mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-17 23:51:10 +00:00
568 lines
17 KiB
C#
Executable file
568 lines
17 KiB
C#
Executable file
|
|
#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 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<float> AF_STEPS = new List<float> { 1.0f, 2.0f, 4.0f, 8.0f, 16.0f };
|
|
|
|
//mxd. Antialiasing steps
|
|
public static readonly List<int> AA_STEPS = new List<int> { 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<ID3DResource> 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<ID3DResource>();
|
|
|
|
// 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
|
|
}
|
|
}
|