#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.Drawing; using System.Windows.Forms; using CodeImp.DoomBuilder.Controls; using CodeImp.DoomBuilder.Geometry; using System.Runtime.InteropServices; using System.Reflection; using System.IO; using System.Text; using System.Linq; #endregion namespace CodeImp.DoomBuilder.Rendering { public class RenderDeviceException : Exception { public RenderDeviceException(string message) : base(message) { } } public class RenderDevice : IDisposable { public RenderDevice(RenderTargetControl rendertarget) { RenderTarget = rendertarget; CreateDevice(); DeclareUniform(UniformName.rendersettings, "rendersettings", UniformType.Vec4); DeclareUniform(UniformName.projection, "projection", UniformType.Mat4); DeclareUniform(UniformName.desaturation, "desaturation", UniformType.Float); DeclareUniform(UniformName.highlightcolor, "highlightcolor", UniformType.Vec4); DeclareUniform(UniformName.view, "view", UniformType.Mat4); DeclareUniform(UniformName.world, "world", UniformType.Mat4); DeclareUniform(UniformName.modelnormal, "modelnormal", UniformType.Mat4); DeclareUniform(UniformName.FillColor, "fillColor", UniformType.Vec4); DeclareUniform(UniformName.vertexColor, "vertexColor", UniformType.Vec4); DeclareUniform(UniformName.stencilColor, "stencilColor", UniformType.Vec4); DeclareUniform(UniformName.lightPosAndRadius, "lightPosAndRadius", UniformType.Vec4); DeclareUniform(UniformName.lightOrientation, "lightOrientation", UniformType.Vec3); DeclareUniform(UniformName.light2Radius, "light2Radius", UniformType.Vec2); DeclareUniform(UniformName.lightColor, "lightColor", UniformType.Vec4); DeclareUniform(UniformName.ignoreNormals, "ignoreNormals", UniformType.Float); DeclareUniform(UniformName.spotLight, "spotLight", UniformType.Float); DeclareUniform(UniformName.campos, "campos", UniformType.Vec4); DeclareUniform(UniformName.texturefactor, "texturefactor", UniformType.Vec4); DeclareUniform(UniformName.fogsettings, "fogsettings", UniformType.Vec4); DeclareUniform(UniformName.fogcolor, "fogcolor", UniformType.Vec4); DeclareShader(ShaderName.display2d_fsaa, "display2d.vp", "display2d_fsaa.fp"); DeclareShader(ShaderName.display2d_normal, "display2d.vp", "display2d_normal.fp"); DeclareShader(ShaderName.display2d_fullbright, "display2d.vp", "display2d_fullbright.fp"); DeclareShader(ShaderName.things2d_thing, "things2d.vp", "things2d_thing.fp"); DeclareShader(ShaderName.things2d_sprite, "things2d.vp", "things2d_sprite.fp"); DeclareShader(ShaderName.things2d_fill, "things2d.vp", "things2d_fill.fp"); DeclareShader(ShaderName.plotter, "plotter.vp", "plotter.fp"); DeclareShader(ShaderName.world3d_main, "world3d_main.vp", "world3d_main.fp"); DeclareShader(ShaderName.world3d_fullbright, "world3d_main.vp", "world3d_fullbright.fp"); DeclareShader(ShaderName.world3d_main_highlight, "world3d_main.vp", "world3d_main_highlight.fp"); DeclareShader(ShaderName.world3d_fullbright_highlight, "world3d_main.vp", "world3d_fullbright_highlight.fp"); DeclareShader(ShaderName.world3d_main_vertexcolor, "world3d_customvertexcolor.vp", "world3d_main.fp"); DeclareShader(ShaderName.world3d_skybox, "world3d_skybox.vp", "world3d_skybox.fp"); DeclareShader(ShaderName.world3d_main_highlight_vertexcolor, "world3d_customvertexcolor.vp", "world3d_main_highlight.fp"); DeclareShader(ShaderName.world3d_main_fog, "world3d_lightpass.vp", "world3d_main_fog.fp"); DeclareShader(ShaderName.world3d_main_highlight_fog, "world3d_lightpass.vp", "world3d_main_highlight_fog.fp"); DeclareShader(ShaderName.world3d_main_fog_vertexcolor, "world3d_customvertexcolor_fog.vp", "world3d_main_fog.fp"); DeclareShader(ShaderName.world3d_main_highlight_fog_vertexcolor, "world3d_customvertexcolor_fog.vp", "world3d_main_highlight_fog.fp"); DeclareShader(ShaderName.world3d_vertex_color, "world3d_main.vp", "world3d_vertex_color.fp"); DeclareShader(ShaderName.world3d_constant_color, "world3d_customvertexcolor.vp", "world3d_constant_color.fp"); DeclareShader(ShaderName.world3d_lightpass, "world3d_lightpass.vp", "world3d_lightpass.fp"); SetupSettings(); } ~RenderDevice() { Dispose(); } void