Exemplo n.º 1
0
        /// <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 CullFaceState);

            CullFaceState otherState = (CullFaceState)other;

            if (otherState._FrontFaceMode != _FrontFaceMode)
            {
                return(false);
            }
            if (otherState._Enabled != _Enabled)
            {
                return(false);
            }
            if (otherState._CulledFace != _CulledFace)
            {
                return(false);
            }

            return(true);
        }
Exemplo n.º 2
0
        /// <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");
            }

            CullFaceState otherState = state as CullFaceState;

            if (otherState == null)
            {
                throw new ArgumentException("not a CullFaceState", "state");
            }

            _FrontFaceMode = otherState._FrontFaceMode;
            _Enabled       = otherState._Enabled;
            _CulledFace    = otherState._CulledFace;
        }
Exemplo n.º 3
0
        /// <summary>
        /// Set ShaderProgram 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 Apply(GraphicsContext ctx, ShaderProgram program)
        {
            if (ctx == null)
            {
                throw new ArgumentNullException("ctx");
            }

            CullFaceState currentState = (CullFaceState)ctx.GetCurrentState(StateIndex);

            if (currentState != null)
            {
                ApplyStateCore(ctx, program, currentState);
            }
            else
            {
                ApplyStateCore(ctx, program);
            }

            ctx.SetCurrentState(this);
        }
Exemplo n.º 4
0
        private void ApplyStateCore(GraphicsContext ctx, ShaderProgram program, CullFaceState currentState)
        {
            if (ctx == null)
            {
                throw new ArgumentNullException("ctx");
            }

            // Front face determination
            if (currentState.FrontFaceMode != FrontFaceMode)
            {
                Gl.FrontFace(FrontFaceMode);
            }

            // Culling
            if (_Enabled)
            {
                // Face culling
                if (currentState._Enabled == false)
                {
                    Gl.Enable(EnableCap.CullFace);
                }
                // Culled face
                if (currentState.CulledFace != CulledFace)
                {
                    Gl.CullFace(CulledFace);
                }
            }
            else
            {
                //No face culling
                if (currentState._Enabled == true)
                {
                    Gl.Disable(EnableCap.CullFace);
                }
            }
        }