public void Dispose()
 {
     if (com != null)
     {
         com.Dispose();
         com = null;
     }
 }
Beispiel #2
0
 public void Dispose()
 {
     if (com != null)
     {
         com.Dispose();
         com = null;
     }
 }
        public BlendStateDesc(BlendStateTypes type)
        {
            try
            {
                bool enable = false;
                REIGN_D3D11_BLEND_OP operation = REIGN_D3D11_BLEND_OP.ADD;
                REIGN_D3D11_BLEND srcBlend = REIGN_D3D11_BLEND.ONE, dstBlend = REIGN_D3D11_BLEND.ONE;
                switch (type)
                {
                    case BlendStateTypes.None:
                        enable = false;
                        operation = REIGN_D3D11_BLEND_OP.ADD;
                        srcBlend = REIGN_D3D11_BLEND.ONE;
                        dstBlend = REIGN_D3D11_BLEND.ONE;
                        break;

                    case BlendStateTypes.Add:
                        enable = true;
                        operation = REIGN_D3D11_BLEND_OP.ADD;
                        srcBlend = REIGN_D3D11_BLEND.ONE;
                        dstBlend = REIGN_D3D11_BLEND.ONE;
                        break;

                    case BlendStateTypes.Subtract:
                        enable = true;
                        operation = REIGN_D3D11_BLEND_OP.SUBTRACT;
                        srcBlend = REIGN_D3D11_BLEND.ONE;
                        dstBlend = REIGN_D3D11_BLEND.ONE;
                        break;

                    case BlendStateTypes.RevSubtract:
                        enable = true;
                        operation = REIGN_D3D11_BLEND_OP.REV_SUBTRACT;
                        srcBlend = REIGN_D3D11_BLEND.ONE;
                        dstBlend = REIGN_D3D11_BLEND.ONE;
                        break;

                    case BlendStateTypes.Alpha:
                        enable = true;
                        operation = REIGN_D3D11_BLEND_OP.ADD;
                        srcBlend = REIGN_D3D11_BLEND.SRC_ALPHA;
                        dstBlend = REIGN_D3D11_BLEND.INV_SRC_ALPHA;
                        break;

                    default:
                        Debug.ThrowError("BlendStateDesc", "Unsuported BlendStateType");
                        break;
                }

                com = new BlendStateDescCom(enable, operation, srcBlend, dstBlend);
            }
            catch (Exception e)
            {
                Dispose();
                throw e;
            }
        }
Beispiel #4
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        public BlendStateDesc(BlendStateTypes type)
        {
            try
            {
                bool enable = false;
                REIGN_D3D11_BLEND_OP operation = REIGN_D3D11_BLEND_OP.ADD;
                REIGN_D3D11_BLEND    srcBlend = REIGN_D3D11_BLEND.ONE, dstBlend = REIGN_D3D11_BLEND.ONE;
                switch (type)
                {
                case BlendStateTypes.None:
                    enable    = false;
                    operation = REIGN_D3D11_BLEND_OP.ADD;
                    srcBlend  = REIGN_D3D11_BLEND.ONE;
                    dstBlend  = REIGN_D3D11_BLEND.ONE;
                    break;

                case BlendStateTypes.Add:
                    enable    = true;
                    operation = REIGN_D3D11_BLEND_OP.ADD;
                    srcBlend  = REIGN_D3D11_BLEND.ONE;
                    dstBlend  = REIGN_D3D11_BLEND.ONE;
                    break;

                case BlendStateTypes.Subtract:
                    enable    = true;
                    operation = REIGN_D3D11_BLEND_OP.SUBTRACT;
                    srcBlend  = REIGN_D3D11_BLEND.ONE;
                    dstBlend  = REIGN_D3D11_BLEND.ONE;
                    break;

                case BlendStateTypes.RevSubtract:
                    enable    = true;
                    operation = REIGN_D3D11_BLEND_OP.REV_SUBTRACT;
                    srcBlend  = REIGN_D3D11_BLEND.ONE;
                    dstBlend  = REIGN_D3D11_BLEND.ONE;
                    break;

