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#region = = = = = = = = = = = = = = = = = = Copyright ( c ) 2007 Pascal vd Heiden
/ *
* Copyright ( c ) 2007 Pascal vd Heiden , www . codeimp . com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
* GNU General Public License for more details .
*
* /
#endregion
#region = = = = = = = = = = = = = = = = = = Namespaces
using System ;
using System.Collections ;
using System.Collections.Generic ;
using System.Globalization ;
using System.Text ;
using System.Windows.Forms ;
using System.IO ;
using System.Reflection ;
using System.Drawing ;
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using SlimDX.Direct3D9 ;
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using SlimDX.Direct3D ;
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using System.ComponentModel ;
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using CodeImp.DoomBuilder.Geometry ;
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using SlimDX ;
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using CodeImp.DoomBuilder.Interface ;
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#endregion
namespace CodeImp.DoomBuilder.Rendering
{
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internal class D3DDevice
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{
#region = = = = = = = = = = = = = = = = = = Constants
// NVPerfHUD device name
public const string NVPERFHUD_ADAPTER = "NVPerfHUD" ;
#endregion
#region = = = = = = = = = = = = = = = = = = Variables
// Settings
private int adapter ;
// Main objects
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private RenderTargetControl rendertarget ;
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private Capabilities devicecaps ;
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private Device device ;
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private Viewport viewport ;
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private List < ID3DResource > resources ;
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private ShaderManager shaders ;
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private Surface backbuffer ;
private Surface depthbuffer ;
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// Disposing
private bool isdisposed = false ;
#endregion
#region = = = = = = = = = = = = = = = = = = Properties
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internal Device Device { get { return device ; } }
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public bool IsDisposed { get { return isdisposed ; } }
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internal RenderTargetControl RenderTarget { get { return rendertarget ; } }
internal Viewport Viewport { get { return viewport ; } }
internal ShaderManager Shaders { get { return shaders ; } }
internal Surface BackBuffer { get { return backbuffer ; } }
internal Surface DepthBuffer { get { return depthbuffer ; } }
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#endregion
#region = = = = = = = = = = = = = = = = = = Constructor / Disposer
// Constructor
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internal D3DDevice ( RenderTargetControl rendertarget )
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{
// Set render target
this . rendertarget = rendertarget ;
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// Create resources list
resources = new List < ID3DResource > ( ) ;
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// We have no destructor
GC . SuppressFinalize ( this ) ;
}
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// Disposer
internal void Dispose ( )
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{
// Not already disposed?
if ( ! isdisposed )
{
// Clean up
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foreach ( ID3DResource res in resources ) res . UnloadResource ( ) ;
if ( shaders ! = null ) shaders . Dispose ( ) ;
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rendertarget = null ;
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if ( backbuffer ! = null ) backbuffer . Dispose ( ) ;
if ( depthbuffer ! = null ) depthbuffer . Dispose ( ) ;
device . Dispose ( ) ;
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// Done
isdisposed = true ;
}
}
#endregion
#region = = = = = = = = = = = = = = = = = = Renderstates
// This completes initialization after the device has started or has been reset
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public void SetupSettings ( )
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{
// Setup renderstates
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device . SetRenderState ( RenderState . AlphaRef , 0x0000007F ) ;
device . SetRenderState ( RenderState . AlphaFunc , Compare . GreaterEqual ) ;
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device . SetRenderState ( RenderState . AntialiasedLineEnable , false ) ;
device . SetRenderState ( RenderState . Ambient , Color . White . ToArgb ( ) ) ;
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device . SetRenderState ( RenderState . AmbientMaterialSource , ColorSource . Material ) ;
