2009-04-19 18:07:22 +00:00
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Controls;
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using CodeImp.DoomBuilder.Geometry;
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using System.Runtime.InteropServices;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal class RenderDevice : IDisposable
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{
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internal RenderDevice(RenderTargetControl rendertarget)
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{
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Handle = RenderDevice_New();
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if (Handle == IntPtr.Zero)
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throw new Exception("RenderDevice_New failed");
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RenderTarget = rendertarget;
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Shaders = new ShaderManager(this);
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SetupSettings();
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}
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~RenderDevice()
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{
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Dispose();
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}
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public bool Disposed { get { return Handle == IntPtr.Zero; } }
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public void Dispose()
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{
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if (!Disposed)
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{
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RenderDevice_Delete(Handle);
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Handle = IntPtr.Zero;
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}
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}
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public void SetStreamSource(int index, VertexBuffer buffer, long offset, long stride)
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{
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}
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public void SetRenderState(RenderState state, float v)
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{
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}
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public void SetRenderState(RenderState state, bool v)
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{
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}
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public void SetRenderState(RenderState state, int v)
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{
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}
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public void SetRenderState(RenderState state, Cull v)
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{
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}
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public void SetRenderState(RenderState state, Blend v)
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{
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}
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public void SetRenderState(RenderState state, BlendOperation v)
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{
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}
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public void SetRenderState(RenderState state, FillMode v)
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{
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}
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public Matrix GetTransform(TransformState state)
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{
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return Matrix.Identity;
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}
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public void SetTransform(TransformState state, Matrix matrix)
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{
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}
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public void SetSamplerState(int unit, SamplerState state, TextureAddress address)
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{
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}
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public void DrawPrimitives(PrimitiveType type, int startIndex, int primitiveCount)
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{
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}
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public void DrawUserPrimitives<T>(PrimitiveType type, int startIndex, int primitiveCount, T[] data) where T : struct
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{
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}
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public void SetVertexDeclaration(VertexDeclaration decl)
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{
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}
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internal void RegisterResource(IRenderResource res)
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{
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}
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internal void UnregisterResource(IRenderResource res)
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{
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}
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public void StartRendering(bool clear, Color4 backcolor)
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{
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//if (clear)
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// Clear(ClearFlags.Target | ClearFlags.ZBuffer, backcolor, 1f, 0);
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}
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public void StartRendering(bool clear, Color4 backcolor, Texture target, bool usedepthbuffer)
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{
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//if (clear)
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// Clear(ClearFlags.Target, backcolor, 1f, 0);
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}
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public void FinishRendering()
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{
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}
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public void Present()
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{
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}
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public void ClearTexture(Color4 backcolor, Texture texture)
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{
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}
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public void CopyTexture(Texture src, CubeTexture dst, CubeMapFace face)
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{
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}
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public void SetupSettings()
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{
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// Setup renderstates
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SetRenderState(RenderState.AlphaBlendEnable, false);
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SetRenderState(RenderState.AlphaRef, 0x0000007E);
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SetRenderState(RenderState.AlphaTestEnable, false);
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SetRenderState(RenderState.CullMode, Cull.None);
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SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
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SetRenderState(RenderState.FillMode, FillMode.Solid);
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SetRenderState(RenderState.FogEnable, false);
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SetRenderState(RenderState.MultisampleAntialias, (General.Settings.AntiAliasingSamples > 0));
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SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
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SetRenderState(RenderState.TextureFactor, -1);
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SetRenderState(RenderState.ZEnable, false);
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SetRenderState(RenderState.ZWriteEnable, false);
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// Matrices
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SetTransform(TransformState.World, Matrix.Identity);
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SetTransform(TransformState.View, Matrix.Identity);
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SetTransform(TransformState.Projection, Matrix.Identity);
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// Texture addressing
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SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap);
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SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap);
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SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap);
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// Shader settings
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Shaders.World3D.SetConstants(General.Settings.VisualBilinear, General.Settings.FilterAnisotropy);
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// Initialize presentations
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Presentation.Initialize();
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}
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IntPtr Handle;
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern IntPtr RenderDevice_New();
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_Delete(IntPtr handle);
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//mxd. Anisotropic filtering steps
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public static readonly List<float> AF_STEPS = new List<float> { 1.0f, 2.0f, 4.0f, 8.0f, 16.0f };
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//mxd. Antialiasing steps
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public static readonly List<int> AA_STEPS = new List<int> { 0, 2, 4, 8 };
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internal RenderTargetControl RenderTarget { get; private set; }
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internal ShaderManager Shaders { get; private set; }
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// Make a color from ARGB
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public static int ARGB(float a, float r, float g, float b)
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{
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return Color.FromArgb((int)(a * 255f), (int)(r * 255f), (int)(g * 255f), (int)(b * 255f)).ToArgb();
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}
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// Make a color from RGB
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public static int RGB(int r, int g, int b)
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{
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return Color.FromArgb(255, r, g, b).ToArgb();
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}
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// This makes a Vector3 from Vector3D
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public static Vector3 V3(Vector3D v3d)
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{
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return new Vector3(v3d.x, v3d.y, v3d.z);
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}
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// This makes a Vector3D from Vector3
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public static Vector3D V3D(Vector3 v3)
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{
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return new Vector3D(v3.X, v3.Y, v3.Z);
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}
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// This makes a Vector2 from Vector2D
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public static Vector2 V2(Vector2D v2d)
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{
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return new Vector2(v2d.x, v2d.y);
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}
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// This makes a Vector2D from Vector2
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public static Vector2D V2D(Vector2 v2)
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{
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return new Vector2D(v2.X, v2.Y);
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}
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}
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public enum RenderState
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{
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AlphaBlendEnable,
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AlphaRef,
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AlphaTestEnable,
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CullMode,
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BlendOperation,
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SourceBlend,
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DestinationBlend,
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FillMode,
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FogEnable,
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FogColor,
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FogStart,
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FogEnd,
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MultisampleAntialias,
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TextureFactor,
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ZEnable,
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ZWriteEnable
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}
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public enum Cull { None, Counterclockwise }
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public enum Blend { InverseSourceAlpha, SourceAlpha, One, BlendFactor }
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public enum BlendOperation { Add, ReverseSubtract }
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public enum FillMode { Solid, Wireframe }
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public enum TransformState { World, View, Projection }
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public enum SamplerState { AddressU, AddressV, AddressW }
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public enum TextureAddress { Wrap, Clamp }
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public enum ShaderFlags { None, Debug }
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public enum PrimitiveType { LineList, TriangleList, TriangleStrip }
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public enum TextureFilter { None, Point, Linear, Anisotropic }
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}
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