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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 | #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 #region Using Statements using System; #endregion namespace Microsoft.Xna.Framework.Graphics { public class DepthStencilState : GraphicsResource { #region Public Properties public bool DepthBufferEnable { get ; set ; } public bool DepthBufferWriteEnable { get ; set ; } public StencilOperation CounterClockwiseStencilDepthBufferFail { get ; set ; } public StencilOperation CounterClockwiseStencilFail { get ; set ; } public CompareFunction CounterClockwiseStencilFunction { get ; set ; } public StencilOperation CounterClockwiseStencilPass { get ; set ; } public CompareFunction DepthBufferFunction { get ; set ; } public int ReferenceStencil { get ; set ; } public StencilOperation StencilDepthBufferFail { get ; set ; } public bool StencilEnable { get ; set ; } public StencilOperation StencilFail { get ; set ; } public CompareFunction StencilFunction { get ; set ; } public int StencilMask { get ; set ; } public StencilOperation StencilPass { get ; set ; } public int StencilWriteMask { get ; set ; } public bool TwoSidedStencilMode { get ; set ; } #endregion #region Public DepthStencilState Presets public static readonly DepthStencilState Default = new DepthStencilState( "DepthStencilState.Default" , true , true ); public static readonly DepthStencilState DepthRead = new DepthStencilState( "DepthStencilState.DepthRead" , true , false ); public static readonly DepthStencilState None = new DepthStencilState( "DepthStencilState.None" , false , false ); #endregion #region Public Constructor public DepthStencilState() { DepthBufferEnable = true ; DepthBufferWriteEnable = true ; DepthBufferFunction = CompareFunction.LessEqual; StencilEnable = false ; StencilFunction = CompareFunction.Always; StencilPass = StencilOperation.Keep; StencilFail = StencilOperation.Keep; StencilDepthBufferFail = StencilOperation.Keep; TwoSidedStencilMode = false ; CounterClockwiseStencilFunction = CompareFunction.Always; CounterClockwiseStencilFail = StencilOperation.Keep; CounterClockwiseStencilPass = StencilOperation.Keep; CounterClockwiseStencilDepthBufferFail = StencilOperation.Keep; StencilMask = Int32.MaxValue; StencilWriteMask = Int32.MaxValue; ReferenceStencil = 0; } #endregion #region Private Constructor private DepthStencilState( string name, bool depthBufferEnable, bool depthBufferWriteEnable ) : this () { Name = name; DepthBufferEnable = depthBufferEnable; DepthBufferWriteEnable = depthBufferWriteEnable; } #endregion } } |