UltimateZoneBuilder/Source/Core/Rendering/RenderDevice.cs

822 lines
35 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.Diagnostics;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.Geometry;
using System.Runtime.InteropServices;
using System.Reflection;
using System.IO;
using System.Text;
using System.Linq;
using CodeImp.DoomBuilder.Rendering.Shaders;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
public class RenderDeviceException : Exception
{
public RenderDeviceException(string message) : base(message) { }
}
public class RenderDevice : IDisposable
{
public RenderDevice(RenderTargetControl rendertarget)
{
RenderTarget = rendertarget;
CreateDevice();
DeclareUniform(UniformName.rendersettings, "rendersettings", UniformType.Vec4f);
DeclareUniform(UniformName.projection, "projection", UniformType.Mat4);
DeclareUniform(UniformName.desaturation, "desaturation", UniformType.Float);
DeclareUniform(UniformName.highlightcolor, "highlightcolor", UniformType.Vec4f);
DeclareUniform(UniformName.view, "view", UniformType.Mat4);
DeclareUniform(UniformName.world, "world", UniformType.Mat4);
DeclareUniform(UniformName.modelnormal, "modelnormal", UniformType.Mat4);
DeclareUniform(UniformName.FillColor, "fillColor", UniformType.Vec4f);
DeclareUniform(UniformName.vertexColor, "vertexColor", UniformType.Vec4f);
DeclareUniform(UniformName.stencilColor, "stencilColor", UniformType.Vec4f);
DeclareUniform(UniformName.lightPosAndRadius, "lightPosAndRadius", UniformType.Vec4fArray);
DeclareUniform(UniformName.lightOrientation, "lightOrientation", UniformType.Vec4fArray);
DeclareUniform(UniformName.light2Radius, "light2Radius", UniformType.Vec2fArray);
DeclareUniform(UniformName.lightColor, "lightColor", UniformType.Vec4fArray);
DeclareUniform(UniformName.ignoreNormals, "ignoreNormals", UniformType.Float);
DeclareUniform(UniformName.spotLight, "spotLight", UniformType.Float);
DeclareUniform(UniformName.campos, "campos", UniformType.Vec4f);
DeclareUniform(UniformName.texturefactor, "texturefactor", UniformType.Vec4f);
DeclareUniform(UniformName.fogsettings, "fogsettings", UniformType.Vec4f);
DeclareUniform(UniformName.fogcolor, "fogcolor", UniformType.Vec4f);
DeclareUniform(UniformName.sectorfogcolor, "sectorfogcolor", UniformType.Vec4f);
DeclareUniform(UniformName.lightsEnabled, "lightsEnabled", UniformType.Float);
DeclareUniform(UniformName.slopeHandleLength, "slopeHandleLength", UniformType.Float);
// volte: classic rendering
DeclareUniform(UniformName.drawPaletted, "drawPaletted", UniformType.Int);
DeclareUniform(UniformName.colormapSize, "colormapSize", UniformType.Vec2i);
DeclareUniform(UniformName.doomlightlevels, "doomlightlevels", UniformType.Int);
DeclareUniform(UniformName.sectorLightLevel, "sectorLightLevel", UniformType.Int);
DeclareUniform(UniformName.skew, "skew", UniformType.Vec2f);
// 2d fsaa
CompileShader(ShaderName.display2d_fsaa, "display2d.shader", "display2d_fsaa");
// 2d normal
CompileShader(ShaderName.display2d_normal, "display2d.shader", "display2d_normal");
CompileShader(ShaderName.display2d_fullbright, "display2d.shader", "display2d_fullbright");
// 2d things
CompileShader(ShaderName.things2d_thing, "things2d.shader", "things2d_thing");
CompileShader(ShaderName.things2d_sprite, "things2d.shader", "things2d_sprite");
CompileShader(ShaderName.things2d_fill, "things2d.shader", "things2d_fill");
// non-fog 3d shaders
CompileShader(ShaderName.world3d_main, "world3d.shader", "world3d_main");
CompileShader(ShaderName.world3d_fullbright, "world3d.shader", "world3d_fullbright");
CompileShader(ShaderName.world3d_main_highlight, "world3d.shader", "world3d_main_highlight");
CompileShader(ShaderName.world3d_fullbright_highlight, "world3d.shader", "world3d_fullbright_highlight");