CreateDevice() { // Grab the X11 Display handle by abusing reflection to access internal classes in the mono implementation. // That's par for the course for everything in Linux, so yeah.. IntPtr display = IntPtr.Zero; Type xplatui = Type.GetType("System.Windows.Forms.XplatUIX11, System.Windows.Forms"); if (xplatui != null) { display = (IntPtr)xplatui.GetField("DisplayHandle", BindingFlags.Static | BindingFlags.NonPublic).GetValue(null); } Handle = RenderDevice_New(display, RenderTarget.Handle); if (Handle == IntPtr.Zero) throw new Exception("RenderDevice_New failed"); } public bool Disposed { get { return Handle == IntPtr.Zero; } } void ThrowIfFailed(bool result) { if (!result) throw new RenderDeviceException(Marshal.PtrToStringAnsi(RenderDevice_GetError(Handle))); } public void Dispose() { if (!Disposed) { RenderDevice_Delete(Handle); Handle = IntPtr.Zero; } } public void DeclareUniform(UniformName name, string variablename, UniformType type) { RenderDevice_DeclareUniform(Handle, name, variablename, type); } public void DeclareShader(ShaderName name, string vertResourceName, string fragResourceName) { RenderDevice_DeclareShader(Handle, name, name.ToString(), GetResourceText(vertResourceName), GetResourceText(fragResourceName)); } static string GetResourceText(string name) { string fullname = string.Format("CodeImp.DoomBuilder.Resources.{0}", name); using (Stream stream = General.ThisAssembly.GetManifestResourceStream(fullname)) { if (stream == null) throw new Exception(string.Format("Resource {0} not found!", fullname)); byte[] data = new byte[stream.Length]; if (stream.Read(data, 0, data.Length) != data.Length) throw new Exception("Could not read resource stream"); return Encoding.UTF8.GetString(data); } } public void SetShader(ShaderName shader) { RenderDevice_SetShader(Handle, shader); } public void SetUniform(UniformName uniform, bool value) { RenderDevice_SetUniform(Handle, uniform, new float[] { value ? 1.0f : 0.0f }, 1); } public void SetUniform(UniformName uniform, float value) { RenderDevice_SetUniform(Handle, uniform, new float[] { value }, 1); } public void SetUniform(UniformName uniform, Vector2 value) { RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y }, 2); } public void SetUniform(UniformName uniform, Vector3 value) { RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z }, 3); } public void SetUniform(UniformName uniform, Vector4 value) { RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z, value.W }, 4); } public void SetUniform(UniformName uniform, Color4 value) { RenderDevice_SetUniform(Handle, uniform, new float[] { value.Red, value.Green, value.Blue, value.Alpha }, 4); } public void SetUniform(UniformName uniform, Matrix matrix) { RenderDevice_SetUniform(Handle, uniform, ref matrix, 16); } public void SetUniform(UniformName uniform, ref Matrix matrix) { RenderDevice_SetUniform(Handle, uniform, ref matrix, 16); } public void SetVertexBuffer(VertexBuffer buffer) { RenderDevice_SetVertexBuffer(Handle, buffer != null ? buffer.Handle : IntPtr.Zero); } public void SetIndexBuffer(IndexBuffer buffer) { RenderDevice_SetIndexBuffer(Handle, buffer != null ? buffer.Handle : IntPtr.Zero); } public void SetAlphaBlendEnable(bool value) { RenderDevice_SetAlphaBlendEnable(Handle, value); } public void SetAlphaTestEnable(bool value) { RenderDevice_SetAlphaTestEnable(Handle, value); } public void SetCullMode(Cull mode) { RenderDevice_SetCullMode(Handle, mode); } public void SetBlendOperation(BlendOperation op) { RenderDevice_SetBlendOperation(Handle, op); } public void SetSourceBlend(Blend blend) { RenderDevice_SetSourceBlend(Handle, blend); } public void SetDestinationBlend(Blend blend) { RenderDevice_SetDestinationBlend(Handle, blend); } public void SetFillMode(FillMode mode) { RenderDevice_SetFillMode(Handle, mode); } public void SetMultisampleAntialias(bool value) { RenderDevice_SetMultisampleAntialias(Handle, value); } public void SetZEnable(bool value) { RenderDevice_SetZEnable(Handle, value); } public void SetZWriteEnable(bool value) { RenderDevice_SetZWriteEnable(Handle, value); } public