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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.Generic ;
using System.Windows.Forms ;
using System.Drawing ;
using SlimDX.Direct3D9 ;
using System.ComponentModel ;
using CodeImp.DoomBuilder.Geometry ;
using SlimDX ;
using CodeImp.DoomBuilder.Data ;
using CodeImp.DoomBuilder.Controls ;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal class D3DDevice
{
#region = = = = = = = = = = = = = = = = = = Constants
// NVPerfHUD device name
public const string NVPERFHUD_ADAPTER = "NVPerfHUD" ;
#endregion
#region = = = = = = = = = = = = = = = = = = Variables
// Settings
private int adapter ;
private Filter postfilter ;
private Filter mipgeneratefilter ;
// Main objects
private static Direct3D d3d ;
private RenderTargetControl rendertarget ;
private Capabilities devicecaps ;
private Device device ;
private Viewport viewport ;
private Dictionary < ID3DResource , ID3DResource > resources ;
private ShaderManager shaders ;
private Surface backbuffer ;
private Surface depthbuffer ;
private TextFont font ;
private ResourceImage fonttexture ;
// Disposing
private bool isdisposed = false ;
#endregion
#region = = = = = = = = = = = = = = = = = = Properties
internal Device Device { get { return device ; } }
public bool IsDisposed { get { return isdisposed ; } }
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 ; } }
internal TextFont Font { get { return font ; } }
internal Texture FontTexture { get { return fonttexture . Texture ; } }
internal Filter PostFilter { get { return postfilter ; } }
internal Filter MipGenerateFilter { get { return mipgeneratefilter ; } }
#endregion
#region = = = = = = = = = = = = = = = = = = Constructor / Disposer
// Constructor
internal D3DDevice ( RenderTargetControl rendertarget )
{
// Set render target
this . rendertarget = rendertarget ;
// Create resources list
resources = new Dictionary < ID3DResource , ID3DResource > ( ) ;
// We have no destructor
GC . SuppressFinalize ( this ) ;
}
// Disposer
internal void Dispose ( )
{
// Not already disposed?
if ( ! isdisposed )
{
// Clean up
foreach ( ID3DResource res in resources . Values ) res . UnloadResource ( ) ;
if ( shaders ! = null ) shaders . Dispose ( ) ;
rendertarget = null ;
if ( backbuffer ! = null ) backbuffer . Dispose ( ) ;
if ( depthbuffer ! = null ) depthbuffer . Dispose ( ) ;
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if ( device ! = null ) device . Dispose ( ) ;
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if ( font ! = null ) font . Dispose ( ) ;
if ( fonttexture ! = null ) fonttexture . Dispose ( ) ;
// Done
isdisposed = true ;
}
}
#endregion
#region = = = = = = = = = = = = = = = = = = Renderstates
// This completes initialization after the device has started or has been reset
public void SetupSettings ( )
{
// Setup renderstates
device . SetRenderState ( RenderState . AlphaBlendEnable , false ) ;
device . SetRenderState ( RenderState . AlphaBlendEnable , false ) ;
device . SetRenderState ( RenderState . AlphaFunc , Compare . GreaterEqual ) ;
device . SetRenderState ( RenderState . AlphaRef , 0x0000007E ) ;
device . SetRenderState ( RenderState . AlphaTestEnable , false ) ;
device . SetRenderState ( RenderState . Ambient , Color . White . ToArgb ( ) ) ;
device . SetRenderState ( RenderState . AmbientMaterialSource , ColorSource . Material ) ;
device . SetRenderState ( RenderState . AntialiasedLineEnable , false ) ;
device . SetRenderState ( RenderState . Clipping , true ) ;
device . SetRenderState ( RenderState . ColorVertex , false ) ;
device . SetRenderState ( RenderState . ColorWriteEnable , ColorWriteEnable . Red | ColorWriteEnable . Green | ColorWriteEnable . Blue | ColorWriteEnable . Alpha ) ;
device . SetRenderState ( RenderState . CullMode , Cull . None ) ;
device . SetRenderState ( RenderState . DestinationBlend , Blend . InverseSourceAlpha ) ;
device . SetRenderState ( RenderState . DiffuseMaterialSource , ColorSource . Color1 ) ;
device . SetRenderState ( RenderState . DitherEnable , true ) ;
