635 lines
28 KiB
C#
635 lines
28 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using SharpDX;
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using SharpDX.DXGI;
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using SharpDX.Direct3D;
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using ANX.Framework.NonXNA;
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using ANX.Framework.Graphics;
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using SharpDX.Direct3D11;
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using ANX.Framework;
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using ANX.Framework.Graphics;
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using SharpDX.D3DCompiler;
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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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using Device = SharpDX.Direct3D11.Device;
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using Buffer = SharpDX.Direct3D11.Buffer;
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namespace ANX.RenderSystem.Windows.DX11_1
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{
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public class GraphicsDeviceWindowsDX11_1 : INativeGraphicsDevice
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{
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private Device device;
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private SwapChain swapChain;
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private RenderTargetView renderView;
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private SharpDX.Direct3D11.Texture2D backBuffer;
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internal Effect_DX11_1 currentEffect;
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private VertexBuffer currentVertexBuffer;
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private IndexBuffer currentIndexBuffer;
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private SharpDX.Direct3D11.Viewport currentViewport;
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public GraphicsDeviceWindowsDX11_1(PresentationParameters presentationParameters)
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{
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// SwapChain description
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var desc = new SwapChainDescription()
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{
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BufferCount = 1,
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ModeDescription = new ModeDescription(presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight, new Rational(60, 1), Format.R8G8B8A8_UNorm),
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IsWindowed = true,
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OutputHandle = presentationParameters.DeviceWindowHandle,
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SampleDescription = new SampleDescription(1, 0),
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SwapEffect = SwapEffect.Discard,
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Usage = Usage.RenderTargetOutput
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};
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// Create Device and SwapChain
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#if DIRECTX_DEBUG_LAYER
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// http://msdn.microsoft.com/en-us/library/windows/desktop/bb205068(v=vs.85).aspx
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Device.CreateWithSwapChain(SharpDX.Direct3D10.DriverType.Hardware, DeviceCreationFlags.Debug, desc, out device, out swapChain);
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#else
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Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain);
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#endif
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// Ignore all windows events
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Factory factory = swapChain.GetParent<Factory>();
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factory.MakeWindowAssociation(presentationParameters.DeviceWindowHandle, WindowAssociationFlags.IgnoreAll);
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// New RenderTargetView from the backbuffer
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backBuffer = SharpDX.Direct3D11.Texture2D.FromSwapChain<SharpDX.Direct3D11.Texture2D>(swapChain, 0);
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renderView = new RenderTargetView(device, backBuffer);
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currentViewport = new SharpDX.Direct3D11.Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
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}
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public void Clear(ref Color color)
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{
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throw new NotImplementedException();
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//device.ClearRenderTargetView(renderView, new SharpDX.Color4(color.A / 255f, color.R / 255f, color.G / 255f, color.B / 255f));
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}
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public void Present()
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{
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swapChain.Present(0, PresentFlags.None);
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}
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internal Device NativeDevice
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{
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get
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{
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return this.device;
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}
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}
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private void SetupEffectForDraw(out SharpDX.Direct3D11.EffectPass pass, out SharpDX.Direct3D11.EffectTechnique technique, out ShaderBytecode passSignature)
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{
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// get the current effect
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//TODO: check for null and throw exception
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Effect_DX11_1 effect = this.currentEffect;
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// get the input semantic of the current effect / technique that is used
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//TODO: check for null's and throw exceptions
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technique = effect.NativeEffect.GetTechniqueByIndex(0);
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pass = technique.GetPassByIndex(0);
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passSignature = pass.Description.Signature;
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}
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private void SetupInputLayout(ShaderBytecode passSignature)
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{
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// get the VertexDeclaration from current VertexBuffer to create input layout for the input assembler
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//TODO: check for null and throw exception
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VertexDeclaration vertexDeclaration = currentVertexBuffer.VertexDeclaration;
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var layout = CreateInputLayout(device, passSignature, vertexDeclaration);
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throw new NotImplementedException();
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//device.InputAssembler.InputLayout = layout;
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}
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private int CalculateVertexCount(PrimitiveType type, int primitiveCount)
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{
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if (type == PrimitiveType.TriangleList)
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{
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return primitiveCount * 3;
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}
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else if (type == PrimitiveType.LineList)
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{
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return primitiveCount * 2;
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}
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else if (type == PrimitiveType.LineStrip)
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{
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return primitiveCount + 1;
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}