void SetTexture(BaseTexture value) { RenderDevice_SetTexture(Handle, value != null ? value.Handle : IntPtr.Zero); } public void SetSamplerFilter(TextureFilter filter) { SetSamplerFilter(filter, filter, TextureFilter.None, 0.0f); } public void SetSamplerFilter(TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy) { RenderDevice_SetSamplerFilter(Handle, minfilter, magfilter, mipfilter, maxanisotropy); } public void SetSamplerState(TextureAddress address) { RenderDevice_SetSamplerState(Handle, address); } public void DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount) { ThrowIfFailed(RenderDevice_DrawIndexed(Handle, type, startIndex, primitiveCount)); } public void Draw(PrimitiveType type, int startIndex, int primitiveCount) { ThrowIfFailed(RenderDevice_Draw(Handle, type, startIndex, primitiveCount)); } public void Draw(PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data) { ThrowIfFailed(RenderDevice_DrawData(Handle, type, startIndex, primitiveCount, data)); } public void StartRendering(bool clear, Color4 backcolor) { ThrowIfFailed(RenderDevice_StartRendering(Handle, clear, backcolor.ToArgb(), IntPtr.Zero, true)); } public void StartRendering(bool clear, Color4 backcolor, Texture target, bool usedepthbuffer) { ThrowIfFailed(RenderDevice_StartRendering(Handle, clear, backcolor.ToArgb(), target.Handle, usedepthbuffer)); } public void FinishRendering() { ThrowIfFailed(RenderDevice_FinishRendering(Handle)); } public void Present() { ThrowIfFailed(RenderDevice_Present(Handle)); } public void ClearTexture(Color4 backcolor, Texture texture) { ThrowIfFailed(RenderDevice_ClearTexture(Handle, backcolor.ToArgb(), texture.Handle)); } public void CopyTexture(CubeTexture dst, CubeMapFace face) { ThrowIfFailed(RenderDevice_CopyTexture(Handle, dst.Handle, face)); } public void SetBufferData(IndexBuffer buffer, int[] data) { ThrowIfFailed(RenderDevice_SetIndexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf())); } public void SetBufferData(VertexBuffer buffer, int length, VertexFormat format) { int stride = (format == VertexFormat.Flat) ? FlatVertex.Stride : WorldVertex.Stride; ThrowIfFailed(RenderDevice_SetVertexBufferData(Handle, buffer.Handle, IntPtr.Zero, length * stride, format)); } public void SetBufferData(VertexBuffer buffer, FlatVertex[] data) { ThrowIfFailed(RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf(), VertexFormat.Flat)); } public void SetBufferData(VertexBuffer buffer, WorldVertex[] data) { ThrowIfFailed(RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf(), VertexFormat.World)); } public void SetBufferSubdata(VertexBuffer buffer, long destOffset, FlatVertex[] data) { ThrowIfFailed(RenderDevice_SetVertexBufferSubdata(Handle, buffer.Handle, destOffset * FlatVertex.Stride, data, data.Length * FlatVertex.Stride)); } public void SetBufferSubdata(VertexBuffer buffer, long destOffset, WorldVertex[] data) { ThrowIfFailed(RenderDevice_SetVertexBufferSubdata(Handle, buffer.Handle, destOffset * WorldVertex.Stride, data, data.Length * WorldVertex.Stride)); } public void SetBufferSubdata(VertexBuffer buffer, FlatVertex[] data, long size) { if (size < 0 || size > data.Length) throw new ArgumentOutOfRangeException("size"); ThrowIfFailed(RenderDevice_SetVertexBufferSubdata(Handle, buffer.Handle, 0, data, size * FlatVertex.Stride)); } public void SetPixels(Texture texture, System.Drawing.Bitmap bitmap) { System.Drawing.Imaging.BitmapData bmpdata = bitmap.LockBits( new System.Drawing.Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); try { ThrowIfFailed(RenderDevice_SetPixels(Handle, texture.Handle, bmpdata.Scan0)); } finally { bitmap.UnlockBits(bmpdata); } } public void SetPixels(CubeTexture texture, CubeMapFace face, System.Drawing.Bitmap bitmap) { System.Drawing.Imaging.BitmapData bmpdata = bitmap.LockBits( new System.Drawing.Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); try { ThrowIfFailed(RenderDevice_SetCubePixels(Handle, texture.Handle, face, bmpdata.Scan0)); } finally { bitmap.UnlockBits(bmpdata); } } public unsafe void SetPixels(Texture texture, uint* pixeldata) { ThrowIfFailed(RenderDevice_SetPixels(Handle, texture.Handle, new IntPtr(pixeldata))); } public unsafe void* MapPBO(Texture texture) { void* ptr = RenderDevice_MapPBO(Handle, texture.Handle).ToPointer(); ThrowIfFailed(ptr != null); return ptr; } public void UnmapPBO(Texture texture) { ThrowIfFailed(RenderDevice_UnmapPBO(Handle, texture.Handle)); } internal void RegisterResource(IRenderResource res) { } internal void UnregisterResource(IRenderResource res) { } public void SetupSettings() { // Setup renderstates SetAlphaBlendEnable(false); SetAlphaTestEnable(false); SetCullMode(Cull.None); SetDestinationBlend(Blend.InverseSourceAlpha); SetFillMode(FillMode.Solid); SetMultisampleAntialias((General.Settings.AntiAliasingSamples > 0)); SetSourceBlend(Blend.SourceAlpha); SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); SetZEnable(false); SetZWriteEnable(false); // Texture addressing SetSamplerState(TextureAddress.Wrap); //mxd. It's still nice to have anisotropic filtering when texture filtering is disabled TextureFilter magminfilter = (General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.Point); SetSamplerFilter( General.Settings.FilterAnisotropy > 1.0f ? TextureFilter.Anisotropic : magminfilter, magminfilter, General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.None, // [SB] use None, otherwise textures are still filtered General.Settings.FilterAnisotropy); // Initialize presentations Presentation.Initialize(); } IntPtr Handle; [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern IntPtr RenderDevice_New(IntPtr display, IntPtr window); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_Delete(IntPtr handle); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)] static extern void RenderDevice_DeclareUniform(IntPtr handle, UniformName name, string variablename, UniformType type); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)] static extern void RenderDevice_DeclareShader(IntPtr handle, ShaderName index, string name, string vertexShader, string fragShader); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern IntPtr RenderDevice_GetError(IntPtr handle); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern bool RenderDevice_SetShader(IntPtr handle, ShaderName name); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetUniform(IntPtr handle, UniformName name, float[] data, int count); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetUniform(IntPtr handle, UniformName name, ref Matrix data, int count); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetVertexBuffer(IntPtr handle, IntPtr buffer); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetIndexBuffer(IntPtr handle, IntPtr buffer); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetAlphaBlendEnable(IntPtr handle, bool value); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetAlphaTestEnable(IntPtr handle, bool value); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetCullMode(IntPtr handle, Cull mode); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetBlendOperation(IntPtr handle, BlendOperation op); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetSourceBlend(IntPtr handle, Blend blend); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetDestinationBlend(IntPtr handle, Blend blend); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetFillMode(IntPtr handle, FillMode mode); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetMultisampleAntialias(IntPtr handle, bool value); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetZEnable(IntPtr handle, bool value); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetZWriteEnable(IntPtr handle, bool value); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetTexture(IntPtr handle, IntPtr texture); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetSamplerFilter(IntPtr handle, TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetSamplerState(IntPtr handle, TextureAddress address); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern bool RenderDevice_Draw(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern bool