device . SetRenderState ( RenderState . FillMode , FillMode . Solid ) ;
device . SetRenderState ( RenderState . FogEnable , false ) ;
device . SetRenderState ( RenderState . FogTableMode , FogMode . Linear ) ;
device . SetRenderState ( RenderState . Lighting , false ) ;
device . SetRenderState ( RenderState . LocalViewer , false ) ;
device . SetRenderState ( RenderState . NormalizeNormals , false ) ;
device . SetRenderState ( RenderState . PointSpriteEnable , false ) ;
device . SetRenderState ( RenderState . RangeFogEnable , false ) ;
device . SetRenderState ( RenderState . SourceBlend , Blend . SourceAlpha ) ;
device . SetRenderState ( RenderState . SpecularEnable , false ) ;
device . SetRenderState ( RenderState . StencilEnable , false ) ;
device . SetRenderState ( RenderState . TextureFactor , - 1 ) ;
device . SetRenderState ( RenderState . ZEnable , false ) ;
device . SetRenderState ( RenderState . ZWriteEnable , false ) ;
device . PixelShader = null ;
device . VertexShader = null ;
// Matrices
device . SetTransform ( TransformState . World , Matrix . Identity ) ;
device . SetTransform ( TransformState . View , Matrix . Identity ) ;
device . SetTransform ( TransformState . Projection , Matrix . Identity ) ;
// Sampler settings
if ( General . Settings . ClassicBilinear )
{
device . SetSamplerState ( 0 , SamplerState . MagFilter , TextureFilter . Linear ) ;
device . SetSamplerState ( 0 , SamplerState . MinFilter , TextureFilter . Linear ) ;
device . SetSamplerState ( 0 , SamplerState . MipFilter , TextureFilter . Linear ) ;
device . SetSamplerState ( 0 , SamplerState . MipMapLodBias , 0f ) ;
}
else
{
device . SetSamplerState ( 0 , SamplerState . MagFilter , TextureFilter . Point ) ;
device . SetSamplerState ( 0 , SamplerState . MinFilter , TextureFilter . Point ) ;
device . SetSamplerState ( 0 , SamplerState . MipFilter , TextureFilter . Point ) ;
device . SetSamplerState ( 0 , SamplerState . MipMapLodBias , 0f ) ;
}
// Texture addressing
device . SetSamplerState ( 0 , SamplerState . AddressU , TextureAddress . Wrap ) ;
device . SetSamplerState ( 0 , SamplerState . AddressV , TextureAddress . Wrap ) ;
device . SetSamplerState ( 0 , SamplerState . AddressW , TextureAddress . Wrap ) ;
// First texture stage
device . SetTextureStageState ( 0 , TextureStage . ColorOperation , TextureOperation . Modulate ) ;
device . SetTextureStageState ( 0 , TextureStage . ColorArg1 , TextureArgument . Texture ) ;
device . SetTextureStageState ( 0 , TextureStage . ColorArg2 , TextureArgument . Diffuse ) ;
device . SetTextureStageState ( 0 , TextureStage . ResultArg , TextureArgument . Current ) ;
device . SetTextureStageState ( 0 , TextureStage . TexCoordIndex , 0 ) ;
// 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 ) ;
// No more further stages
device . SetTextureStageState ( 2 , TextureStage . ColorOperation , TextureOperation . Disable ) ;
// First alpha stage
device . SetTextureStageState ( 0 , TextureStage . AlphaOperation , TextureOperation . Modulate ) ;
device . SetTextureStageState ( 0 , TextureStage . AlphaArg1 , TextureArgument . Texture ) ;
device . SetTextureStageState ( 0 , TextureStage . AlphaArg2 , TextureArgument . Diffuse ) ;
// Second alpha stage
device . SetTextureStageState ( 1 , TextureStage . AlphaOperation , TextureOperation . Modulate ) ;
device . SetTextureStageState ( 1 , TextureStage . AlphaArg1 , TextureArgument . Current ) ;
device . SetTextureStageState ( 1 , TextureStage . AlphaArg2 , TextureArgument . TFactor ) ;
// No more further stages
device . SetTextureStageState ( 2 , TextureStage . AlphaOperation , TextureOperation . Disable ) ;
// Setup material
Material material = new Material ( ) ;
material . Ambient = new Color4 ( Color . White ) ;
material . Diffuse = new Color4 ( Color . White ) ;
material . Specular = new Color4 ( Color . White ) ;
device . Material = material ;
// Shader settings
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shaders . World3D . SetConstants ( General . Settings . VisualBilinear , true , General . Settings . FilterAnisotropy ) ;