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else if (type == PrimitiveType.TriangleStrip)
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{
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return primitiveCount + 2;
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}
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else
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{
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throw new NotImplementedException("couldn't calculate vertex count for PrimitiveType '" + type.ToString() + "'");
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}
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}
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public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount)
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{
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SharpDX.Direct3D11.EffectPass pass; SharpDX.Direct3D11.EffectTechnique technique; ShaderBytecode passSignature;
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SetupEffectForDraw(out pass, out technique, out passSignature);
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SetupInputLayout(passSignature);
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throw new NotImplementedException();
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// Prepare All the stages
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//device.InputAssembler.PrimitiveTopology = Translate(primitiveType);
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//device.Rasterizer.SetViewports(currentViewport);
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//device.OutputMerger.SetTargets(this.renderView);
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//for (int i = 0; i < technique.Description.PassCount; ++i)
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//{
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// pass.Apply();
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// device.DrawIndexed(CalculateVertexCount(primitiveType, primitiveCount), startIndex, baseVertex);
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//}
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}
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public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset, int primitiveCount)
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{
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SharpDX.Direct3D11.EffectPass pass; SharpDX.Direct3D11.EffectTechnique technique; ShaderBytecode passSignature;
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SetupEffectForDraw(out pass, out technique, out passSignature);
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SetupInputLayout(passSignature);
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throw new NotImplementedException();
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// Prepare All the stages
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//device.InputAssembler.PrimitiveTopology = Translate(primitiveType);
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//device.Rasterizer.SetViewports(currentViewport);
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//device.OutputMerger.SetTargets(this.renderView);
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//for (int i = 0; i < technique.Description.PassCount; ++i)
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//{
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// pass.Apply();
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// device.Draw(primitiveCount, vertexOffset);
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//}
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}
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public void SetIndexBuffer(IndexBuffer indexBuffer)
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{
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if (indexBuffer == null)
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{
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throw new ArgumentNullException("indexBuffer");
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}
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this.currentIndexBuffer = indexBuffer;
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throw new NotImplementedException();
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//IndexBuffer_DX11 nativeIndexBuffer = indexBuffer.NativeIndexBuffer as IndexBuffer_DX11;
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//if (nativeIndexBuffer != null)
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//{
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// device.InputAssembler.SetIndexBuffer(nativeIndexBuffer.NativeBuffer, Translate(indexBuffer.IndexElementSize), 0);
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//}
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//else
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//{
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// throw new Exception("couldn't fetch native DirectX11.1 IndexBuffer");
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//}
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}
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public void SetVertexBuffers(ANX.Framework.Graphics.VertexBufferBinding[] vertexBuffers)
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{
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throw new NotImplementedException();
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}
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public void SetViewport(ANX.Framework.Graphics.Viewport viewport)
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{
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this.currentViewport = new SharpDX.Direct3D11.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height, viewport.MinDepth, viewport.MaxDepth);
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}
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public void ApplyStateObject(ANX.Framework.Graphics.BlendState blendState)
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{
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throw new NotImplementedException();
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//BlendStateDescription description = new BlendStateDescription();
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//description.AlphaBlendOperation = Translate(blendState.AlphaBlendFunction);
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//description.BlendOperation = Translate(blendState.ColorBlendFunction);
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//description.DestinationAlphaBlend = Translate(blendState.AlphaDestinationBlend);
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//description.DestinationBlend = Translate(blendState.ColorDestinationBlend);
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//for (int i = 0; i < 4; i++)
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//{
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// description.IsBlendEnabled[i] = true;
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//}
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//description.RenderTargetWriteMask[0] = Translate(blendState.ColorWriteChannels);
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//description.RenderTargetWriteMask[1] = Translate(blendState.ColorWriteChannels1);
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//description.RenderTargetWriteMask[2] = Translate(blendState.ColorWriteChannels2);
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//description.RenderTargetWriteMask[3] = Translate(blendState.ColorWriteChannels3);
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//description.SourceAlphaBlend = Translate(blendState.AlphaSourceBlend);
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//description.SourceBlend = Translate(blendState.ColorSourceBlend);
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//SharpDX.Direct3D11.BlendState nativeBlendState = new SharpDX.Direct3D11.BlendState(device, description);
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//Vector4 tempVector = blendState.BlendFactor.ToVector4();
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//SharpDX.Color4 blendFactor = new Color4(tempVector.X, tempVector.Y, tempVector.Z, tempVector.W);
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//device.OutputMerger.SetBlendState(nativeBlendState, blendFactor, blendState.MultiSampleMask);
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}
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public void ApplyStateObject(ANX.Framework.Graphics.RasterizerState rasterizerState)
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{
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RasterizerStateDescription description = new RasterizerStateDescription();
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description.CullMode = Translate(rasterizerState.CullMode);
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description.DepthBias = (int)rasterizerState.DepthBias; //TODO: this looks wrong!!!
