mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
588 lines
23 KiB
C#
Executable file
588 lines
23 KiB
C#
Executable file
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Controls;
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using CodeImp.DoomBuilder.Geometry;
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using System.Runtime.InteropServices;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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public class RenderDevice : IDisposable
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{
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public RenderDevice(RenderTargetControl rendertarget)
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{
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Handle = RenderDevice_New(rendertarget.Handle);
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if (Handle == IntPtr.Zero)
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throw new Exception("RenderDevice_New failed");
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RenderTarget = rendertarget;
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SetupSettings();
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}
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~RenderDevice()
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{
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Dispose();
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}
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public bool Disposed { get { return Handle == IntPtr.Zero; } }
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public void Dispose()
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{
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if (!Disposed)
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{
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RenderDevice_Delete(Handle);
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Handle = IntPtr.Zero;
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}
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}
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public void SetShader(ShaderName shader)
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{
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RenderDevice_SetShader(Handle, shader);
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}
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public void SetUniform(UniformName uniform, bool value)
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{
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RenderDevice_SetUniform(Handle, uniform, new float[] { value ? 1.0f : 0.0f }, 1);
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}
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public void SetUniform(UniformName uniform, float value)
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{
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RenderDevice_SetUniform(Handle, uniform, new float[] { value }, 1);
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}
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public void SetUniform(UniformName uniform, Vector2 value)
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{
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RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y }, 2);
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}
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public void SetUniform(UniformName uniform, Vector3 value)
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{
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RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z }, 3);
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}
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public void SetUniform(UniformName uniform, Vector4 value)
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{
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RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z, value.W }, 4);
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}
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public void SetUniform(UniformName uniform, Color4 value)
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{
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RenderDevice_SetUniform(Handle, uniform, new float[] { value.Red, value.Green, value.Blue, value.Alpha }, 4);
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}
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public void SetUniform(UniformName uniform, Matrix matrix)
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{
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RenderDevice_SetUniform(Handle, uniform, new float[] {
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matrix.M11, matrix.M12, matrix.M13, matrix.M14,
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matrix.M21, matrix.M22, matrix.M23, matrix.M24,
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matrix.M31, matrix.M32, matrix.M33, matrix.M34,
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matrix.M41, matrix.M42, matrix.M43, matrix.M44
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}, 16);
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}
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public void SetVertexBuffer(VertexBuffer buffer)
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{
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RenderDevice_SetVertexBuffer(Handle, buffer != null ? buffer.Handle : IntPtr.Zero);
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}
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public void SetIndexBuffer(IndexBuffer buffer)
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{
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RenderDevice_SetIndexBuffer(Handle, buffer != null ? buffer.Handle : IntPtr.Zero);
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}
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public void SetAlphaBlendEnable(bool value)
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{
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RenderDevice_SetAlphaBlendEnable(Handle, value);
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}
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public void SetAlphaTestEnable(bool value)
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{
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RenderDevice_SetAlphaTestEnable(Handle, value);
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}
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public void SetCullMode(Cull mode)
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{
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RenderDevice_SetCullMode(Handle, mode);
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}
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public void SetBlendOperation(BlendOperation op)
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{
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RenderDevice_SetBlendOperation(Handle, op);
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}
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public void SetSourceBlend(Blend blend)
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{
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RenderDevice_SetSourceBlend(Handle, blend);
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}
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public void SetDestinationBlend(Blend blend)
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{
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RenderDevice_SetDestinationBlend(Handle, blend);
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}
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public void SetFillMode(FillMode mode)
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{
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RenderDevice_SetFillMode(Handle, mode);
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}
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public void SetFogEnable(bool value)
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{
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// To do: move to shaders as an uniform
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}
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public void SetFogColor(int value)
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{
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// To do: move to shaders as an uniform
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}
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public void SetFogStart(float value)
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{
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// To do: move to shaders as an uniform
