- Started Windows, Metro and Linux Platform-Plugins - Moved the RecordingSample to the Samples folder - Started two samples for using the graphics device in a WinForms and Wpf Editor - Refactorings in the AddIn-System - Moved the Window initialization-code to the Platform modules - Changed the License text in all code files which is now way smaller - Started ProjectConverter tool which converts all the projects and solution to the target configuration - Changed the SupportedPlatform names in the Resource files - Changed the WIN8 define to WINDOWSMETRO which is actually meant - Removed NLog and started our own Logger class - Many more stuff...
300 lines
9.3 KiB
C#
300 lines
9.3 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.Direct3D11;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.Framework;
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#endregion // Using Statements
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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.DX11
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{
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public class DepthStencilState_DX11 : INativeDepthStencilState
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{
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#region Private Members
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private DepthStencilStateDescription description;
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private SharpDX.Direct3D11.DepthStencilState nativeDepthStencilState;
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private bool nativeDepthStencilStateDirty;
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private bool bound;
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private int referenceStencil;
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#endregion // Private Members
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public DepthStencilState_DX11()
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{
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this.description = new DepthStencilStateDescription();
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this.nativeDepthStencilStateDirty = true;
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}
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public void Apply(ANX.Framework.Graphics.GraphicsDevice graphicsDevice)
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{
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GraphicsDeviceWindowsDX11 gdx11 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX11;
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DeviceContext context = gdx11.NativeDevice;
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UpdateNativeDepthStencilState(context.Device);
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this.bound = true;
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context.OutputMerger.SetDepthStencilState(nativeDepthStencilState, this.referenceStencil);
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}
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public void Release()
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{
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this.bound = false;
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}
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public 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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public bool IsBound
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{
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get
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{
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return this.bound;
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}
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}
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public ANX.Framework.Graphics.StencilOperation CounterClockwiseStencilDepthBufferFail
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{
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set
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{
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SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);
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if (description.BackFace.DepthFailOperation != operation)
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{
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description.BackFace.DepthFailOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.StencilOperation CounterClockwiseStencilFail
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{
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set
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{
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SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);
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if (description.BackFace.FailOperation != operation)
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{
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description.BackFace.FailOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.CompareFunction CounterClockwiseStencilFunction
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{
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set
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{
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SharpDX.Direct3D11.Comparison comparison = FormatConverter.Translate(value);
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if (description.BackFace.Comparison != comparison)
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{
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description.BackFace.Comparison = comparison;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.StencilOperation CounterClockwiseStencilPass
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{
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set
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{
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SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);
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if (description.BackFace.PassOperation != operation)
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{
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description.BackFace.PassOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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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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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.CompareFunction DepthBufferFunction
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{
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set
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{
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SharpDX.Direct3D11.Comparison comparison = FormatConverter.Translate(value);
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if (description.DepthComparison != comparison)
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{
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description.DepthComparison = comparison;
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nativeDepthStencilStateDirty = true;
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}
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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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DepthWriteMask writeMask = value ? DepthWriteMask.All : DepthWriteMask.Zero;
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if (description.DepthWriteMask != writeMask)
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{
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description.DepthWriteMask = writeMask;
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nativeDepthStencilStateDirty = true;
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}
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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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if (this.referenceStencil != value)
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{
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this.referenceStencil = value;
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this.nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.StencilOperation StencilDepthBufferFail
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{
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set
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{
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SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);
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if (description.FrontFace.DepthFailOperation != operation)
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{
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description.FrontFace.DepthFailOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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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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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.StencilOperation StencilFail
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{
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set
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{
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SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);
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if (description.FrontFace.FailOperation != operation)
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{
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description.FrontFace.FailOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.CompareFunction StencilFunction
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{
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set
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{
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SharpDX.Direct3D11.Comparison comparison = FormatConverter.Translate(value);
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if (description.FrontFace.Comparison != comparison)
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{
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description.FrontFace.Comparison = comparison;
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nativeDepthStencilStateDirty = true;
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}
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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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if (description.StencilReadMask != stencilMask)
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{
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description.StencilReadMask = stencilMask;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.StencilOperation StencilPass
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{
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set
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{
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SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);
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if (description.FrontFace.PassOperation != operation)
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{
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description.FrontFace.PassOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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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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if (description.StencilWriteMask != stencilWriteMask)
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{
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description.StencilWriteMask = stencilWriteMask;
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nativeDepthStencilStateDirty = true;
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}
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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 this. in xna this enables only counter clockwise stencil operations
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}
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}
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private void UpdateNativeDepthStencilState(Device device)
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{
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if (this.nativeDepthStencilStateDirty == true || this.nativeDepthStencilState == null)
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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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this.nativeDepthStencilState = new SharpDX.Direct3D11.DepthStencilState(device, ref this.description);
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this.nativeDepthStencilStateDirty = false;
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}
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}
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}
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}
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