示例#1
0
        static DepthStencilState()
        {
#if !PORTABLE
            _default = new Utilities.ObjectFactoryWithReset <DepthStencilState>(() => new DepthStencilState
            {
                Name = "DepthStencilState.Default",
                DepthBufferEnable      = true,
                DepthBufferWriteEnable = true
            });

            _depthRead = new Utilities.ObjectFactoryWithReset <DepthStencilState>(() => new DepthStencilState
            {
                Name = "DepthStencilState.DepthRead",
                DepthBufferEnable      = true,
                DepthBufferWriteEnable = false
            });

            _none = new Utilities.ObjectFactoryWithReset <DepthStencilState>(() => new DepthStencilState
            {
                Name = "DepthStencilState.None",
                DepthBufferEnable      = false,
                DepthBufferWriteEnable = false
            });
#endif
        }
示例#2
0
        static SamplerState()
        {
            _anisotropicClamp = new Utilities.ObjectFactoryWithReset <SamplerState>(() => new SamplerState
            {
                Name     = "SamplerState.AnisotropicClamp",
                Filter   = TextureFilter.Anisotropic,
                AddressU = TextureAddressMode.Clamp,
                AddressV = TextureAddressMode.Clamp,
                AddressW = TextureAddressMode.Clamp,
            });

            _anisotropicWrap = new Utilities.ObjectFactoryWithReset <SamplerState>(() => new SamplerState
            {
                Name     = "SamplerState.AnisotropicWrap",
                Filter   = TextureFilter.Anisotropic,
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
            });

            _linearClamp = new Utilities.ObjectFactoryWithReset <SamplerState>(() => new SamplerState
            {
                Name     = "SamplerState.LinearClamp",
                Filter   = TextureFilter.Linear,
                AddressU = TextureAddressMode.Clamp,
                AddressV = TextureAddressMode.Clamp,
                AddressW = TextureAddressMode.Clamp,
            });

            _linearWrap = new Utilities.ObjectFactoryWithReset <SamplerState>(() => new SamplerState
            {
                Name     = "SamplerState.LinearWrap",
                Filter   = TextureFilter.Linear,
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
            });

            _pointClamp = new Utilities.ObjectFactoryWithReset <SamplerState>(() => new SamplerState
            {
                Name     = "SamplerState.PointClamp",
                Filter   = TextureFilter.Point,
                AddressU = TextureAddressMode.Clamp,
                AddressV = TextureAddressMode.Clamp,
                AddressW = TextureAddressMode.Clamp,
            });

            _pointWrap = new Utilities.ObjectFactoryWithReset <SamplerState>(() => new SamplerState
            {
                Name     = "SamplerState.PointWrap",
                Filter   = TextureFilter.Point,
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
            });
        }
示例#3
0
        static SamplerState () 
        {
			_anisotropicClamp = new Utilities.ObjectFactoryWithReset<SamplerState>(() => new SamplerState
            {
                Name = "SamplerState.AnisotropicClamp",
				Filter = TextureFilter.Anisotropic,
				AddressU = TextureAddressMode.Clamp,
				AddressV = TextureAddressMode.Clamp,
				AddressW = TextureAddressMode.Clamp,
			});
			
			_anisotropicWrap = new Utilities.ObjectFactoryWithReset<SamplerState>(() => new SamplerState
            {
                Name = "SamplerState.AnisotropicWrap",
				Filter = TextureFilter.Anisotropic,
				AddressU = TextureAddressMode.Wrap,
				AddressV = TextureAddressMode.Wrap,
				AddressW = TextureAddressMode.Wrap,
			});
			
			_linearClamp = new Utilities.ObjectFactoryWithReset<SamplerState>(() => new SamplerState
            {
                Name = "SamplerState.LinearClamp",
				Filter = TextureFilter.Linear,
				AddressU = TextureAddressMode.Clamp,
				AddressV = TextureAddressMode.Clamp,
				AddressW = TextureAddressMode.Clamp,
			});
			
