#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.Diagnostics; 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; using CodeImp.DoomBuilder.Rendering.Shaders; #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.Vec4f); DeclareUniform(UniformName.projection, "projection", UniformType.Mat4); DeclareUniform(UniformName.desaturation, "desaturation", UniformType.Float); DeclareUniform(UniformName.highlightcolor, "highlightcolor", UniformType.Vec4f); DeclareUniform(UniformName.view, "view", UniformType.Mat4); DeclareUniform(UniformName.world, "world", UniformType.Mat4); DeclareUniform(UniformName.modelnormal, "modelnormal", UniformType.Mat4); DeclareUniform(UniformName.FillColor, "fillColor", UniformType.Vec4f); DeclareUniform(UniformName.vertexColor, "vertexColor", UniformType.Vec4f); DeclareUniform(UniformName.stencilColor, "stencilColor", UniformType.Vec4f); DeclareUniform(UniformName.lightPosAndRadius, "lightPosAndRadius", UniformType.Vec4fArray); DeclareUniform(UniformName.lightOrientation, "lightOrientation", UniformType.Vec4fArray); DeclareUniform(UniformName.light2Radius, "light2Radius", UniformType.Vec2fArray); DeclareUniform(UniformName.lightColor, "lightColor", UniformType.Vec4fArray); DeclareUniform(UniformName.ignoreNormals, "ignoreNormals", UniformType.Float); DeclareUniform(UniformName.spotLight, "spotLight", UniformType.Float); DeclareUniform(UniformName.campos, "campos", UniformType.Vec4f); DeclareUniform(UniformName.texturefactor, "texturefactor", UniformType.Vec4f); DeclareUniform(UniformName.fogsettings, "fogsettings", UniformType.Vec4f); DeclareUniform(UniformName.fogcolor, "fogcolor", UniformType.Vec4f); DeclareUniform(UniformName.sectorfogcolor, "sectorfogcolor", UniformType.Vec4f); DeclareUniform(UniformName.lightsEnabled, "lightsEnabled", UniformType.Float); DeclareUniform(UniformName.slopeHandleLength, "slopeHandleLength", UniformType.Float); // volte: classic rendering DeclareUniform(UniformName.drawPaletted, "drawPaletted", UniformType.Int); DeclareUniform(UniformName.colormapSize, "colormapSize", UniformType.Vec2i); DeclareUniform(UniformName.lightLevel, "lightLevel", UniformType.Int); // 2d fsaa CompileShader(ShaderName.display2d_fsaa, "display2d.shader", "display2d_fsaa"); // 2d normal CompileShader(ShaderName.display2d_normal, "display2d.shader", "display2d_normal"); CompileShader(ShaderName.display2d_fullbright, "display2d.shader", "display2d_fullbright"); // 2d things CompileShader(ShaderName.things2d_thing, "things2d.shader", "things2d_thing"); CompileShader(ShaderName.things2d_sprite, "things2d.shader", "things2d_sprite"); CompileShader(ShaderName.things2d_fill, "things2d.shader", "things2d_fill"); // non-fog 3d shaders CompileShader(ShaderName.world3d_main, "world3d.shader", "world3d_main"); CompileShader(ShaderName.world3d_fullbright, "world3d.shader", "world3d_fullbright"); CompileShader(ShaderName.world3d_main_highlight, "world3d.shader", "world3d_main_highlight"); CompileShader(ShaderName.world3d_fullbright_highlight, "world3d.shader", "world3d_fullbright_highlight"); CompileShader(ShaderName.world3d_vertex_color, "world3d.shader", "world3d_vertex_color"); CompileShader(ShaderName.world3d_main_vertexcolor, "world3d.shader", "world3d_main_vertexcolor"); CompileShader(ShaderName.world3d_constant_color, "world3d.shader", "world3d_constant_color"); // classic rendering CompileShader(ShaderName.world3d_classic, "world3d.shader", "world3d_classic"); CompileShader(ShaderName.world3d_classic_highlight, "world3d.shader", "world3d_classic_highlight"); // skybox shader CompileShader(ShaderName.world3d_skybox, "world3d_skybox.shader", "world3d_skybox"); // fog 3d shaders CompileShader(ShaderName.world3d_main_fog, "world3d.shader", "world3d_main_fog"); CompileShader(ShaderName.world3d_main_highlight_vertexcolor, "world3d.shader", "world3d_highlight_vertexcolor"); CompileShader(ShaderName.world3d_main_highlight_fog, "world3d.shader", "world3d_main_highlight_fog"); CompileShader(ShaderName.world3d_main_fog_vertexcolor, "world3d.shader", "world3d_main_fog_vertexcolor"); CompileShader(ShaderName.world3d_main_highlight_fog_vertexcolor, "world3d.shader", "world3d_main_highlight_fog_vertexcolor"); // Slope