#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; using SlimDX.Direct3D9; using System.ComponentModel; using CodeImp.DoomBuilder.Geometry; using SlimDX; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.Data; using Configuration = CodeImp.DoomBuilder.IO.Configuration; 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; // Main objects private static Direct3D d3d; private RenderTargetControl rendertarget; private Capabilities devicecaps; private Device device; private Viewport viewport; private Dictionary 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; } } #endregion #region ================== Constructor / Disposer // Constructor internal D3DDevice(RenderTargetControl rendertarget) { // Set render target this.rendertarget = rendertarget; // Create resources list resources = new Dictionary(); // 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(); device.Dispose(); 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 shaders.World3D.SetConstants(General.Settings.VisualBilinear, true); // Texture loading filter if(General.Settings.QualityDisplay) postfilter = Filter.Box; else postfilter = Filter.Linear; // 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; // Make present parameters displaypp = CreatePresentParameters(adapter); // Determine device type for compatability with NVPerfHUD if(d3d.Adapters[adapter].Details.Description.EndsWith(NVPERFHUD_ADAPTER)) devtype = DeviceType.Reference; else devtype = DeviceType.Hardware; // Get the device capabilities devicecaps = d3d.GetDeviceCaps(adapter, devtype); try { // 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 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 //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 postfilter = Filter.Box; font = new TextFont(); fonttexture = new ResourceImage("Font.png"); 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) { // When minimized, do not render anything 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; } // 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; } } // 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) { } } #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 } }