                case BlendStateTypes.Alpha:
                    enable    = true;
                    operation = REIGN_D3D11_BLEND_OP.ADD;
                    srcBlend  = REIGN_D3D11_BLEND.SRC_ALPHA;
                    dstBlend  = REIGN_D3D11_BLEND.INV_SRC_ALPHA;
                    break;

                default:
                    Debug.ThrowError("BlendStateDesc", "Unsuported BlendStateType");
                    break;
                }

                com = new BlendStateDescCom(enable, operation, srcBlend, dstBlend);
            }
            catch (Exception e)
            {
                Dispose();
                throw e;
            }
        }
Beispiel #5
0
        public BlendStateDesc(BlendStateTypes type)
        {
            uint             renderTargetWriteMask = 0xFFFFFFFF;
            bool             blendEnable = false, blendEnableAlpha = false;
            REIGN_D3DBLENDOP blendOp = REIGN_D3DBLENDOP.ADD, blendOpAlpha = REIGN_D3DBLENDOP.ADD;
            REIGN_D3DBLEND   srcBlend = REIGN_D3DBLEND.ONE, dstBlend = REIGN_D3DBLEND.ONE, srcBlendAlpha = REIGN_D3DBLEND.ONE, dstBlendAlpha = REIGN_D3DBLEND.ONE;

            switch (type)
            {
            case BlendStateTypes.None:
                blendEnable = false;
                blendOp     = REIGN_D3DBLENDOP.ADD;
                srcBlend    = REIGN_D3DBLEND.ONE;
                dstBlend    = REIGN_D3DBLEND.ZERO;

                blendEnableAlpha = false;
                blendOpAlpha     = REIGN_D3DBLENDOP.ADD;
                srcBlendAlpha    = REIGN_D3DBLEND.ONE;
                dstBlendAlpha    = REIGN_D3DBLEND.ZERO;
                break;

            case BlendStateTypes.Add:
                blendEnable = true;
                blendOp     = REIGN_D3DBLENDOP.ADD;
                srcBlend    = REIGN_D3DBLEND.ONE;
                dstBlend    = REIGN_D3DBLEND.ONE;

                blendEnableAlpha = false;
                blendOpAlpha     = REIGN_D3DBLENDOP.ADD;
                srcBlendAlpha    = REIGN_D3DBLEND.ONE;
                dstBlendAlpha    = REIGN_D3DBLEND.ONE;
                break;

            case BlendStateTypes.Subtract:
                blendEnable = true;
                blendOp     = REIGN_D3DBLENDOP.SUBTRACT;
                srcBlend    = REIGN_D3DBLEND.ONE;
                dstBlend    = REIGN_D3DBLEND.ONE;

                blendEnableAlpha = false;
                blendOpAlpha     = REIGN_D3DBLENDOP.SUBTRACT;
                srcBlendAlpha    = REIGN_D3DBLEND.ONE;
                dstBlendAlpha    = REIGN_D3DBLEND.ONE;
                break;

            case BlendStateTypes.RevSubtract:
                blendEnable = true;
                blendOp     = REIGN_D3DBLENDOP.REVSUBTRACT;
                srcBlend    = REIGN_D3DBLEND.ONE;
                dstBlend    = REIGN_D3DBLEND.ONE;

                blendEnableAlpha = false;
                blendOpAlpha     = REIGN_D3DBLENDOP.REVSUBTRACT;
                srcBlendAlpha    = REIGN_D3DBLEND.ONE;
                dstBlendAlpha    = REIGN_D3DBLEND.ONE;
                break;

            case BlendStateTypes.Alpha:
                blendEnable = true;
                blendOp     = REIGN_D3DBLENDOP.ADD;
                srcBlend    = REIGN_D3DBLEND.SRCALPHA;
                dstBlend    = REIGN_D3DBLEND.INVSRCALPHA;

                blendEnableAlpha = false;
                blendOpAlpha     = REIGN_D3DBLENDOP.ADD;
                srcBlendAlpha    = REIGN_D3DBLEND.SRCALPHA;
                dstBlendAlpha    = REIGN_D3DBLEND.INVSRCALPHA;
                break;

            default:
                Debug.ThrowError("BlendStateDesc", "Unsuported BlendStateType");
                break;
            }