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}
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public void SetFogEnd(float value)
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{
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// To do: move to shaders as an uniform
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}
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public void SetMultisampleAntialias(bool value)
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{
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RenderDevice_SetMultisampleAntialias(Handle, value);
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}
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public void SetZEnable(bool value)
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{
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RenderDevice_SetZEnable(Handle, value);
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}
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public void SetZWriteEnable(bool value)
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{
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RenderDevice_SetZWriteEnable(Handle, value);
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}
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public void SetTexture(int unit, BaseTexture value)
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{
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RenderDevice_SetTexture(Handle, unit, value != null ? value.Handle : IntPtr.Zero);
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}
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public void SetSamplerFilter(int unit, TextureFilter filter)
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{
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SetSamplerFilter(unit, filter, filter, filter, 0.0f);
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}
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public void SetSamplerFilter(int unit, TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy)
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{
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RenderDevice_SetSamplerFilter(Handle, unit, minfilter, magfilter, mipfilter, maxanisotropy);
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}
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public void SetSamplerState(int unit, TextureAddress address)
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{
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SetSamplerState(unit, address, address, address);
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}
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public void SetSamplerState(int unit, TextureAddress addressU, TextureAddress addressV, TextureAddress addressW)
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{
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RenderDevice_SetSamplerState(Handle, unit, addressU, addressV, addressW);
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}
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public void DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount)
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{
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RenderDevice_DrawIndexed(Handle, type, startIndex, primitiveCount);
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}
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public void Draw(PrimitiveType type, int startIndex, int primitiveCount)
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{
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RenderDevice_Draw(Handle, type, startIndex, primitiveCount);
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}
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public void Draw(PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data)
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{
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RenderDevice_DrawData(Handle, type, startIndex, primitiveCount, data);
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}
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public void StartRendering(bool clear, Color4 backcolor)
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{
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RenderDevice_StartRendering(Handle, clear, backcolor.ToArgb(), IntPtr.Zero, true);
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}
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public void StartRendering(bool clear, Color4 backcolor, Texture target, bool usedepthbuffer)
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{
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RenderDevice_StartRendering(Handle, clear, backcolor.ToArgb(), target.Handle, true);
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}
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public void FinishRendering()
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{
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RenderDevice_FinishRendering(Handle);
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}
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public void Present()
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{
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RenderDevice_Present(Handle);
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}
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public void ClearTexture(Color4 backcolor, Texture texture)
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{
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RenderDevice_ClearTexture(Handle, backcolor.ToArgb(), texture.Handle);
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}
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public void CopyTexture(Texture src, CubeTexture dst, CubeMapFace face)
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{
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RenderDevice_CopyTexture(Handle, src.Handle, dst.Handle, face);
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}
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public void SetBufferData(IndexBuffer buffer, int[] data)
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{
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RenderDevice_SetIndexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<int>());
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}
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public void SetBufferData(VertexBuffer buffer, int length, VertexFormat format)
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{
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int stride = (format == VertexFormat.Flat) ? FlatVertex.Stride : WorldVertex.Stride;
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RenderDevice_SetVertexBufferData(Handle, buffer.Handle, IntPtr.Zero, length * stride, format);
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}
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public void SetBufferData(VertexBuffer buffer, FlatVertex[] data)
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{
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RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<FlatVertex>(), VertexFormat.Flat);
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}
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public void SetBufferData(VertexBuffer buffer, WorldVertex[] data)
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{
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RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<WorldVertex>(), VertexFormat.World);
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}
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public void SetBufferSubdata(VertexBuffer buffer, long destOffset, FlatVertex[] data)
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{
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RenderDevice_SetVertexBufferSubdata(Handle, buffer.Handle, destOffset * FlatVertex.Stride, data, data.Length * FlatVertex.Stride);
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}
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public void SetBufferSubdata(VertexBuffer buffer, long destOffset, WorldVertex[] data)
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{
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RenderDevice_SetVertexBufferSubdata(Handle, buffer.Handle, destOffset * WorldVertex.Stride, data, data.Length * WorldVertex.Stride);
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}
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public void SetBufferSubdata(VertexBuffer buffer, FlatVertex[] data, long size)
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{
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if (size < 0 || size > data.Length) throw new ArgumentOutOfRangeException("size");