			_linearWrap = new Utilities.ObjectFactoryWithReset<SamplerState>(() => new SamplerState
            {
                Name = "SamplerState.LinearWrap",
				Filter = TextureFilter.Linear,
				AddressU = TextureAddressMode.Wrap,
				AddressV = TextureAddressMode.Wrap,
				AddressW = TextureAddressMode.Wrap,
			});
			
			_pointClamp = new Utilities.ObjectFactoryWithReset<SamplerState>(() => new SamplerState
            {
                Name = "SamplerState.PointClamp",
				Filter = TextureFilter.Point,
				AddressU = TextureAddressMode.Clamp,
				AddressV = TextureAddressMode.Clamp,
				AddressW = TextureAddressMode.Clamp,
			});
			
			_pointWrap = new Utilities.ObjectFactoryWithReset<SamplerState>(() => new SamplerState
            {
                Name = "SamplerState.PointWrap",
				Filter = TextureFilter.Point,
				AddressU = TextureAddressMode.Wrap,
				AddressV = TextureAddressMode.Wrap,
				AddressW = TextureAddressMode.Wrap,
			});
		}
		static RasterizerState ()
		{
			_cullClockwise = new Utilities.ObjectFactoryWithReset<RasterizerState>(() => new RasterizerState
            {
				CullMode = CullMode.CullClockwiseFace
			});

			_cullCounterClockwise = new Utilities.ObjectFactoryWithReset<RasterizerState>(() => new RasterizerState
            {
				CullMode = CullMode.CullCounterClockwiseFace
			});

			_cullNone = new Utilities.ObjectFactoryWithReset<RasterizerState>(() => new RasterizerState
            {
				CullMode = CullMode.None
			});
		}
示例#5
0
        static RasterizerState()
        {
            _cullClockwise = new Utilities.ObjectFactoryWithReset <RasterizerState>(() => new RasterizerState
            {
                Name     = "RasterizerState.CullClockwise",
                CullMode = CullMode.CullClockwiseFace
            });

            _cullCounterClockwise = new Utilities.ObjectFactoryWithReset <RasterizerState>(() => new RasterizerState
            {
                Name     = "RasterizerState.CullCounterClockwise",
                CullMode = CullMode.CullCounterClockwiseFace
            });

            _cullNone = new Utilities.ObjectFactoryWithReset <RasterizerState>(() => new RasterizerState
            {
                Name     = "RasterizerState.CullNone",
                CullMode = CullMode.None
            });
        }
示例#6
0
        static BlendState()
        {
            _additive = new Utilities.ObjectFactoryWithReset <BlendState>(() => new BlendState
            {
                Name                  = "BlendState.Additive",
                ColorSourceBlend      = Blend.SourceAlpha,
                AlphaSourceBlend      = Blend.SourceAlpha,
                ColorDestinationBlend = Blend.One,
                AlphaDestinationBlend = Blend.One
            });

            _alphaBlend = new Utilities.ObjectFactoryWithReset <BlendState>(() => new BlendState()
            {
                Name                  = "BlendState.AlphaBlend",
                ColorSourceBlend      = Blend.One,
                AlphaSourceBlend      = Blend.One,
                ColorDestinationBlend = Blend.InverseSourceAlpha,
                AlphaDestinationBlend = Blend.InverseSourceAlpha
            });

            _nonPremultiplied = new Utilities.ObjectFactoryWithReset <BlendState>(() => new BlendState()
            {
                Name                  = "BlendState.NonPremultiplied",
                ColorSourceBlend      = Blend.SourceAlpha,
                AlphaSourceBlend      = Blend.SourceAlpha,
                ColorDestinationBlend = Blend.InverseSourceAlpha,
                AlphaDestinationBlend = Blend.InverseSourceAlpha
            });