            com = new BlendStateDescCom(renderTargetWriteMask, blendEnable, blendOp, srcBlend, dstBlend, blendEnableAlpha, blendOpAlpha, srcBlendAlpha, dstBlendAlpha);
        }
        public BlendStateDesc(BlendStateTypes type)
        {
            uint renderTargetWriteMask = 0xFFFFFFFF;
            bool blendEnable = false, blendEnableAlpha = false;
            REIGN_D3DBLENDOP blendOp = REIGN_D3DBLENDOP.ADD, blendOpAlpha = REIGN_D3DBLENDOP.ADD;
            REIGN_D3DBLEND srcBlend = REIGN_D3DBLEND.ONE, dstBlend = REIGN_D3DBLEND.ONE, srcBlendAlpha = REIGN_D3DBLEND.ONE, dstBlendAlpha = REIGN_D3DBLEND.ONE;

            switch (type)
            {
                case BlendStateTypes.None:
                    blendEnable = false;
                    blendOp = REIGN_D3DBLENDOP.ADD;
                    srcBlend = REIGN_D3DBLEND.ONE;
                    dstBlend = REIGN_D3DBLEND.ZERO;

                    blendEnableAlpha = false;
                    blendOpAlpha = REIGN_D3DBLENDOP.ADD;
                    srcBlendAlpha = REIGN_D3DBLEND.ONE;
                    dstBlendAlpha = REIGN_D3DBLEND.ZERO;
                    break;

                case BlendStateTypes.Add:
                    blendEnable = true;
                    blendOp = REIGN_D3DBLENDOP.ADD;
                    srcBlend = REIGN_D3DBLEND.ONE;
                    dstBlend = REIGN_D3DBLEND.ONE;

                    blendEnableAlpha = false;
                    blendOpAlpha = REIGN_D3DBLENDOP.ADD;
                    srcBlendAlpha = REIGN_D3DBLEND.ONE;
                    dstBlendAlpha = REIGN_D3DBLEND.ONE;
                    break;

                case BlendStateTypes.Subtract:
                    blendEnable = true;
                    blendOp = REIGN_D3DBLENDOP.SUBTRACT;
                    srcBlend = REIGN_D3DBLEND.ONE;
                    dstBlend = REIGN_D3DBLEND.ONE;

                    blendEnableAlpha = false;
                    blendOpAlpha = REIGN_D3DBLENDOP.SUBTRACT;
                    srcBlendAlpha = REIGN_D3DBLEND.ONE;
                    dstBlendAlpha = REIGN_D3DBLEND.ONE;
                    break;

                case BlendStateTypes.RevSubtract:
                    blendEnable = true;
                    blendOp = REIGN_D3DBLENDOP.REVSUBTRACT;
                    srcBlend = REIGN_D3DBLEND.ONE;
                    dstBlend = REIGN_D3DBLEND.ONE;

                    blendEnableAlpha = false;
                    blendOpAlpha = REIGN_D3DBLENDOP.REVSUBTRACT;
                    srcBlendAlpha = REIGN_D3DBLEND.ONE;
                    dstBlendAlpha = REIGN_D3DBLEND.ONE;
                    break;

                case BlendStateTypes.Alpha:
                    blendEnable = true;
                    blendOp = REIGN_D3DBLENDOP.ADD;
                    srcBlend = REIGN_D3DBLEND.SRCALPHA;
                    dstBlend = REIGN_D3DBLEND.INVSRCALPHA;

                    blendEnableAlpha = false;
                    blendOpAlpha = REIGN_D3DBLENDOP.ADD;
                    srcBlendAlpha = REIGN_D3DBLEND.SRCALPHA;
                    dstBlendAlpha = REIGN_D3DBLEND.INVSRCALPHA;
                    break;

                default:
                    Debug.ThrowError("BlendStateDesc", "Unsuported BlendStateType");
                    break;
            }

            com = new BlendStateDescCom(renderTargetWriteMask, blendEnable, blendOp, srcBlend, dstBlend, blendEnableAlpha, blendOpAlpha, srcBlendAlpha, dstBlendAlpha);
        }