/// <summary> /// Merge this state with another one. /// </summary> /// <param name="state"> /// A <see cref="IGraphicsState"/> having the same <see cref="StateIdentifier"/> of this state. /// </param> public override void Merge(IGraphicsState state) { if (state == null) { throw new ArgumentNullException("state"); } DepthTestState otherState = state as DepthTestState; if (otherState == null) { throw new ArgumentException("not a DepthTestState", "state"); } _Function = otherState._Function; }
/// <summary> /// Indicates whether the current object is equal to another object of the same type. /// </summary> /// <param name="other"> /// A <see cref="GraphicsState"/> to compare to this GraphicsState. /// </param> /// <returns> /// It returns true if the current object is equal to <paramref name="other"/>. /// </returns> /// <remarks> /// <para> /// This method test only whether <paramref name="other"/> type equals to this type. /// </para> /// </remarks> /// <exception cref="ArgumentNullException"> /// This exception is thrown if the parameter <paramref name="other"/> is null. /// </exception> public override bool Equals(IGraphicsState other) { if (base.Equals(other) == false) { return(false); } Debug.Assert(other is DepthTestState); DepthTestState otherState = (DepthTestState)other; if (otherState.Function != Function) { return(false); } return(true); }
/// <summary> /// Apply this depth test render state. /// </summary> /// <param name="ctx"> /// A <see cref="GraphicsContext"/> which has defined the shader program <paramref name="program"/>. /// </param> /// <param name="program"> /// The <see cref="ShaderProgram"/> which has the state set. /// </param> public override void ApplyState(GraphicsContext ctx, ShaderProgram program) { if (ctx == null) { throw new ArgumentNullException("ctx"); } DepthTestState currentState = (DepthTestState)ctx.GetCurrentState(StateIndex); if (currentState != null) { ApplyStateCore(ctx, program, currentState); } else { ApplyStateCore(ctx, program); } ctx.SetCurrentState(this); }
private void ApplyStateCore(GraphicsContext ctx, ShaderProgram program, DepthTestState currentState) { if (_Enabled) { // Enable depth test if (currentState.Enabled == false) { Gl.Enable(EnableCap.DepthTest); } // Specify depth function if (currentState.Function != Function) { Gl.DepthFunc(Function); } } else { // Disable depth test if (currentState != null && currentState.Enabled == true) { Gl.Disable(EnableCap.DepthTest); } } }