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device . SetRenderState ( RenderState . ColorWriteEnable , ColorWriteEnable . Red | ColorWriteEnable . Green | ColorWriteEnable . Blue | ColorWriteEnable . Alpha ) ;
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device . SetRenderState ( RenderState . ColorVertex , false ) ;
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device . SetRenderState ( RenderState . DiffuseMaterialSource , ColorSource . Color1 ) ;
device . SetRenderState ( RenderState . FillMode , FillMode . Solid ) ;
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device . SetRenderState ( RenderState . FogEnable , false ) ;
device . SetRenderState ( RenderState . Lighting , false ) ;
device . SetRenderState ( RenderState . LocalViewer , false ) ;
device . SetRenderState ( RenderState . NormalizeNormals , false ) ;
device . SetRenderState ( RenderState . SpecularEnable , false ) ;
device . SetRenderState ( RenderState . StencilEnable , false ) ;
device . SetRenderState ( RenderState . PointSpriteEnable , false ) ;
device . SetRenderState ( RenderState . DitherEnable , true ) ;
device . SetRenderState ( RenderState . AlphaBlendEnable , false ) ;
device . SetRenderState ( RenderState . ZEnable , false ) ;
device . SetRenderState ( RenderState . ZWriteEnable , false ) ;
device . SetRenderState ( RenderState . Clipping , true ) ;
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device . SetRenderState ( RenderState . CullMode , Cull . None ) ;
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device . SetPixelShader ( null ) ;
device . SetVertexShader ( null ) ;
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// Sampler settings
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device . SetSamplerState ( 0 , SamplerState . MagFilter , TextureFilter . Linear ) ;
device . SetSamplerState ( 0 , SamplerState . MinFilter , TextureFilter . Linear ) ;
device . SetSamplerState ( 0 , SamplerState . MipFilter , TextureFilter . Linear ) ;
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device . SetSamplerState ( 0 , SamplerState . MipMapLodBias , 0f ) ;
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// Texture addressing
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device . SetSamplerState ( 0 , SamplerState . AddressU , TextureAddress . Wrap ) ;
device . SetSamplerState ( 0 , SamplerState . AddressV , TextureAddress . Wrap ) ;
device . SetSamplerState ( 0 , SamplerState . AddressW , TextureAddress . Wrap ) ;
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// First texture stage
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device . SetTextureStageState ( 0 , TextureStage . ColorOperation , TextureOperation . Modulate ) ;
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device . SetTextureStageState ( 0 , TextureStage . ColorArg1 , TextureArgument . Texture ) ;
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device . SetTextureStageState ( 0 , TextureStage . ColorArg2 , TextureArgument . Diffuse ) ;
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device . SetTextureStageState ( 0 , TextureStage . ResultArg , TextureArgument . Current ) ;
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device . SetTextureStageState ( 0 , TextureStage . TexCoordIndex , 0 ) ;
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// Second texture stage
device . SetTextureStageState ( 1 , TextureStage . ColorOperation , TextureOperation . Modulate ) ;
device . SetTextureStageState ( 1 , TextureStage . ColorArg1 , TextureArgument . Current ) ;
device . SetTextureStageState ( 1 , TextureStage . ColorArg2 , TextureArgument . TFactor ) ;
device . SetTextureStageState ( 1 , TextureStage . ResultArg , TextureArgument . Current ) ;
device . SetTextureStageState ( 1 , TextureStage . TexCoordIndex , 0 ) ;
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// No more further stages
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device . SetTextureStageState ( 2 , TextureStage . ColorOperation , TextureOperation . Disable ) ;
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// First alpha stage
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device . SetTextureStageState ( 0 , TextureStage . AlphaOperation , TextureOperation . Modulate ) ;
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device . SetTextureStageState ( 0 , TextureStage . AlphaArg1 , TextureArgument . Texture ) ;
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device . SetTextureStageState ( 0 , TextureStage . AlphaArg2 , TextureArgument . Diffuse ) ;
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// Second alpha stage
device . SetTextureStageState ( 1 , TextureStage . AlphaOperation , TextureOperation . Modulate ) ;
device . SetTextureStageState ( 1 , TextureStage . AlphaArg1 , TextureArgument . Current ) ;
device . SetTextureStageState ( 1 , TextureStage . AlphaArg2 , TextureArgument . TFactor ) ;
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// No more further stages