handle CompileShader(ShaderName.world3d_slope_handle, "world3d.shader", "world3d_slope_handle"); 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) { StringBuilder sb = new StringBuilder(4096); BuilderNative_GetError(sb, sb.Capacity); throw new RenderDeviceException(string.Format("Could not create render device: {0}", sb)); } } public bool Disposed { get { return Handle == IntPtr.Zero; } } void ThrowIfFailed(bool result) { if (!result) { StringBuilder sb = new StringBuilder(4096); BuilderNative_GetError(sb, sb.Capacity); throw new RenderDeviceException(sb.ToString()); } } 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)); } // save precompiled shaders -- don't build from scratch every time private static Dictionary precompiledGroups = new Dictionary(); public void CompileShader(ShaderName internalName, string groupName, string shaderName) { ShaderGroup sg; if (precompiledGroups.ContainsKey(groupName)) sg = precompiledGroups[groupName]; else sg = ShaderCompiler.Compile(GetResourceText(groupName)); Shader s = sg.GetShader(shaderName); if (s == null) throw new RenderDeviceException(string.Format("Shader {0}::{1} not found", groupName, shaderName)); /*General.WriteLogLine(string.Format("===========================================\nDBG: loading shader {0} / {1}\n\nVertex source: {2}\n\nFragment source: {3}\n\n===========================================", groupName, shaderName, s.GetVertexSource(), s.GetFragmentSource()));*/ RenderDevice_DeclareShader(Handle, internalName, internalName.ToString(), s.GetVertexSource(), s.GetFragmentSource()); } 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"); int start = 0; if (data.Length >= 3 && data[0] == 0xef && data[1] == 0xbb && data[2] == 0xbf) start = 3; return Encoding.UTF8.GetString(data, start, data.Length - start); } } 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, sizeof(float)); } public void SetUniform(UniformName uniform, float value) { RenderDevice_SetUniform(Handle, uniform, new float[] { value }, 1, sizeof(float)); } public void SetUniform(UniformName uniform, Vector2f value) { RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y }, 1, sizeof(float) * 2); } public void SetUniform(UniformName uniform, Vector3f value) { RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z }, 1, sizeof(float) * 3); } public void SetUniform(UniformName uniform, Vector4f value) { RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z, value.W }, 1, sizeof(float) * 4); } public void SetUniform(UniformName uniform, Color4 value) { RenderDevice_SetUniform(Handle, uniform, new float[] { value.Red, value.Green, value.Blue, value.Alpha }, 1, sizeof(float) * 4); } public void SetUniform(UniformName uniform, Matrix matrix) { RenderDevice_SetUniform(Handle, uniform, ref matrix, 1, sizeof(float) * 16); } public void SetUniform(UniformName uniform, ref Matrix matrix) { RenderDevice_SetUniform(Handle, uniform, ref matrix, 1, sizeof(float) * 16); } public void SetUniform(UniformName uniform, int value) { RenderDevice_SetUniform(Handle, uniform, new int[] { value }, 1, sizeof(int)); } public void SetUniform(UniformName uniform, Vector2i value) { RenderDevice_SetUniform(Handle, uniform, new int[] { value.X, value.Y }, 1, sizeof(int) * 2); } public void SetUniform(UniformName uniform, Vector3i value) { RenderDevice_SetUniform(Handle, uniform, new int[] { value.X, value.Y, value.Z }, 1, sizeof(int) * 3); } public void SetUniform(UniformName uniform, Vector4i value) { RenderDevice_SetUniform(Handle, uniform, new int[] { value.X, value.Y, value.Z, value.W }, 1, sizeof(int) * 4); } public void SetUniform(UniformName uniform, Vector2f[] value) { float[] conv = new float[value.Length * 2]; int cv = 0; for (int i = 0; i < conv.Length; i += 