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description.IsScissorEnabled = rasterizerState.ScissorTestEnable;
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description.SlopeScaledDepthBias = rasterizerState.SlopeScaleDepthBias;
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description.IsMultisampleEnabled = rasterizerState.MultiSampleAntiAlias;
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description.FillMode = Translate(rasterizerState.FillMode);
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description.IsAntialiasedLineEnabled = false; //TODO: this should be ok
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SharpDX.Direct3D11.RasterizerState nativeRasterizerState = new SharpDX.Direct3D11.RasterizerState(device, description);
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//device.Rasterizer.State = nativeRasterizerState;
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throw new NotImplementedException();
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}
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public void ApplyStateObject(ANX.Framework.Graphics.DepthStencilState depthStencilState)
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{
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DepthStencilStateDescription description = new DepthStencilStateDescription();
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description.IsStencilEnabled = depthStencilState.StencilEnable;
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description.IsDepthEnabled = depthStencilState.DepthBufferEnable;
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description.DepthComparison = Translate(depthStencilState.DepthBufferFunction);
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//TODO: more to implement
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SharpDX.Direct3D11.DepthStencilState nativeDepthStencilState = new SharpDX.Direct3D11.DepthStencilState(device, description);
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//device.OutputMerger.SetDepthStencilState(nativeDepthStencilState, depthStencilState.ReferenceStencil);
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throw new NotImplementedException();
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}
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public void ApplyStateObject(int slot, ANX.Framework.Graphics.SamplerState samplerState)
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{
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SamplerStateDescription description = new SamplerStateDescription();
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description.AddressU = Translate(samplerState.AddressU);
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description.AddressV = Translate(samplerState.AddressV);
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description.AddressW = Translate(samplerState.AddressW);
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description.Filter = Translate(samplerState.Filter);
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description.MaximumAnisotropy = samplerState.MaxAnisotropy;
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description.MaximumLod = samplerState.MaxMipLevel; //TODO: is this correct?
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description.MipLodBias = samplerState.MipMapLevelOfDetailBias;
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SharpDX.Direct3D11.SamplerState nativeSamplerState = new SharpDX.Direct3D11.SamplerState(device, description);
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//device.PixelShader.SetSampler(slot, nativeSamplerState);
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throw new NotImplementedException();
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}
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private Filter Translate(TextureFilter filter)
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{
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switch (filter)
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{
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case TextureFilter.Anisotropic:
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return Filter.Anisotropic;
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case TextureFilter.Linear:
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return Filter.MinMagMipLinear;
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case TextureFilter.LinearMipPoint:
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return Filter.MinMagMipPoint;
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case TextureFilter.MinLinearMagPointMipLinear:
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return Filter.MinLinearMagPointMipLinear;
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case TextureFilter.MinLinearMagPointMipPoint:
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return Filter.MinLinearMagMipPoint;
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case TextureFilter.MinPointMagLinearMipLinear:
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return Filter.MinPointMagMipLinear;
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case TextureFilter.MinPointMagLinearMipPoint:
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return Filter.MinPointMagLinearMipPoint;
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case TextureFilter.Point:
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return Filter.MinMagMipPoint;
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case TextureFilter.PointMipLinear:
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return Filter.MinMagPointMipLinear;
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}
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throw new NotImplementedException();
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}
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private SharpDX.Direct3D11.TextureAddressMode Translate(ANX.Framework.Graphics.TextureAddressMode addressMode)
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{
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switch (addressMode)
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{
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case ANX.Framework.Graphics.TextureAddressMode.Clamp:
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return SharpDX.Direct3D11.TextureAddressMode.Clamp;
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case ANX.Framework.Graphics.TextureAddressMode.Mirror:
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return SharpDX.Direct3D11.TextureAddressMode.Mirror;
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case ANX.Framework.Graphics.TextureAddressMode.Wrap:
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return SharpDX.Direct3D11.TextureAddressMode.Wrap;
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}
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return SharpDX.Direct3D11.TextureAddressMode.Clamp;
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}
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/// <summary>
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/// This method creates a InputLayout which is needed by DirectX 10 for rendering primitives. The VertexDeclaration of ANX/XNA needs to be mapped
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/// to the DirectX 10 types. This is what this method is for.