CompileShader(ShaderName.world3d_vertex_color, "world3d.shader", "world3d_vertex_color");
CompileShader(ShaderName.world3d_main_vertexcolor, "world3d.shader", "world3d_main_vertexcolor");
CompileShader(ShaderName.world3d_constant_color, "world3d.shader", "world3d_constant_color");
// classic rendering
CompileShader(ShaderName.world3d_classic, "world3d.shader", "world3d_classic");
CompileShader(ShaderName.world3d_classic_highlight, "world3d.shader", "world3d_classic_highlight");
// skybox shader
CompileShader(ShaderName.world3d_skybox, "world3d_skybox.shader", "world3d_skybox");
// fog 3d shaders
CompileShader(ShaderName.world3d_main_fog, "world3d.shader", "world3d_main_fog");
CompileShader(ShaderName.world3d_main_highlight_vertexcolor, "world3d.shader", "world3d_highlight_vertexcolor");
CompileShader(ShaderName.world3d_main_highlight_fog, "world3d.shader", "world3d_main_highlight_fog");
CompileShader(ShaderName.world3d_main_fog_vertexcolor, "world3d.shader", "world3d_main_fog_vertexcolor");
CompileShader(ShaderName.world3d_main_highlight_fog_vertexcolor, "world3d.shader", "world3d_main_highlight_fog_vertexcolor");
// Slope handle
CompileShader(ShaderName.world3d_slope_handle, "world3d.shader", "world3d_slope_handle");
SetupSettings();
}
~RenderDevice()
{
Dispose();
}
void CreateDevice()
{
// Grab the X11 Display handle by abusing reflection to access internal classes in the mono implementation.
// That's par for the course for everything in Linux, so yeah..
IntPtr display = IntPtr.Zero;
Type xplatui = Type.GetType("System.Windows.Forms.XplatUIX11, System.Windows.Forms");
if (xplatui != null)
{
display = (IntPtr)xplatui.GetField("DisplayHandle", BindingFlags.Static | BindingFlags.NonPublic).GetValue(null);
}
Handle = RenderDevice_New(display, RenderTarget.Handle, General.DebugRenderDevice);
if (Handle == IntPtr.Zero)
{
StringBuilder sb = new StringBuilder(4096);
BuilderNative_GetError(sb, sb.Capacity);
throw new RenderDeviceException(string.Format("Could not create render device: {0}", sb));
}
}
public bool Disposed { get { return Handle == IntPtr.Zero; } }
void ThrowIfFailed(bool result)
{
if (!result)
{
StringBuilder sb = new StringBuilder(4096);
BuilderNative_GetError(sb, sb.Capacity);
throw new RenderDeviceException(sb.ToString());
}
}
public void Dispose()
{
if (!Disposed)
{
RenderDevice_Delete(Handle);
Handle = IntPtr.Zero;
}
}
public void DeclareUniform(UniformName name, string variablename, UniformType type)
{
RenderDevice_DeclareUniform(Handle, name, variablename, type);
}
public void DeclareShader(ShaderName name, string vertResourceName, string fragResourceName)
{
RenderDevice_DeclareShader(Handle, name, name.ToString(), GetResourceText(vertResourceName), GetResourceText(fragResourceName));
}
// save precompiled shaders -- don't build from scratch every time
private static Dictionary<string, ShaderGroup> precompiledGroups = new Dictionary<string, ShaderGroup>();
public void CompileShader(ShaderName internalName, string groupName, string shaderName)
{
ShaderGroup sg;
if (precompiledGroups.ContainsKey(groupName))
sg = precompiledGroups[groupName];
else sg = ShaderCompiler.Compile(GetResourceText(groupName));
Shader s = sg.GetShader(shaderName);
if (s == null)
throw new RenderDeviceException(string.Format("Shader {0}::{1} not found", groupName, shaderName));
/*General.WriteLogLine(string.Format("===========================================\nDBG: loading shader {0} / {1}\n\nVertex source: {2}\n\nFragment source: {3}\n\n===========================================",
groupName, shaderName, s.GetVertexSource(), s.GetFragmentSource()));*/
RenderDevice_DeclareShader(Handle, internalName, internalName.ToString(), s.GetVertexSource(), s.GetFragmentSource());
