#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 { public class RenderDevice : IDisposable { public RenderDevice(RenderTargetControl rendertarget) { Handle = RenderDevice_New(rendertarget.Handle); if (Handle == IntPtr.Zero) throw new Exception("RenderDevice_New failed"); RenderTarget = rendertarget; SetupSettings(); } ~RenderDevice() { Dispose(); } public bool Disposed { get { return Handle == IntPtr.Zero; } } public void Dispose() { if (!Disposed) { RenderDevice_Delete(Handle); Handle = IntPtr.Zero; } } 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, 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 }, 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 SetFogEnable(bool value) { // To do: move to shaders as an uniform } public void SetFogColor(int value) { // To do: move to shaders as an uniform } public void SetFogStart(float value) { // To do: move to shaders as an uniform } public void SetFogEnd(float value) { // To do: move to shaders as an uniform } 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(int unit, BaseTexture value) { RenderDevice_SetTexture(Handle, unit, value != null ? value.Handle : IntPtr.Zero); } public void SetSamplerFilter(int unit, TextureFilter filter) { SetSamplerFilter(unit, filter, filter, TextureFilter.None, 0.0f); } public void SetSamplerFilter(int unit, TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy) { RenderDevice_SetSamplerFilter(Handle, unit, minfilter, magfilter, mipfilter, maxanisotropy); } 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 DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount) { RenderDevice_DrawIndexed(Handle, type, startIndex, primitiveCount); } public void Draw(PrimitiveType type, int startIndex, int primitiveCount) { RenderDevice_Draw(Handle, type, startIndex, primitiveCount); } public void Draw(PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data) { RenderDevice_DrawData(Handle, type, startIndex, primitiveCount, data); } 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, usedepthbuffer); } 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(CubeTexture dst, CubeMapFace face) { RenderDevice_CopyTexture(Handle, dst.Handle, face); } public void SetBufferData(IndexBuffer buffer, int[] data) { 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; RenderDevice_SetVertexBufferData(Handle, buffer.Handle, IntPtr.Zero, length * stride, format); } public void SetBufferData(VertexBuffer buffer, FlatVertex[] data) { RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf(), VertexFormat.Flat); } public void SetBufferData(VertexBuffer buffer, WorldVertex[] data) { RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf(), VertexFormat.World); } public void SetBufferSubdata(VertexBuffer buffer, long destOffset, FlatVertex[] data) { RenderDevice_SetVertexBufferSubdata(Handle, buffer.Handle, destOffset * FlatVertex.Stride, data, data.Length * FlatVertex.Stride); } public void SetBufferSubdata(VertexBuffer buffer, long destOffset, WorldVertex[] data) { 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"); 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); RenderDevice_SetPixels(Handle, texture.Handle, bmpdata.Scan0); 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); RenderDevice_SetCubePixels(Handle, texture.Handle, face, bmpdata.Scan0); bitmap.UnlockBits(bmpdata); } internal Plotter LockPlotter(Texture texture, int visibleWidth, int visibleHeight) { unsafe { IntPtr data = RenderDevice_LockTexture(Handle, texture.Handle); return new Plotter((PixelColor*)data.ToPointer(), texture.Width, texture.Height, Math.Min(texture.Width, visibleWidth), Math.Min(texture.Height, visibleHeight)); } } public void UnlockPlotter(Texture texture) { RenderDevice_UnlockTexture(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); SetFogEnable(false); SetMultisampleAntialias((General.Settings.AntiAliasingSamples > 0)); SetSourceBlend(Blend.SourceAlpha); SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); SetZEnable(false); SetZWriteEnable(false); // Texture addressing SetSamplerState(0, 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(0, 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.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 IntPtr RenderDevice_SetShader(IntPtr hwnd, ShaderName name); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern IntPtr RenderDevice_SetUniform(IntPtr hwnd, UniformName name, float[] data, int count); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetVertexBuffer(IntPtr handle, IntPtr buffer); [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_SetMultisampleAntialias(IntPtr handle, bool value); [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_SetTexture(IntPtr handle, int unit, IntPtr texture); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetSamplerFilter(IntPtr handle, int unit, TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy); [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_Draw(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_DrawIndexed(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_DrawData(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data); [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 dst, CubeMapFace face); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetIndexBufferData(IntPtr handle, IntPtr buffer, int[] data, long size); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, IntPtr data, long size, VertexFormat format); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, FlatVertex[] data, long size, VertexFormat format); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, WorldVertex[] data, long size, VertexFormat format); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetVertexBufferSubdata(IntPtr handle, IntPtr buffer, long destOffset, FlatVertex[] data, long sizeInBytes); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] static extern void RenderDevice_SetVertexBufferSubdata(IntPtr handle, IntPtr buffer, long destOffset, WorldVertex[] data, long sizeInBytes); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] protected static extern void RenderDevice_SetPixels(IntPtr handle, IntPtr texture, IntPtr data); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] protected static extern void RenderDevice_SetCubePixels(IntPtr handle, IntPtr texture, CubeMapFace face, IntPtr data); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] protected static extern IntPtr RenderDevice_LockTexture(IntPtr handle, IntPtr texture); [DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)] protected static extern void RenderDevice_UnlockTexture(IntPtr handle, IntPtr texture); //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; } // 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 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_lightpass } public enum UniformName : int { rendersettings, transformsettings, desaturation, highlightcolor, worldviewproj, world, modelnormal, FillColor, vertexColor, stencilColor, lightPosAndRadius, lightOrientation, light2Radius, lightColor, ignoreNormals, spotLight, campos, texturefactor } public enum VertexFormat : int { Flat, World } public enum Cull : int { None, Clockwise } public enum Blend : int { InverseSourceAlpha, SourceAlpha, One, BlendFactor } 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 } }