#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; #endregion namespace CodeImp.DoomBuilder.Rendering { internal class RenderDevice : IDisposable { internal RenderDevice(RenderTargetControl rendertarget) { Handle = RenderDevice_New(rendertarget.Handle); if (Handle == IntPtr.Zero) throw new Exception("RenderDevice_New failed"); RenderTarget = rendertarget; Shaders = new ShaderManager(this); SetupSettings(); } ~RenderDevice() { Dispose(); } public bool Disposed { get { return Handle == IntPtr.Zero; } } public void Dispose() { if (!Disposed) { RenderDevice_Delete(Handle); Handle = IntPtr.Zero; } } public void SetVertexBuffer(int index, VertexBuffer buffer, long offset, long stride) { RenderDevice_SetVertexBuffer(Handle, index, buffer != null ? buffer.Handle : IntPtr.Zero, offset, stride); } 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 SetFogEnable(bool value) { RenderDevice_SetFogEnable(Handle, value); } public void SetFogColor(int value) { RenderDevice_SetFogColor(Handle, value); } public void SetFogStart(float value) { RenderDevice_SetFogStart(Handle, value); } public void SetFogEnd(float value) { RenderDevice_SetFogEnd(Handle, value); } public void SetMultisampleAntialias(bool value) { RenderDevice_SetMultisampleAntialias(Handle, value); } public void SetTextureFactor(int factor) { RenderDevice_SetTextureFactor(Handle, factor); } public void SetZEnable(bool value) { RenderDevice_SetZEnable(Handle, value); } public void SetZWriteEnable(bool value) { RenderDevice_SetZWriteEnable(Handle, value); } Matrix[] Transforms = new Matrix[] { Matrix.Identity, Matrix.Identity, Matrix.Identity }; public Matrix GetTransform(TransformState state) { return Transforms[(int)state]; } public void SetTransform(TransformState state, Matrix matrix) { Transforms[(int)state] = matrix; RenderDevice_SetTransform(Handle, state, new float[] { matrix.M11, matrix.M12, matrix.M13, matrix.M14, matrix.M21, matrix.M22, matrix.M23, matrix.M24, matrix.M31, matrix.M32, matrix.M33, matrix.M34, matrix.M41, matrix.M42, matrix.M43, matrix.M44 }); } public void SetSamplerState(int unit, TextureAddress address) { SetSamplerState(unit, address, address, address); } public void SetSamplerState(int unit, TextureAddress addressU, TextureAddress addressV, TextureAddress addressW) { RenderDevice_SetSamplerState(Handle, unit, addressU, addressV, addressW); } public void DrawPrimitives(PrimitiveType type, int startIndex, int primitiveCount) { RenderDevice_DrawPrimitives(Handle, type, startIndex, primitiveCount); } public void DrawUserPrimitives(PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data) { RenderDevice_DrawUserPrimitives(Handle, type, startIndex, primitiveCount, data); } public void SetVertexDeclaration(VertexDeclaration decl) { RenderDevice_SetVertexDeclaration(Handle, decl.Handle); } public void StartRendering(bool clear, Color4 backcolor) { RenderDevice_StartRendering(Handle, clear, backcolor.ToArgb(), IntPtr.Zero, true); } public void StartRendering(bool clear, Color4 backcolor, Texture target, bool usedepthbuffer) { RenderDevice_StartRendering(Handle, clear, backcolor.ToArgb(), target.Handle, true); } public void FinishRendering() { RenderDevice_FinishRendering(Handle); } public void Present() { RenderDevice_Present(Handle); } public void ClearTexture(Color4 backcolor, Texture texture) { RenderDevice_ClearTexture(Handle, backcolor.ToArgb(), texture.Handle); } public void CopyTexture(Texture src, CubeTexture dst, CubeMapFace face) { RenderDevice_CopyTexture(Handle, src.Handle, dst.Handle, face); } 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); SetFogEnable(false); SetMultisampleAntialias((General.Settings.AntiAliasingSamples > 0)); SetSourceBlend(Blend.SourceAlpha); SetTextureFactor(-1); SetZEnable(false); SetZWriteEnable(false); // Matrices SetTransform(TransformState.World, Matrix.Identity); SetTransform(TransformState.View, Matrix.Identity); SetTransform(TransformState.Projection, Matrix.Identity); // Texture addressing SetSamplerState(0, TextureAddress.Wrap); // Shader settings Shaders.SetWorld3DConstants(General.Settings.VisualBilinear, General.Settings.FilterAnisotropy); // Initialize presentations Presentation.Initialize(); } IntPtr Handle; [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern IntPtr RenderDevice_New(IntPtr hwnd); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_Delete(IntPtr handle); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetVertexBuffer(IntPtr handle, int index, IntPtr buffer, long offset, long stride); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetIndexBuffer(IntPtr handle, IntPtr buffer); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetAlphaBlendEnable(IntPtr handle, bool value); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetAlphaTestEnable(IntPtr