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// Texture filters
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postfilter = Filter . Point ;
mipgeneratefilter = Filter . Box ;
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// Initialize presentations
Presentation . Initialize ( ) ;
}
#endregion
#region = = = = = = = = = = = = = = = = = = Initialization
// This starts up Direct3D
public static void Startup ( )
{
d3d = new Direct3D ( ) ;
}
// This terminates Direct3D
public static void Terminate ( )
{
if ( d3d ! = null )
{
d3d . Dispose ( ) ;
d3d = null ;
}
}
// This initializes the graphics
public bool Initialize ( )
{
PresentParameters displaypp ;
DeviceType devtype ;
// Use default adapter
this . adapter = 0 ; // Manager.Adapters.Default.Adapter;
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try
{
// Make present parameters
displaypp = CreatePresentParameters ( adapter ) ;
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// Determine device type for compatability with NVPerfHUD
if ( d3d . Adapters [ adapter ] . Details . Description . EndsWith ( NVPERFHUD_ADAPTER ) )
devtype = DeviceType . Reference ;
else
devtype = DeviceType . Hardware ;
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// Get the device capabilities
devicecaps = d3d . GetDeviceCaps ( adapter , devtype ) ;
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// Check if this adapter supports TnL
if ( ( devicecaps . DeviceCaps & DeviceCaps . HWTransformAndLight ) ! = 0 )
{
// Initialize with hardware TnL
device = new Device ( d3d , adapter , devtype , rendertarget . Handle ,
CreateFlags . HardwareVertexProcessing , displaypp ) ;
}
else
{
// Initialize with software TnL
device = new Device ( d3d , adapter , devtype , rendertarget . Handle ,
CreateFlags . SoftwareVertexProcessing , displaypp ) ;
}
}
catch ( Exception )
{
// Failed
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MessageBox . Show ( General . MainWindow , "Unable to initialize the Direct3D video device. Another application may have taken exclusive mode on this video device or the device does not support Direct3D at all." , Application . ProductName , MessageBoxButtons . OK , MessageBoxIcon . Error ) ;
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return false ;
}
// Add event to cancel resize event
//device.DeviceResizing += new CancelEventHandler(CancelResize);
// Keep a reference to the original buffers
backbuffer = device . GetBackBuffer ( 0 , 0 ) ;
depthbuffer = device . DepthStencilSurface ;
// Get the viewport
viewport = device . Viewport ;
// Create shader manager
shaders = new ShaderManager ( this ) ;
// Font
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postfilter = Filter . Box ; // Only for the font. This will be reset in SetupSettings (see below)
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font = new TextFont ( ) ;
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fonttexture = new ResourceImage ( "CodeImp.DoomBuilder.Resources.Font.png" ) ;
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fonttexture . LoadImage ( ) ;
fonttexture . MipMapLevels = 2 ;
fonttexture . CreateTexture ( ) ;
// 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
currentmode = d3d . Adapters [ adapter ] . CurrentDisplayMode ;
// 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 ;
displaypp . AutoDepthStencilFormat = Format . D16 ;
displaypp . Multisample = MultisampleType . None ;
displaypp . PresentationInterval = PresentInterval . Immediate ;
// Return result
return displaypp ;
}
#endregion
#region = = = = = = = = = = = = = = = = = = Resetting
// This registers a resource
internal void RegisterResource ( ID3DResource res )
{
// Add resource
resources . Add ( res , res ) ;
}
// This unregisters a resource
internal void UnregisterResource ( ID3DResource res )
{
// Remove resource
resources . Remove ( res ) ;
}
// This resets the device and returns true on success
internal bool Reset ( )
{
PresentParameters displaypp ;
// Test the cooperative level
Result coopresult = device . TestCooperativeLevel ( ) ;
// Can we reset?