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RenderDevice_SetVertexBufferSubdata(Handle, buffer.Handle, 0, data, size * FlatVertex.Stride);
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}
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public void SetPixels(Texture texture, System.Drawing.Bitmap bitmap)
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{
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System.Drawing.Imaging.BitmapData bmpdata = bitmap.LockBits(
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new System.Drawing.Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height),
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System.Drawing.Imaging.ImageLockMode.ReadOnly,
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System.Drawing.Imaging.PixelFormat.Format32bppArgb);
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RenderDevice_SetPixels(Handle, texture.Handle, bmpdata.Scan0);
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bitmap.UnlockBits(bmpdata);
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}
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public void SetPixels(CubeTexture texture, CubeMapFace face, System.Drawing.Bitmap bitmap)
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{
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System.Drawing.Imaging.BitmapData bmpdata = bitmap.LockBits(
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new System.Drawing.Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height),
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System.Drawing.Imaging.ImageLockMode.ReadOnly,
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System.Drawing.Imaging.PixelFormat.Format32bppArgb);
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RenderDevice_SetCubePixels(Handle, texture.Handle, face, bmpdata.Scan0);
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bitmap.UnlockBits(bmpdata);
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}
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internal Plotter LockPlotter(Texture texture, int visibleWidth, int visibleHeight)
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{
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unsafe
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{
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IntPtr data = RenderDevice_LockTexture(Handle, texture.Handle);
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return new Plotter((PixelColor*)data.ToPointer(), texture.Width, texture.Height, Math.Min(texture.Width, visibleWidth), Math.Min(texture.Height, visibleHeight));
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}
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}
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public void UnlockPlotter(Texture texture)
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{
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RenderDevice_UnlockTexture(Handle, texture.Handle);
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}
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internal void RegisterResource(IRenderResource res)
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{
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}
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internal void UnregisterResource(IRenderResource res)
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{
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}
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public void SetupSettings()
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{
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// Setup renderstates
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SetAlphaBlendEnable(false);
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SetAlphaTestEnable(false);
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SetCullMode(Cull.None);
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SetDestinationBlend(Blend.InverseSourceAlpha);
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SetFillMode(FillMode.Solid);
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SetFogEnable(false);
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SetMultisampleAntialias((General.Settings.AntiAliasingSamples > 0));
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SetSourceBlend(Blend.SourceAlpha);
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SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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SetZEnable(false);
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SetZWriteEnable(false);
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// Texture addressing
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SetSamplerState(0, TextureAddress.Wrap);
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//mxd. It's still nice to have anisotropic filtering when texture filtering is disabled
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TextureFilter magminfilter = (General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.Point);
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SetSamplerFilter(0,
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General.Settings.FilterAnisotropy > 1.0f ? TextureFilter.Anisotropic : magminfilter,
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magminfilter,
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General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.None, // [SB] use None, otherwise textures are still filtered
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General.Settings.FilterAnisotropy);
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// Initialize presentations
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Presentation.Initialize();
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}
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IntPtr Handle;
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern IntPtr RenderDevice_New(IntPtr hwnd);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_Delete(IntPtr handle);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern IntPtr RenderDevice_SetShader(IntPtr hwnd, ShaderName name);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern IntPtr RenderDevice_SetUniform(IntPtr hwnd, UniformName name, float[] data, int count);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetVertexBuffer(IntPtr handle, IntPtr buffer);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetIndexBuffer(IntPtr handle, IntPtr buffer);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetAlphaBlendEnable(IntPtr handle, bool value);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetAlphaTestEnable(IntPtr handle, bool value);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetCullMode(IntPtr handle, Cull mode);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetBlendOperation(IntPtr handle, BlendOperation op);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetSourceBlend(IntPtr handle, Blend blend);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetDestinationBlend(IntPtr handle, Blend blend);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetFillMode(IntPtr handle, FillMode mode);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetMultisampleAntialias(IntPtr handle, bool value);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetZEnable(IntPtr handle, bool value);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetZWriteEnable(IntPtr handle, bool value);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetTexture(IntPtr handle, int unit, IntPtr texture);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetSamplerFilter(IntPtr handle, int unit, TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetSamplerState(IntPtr handle, int unit, TextureAddress addressU, TextureAddress addressV, TextureAddress addressW);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_Draw(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_DrawIndexed(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_DrawData(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_StartRendering(IntPtr handle, bool clear, int backcolor);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_StartRendering(IntPtr handle, bool clear, int backcolor, IntPtr target, bool usedepthbuffer);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_FinishRendering(IntPtr handle);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_Present(IntPtr handle);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_ClearTexture(IntPtr handle, int backcolor, IntPtr texture);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_CopyTexture(IntPtr handle, IntPtr src, IntPtr dst, CubeMapFace face);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetIndexBufferData(IntPtr handle, IntPtr buffer, int[] data, long