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device . SetTextureStageState ( 2 , TextureStage . AlphaOperation , TextureOperation . Disable ) ;
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// Setup material
Material material = new Material ( ) ;
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material . Ambient = ColorValue . FromColor ( Color . White ) ;
material . Diffuse = ColorValue . FromColor ( Color . White ) ;
material . Specular = ColorValue . FromColor ( Color . White ) ;
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device . Material = material ;
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}
#endregion
#region = = = = = = = = = = = = = = = = = = Initialization
// This initializes the graphics
public bool Initialize ( )
{
PresentParameters displaypp ;
DeviceType devtype ;
// Use default adapter
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this . adapter = 0 ; // Manager.Adapters.Default.Adapter;
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// Make present parameters
displaypp = CreatePresentParameters ( adapter ) ;
// Determine device type for compatability with NVPerfHUD
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if ( Direct3D . Adapters [ adapter ] . Details . Description . EndsWith ( NVPERFHUD_ADAPTER ) )
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devtype = DeviceType . Reference ;
else
devtype = DeviceType . Hardware ;
// Get the device capabilities
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devicecaps = Direct3D . GetDeviceCaps ( adapter , devtype ) ;
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try
{
// Check if this adapter supports TnL
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if ( ( devicecaps . DeviceCaps & DeviceCaps . HWTransformAndLight ) ! = 0 )
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{
// Initialize with hardware TnL
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device = new Device ( adapter , devtype , rendertarget . Handle ,
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CreateFlags . HardwareVertexProcessing , displaypp ) ;
}
else
{
// Initialize with software TnL
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device = new Device ( adapter , devtype , rendertarget . Handle ,
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CreateFlags . SoftwareVertexProcessing , displaypp ) ;
}
}
catch ( Exception )
{
// Failed
MessageBox . Show ( General . MainWindow , "Unable to initialize the Direct3D video device. Another application may have taken exclusive mode on this video device." , Application . ProductName , MessageBoxButtons . OK , MessageBoxIcon . Error ) ;
return false ;
}
// Add event to cancel resize event
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//device.DeviceResizing += new CancelEventHandler(CancelResize);
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// Keep a reference to the original buffers
backbuffer = device . GetBackBuffer ( 0 , 0 ) ;
depthbuffer = device . GetDepthStencilSurface ( ) ;
// Get the viewport
viewport = device . Viewport ;
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// Create shader manager
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shaders = new ShaderManager ( this ) ;
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// Initialize settings
SetupSettings ( ) ;
// Done
return true ;
}
// This is to disable the automatic resize reset
private static void CancelResize ( object sender , CancelEventArgs e )
{
// Cancel resize event
e . Cancel = true ;
}
// This creates present parameters
private PresentParameters CreatePresentParameters ( int adapter )
{
PresentParameters displaypp = new PresentParameters ( ) ;
DisplayMode currentmode ;
// Get current display mode
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currentmode = Direct3D . Adapters [ adapter ] . CurrentDisplayMode ;
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// Make present parameters
displaypp . Windowed = true ;
displaypp . SwapEffect = SwapEffect . Discard ;
displaypp . BackBufferCount = 1 ;
displaypp . BackBufferFormat = currentmode . Format ;
displaypp . BackBufferWidth = rendertarget . ClientSize . Width ;
displaypp . BackBufferHeight = rendertarget . ClientSize . Height ;
displaypp . EnableAutoDepthStencil = true ;
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displaypp . AutoDepthStencilFormat = Format . D16 ;
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displaypp . Multisample = MultisampleType . None ;
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displaypp . PresentationInterval = PresentInterval . Immediate ;
// Return result
return displaypp ;
}
#endregion
#region = = = = = = = = = = = = = = = = = = Resetting
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// This registers a resource
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internal void RegisterResource ( ID3DResource res )
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{
// Add resource
resources . Add ( res ) ;
}
// This unregisters a resource
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internal void UnregisterResource ( ID3DResource res )
