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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MonoMac.OpenGL;
using Microsoft.Xna.Framework;
namespace Microsoft.Xna.Framework.Graphics
{
public static class GLStateManager
{
private static GLStateEnabled _textureCoordArray;
private static GLStateEnabled _textures2D;
private static GLStateEnabled _vertextArray;
private static GLStateEnabled _colorArray;
private static GLStateEnabled _normalArray;
private static GLStateEnabled _depthTest;
private static BlendingFactorSrc _blendFuncSource;
private static BlendingFactorDest _blendFuncDest;
private static All _cull = All.Ccw; // default
public static void TextureCoordArray(bool enable)
{
if (enable && (_textureCoordArray != GLStateEnabled.True))
GL.EnableClientState(ArrayCap.TextureCoordArray);
else
GL.DisableClientState(ArrayCap.TextureCoordArray);
}
public static void VertexArray(bool enable)
{
if (enable && (_vertextArray != GLStateEnabled.True))
GL.EnableClientState(ArrayCap.VertexArray);
else
GL.DisableClientState(ArrayCap.VertexArray);
}
public static void ColorArray(bool enable)
{
if (enable && (_colorArray != GLStateEnabled.True))
GL.EnableClientState(ArrayCap.ColorArray);
else
GL.DisableClientState(ArrayCap.ColorArray);
//GL.Enable(EnableCap.ColorArray);
}
public static void NormalArray(bool enable)
{
if (enable && (_normalArray != GLStateEnabled.True))
GL.EnableClientState(ArrayCap.NormalArray);
else
GL.DisableClientState(ArrayCap.NormalArray);
}
public static void Textures2D(bool enable)
{
if (enable && (_textures2D != GLStateEnabled.True))
GL.Enable(EnableCap.Texture2D);
else
GL.Disable(EnableCap.Texture2D);
}
public static void DepthTest(bool enable)
{
if (enable && (_depthTest != GLStateEnabled.True))
GL.Enable(EnableCap.DepthTest);
else
GL.Disable(EnableCap.DepthTest);
}
public static void Blend(bool enable)
{
GL.Enable(EnableCap.Blend);
}
public static void Projection(Matrix projection)
{
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.LoadMatrix(Matrix.ToFloatArray(projection));
//GL11.Ortho(0, _device.DisplayMode.Width, _device.DisplayMode.Height, 0, -1, 1);
}
public static void View(Matrix view)
{
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
GL.LoadMatrix(Matrix.ToFloatArray(view));
//GL11.Ortho(0, _device.DisplayMode.Width, _device.DisplayMode.Height, 0, -1, 1);
}
public static void World(Matrix world)
{
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
GL.LoadMatrix(Matrix.ToFloatArray(world));
//GL11.Ortho(0, _device.DisplayMode.Width, _device.DisplayMode.Height, 0, -1, 1);
}
public static void WorldView (Matrix world, Matrix view)
{
Matrix worldView;
Matrix.Multiply(ref world, ref view, out worldView);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
GL.LoadMatrix(Matrix.ToFloatArray(worldView));
}
public static void SetBlendStates (BlendState state)
{
// Set blending mode
BlendEquationMode blendMode = state.ColorBlendFunction.GetBlendEquationMode();
GL.BlendEquation (blendMode);
// Set blending function
BlendingFactorSrc bfs = state.ColorSourceBlend.GetBlendFactorSrc();
BlendingFactorDest bfd = state.ColorDestinationBlend.GetBlendFactorDest();
GL.BlendFunc (bfs, bfd);
GL.Enable (EnableCap.Blend);
}
public static void FillMode (RasterizerState state)
{
switch (state.FillMode) {
case Microsoft.Xna.Framework.Graphics.FillMode.Solid:
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
break;
case Microsoft.Xna.Framework.Graphics.FillMode.WireFrame:
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
break;
}
}
public static void Cull(RasterizerState state)
{
switch (state.CullMode) {
case CullMode.None:
GL.Disable(EnableCap.CullFace);
break;
case CullMode.CullClockwiseFace:
GL.Enable(EnableCap.CullFace);
// set it to Back
GL.CullFace(CullFaceMode.Back);
// Set our direction
// I know this seems weird and maybe it is but based
// on the samples these seem to be reversed in OpenGL and DirectX
GL.FrontFace(FrontFaceDirection.Ccw);
break;
case CullMode.CullCounterClockwiseFace:
GL.Enable(EnableCap.CullFace);
// set it to Back
GL.CullFace(CullFaceMode.Back);
// I know this seems weird and maybe it is but based
// on the samples these seem to be reversed in OpenGL and DirectX
GL.FrontFace(FrontFaceDirection.Cw);
break;
}
}
public static void SetRasterizerStates (RasterizerState state) {
Cull(state);
FillMode(state);
}
internal static void SetDepthStencilState ( DepthStencilState state )
{
if (state.DepthBufferEnable) {
// enable Depth Buffer
GL.Enable( EnableCap.DepthTest);
}
else {
GL.Disable (EnableCap.DepthTest);
}
if (state.StencilEnable) {
// enable Stencil
GL.Enable( EnableCap.StencilTest);
// Set color mask - not needed
//GL.ColorMask(false, false, false, false); //Disable drawing colors to the screen
// set function
StencilFunction func = StencilFunction.Always;
switch (state.StencilFunction) {
case CompareFunction.Always:
func = StencilFunction.Always;
break;
case CompareFunction.Equal:
func = StencilFunction.Equal;
break;
case CompareFunction.Greater:
func = StencilFunction.Greater;
break;
case CompareFunction.GreaterEqual:
func = StencilFunction.Gequal;
break;
case CompareFunction.Less:
func = StencilFunction.Less;
break;
case CompareFunction.LessEqual:
func = StencilFunction.Lequal;
break;
case CompareFunction.Never:
func = StencilFunction.Never;
break;
case CompareFunction.NotEqual:
func = StencilFunction.Notequal;
break;
}
GL.StencilFunc (func, state.ReferenceStencil, state.StencilMask);
GL.StencilOp (GetStencilOp(state.StencilFail) , GetStencilOp (state.StencilDepthBufferFail)
, GetStencilOp ( state.StencilPass));
}
else {
// Set color mask - not needed
//GL.ColorMask(true, true, true, true); // Enable drawing colors to the screen
GL.Disable (EnableCap.StencilTest);
}
}
static StencilOp GetStencilOp (StencilOperation operation) {
switch (operation) {
case StencilOperation.Keep:
return StencilOp.Keep;
case StencilOperation.Decrement:
return StencilOp.Decr;
case StencilOperation.DecrementSaturation:
return StencilOp.DecrWrap;
case StencilOperation.Increment:
return StencilOp.Incr;
case StencilOperation.IncrementSaturation:
return StencilOp.IncrWrap;
case StencilOperation.Invert:
return StencilOp.Invert;
case StencilOperation.Replace:
return StencilOp.Replace;
case StencilOperation.Zero:
return StencilOp.Zero;
default:
return StencilOp.Keep;
}
}
public static void BlendFunc(BlendingFactorSrc source, BlendingFactorDest dest)
{
if (source != _blendFuncSource && dest != _blendFuncDest)
{
source = _blendFuncSource;
dest = _blendFuncDest;
GL.BlendFunc(source, dest);
}
}
}
public enum GLStateEnabled
{
False,
True,
NotSet
}
}
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