            _opaque = new Utilities.ObjectFactoryWithReset <BlendState>(() => new BlendState()
            {
                Name                  = "BlendState.Opaque",
                ColorSourceBlend      = Blend.One,
                AlphaSourceBlend      = Blend.One,
                ColorDestinationBlend = Blend.Zero,
                AlphaDestinationBlend = Blend.Zero
            });
        }
示例#7
0
		static DepthStencilState ()
		{
			_default = new Utilities.ObjectFactoryWithReset<DepthStencilState>(() => new DepthStencilState
            {
                Name = "DepthStencilState.Default",
				DepthBufferEnable = true,
				DepthBufferWriteEnable = true
			});
			
			_depthRead = new Utilities.ObjectFactoryWithReset<DepthStencilState>(() => new DepthStencilState
            {
                Name = "DepthStencilState.DepthRead",
                DepthBufferEnable = true,
				DepthBufferWriteEnable = false
			});
			
			_none = new Utilities.ObjectFactoryWithReset<DepthStencilState>(() => new DepthStencilState
            {
                Name = "DepthStencilState.None",
                DepthBufferEnable = false,
				DepthBufferWriteEnable = false
			});
		}
		static BlendState() 
        {
            _additive = new Utilities.ObjectFactoryWithReset<BlendState>(() => new BlendState
            {
                ColorSourceBlend = Blend.SourceAlpha,
                AlphaSourceBlend = Blend.SourceAlpha,
                ColorDestinationBlend = Blend.One,
                AlphaDestinationBlend = Blend.One
            });
			
			_alphaBlend = new Utilities.ObjectFactoryWithReset<BlendState>(() => new BlendState()
            {
				ColorSourceBlend = Blend.One,
				AlphaSourceBlend = Blend.One,
				ColorDestinationBlend = Blend.InverseSourceAlpha,
				AlphaDestinationBlend = Blend.InverseSourceAlpha
			});
			
			_nonPremultiplied = new Utilities.ObjectFactoryWithReset<BlendState>(() => new BlendState() 
            {
				ColorSourceBlend = Blend.SourceAlpha,
				AlphaSourceBlend = Blend.SourceAlpha,
				ColorDestinationBlend = Blend.InverseSourceAlpha,
				AlphaDestinationBlend = Blend.InverseSourceAlpha
			});
			
			_opaque = new Utilities.ObjectFactoryWithReset<BlendState>(() => new BlendState()
            {
				ColorSourceBlend = Blend.One,
				AlphaSourceBlend = Blend.One,			    
				ColorDestinationBlend = Blend.Zero,
				AlphaDestinationBlend = Blend.Zero
			});
		}
示例#9
0
    static SamplerState () 
        {
#if OPENGL
#if GLES
			if (GraphicsCapabilities.SupportsTextureFilterAnisotropic)
            {
                GL.GetFloat(GetPNameMaxTextureMaxAnisotropy, ref SamplerState.MaxTextureMaxAnisotropy);
            }
#else
            GL.GetFloat(GetPNameMaxTextureMaxAnisotropy, out SamplerState.MaxTextureMaxAnisotropy);
#endif
            GraphicsExtensions.CheckGLError();
#endif
	
			_anisotropicClamp = new Utilities.ObjectFactoryWithReset<SamplerState>(() => new SamplerState
            {
                Name = "SamplerState.AnisotropicClamp",
				Filter = TextureFilter.Anisotropic,
				AddressU = TextureAddressMode.Clamp,
				AddressV = TextureAddressMode.Clamp,
				AddressW = TextureAddressMode.Clamp,
			});
			
			_anisotropicWrap = new Utilities.ObjectFactoryWithReset<SamplerState>(() => new SamplerState
            {
                Name = "SamplerState.AnisotropicWrap",
				Filter = TextureFilter.Anisotropic,
				AddressU = TextureAddressMode.Wrap,
				AddressV = TextureAddressMode.Wrap,
				AddressW = TextureAddressMode.Wrap,
			});
			
