public ContextDepthStencilBindings(IContext context) { Front = new ContextDepthStencilSideBindings(context, (int)All.Front); Back = new ContextDepthStencilSideBindings(context, (int)All.Back); DepthTestEnable = new EnableCapBinding(context, EnableCap.DepthTest); DepthMask = new Binding <bool>(context, (c, x) => c.GL.DepthMask(x)); DepthFunc = new Binding <DepthFunction>(context, (c, x) => c.GL.DepthFunc((int)x)); StencilTestEnable = new EnableCapBinding(context, EnableCap.StencilTest); }
public ContextDepthStencilBindings(IContext context) { Front = new ContextDepthStencilSideBindings(context, (int)All.Front); Back = new ContextDepthStencilSideBindings(context, (int)All.Back); DepthTestEnable = new EnableCapBinding(context, EnableCap.DepthTest); DepthMask = new Binding<bool>(context, (c, x) => c.GL.DepthMask(x)); DepthFunc = new Binding<DepthFunction>(context, (c, x) => c.GL.DepthFunc((int)x)); StencilTestEnable = new EnableCapBinding(context, EnableCap.StencilTest); }
public ContextRasterizerBindings(IContext context) { PolygonModeFront = new Binding <PolygonMode>(context, (c, x) => c.GL.PolygonMode((int)All.Front, (int)x)); PolygonModeBack = new Binding <PolygonMode>(context, (c, x) => c.GL.PolygonMode((int)All.Back, (int)x)); CullFace = new Binding <CullFaceMode>(context, (c, x) => c.GL.CullFace((int)x)); FrontFace = new Binding <FrontFaceDirection>(context, (c, x) => c.GL.FrontFace((int)x)); CullFaceEnable = new EnableCapBinding(context, EnableCap.CullFace); ScissorEnable = new EnableCapBinding(context, EnableCap.ScissorTest); MultisampleEnable = new EnableCapBinding(context, EnableCap.Multisample); LineSmoothEnable = new EnableCapBinding(context, EnableCap.LineSmooth); }
public ContextBlendBindings(IContext context, IContextCaps caps) { BlendEnable = new EnableCapBinding(context, EnableCap.Blend); BlendColor = new Binding <Color4>(context, (c, x) => c.GL.BlendColor(x.Red, x.Green, x.Blue, x.Alpha)); SampleMaskEnable = new EnableCapBinding(context, EnableCap.SampleMask); SampleMasks = Enumerable.Range(0, caps.MaxSampleMaskWords) .Select(i => new Binding <uint>(context, (c, x) => c.GL.SampleMask((uint)i, x))) .ToArray(); AlphaToCoverageEnable = new EnableCapBinding(context, EnableCap.SampleAlphaToCoverage); United = new ContextBlendTargetBinding(context, null); Separate = Enumerable.Range(0, caps.MaxDrawBuffers) .Select(i => new ContextBlendTargetBinding(context, i)) .ToArray(); }
public ContextBlendBindings(IContext context, IContextCaps caps) { BlendEnable = new EnableCapBinding(context, EnableCap.Blend); BlendColor = new Binding<Color4>(context, (c, x) => c.GL.BlendColor(x.Red, x.Green, x.Blue, x.Alpha)); SampleMaskEnable = new EnableCapBinding(context, EnableCap.SampleMask); SampleMasks = Enumerable.Range(0, caps.MaxSampleMaskWords) .Select(i => new Binding<uint>(context, (c, x) => c.GL.SampleMask((uint)i, x))) .ToArray(); AlphaToCoverageEnable = new EnableCapBinding(context, EnableCap.SampleAlphaToCoverage); United = new ContextBlendTargetBinding(context, null); Separate = Enumerable.Range(0, caps.MaxDrawBuffers) .Select(i => new ContextBlendTargetBinding(context, i)) .ToArray(); }