RenderDevice_DrawIndexed(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern bool RenderDevice_DrawData(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern bool RenderDevice_StartRendering(IntPtr handle, bool clear, int backcolor, IntPtr target, bool usedepthbuffer); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern bool RenderDevice_FinishRendering(IntPtr handle); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern bool RenderDevice_Present(IntPtr handle); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern bool RenderDevice_ClearTexture(IntPtr handle, int backcolor, IntPtr texture); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern bool RenderDevice_CopyTexture(IntPtr handle, IntPtr dst, CubeMapFace face); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern bool RenderDevice_SetIndexBufferData(IntPtr handle, IntPtr buffer, int[] data, long size); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern bool RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, IntPtr data, long size, VertexFormat format); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern bool RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, FlatVertex[] data, long size, VertexFormat format); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern bool RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, WorldVertex[] data, long size, VertexFormat format); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern bool RenderDevice_SetVertexBufferSubdata(IntPtr handle, IntPtr buffer, long destOffset, FlatVertex[] data, long sizeInBytes); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern bool RenderDevice_SetVertexBufferSubdata(IntPtr handle, IntPtr buffer, long destOffset, WorldVertex[] data, long sizeInBytes); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] protected static extern bool RenderDevice_SetPixels(IntPtr handle, IntPtr texture, IntPtr data); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] protected static extern IntPtr RenderDevice_MapPBO(IntPtr handle, IntPtr texture); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] protected static extern bool RenderDevice_UnmapPBO(IntPtr handle, IntPtr texture); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] protected static extern bool RenderDevice_SetCubePixels(IntPtr handle, IntPtr texture, CubeMapFace face, IntPtr data); //mxd. Anisotropic filtering steps public static readonly List AF_STEPS = new List { 1.0f, 2.0f, 4.0f, 8.0f, 16.0f }; //mxd. Antialiasing steps public static readonly List AA_STEPS = new List { 0, 2, 4, 8 }; internal RenderTargetControl RenderTarget { get; private set; } // 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); } // 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); } } public enum ShaderName : int { display2d_fsaa, display2d_normal, display2d_fullbright, things2d_thing, things2d_sprite, things2d_fill, plotter, world3d_main, world3d_fullbright, world3d_main_highlight, world3d_fullbright_highlight, world3d_main_vertexcolor, world3d_skybox, world3d_main_highlight_vertexcolor, world3d_p7, world3d_main_fog, world3d_p9, world3d_main_highlight_fog, world3d_p11, world3d_main_fog_vertexcolor, world3d_p13, world3d_main_highlight_fog_vertexcolor, world3d_vertex_color, world3d_constant_color, world3d_lightpass } public enum UniformType : int { Vec4, Vec3, Vec2, Float, Mat4 } public enum UniformName : int { rendersettings, projection, desaturation, highlightcolor, view, world, modelnormal, FillColor, vertexColor, stencilColor, lightPosAndRadius, lightOrientation, light2Radius, lightColor, ignoreNormals, spotLight, campos, texturefactor, fogsettings, fogcolor } public enum VertexFormat : int { Flat, World } public enum Cull : int { None, Clockwise } public enum Blend : int { InverseSourceAlpha, SourceAlpha, One } public enum BlendOperation : int { Add, ReverseSubtract } public enum FillMode : int { Solid, Wireframe } public enum TextureAddress : int { Wrap, Clamp } public enum PrimitiveType : int { LineList, TriangleList, TriangleStrip } public enum TextureFilter : int { None, Point, Linear, Anisotropic } }