#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.Data; using CodeImp.DoomBuilder.Geometry; using SlimDX; using SlimDX.Direct3D9; #endregion namespace CodeImp.DoomBuilder.Rendering { internal class D3DDevice : IDisposable { #region ================== Constants // NVPerfHUD device name private const string NVPERFHUD_ADAPTER = "NVPerfHUD"; //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 }; #endregion #region ================== Variables // Settings private int adapter; private Filter postfilter; private Filter mipgeneratefilter; private static bool isrendering; //mxd // Main objects private static Direct3D d3d; private RenderTargetControl rendertarget; private Capabilities devicecaps; private Device device; private Viewport viewport; private readonly HashSet resources; private ShaderManager shaders; private Surface backbuffer; private Surface depthbuffer; // Disposing private bool isdisposed; #endregion #region ================== Properties internal Device Device { get { return device; } } public bool IsDisposed { get { return isdisposed; } } public static bool IsRendering { get { return isrendering; } } //mxd 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 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 HashSet(); // We have no destructor GC.SuppressFinalize(this); } // Disposer public void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up foreach(ID3DResource res in resources) res.UnloadResource(); if(shaders != null) shaders.Dispose(); rendertarget = null; if(backbuffer != null) backbuffer.Dispose(); if(depthbuffer != null) depthbuffer.Dispose(); if(device != null) device.Dispose(); if(ObjectTable.Objects.Count > 1) //mxd. Direct3D itself is not disposed while the editor is running { //mxd. Get rid of any remaining D3D objects... foreach(ComObject o in ObjectTable.Objects) { if(o is Direct3D) continue; // Don't dispose the device itself... General.WriteLogLine("WARNING: D3D resource " + o + (o.Tag != null ? " (" + o.Tag + ")" : string.Empty) + " was not disposed properly!" + (o.CreationSource != null ? " Stack trace: " + o.CreationSource : string.Empty)); o.Dispose(); } #if DEBUG General.ShowWarningMessage("Some D3D resources were not disposed properly! See the event log for more details.", MessageBoxButtons.OK); #endif } // Done isrendering = false; //mxd 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.MultisampleAntialias, (General.Settings.AntiAliasingSamples > 0)); //mxd device.SetRenderState(RenderState.NormalizeNormals, false); device.SetRenderState(RenderState.PointSpriteEnable, false); device.SetRenderState(RenderState.RangeFogEnable, false); device.SetRenderState(RenderState.ShadeMode, ShadeMode.Gouraud); 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); // Texture addressing device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap); device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap); device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap); // Setup material device.Material = new Material { Ambient = new Color4(Color.White), Diffuse = new Color4(Color.White), Specular = new Color4(Color.White) }; // Shader settings shaders.World3D.SetConstants(General.Settings.VisualBilinear, Math.Min(devicecaps.MaxAnisotropy, General.Settings.FilterAnisotropy)); // Texture filters postfilter = Filter.Point; mipgeneratefilter = Filter.Box; // 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() { // Use default adapter this.adapter = 0; // Manager.Adapters.Default.Adapter; try { // Make present parameters PresentParameters displaypp = CreatePresentParameters(adapter); // Determine device type for compatability with NVPerfHUD DeviceType devtype; if(d3d.Adapters[adapter].Details.Description.EndsWith(NVPERFHUD_ADAPTER)) devtype = DeviceType.Reference; else devtype = DeviceType.Hardware; //mxd. Check maximum supported AA level... for(int i = AA_STEPS.Count - 1; i > 0; i--) { if(General.Settings.AntiAliasingSamples < AA_STEPS[i]) continue; if(d3d.CheckDeviceMultisampleType(this.adapter, devtype, d3d.Adapters[adapter].CurrentDisplayMode.Format, displaypp.Windowed, (MultisampleType)AA_STEPS[i])) break; if(General.Settings.AntiAliasingSamples > AA_STEPS[i - 1]) { General.Settings.AntiAliasingSamples = AA_STEPS[i - 1]; // TODO: looks like setting Multisample here just resets it to MultisampleType.None, // regardless of value in displaypp.Multisample. Why?.. displaypp.Multisample = (MultisampleType)General.Settings.AntiAliasingSamples; } } // Get the device capabilities devicecaps = d3d.GetDeviceCaps(adapter, devtype); // 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 or the device does not support Direct3D at all.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error); return false; } //mxd. Check if we can use shaders if(device.Capabilities.PixelShaderVersion.Major < 2) { // Failed MessageBox.Show(General.MainWindow, "Unable to initialize the Direct3D video device. Video device with Shader Model 2.0 support is required.", 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); // 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(); // Get current display mode DisplayMode 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.D24X8; //Format.D16; displaypp.Multisample = (MultisampleType)General.Settings.AntiAliasingSamples; 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); } // 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() { // Unload all Direct3D resources foreach(ID3DResource res in resources) res.UnloadResource(); // Lose backbuffers if(backbuffer != null) backbuffer.Dispose(); if(depthbuffer != null) depthbuffer.Dispose(); backbuffer = null; depthbuffer = null; try { // Make present parameters PresentParameters displaypp = CreatePresentParameters(adapter); // Reset the device device.Reset(displaypp); } #if DEBUG catch(Exception e) { // Failed to re-initialize Console.WriteLine("Device reset failed: " + e.Message); return false; } #else catch(Exception) { // Failed to re-initialize return false; } #endif // 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) res.ReloadResource(); // Re-apply settings SetupSettings(); // Success return true; } #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() && !isrendering) //mxd. Added isrendering check { // 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(); isrendering = true; //mxd return true; } else { // Minimized, you cannot see anything isrendering = false; //mxd return false; } } // 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); } // This ends a drawing session public void FinishRendering() { try { // Done device.EndScene(); isrendering = false; //mxd } // Errors are not a problem here catch(Exception) { } } // This presents what has been drawn public void Present() { try { device.Present(); isrendering = false; //mxd } // 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 { // Ready 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); } // 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); } #endregion } }