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{
// Remove resource
resources . Remove ( res ) ;
}
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// This resets the device and returns true on success
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internal bool Reset ( )
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{
PresentParameters displaypp ;
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// Unload all Direct3D resources
foreach ( ID3DResource res in resources ) res . UnloadResource ( ) ;
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// Lose backbuffers
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if ( backbuffer ! = null ) backbuffer . Dispose ( ) ;
if ( depthbuffer ! = null ) depthbuffer . Dispose ( ) ;
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backbuffer = null ;
depthbuffer = null ;
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// Make present parameters
displaypp = CreatePresentParameters ( adapter ) ;
try
{
// Reset the device
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device . Reset ( displaypp ) ;
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}
catch ( Exception )
{
// Failed to re-initialize
return false ;
}
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// Keep a reference to the original buffers
backbuffer = device . GetBackBuffer ( 0 , 0 ) ;
depthbuffer = device . GetDepthStencilSurface ( ) ;
// Get the viewport
viewport = device . Viewport ;
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// Initialize settings
SetupSettings ( ) ;
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// Reload all Direct3D resources
foreach ( ID3DResource res in resources ) res . ReloadResource ( ) ;
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// Success
return true ;
}
#endregion
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#region = = = = = = = = = = = = = = = = = = Rendering
// This begins a drawing session
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public bool StartRendering ( bool clear , int backcolor , Surface target , Surface depthbuffer )
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{
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CooperativeLevel coopresult ;
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// When minimized, do not render anything
if ( General . MainWindow . WindowState ! = FormWindowState . Minimized )
{
// Test the cooperative level
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coopresult = device . CheckCooperativeLevel ( ) ;
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// Check if device must be reset
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if ( coopresult = = CooperativeLevel . DeviceNotReset )
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{
// Device is lost and must be reset now
return Reset ( ) ;
}
// Check if device is lost
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else if ( coopresult = = CooperativeLevel . DeviceLost )
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{
// Device is lost and cannot be reset now
return false ;
}
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// Set rendertarget
device . SetDepthStencilSurface ( depthbuffer ) ;
device . SetRenderTarget ( 0 , target ) ;
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// Clear the screen
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if ( clear )
{
if ( depthbuffer ! = null )
device . Clear ( ClearFlags . Target | ClearFlags . ZBuffer , backcolor , 1f , 0 ) ;
else
device . Clear ( ClearFlags . Target , backcolor , 1f , 0 ) ;
}
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// Ready to render
device . BeginScene ( ) ;
return true ;
}
else
{
// Minimized, you cannot see anything
return false ;
}
}
// This ends a drawing session
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public void FinishRendering ( )
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{
try
{
// Done
device . EndScene ( ) ;
}
// Errors are not a problem here
catch ( Exception ) { }
}
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// This presents what has been drawn
public void Present ( )
{
try
{
device . Present ( ) ;
}
// Errors are not a problem here
catch ( Exception ) { }
}
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#endregion
#region = = = = = = = = = = = = = = = = = = Tools
// Make a color from ARGB
public static int ARGB ( float a , float r , float g , float b )
{
return Color . FromArgb ( ( int ) ( a * 255f ) , ( int ) ( r * 255f ) , ( int ) ( g * 255f ) , ( int ) ( b * 255f ) ) . ToArgb ( ) ;
}
// Make a color from RGB
public static int RGB ( int r , int g , int b )
{
return Color . FromArgb ( 255 , r , g , b ) . ToArgb ( ) ;
}
// This makes a Vector3 from Vector3D
public static Vector3 V3 ( Vector3D v3d )
{
return new Vector3 ( v3d . x , v3d . y , v3d . z ) ;
}
// This makes a Vector3D from Vector3
public static Vector3D V3D ( Vector3 v3 )
{
return new Vector3D ( v3 . X , v3 . Y , v3 . Z ) ;
}
#endregion
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}
}