			_linearClamp = new Utilities.ObjectFactoryWithReset<SamplerState>(() => new SamplerState
            {
                Name = "SamplerState.LinearClamp",
				Filter = TextureFilter.Linear,
				AddressU = TextureAddressMode.Clamp,
				AddressV = TextureAddressMode.Clamp,
				AddressW = TextureAddressMode.Clamp,
			});
			
			_linearWrap = new Utilities.ObjectFactoryWithReset<SamplerState>(() => new SamplerState
            {
                Name = "SamplerState.LinearWrap",
				Filter = TextureFilter.Linear,
				AddressU = TextureAddressMode.Wrap,
				AddressV = TextureAddressMode.Wrap,
				AddressW = TextureAddressMode.Wrap,
			});
			
			_pointClamp = new Utilities.ObjectFactoryWithReset<SamplerState>(() => new SamplerState
            {
                Name = "SamplerState.PointClamp",
				Filter = TextureFilter.Point,
				AddressU = TextureAddressMode.Clamp,
				AddressV = TextureAddressMode.Clamp,
				AddressW = TextureAddressMode.Clamp,
			});
			
			_pointWrap = new Utilities.ObjectFactoryWithReset<SamplerState>(() => new SamplerState
            {
                Name = "SamplerState.PointWrap",
				Filter = TextureFilter.Point,
				AddressU = TextureAddressMode.Wrap,
				AddressV = TextureAddressMode.Wrap,
				AddressW = TextureAddressMode.Wrap,
			});
		}
        static SamplerState()
        {
#if OPENGL
#if GLES
            if (GraphicsCapabilities.SupportsTextureFilterAnisotropic)
            {
                GL.GetFloat(GetPNameMaxTextureMaxAnisotropy, ref SamplerState.MaxTextureMaxAnisotropy);
            }
#else
            GL.GetFloat(GetPNameMaxTextureMaxAnisotropy, out SamplerState.MaxTextureMaxAnisotropy);
#endif
            GraphicsExtensions.CheckGLError();
#endif

            _anisotropicClamp = new Utilities.ObjectFactoryWithReset <SamplerState>(() => new SamplerState
            {
                Name     = "SamplerState.AnisotropicClamp",
                Filter   = TextureFilter.Anisotropic,
                AddressU = TextureAddressMode.Clamp,
                AddressV = TextureAddressMode.Clamp,
                AddressW = TextureAddressMode.Clamp,
            });

            _anisotropicWrap = new Utilities.ObjectFactoryWithReset <SamplerState>(() => new SamplerState
            {
                Name     = "SamplerState.AnisotropicWrap",
                Filter   = TextureFilter.Anisotropic,
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
            });

            _linearClamp = new Utilities.ObjectFactoryWithReset <SamplerState>(() => new SamplerState
            {
                Name     = "SamplerState.LinearClamp",
                Filter   = TextureFilter.Linear,
                AddressU = TextureAddressMode.Clamp,
                AddressV = TextureAddressMode.Clamp,
                AddressW = TextureAddressMode.Clamp,
            });

            _linearWrap = new Utilities.ObjectFactoryWithReset <SamplerState>(() => new SamplerState
            {
                Name     = "SamplerState.LinearWrap",
                Filter   = TextureFilter.Linear,
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
            });

            _pointClamp = new Utilities.ObjectFactoryWithReset <SamplerState>(() => new SamplerState
            {
                Name     = "SamplerState.PointClamp",
                Filter   = TextureFilter.Point,
                AddressU = TextureAddressMode.Clamp,
                AddressV = TextureAddressMode.Clamp,
                AddressW = TextureAddressMode.Clamp,
            });

            _pointWrap = new Utilities.ObjectFactoryWithReset <SamplerState>(() => new SamplerState
            {
                Name     = "SamplerState.PointWrap",
                Filter   = TextureFilter.Point,
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
            });
        }