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/// </summary>
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private InputLayout CreateInputLayout(Device device, ShaderBytecode passSignature, VertexDeclaration vertexDeclaration)
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{
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VertexElement[] vertexElements = vertexDeclaration.GetVertexElements();
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int elementCount = vertexElements.Length;
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InputElement[] inputElements = new InputElement[elementCount];
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for (int i = 0; i < elementCount; i++)
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{
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inputElements[i] = CreateInputElementFromVertexElement(vertexElements[i]);
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}
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// Layout from VertexShader input signature
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return new InputLayout(device, passSignature, inputElements);
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}
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private InputElement CreateInputElementFromVertexElement(VertexElement vertexElement)
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{
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string elementName = Translate(vertexElement.VertexElementUsage);
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Format elementFormat;
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switch (vertexElement.VertexElementFormat)
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{
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case VertexElementFormat.Vector2:
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elementFormat = Format.R32G32_Float;
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break;
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case VertexElementFormat.Vector3:
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elementFormat = Format.R32G32B32_Float;
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break;
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case VertexElementFormat.Vector4:
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elementFormat = Format.R32G32B32A32_Float;
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break;
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case VertexElementFormat.Color:
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elementFormat = Format.R8G8B8A8_UNorm;
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break;
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default:
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throw new Exception("can't map '" + vertexElement.VertexElementFormat.ToString() + "' to DXGI.Format in DirectX10 RenderSystem CreateInputElementFromVertexElement");
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}
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return new InputElement(elementName, vertexElement.UsageIndex, elementFormat, vertexElement.Offset, 0);
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}
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private PrimitiveTopology Translate(PrimitiveType primitiveType)
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{
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switch (primitiveType)
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{
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case PrimitiveType.LineList:
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return PrimitiveTopology.LineList;
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case PrimitiveType.LineStrip:
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return PrimitiveTopology.LineStrip;
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case PrimitiveType.TriangleList:
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return PrimitiveTopology.TriangleList;
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case PrimitiveType.TriangleStrip:
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return PrimitiveTopology.TriangleStrip;
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default:
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throw new InvalidOperationException("unknown PrimitiveType: " + primitiveType.ToString());
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}
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}
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private SharpDX.DXGI.Format Translate(IndexElementSize indexElementSize)
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{
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switch (indexElementSize)
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{
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case IndexElementSize.SixteenBits:
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return Format.R16_UInt;
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case IndexElementSize.ThirtyTwoBits:
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return Format.R32_UInt;
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default:
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throw new InvalidOperationException("unknown IndexElementSize: " + indexElementSize.ToString());
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}
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}
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private string Translate(VertexElementUsage usage)
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{
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//TODO: map the other Usages
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if (usage == VertexElementUsage.TextureCoordinate)
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{
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return "TEXCOORD";
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}
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else