size);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, IntPtr data, long size, VertexFormat format);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, FlatVertex[] data, long size, VertexFormat format);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, WorldVertex[] data, long size, VertexFormat format);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetVertexBufferSubdata(IntPtr handle, IntPtr buffer, long destOffset, FlatVertex[] data, long sizeInBytes);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetVertexBufferSubdata(IntPtr handle, IntPtr buffer, long destOffset, WorldVertex[] data, long sizeInBytes);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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protected static extern void RenderDevice_SetPixels(IntPtr handle, IntPtr texture, IntPtr data);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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protected static extern void RenderDevice_SetCubePixels(IntPtr handle, IntPtr texture, CubeMapFace face, IntPtr data);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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protected static extern IntPtr RenderDevice_LockTexture(IntPtr handle, IntPtr texture);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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protected static extern void RenderDevice_UnlockTexture(IntPtr handle, IntPtr texture);
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//mxd. Anisotropic filtering steps
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public static readonly List<float> AF_STEPS = new List<float> { 1.0f, 2.0f, 4.0f, 8.0f, 16.0f };
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//mxd. Antialiasing steps
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public static readonly List<int> AA_STEPS = new List<int> { 0, 2, 4, 8 };
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internal RenderTargetControl RenderTarget { get; private set; }
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// Make a color from ARGB
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public static int ARGB(float a, float r, float g, float b)
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{
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return Color.FromArgb((int)(a * 255f), (int)(r * 255f), (int)(g * 255f), (int)(b * 255f)).ToArgb();
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}
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// Make a color from RGB
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public static int RGB(int r, int g, int b)
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{
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return Color.FromArgb(255, r, g, b).ToArgb();
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}
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// This makes a Vector3 from Vector3D
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public static Vector3 V3(Vector3D v3d)
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{
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return new Vector3(v3d.x, v3d.y, v3d.z);
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}
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// This makes a Vector3D from Vector3
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public static Vector3D V3D(Vector3 v3)
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{
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return new Vector3D(v3.X, v3.Y, v3.Z);
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}
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// This makes a Vector2 from Vector2D
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public static Vector2 V2(Vector2D v2d)
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{
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return new Vector2(v2d.x, v2d.y);
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}
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// This makes a Vector2D from Vector2
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public static Vector2D V2D(Vector2 v2)
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{
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return new Vector2D(v2.X, v2.Y);
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}
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}
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public enum ShaderName : int
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{
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display2d_fsaa,
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display2d_normal,
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display2d_fullbright,
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things2d_thing,
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things2d_sprite,
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things2d_fill,
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world3d_main,
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world3d_fullbright,
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world3d_main_highlight,
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world3d_fullbright_highlight,
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world3d_main_vertexcolor,
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world3d_skybox,
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world3d_main_highlight_vertexcolor,
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world3d_p7,
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world3d_main_fog,
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|
world3d_p9,
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world3d_main_highlight_fog,
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world3d_p11,
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world3d_main_fog_vertexcolor,
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world3d_p13,
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world3d_main_highlight_fog_vertexcolor,
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world3d_vertex_color,
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world3d_constant_color,
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world3d_lightpass // AlphaBlendEnable = true
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}
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public enum UniformName : int
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{
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rendersettings,
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transformsettings,
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desaturation,
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highlightcolor,
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worldviewproj,
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world,
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modelnormal,
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FillColor,
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|
vertexColor,
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|
stencilColor,
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|
lightPosAndRadius,
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|
lightOrientation,
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|
light2Radius,
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|
lightColor,
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|
ignoreNormals,
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|
spotLight,
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campos,
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|
texturefactor
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}
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public enum VertexFormat : int { Flat, World }
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public enum Cull : int { None, Clockwise }
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public enum Blend : int { InverseSourceAlpha, SourceAlpha, One, BlendFactor }
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public enum BlendOperation : int { Add, ReverseSubtract }
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public enum FillMode : int { Solid, Wireframe }
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public enum TransformState : int { World, View }
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public enum TextureAddress : int { Wrap, Clamp }
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public enum PrimitiveType : int { LineList, TriangleList, TriangleStrip }
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public enum TextureFilter : int { None, Point, Linear, Anisotropic }
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|
}
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