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Root/src/Graphics/States/BlendState.cs

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#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
 * Copyright 2009-2016 Ethan Lee and the MonoGame Team
 *
 * Released under the Microsoft Public License.
 * See LICENSE for details.
 */
#endregion
 
namespace Microsoft.Xna.Framework.Graphics
{
    public class BlendState : GraphicsResource
    {
        #region Public Properties
 
        public BlendFunction AlphaBlendFunction
        {
            get;
            set;
        }
 
        public Blend AlphaDestinationBlend
        {
            get;
            set;
        }
 
        public Blend AlphaSourceBlend
        {
            get;
            set;
        }
 
        public BlendFunction ColorBlendFunction
        {
            get;
            set;
        }
 
        public Blend ColorDestinationBlend
        {
            get;
            set;
        }
 
        public Blend ColorSourceBlend
        {
            get;
            set;
        }
 
        public ColorWriteChannels ColorWriteChannels
        {
            get;
            set;
        }
 
        public ColorWriteChannels ColorWriteChannels1
        {
            get;
            set;
        }
 
        public ColorWriteChannels ColorWriteChannels2
        {
            get;
            set;
        }
 
        public ColorWriteChannels ColorWriteChannels3
        {
            get;
            set;
        }
 
        public Color BlendFactor
        {
            get;
            set;
        }
 
        public int MultiSampleMask
        {
            get;
            set;
        }
 
        #endregion
 
        #region Public BlendState Presets
 
        public static readonly BlendState Additive = new BlendState(
            "BlendState.Additive",
            Blend.SourceAlpha,
            Blend.SourceAlpha,
            Blend.One,
            Blend.One
        );
 
        public static readonly BlendState AlphaBlend = new BlendState(
            "BlendState.AlphaBlend",
            Blend.One,
            Blend.One,
            Blend.InverseSourceAlpha,
            Blend.InverseSourceAlpha
        );
 
        public static readonly BlendState NonPremultiplied = new BlendState(
            "BlendState.NonPremultiplied",
            Blend.SourceAlpha,
            Blend.SourceAlpha,
            Blend.InverseSourceAlpha,
            Blend.InverseSourceAlpha
        );
 
        public static readonly BlendState Opaque = new BlendState(
            "BlendState.Opaque",
            Blend.One,
            Blend.One,
            Blend.Zero,
            Blend.Zero
        );
 
        #endregion
 
        #region Public Constructor
 
        public BlendState()
        {
            AlphaBlendFunction = BlendFunction.Add;
            AlphaDestinationBlend = Blend.Zero;
            AlphaSourceBlend = Blend.One;
            ColorBlendFunction = BlendFunction.Add;
            ColorDestinationBlend = Blend.Zero;
            ColorSourceBlend = Blend.One;
            ColorWriteChannels = ColorWriteChannels.All;
            ColorWriteChannels1 = ColorWriteChannels.All;
            ColorWriteChannels2 = ColorWriteChannels.All;
            ColorWriteChannels3 = ColorWriteChannels.All;
            BlendFactor = Color.White;
            MultiSampleMask = -1; // AKA 0xFFFFFFFF
        }
 
        #endregion
 
        #region Private Constructor
 
        private BlendState(
            string name,
            Blend colorSourceBlend,
            Blend alphaSourceBlend,
            Blend colorDestBlend,
            Blend alphaDestBlend
        ) : this() {
            Name = name;
            ColorSourceBlend = colorSourceBlend;
            AlphaSourceBlend = alphaSourceBlend;
            ColorDestinationBlend = colorDestBlend;
            AlphaDestinationBlend = alphaDestBlend;
        }
 
        #endregion
    }
}

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