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{
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return usage.ToString().ToUpperInvariant();
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}
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}
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private ColorWriteMaskFlags Translate(ColorWriteChannels colorWriteChannels)
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{
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switch (colorWriteChannels)
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{
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case ColorWriteChannels.All:
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return ColorWriteMaskFlags.All;
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case ColorWriteChannels.Alpha:
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return ColorWriteMaskFlags.Alpha;
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case ColorWriteChannels.Blue:
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return ColorWriteMaskFlags.Blue;
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case ColorWriteChannels.Green:
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return ColorWriteMaskFlags.Green;
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case ColorWriteChannels.Red:
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return ColorWriteMaskFlags.Red;
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}
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return 0;
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}
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private BlendOption Translate(Blend blend)
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|
{
|
|
switch (blend)
|
|
{
|
|
case Blend.BlendFactor:
|
|
return BlendOption.BlendFactor;
|
|
case Blend.DestinationAlpha:
|
|
return BlendOption.DestinationAlpha;
|
|
case Blend.DestinationColor:
|
|
return BlendOption.DestinationColor;
|
|
case Blend.InverseBlendFactor:
|
|
return BlendOption.InverseBlendFactor;
|
|
case Blend.InverseDestinationAlpha:
|
|
return BlendOption.InverseDestinationAlpha;
|
|
case Blend.InverseDestinationColor:
|
|
return BlendOption.InverseDestinationColor;
|
|
case Blend.InverseSourceAlpha:
|
|
return BlendOption.InverseSourceAlpha;
|
|
case Blend.InverseSourceColor:
|
|
return BlendOption.InverseSourceColor;
|
|
case Blend.One:
|
|
return BlendOption.One;
|
|
case Blend.SourceAlpha:
|
|
return BlendOption.SourceAlpha;
|
|
case Blend.SourceAlphaSaturation:
|
|
return BlendOption.SourceAlphaSaturate;
|
|
case Blend.SourceColor:
|
|
return BlendOption.SourceColor;
|
|
case Blend.Zero:
|
|
return BlendOption.Zero;
|
|
}
|
|
|
|
return BlendOption.One;
|
|
}
|
|
|
|
private BlendOperation Translate(BlendFunction blendFunction)
|
|
{
|
|
switch (blendFunction)
|
|
{
|
|
case BlendFunction.Add:
|
|
return BlendOperation.Add;
|
|
case BlendFunction.Max:
|
|
return BlendOperation.Maximum;
|
|
case BlendFunction.Min:
|
|
return BlendOperation.Minimum;
|
|
case BlendFunction.ReverseSubtract:
|
|
return BlendOperation.ReverseSubtract;
|
|
case BlendFunction.Subtract:
|
|
return BlendOperation.Subtract;
|
|
}
|
|
|
|
return BlendOperation.Add;
|
|
}
|
|
|
|
private SharpDX.Direct3D11.FillMode Translate(ANX.Framework.Graphics.FillMode fillMode)
|
|
{
|
|
if (fillMode == ANX.Framework.Graphics.FillMode.WireFrame)
|
|
{
|
|
return SharpDX.Direct3D11.FillMode.Wireframe;
|
|
}
|
|
else
|
|
{
|
|
return SharpDX.Direct3D11.FillMode.Solid;
|
|
}
|
|
}
|
|
|
|
private SharpDX.Direct3D11.CullMode Translate(ANX.Framework.Graphics.CullMode cullMode)
|
|
{
|
|
if (cullMode == ANX.Framework.Graphics.CullMode.CullClockwiseFace)
|
|
{
|
|
return SharpDX.Direct3D11.CullMode.Front;
|
|
}
|
|
else if (cullMode == ANX.Framework.Graphics.CullMode.CullCounterClockwiseFace)
|
|
{
|
|
return SharpDX.Direct3D11.CullMode.Back;
|
|
}
|
|
else
|
|
{
|
|
return SharpDX.Direct3D11.CullMode.None;
|
|
}
|
|
}
|
|
|
|
private Comparison Translate(CompareFunction compareFunction)
|
|
{
|
|
switch (compareFunction)
|
|
{
|
|
case CompareFunction.Always:
|
|
return Comparison.Always;
|
|
case CompareFunction.Equal:
|
|
return Comparison.Equal;
|
|
case CompareFunction.Greater:
|
|
return Comparison.Greater;
|
|
case CompareFunction.GreaterEqual:
|
|
return Comparison.GreaterEqual;
|
|
case CompareFunction.Less:
|
|
return Comparison.Less;
|
|
case CompareFunction.LessEqual:
|
|
return Comparison.LessEqual;
|
|
case CompareFunction.Never:
|
|
return Comparison.Never;
|
|
case CompareFunction.NotEqual:
|
|
return Comparison.NotEqual;
|
|
}
|
|
|
|
return Comparison.Always;
|
|
}
|
|
|
|
public void SetRenderTargets(params Framework.Graphics.RenderTargetBinding[] renderTargets)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
|
|
public void GetBackBufferData<T>(Framework.Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
public void GetBackBufferData<T>(T[] data) where T : struct
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
public void GetBackBufferData<T>(T[] data, int startIndex, int elementCount) where T : struct
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
|
|
public void Clear(Framework.Graphics.ClearOptions options, Framework.Vector4 color, float depth, int stencil)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
public void DrawInstancedPrimitives(Framework.Graphics.PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount, int instanceCount)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
public void DrawUserIndexedPrimitives<T>(Framework.Graphics.PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, Array indexData, int indexOffset, int primitiveCount, Framework.Graphics.VertexDeclaration vertexDeclaration, Framework.Graphics.IndexElementSize indexFormat) where T : struct, Framework.Graphics.IVertexType
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
public void DrawUserPrimitives<T>(Framework.Graphics.PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, Framework.Graphics.VertexDeclaration vertexDeclaration) where T : struct, Framework.Graphics.IVertexType
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
}
|