2) { conv[i] = value[cv].X; conv[i + 1] = value[cv].Y; cv++; } RenderDevice_SetUniform(Handle, uniform, conv, value.Length, sizeof(float) * conv.Length); } public void SetUniform(UniformName uniform, Vector3f[] value) { float[] conv = new float[value.Length * 3]; int cv = 0; for (int i = 0; i < conv.Length; i += 3) { conv[i] = value[cv].X; conv[i + 1] = value[cv].Y; conv[i + 2] = value[cv].Z; cv++; } RenderDevice_SetUniform(Handle, uniform, conv, value.Length, sizeof(float) * conv.Length); } public void SetUniform(UniformName uniform, Vector4f[] value) { float[] conv = new float[value.Length * 4]; int cv = 0; for (int i = 0; i < conv.Length; i += 4) { conv[i] = value[cv].X; conv[i + 1] = value[cv].Y; conv[i + 2] = value[cv].Z; conv[i + 3] = value[cv].W; cv++; } RenderDevice_SetUniform(Handle, uniform, conv, value.Length, sizeof(float) * conv.Length); } 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, int unit = 0) { RenderDevice_SetTexture(Handle, unit, value != null ? value.Handle : IntPtr.Zero); } public void SetSamplerFilter(TextureFilter filter, int unit = 0) { SetSamplerFilter(filter, filter, MipmapFilter.None, 0.0f, unit); } public void SetSamplerFilter(TextureFilter minfilter, TextureFilter magfilter, MipmapFilter mipfilter, float maxanisotropy, int unit = 0) { RenderDevice_SetSamplerFilter(Handle, unit, minfilter, magfilter, mipfilter, maxanisotropy); } public void SetSamplerState(TextureAddress address, int unit = 0) { RenderDevice_SetSamplerState(Handle, unit, 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.Nearest); SetSamplerFilter( magminfilter, magminfilter, General.Settings.VisualBilinear ? MipmapFilter.Linear : MipmapFilter.Nearest, 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, CharSet = CharSet.Ansi)] static extern void BuilderNative_GetError(StringBuilder str, int length); [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, int[] data, int count, int bytesize); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetUniform(IntPtr handle, UniformName name, float[] data, int count, int bytesize); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetUniform(IntPtr handle, UniformName name, ref Matrix data, int count, int bytesize); [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, int unit, IntPtr texture); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetSamplerFilter(IntPtr handle, int unit, TextureFilter minfilter, TextureFilter magfilter, MipmapFilter mipfilter, float maxanisotropy); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetSamplerState(IntPtr handle, int unit, 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 Vector3f V3(Vector3D v3d) { return new Vector3f((float)v3d.x, (float)v3d.y, (float)v3d.z); } // This makes a Vector3D from Vector3 public static Vector3D V3D(Vector3f v3) { return new Vector3D(v3.X, v3.Y, v3.Z); } // This makes a Vector2 from Vector2D public static Vector2f V2(Vector2D v2d) { return new Vector2f((float)v2d.x, (float)v2d.y); } // This makes a Vector2D from Vector2 public static Vector2D V2D(Vector2f v2) { return new Vector2D(v2.X, v2.Y); } } public enum ShaderName : int { display2d_fsaa, display2d_normal, display2d_fullbright, things2d_thing, things2d_sprite, things2d_fill, 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_slope_handle, world3d_classic, world3d_p19, world3d_classic_highlight } public enum UniformType : int { Vec4f, Vec3f, Vec2f, Float, Mat4, Vec4i, Vec3i, Vec2i, Int, Vec4fArray, Vec3fArray, Vec2fArray } public enum UniformName : int { rendersettings, projection, desaturation, highlightcolor, view, world, modelnormal, FillColor, vertexColor, stencilColor, lightPosAndRadius, lightOrientation, light2Radius, lightColor, ignoreNormals, spotLight, campos, texturefactor, fogsettings, fogcolor, sectorfogcolor, lightsEnabled, slopeHandleLength, drawPaletted, colormapSize, lightLevel } 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 { Nearest, Linear } public enum MipmapFilter : int { None, Nearest, Linear} }