handle, bool value); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetCullMode(IntPtr handle, Cull mode); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetBlendOperation(IntPtr handle, BlendOperation op); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetSourceBlend(IntPtr handle, Blend blend); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetDestinationBlend(IntPtr handle, Blend blend); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetFillMode(IntPtr handle, FillMode mode); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetFogEnable(IntPtr handle, bool value); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetFogColor(IntPtr handle, int value); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetFogStart(IntPtr handle, float value); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetFogEnd(IntPtr handle, float value); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetMultisampleAntialias(IntPtr handle, bool value); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetTextureFactor(IntPtr handle, int factor); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetZEnable(IntPtr handle, bool value); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetZWriteEnable(IntPtr handle, bool value); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetTransform(IntPtr handle, TransformState state, float[] matrix); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetSamplerState(IntPtr handle, int unit, TextureAddress addressU, TextureAddress addressV, TextureAddress addressW); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_DrawPrimitives(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_DrawUserPrimitives(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetVertexDeclaration(IntPtr handle, IntPtr decl); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_StartRendering(IntPtr handle, bool clear, int backcolor); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_StartRendering(IntPtr handle, bool clear, int backcolor, IntPtr target, bool usedepthbuffer); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_FinishRendering(IntPtr handle); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_Present(IntPtr handle); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_ClearTexture(IntPtr handle, int backcolor, IntPtr texture); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_CopyTexture(IntPtr handle, IntPtr src, IntPtr dst, CubeMapFace face); //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; } internal ShaderManager Shaders { get; private set; } // 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); } // 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 void SetShader(Shader shader) { } public void SetUniform(Uniform uniform, bool value) { } public void SetUniform(Uniform uniform, float value) { } public void SetUniform(Uniform uniform, Vector2 value) { } public void SetUniform(Uniform uniform, Vector3 value) { } public void SetUniform(Uniform uniform, Vector4 value) { } public void SetUniform(Uniform uniform, Color4 value) { } public void SetUniform(Uniform uniform, Matrix value) { } public void SetUniform(Uniform uniform, BaseTexture value) { } public void SetUniform(Uniform uniform, TextureFilter value) { } } public enum Shader : int { basic, display2d_fsaa, display2d_normal, display2d_fullbright, things2d_thing, things2d_sprite, things2d_fill, world3d_main, // 0 world3d_fullbright, // 1 world3d_main_highlight, // 2 world3d_fullbright_highlight, // 3 world3d_main_vertexcolor, // 4 world3d_skybox, // 5 world3d_main_highlight_vertexcolor, // 6 world3d_p7, world3d_main_fog, // 8 world3d_p9, world3d_main_highlight_fog, // 10 world3d_p11, world3d_main_fog_vertexcolor, // 12 world3d_p13, world3d_main_highlight_fog_vertexcolor, // 14 world3d_vertex_color, // 15 world3d_constant_color, // 16 world3d_lightpass // 17 // AlphaBlendEnable = true } public enum Uniform : int { rendersettings, transformsettings, filtersettings, desaturation, texture1, highlightcolor, worldviewproj, world, modelnormal, FillColor, vertexColor, stencilColor, lightPosAndRadius, lightOrientation, light2Radius, lightColor, ignoreNormals, spotLight, campos, magfiltersettings, minfiltersettings, mipfiltersettings, maxanisotropysetting } public enum Cull : int { None, Counterclockwise } public enum Blend : int { InverseSourceAlpha, SourceAlpha, One, BlendFactor } public enum BlendOperation : int { Add, ReverseSubtract } public enum FillMode : int { Solid, Wireframe } public enum TransformState : int { World, View, Projection } public enum TextureAddress : int { Wrap, Clamp } public enum PrimitiveType : int { LineList, TriangleList, TriangleStrip } public enum TextureFilter : int { None, Point, Linear, Anisotropic } }