.DepthWriteMask writeMask = value ? Dx10.DepthWriteMask.All : Dx10.DepthWriteMask.Zero;
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UpdateValueAndMarkDirtyIfNeeded(ref description.DepthWriteMask, ref writeMask);
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}
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}
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public int ReferenceStencil
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{
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set
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{
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UpdateValueAndMarkDirtyIfNeeded(ref referenceStencil, ref value);
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}
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}
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public StencilOperation StencilDepthBufferFail
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{
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set
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{
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Dx10.StencilOperation operation = FormatConverter.Translate(value);
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UpdateValueAndMarkDirtyIfNeeded(ref description.FrontFace.DepthFailOperation, ref operation);
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}
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}
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public bool StencilEnable
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{
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set
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{
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if (description.IsStencilEnabled != value)
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{
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description.IsStencilEnabled = value;
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isDirty = true;
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}
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}
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}
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public StencilOperation StencilFail
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{
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set
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{
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Dx10.StencilOperation operation = FormatConverter.Translate(value);
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UpdateValueAndMarkDirtyIfNeeded(ref description.FrontFace.FailOperation, ref operation);
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}
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}
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public CompareFunction StencilFunction
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{
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set
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{
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Dx10.Comparison comparison = FormatConverter.Translate(value);
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UpdateValueAndMarkDirtyIfNeeded(ref description.FrontFace.Comparison, ref comparison);
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}
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}
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public int StencilMask
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{
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set
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{
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byte stencilMask = (byte)value; //TODO: check range
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UpdateValueAndMarkDirtyIfNeeded(ref description.StencilReadMask, ref stencilMask);
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}
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}
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public StencilOperation StencilPass
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{
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set
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{
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Dx10.StencilOperation operation = FormatConverter.Translate(value);
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UpdateValueAndMarkDirtyIfNeeded(ref description.FrontFace.PassOperation, ref operation);
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}
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}
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public int StencilWriteMask
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{
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set
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{
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byte stencilWriteMask = (byte)value; //TODO: check range
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UpdateValueAndMarkDirtyIfNeeded(ref description.StencilWriteMask, ref stencilWriteMask);
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}
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}
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public bool TwoSidedStencilMode
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{
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set
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{
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//TODO: check if we really need in xna this enables only counter clockwise stencil operations
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}
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}
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#endregion
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#region Constructor
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public DepthStencilState_DX10()
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{
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isDirty = true;
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}
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#endregion
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#region Apply
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public void Apply(GraphicsDevice graphicsDevice)
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{
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Dx10.Device device = (graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10).NativeDevice;
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UpdateNativeDepthStencilState(device);
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IsBound = true;
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device.OutputMerger.SetDepthStencilState(nativeDepthStencilState, referenceStencil);
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}
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#endregion
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#region Release
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public void Release()
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{
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IsBound = false;
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}
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#endregion
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#region Dispose
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public void Dispose()
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{
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if (nativeDepthStencilState != null)
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{
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nativeDepthStencilState.Dispose();
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nativeDepthStencilState = null;
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}
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}
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#endregion
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#region UpdateNativeDepthStencilState
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private void UpdateNativeDepthStencilState(Dx10.Device device)
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{
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if (isDirty == true || nativeDepthStencilState == null)
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{
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Dispose();
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nativeDepthStencilState = new Dx10.DepthStencilState(device, ref description);
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isDirty = false;
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}
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}
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#endregion
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#region UpdateValueAndMarkDirtyIfNeeded
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private void UpdateValueAndMarkDirtyIfNeeded<T>(ref T currentValue, ref T value)
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{
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if (value.Equals(currentValue) == false)
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{
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isDirty = true;
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currentValue = value;
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}
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}
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#endregion
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}
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}
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