/// <summary> /// Factory method for getting the default render state set. /// </summary> /// <returns> /// It returns a GraphicsStateSet representing the default state set. /// </returns> public static GraphicsStateSet GetDefaultSet() { GraphicsStateSet renderStateSet = new GraphicsStateSet(); // Instantiate all context-bound states renderStateSet.DefineState(TransformState.DefaultState); renderStateSet.DefineState(DepthTestState.DefaultState); renderStateSet.DefineState(BlendState.DefaultState); renderStateSet.DefineState(CullFaceState.DefaultState); // renderStateSet.DefineState(UniformColorState.DefaultState); //renderStateSet.DefineState(PolygonModeState.DefaultState); //renderStateSet.DefineState(CullFaceState.DefaultState); //renderStateSet.DefineState(RenderBufferState.DefaultState); //renderStateSet.DefineState(ViewportState.DefaultState); return(renderStateSet); }
/// <summary> /// Clone this GraphicsStateSet. /// </summary> /// <returns> /// It returns a deep copy of this GraphicsStateSet. /// </returns> public GraphicsStateSet Push() { GraphicsStateSet clone = new GraphicsStateSet(); foreach (IGraphicsState state in _RenderStates) { if (state != null) { clone.DefineState(state.Push()); } } return(clone); }
/// <summary> /// Factory method for getting the current render state set. /// </summary> /// <param name="ctx"> /// A <see cref="GraphicsContext"/> defining the state vector. /// </param> /// <returns> /// It returns a GraphicsStateSet representing the currently active state vector. /// </returns> public static GraphicsStateSet GetCurrentStateSet(GraphicsContext ctx) { if (ctx == null) { throw new ArgumentNullException("ctx"); } if (ctx.IsCurrent == false) { throw new ArgumentException("not current", "ctx"); } GraphicsStateSet renderStateSet = new GraphicsStateSet(); // Instantiate all context-bound states renderStateSet.DefineState(new PolygonModeState(ctx)); renderStateSet.DefineState(new BlendState(ctx)); renderStateSet.DefineState(new DepthTestState(ctx)); renderStateSet.DefineState(new CullFaceState(ctx)); //renderStateSet.DefineState(new RenderBufferState(ctx)); //renderStateSet.DefineState(new ViewportState(ctx)); renderStateSet.DefineState(new TransformState(ctx)); return(renderStateSet); }
/// <summary> /// Factory method for getting the default render state set. /// </summary> /// <returns> /// It returns a GraphicsStateSet representing the default state set. /// </returns> public static GraphicsStateSet GetDefaultSet() { GraphicsStateSet renderStateSet = new GraphicsStateSet(); // Instantiate all context-bound states renderStateSet.DefineState(PixelAlignmentState.DefaultState); renderStateSet.DefineState(TransformState.DefaultState); renderStateSet.DefineState(DepthTestState.DefaultState); renderStateSet.DefineState(BlendState.DefaultState); renderStateSet.DefineState(CullFaceState.DefaultState); renderStateSet.DefineState(PolygonOffsetState.DefaultState); return(renderStateSet); }