//if(coopresult.Name != "D3DERR_DEVICENOTRESET")
{
// Unload all Direct3D resources
foreach ( ID3DResource res in resources . Values ) res . UnloadResource ( ) ;
// Lose backbuffers
if ( backbuffer ! = null ) backbuffer . Dispose ( ) ;
if ( depthbuffer ! = null ) depthbuffer . Dispose ( ) ;
backbuffer = null ;
depthbuffer = null ;
// Make present parameters
displaypp = CreatePresentParameters ( adapter ) ;
try
{
// Reset the device
device . Reset ( displaypp ) ;
}
catch ( Exception )
{
// Failed to re-initialize
return false ;
}
// Keep a reference to the original buffers
backbuffer = device . GetBackBuffer ( 0 , 0 ) ;
depthbuffer = device . DepthStencilSurface ;
// Get the viewport
viewport = device . Viewport ;
// Reload all Direct3D resources
foreach ( ID3DResource res in resources . Values ) res . ReloadResource ( ) ;
// Re-apply settings
SetupSettings ( ) ;
// Success
return true ;
}
/ *
else
{
// Failed
return false ;
}
* /
}
#endregion
#region = = = = = = = = = = = = = = = = = = Rendering
// This begins a drawing session
public bool StartRendering ( bool clear , Color4 backcolor , Surface target , Surface depthbuffer )
{
// Check if we can render
if ( CheckAvailability ( ) )
{
// Set rendertarget
device . DepthStencilSurface = depthbuffer ;
device . SetRenderTarget ( 0 , target ) ;
// Clear the screen
if ( clear )
{
if ( depthbuffer ! = null )
device . Clear ( ClearFlags . Target | ClearFlags . ZBuffer , backcolor , 1f , 0 ) ;
else
device . Clear ( ClearFlags . Target , backcolor , 1f , 0 ) ;
}
// Ready to render
device . BeginScene ( ) ;
return true ;
}
else
{
// Minimized, you cannot see anything
return false ;
}
}
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// This clears a target
public void ClearRendertarget ( Color4 backcolor , Surface target , Surface depthbuffer )
{
// Set rendertarget
device . DepthStencilSurface = depthbuffer ;
device . SetRenderTarget ( 0 , target ) ;
if ( depthbuffer ! = null )
device . Clear ( ClearFlags . Target | ClearFlags . ZBuffer , backcolor , 1f , 0 ) ;
else
device . Clear ( ClearFlags . Target , backcolor , 1f , 0 ) ;
}
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// This ends a drawing session
public void FinishRendering ( )
{
try
{
// Done
device . EndScene ( ) ;
}
// Errors are not a problem here
catch ( Exception ) { }
}
// This presents what has been drawn
public void Present ( )
{
try
{
device . Present ( ) ;
}
// Errors are not a problem here
catch ( Exception ) { }
}
// This checks if we can use the hardware at this moment
public bool CheckAvailability ( )
{
// When minimized, the hardware is not available
if ( General . MainWindow . WindowState ! = FormWindowState . Minimized )
{
// Test the cooperative level
Result coopresult = device . TestCooperativeLevel ( ) ;
// Check if device must be reset
if ( ! coopresult . IsSuccess )
{
// Should we reset?
if ( coopresult . Name = = "D3DERR_DEVICENOTRESET" )
{
// Device is lost and must be reset now
Reset ( ) ;
}
// Impossible to render at this point
return false ;
}
else
{
// Read to go!
return true ;
}
}
else
{
// Minimized
return false ;
}
}
#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 ) ;
}
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// This makes a Vector2 from Vector2D
public static Vector2 V2 ( Vector2D v2d )
{
return new Vector2 ( v2d . x , v2d . y ) ;
}
// This makes a Vector2D from Vector2
public static Vector2D V2D ( Vector2 v2 )
{
return new Vector2D ( v2 . X , v2 . Y ) ;
}
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#endregion
}
}