}
static string GetResourceText(string name)
{
string fullname = string.Format("CodeImp.DoomBuilder.Resources.{0}", name);
using (Stream stream = General.ThisAssembly.GetManifestResourceStream(fullname))
{
if (stream == null)
throw new Exception(string.Format("Resource {0} not found!", fullname));
byte[] data = new byte[stream.Length];
if (stream.Read(data, 0, data.Length) != data.Length)
throw new Exception("Could not read resource stream");
int start = 0;
if (data.Length >= 3 && data[0] == 0xef && data[1] == 0xbb && data[2] == 0xbf)
start = 3;
return Encoding.UTF8.GetString(data, start, data.Length - start);
}
}
public void SetShader(ShaderName shader)
{
RenderDevice_SetShader(Handle, shader);
}
public void SetUniform(UniformName uniform, bool value)
{
RenderDevice_SetUniform(Handle, uniform, new float[] { value ? 1.0f : 0.0f }, 1, sizeof(float));
}
public void SetUniform(UniformName uniform, float value)
{
RenderDevice_SetUniform(Handle, uniform, new float[] { value }, 1, sizeof(float));
}
public void SetUniform(UniformName uniform, Vector2f value)
{
RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y }, 1, sizeof(float) * 2);
}
public void SetUniform(UniformName uniform, Vector3f value)
{
RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z }, 1, sizeof(float) * 3);
}
public void SetUniform(UniformName uniform, Vector4f value)
{
RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z, value.W }, 1, sizeof(float) * 4);
}
public void SetUniform(UniformName uniform, Color4 value)
{
RenderDevice_SetUniform(Handle, uniform, new float[] { value.Red, value.Green, value.Blue, value.Alpha }, 1, sizeof(float) * 4);
}
public void SetUniform(UniformName uniform, Matrix matrix)
{
RenderDevice_SetUniform(Handle, uniform, ref matrix, 1, sizeof(float) * 16);
}
public void SetUniform(UniformName uniform, ref Matrix matrix)
{
RenderDevice_SetUniform(Handle, uniform, ref matrix, 1, sizeof(float) * 16);
}
public void SetUniform(UniformName uniform, int value)
{
RenderDevice_SetUniform(Handle, uniform, new int[] { value }, 1, sizeof(int));
}
public void SetUniform(UniformName uniform, Vector2i value)
{
RenderDevice_SetUniform(Handle, uniform, new int[] { value.X, value.Y }, 1, sizeof(int) * 2);
}
public void SetUniform(UniformName uniform, Vector3i value)
{
RenderDevice_SetUniform(Handle, uniform, new int[] { value.X, value.Y, value.Z }, 1, sizeof(int) * 3);
}
public void SetUniform(UniformName uniform, Vector4i value)
{
RenderDevice_SetUniform(Handle, uniform, new int[] { value.X, value.Y, value.Z, value.W }, 1, sizeof(int) * 4);
}
public void SetUniform(UniformName uniform, Vector2f[] value)
{
float[] conv = new float[value.Length * 2];
int cv = 0;
for (int i = 0; i < conv.Length; i += 2)
{
conv[i] = value[cv].X;
conv[i + 1] = value[cv].Y;
cv++;
}
RenderDevice_SetUniform(Handle, uniform, conv, value.Length, sizeof(float) * conv.Length);
}
public void SetUniform(UniformName uniform, Vector3f[] value)
{
float[] conv = new float[value.Length * 3];
int cv = 0;
for (int i = 0; i < conv.Length; i += 3)
{
conv[i] = value[cv].X;
conv[i + 1] = value[cv].Y;
conv[i + 2] = value[cv].Z;
cv++;
}
RenderDevice_SetUniform(Handle, uniform, conv, value.Length, sizeof(float) * conv.Length);
}
public void SetUniform(UniformName uniform, Vector4f[] value)
{
float[] conv = new float[value.Length * 4];
int cv = 0;
for (int i = 0; i < conv.Length; i += 4)
{
conv[i] = value[cv].X;
conv[i + 1] = value[cv].Y;
conv[i + 2] = value[cv].Z;
conv[i + 3] = value[cv].W;
cv++;
}
RenderDevice_SetUniform(Handle, uniform, conv, value.Length, sizeof(float) * conv.Length);
}
public void SetVertexBuffer(VertexBuffer buffer)
{
RenderDevice_SetVertexBuffer(Handle, buffer != null ? buffer.Handle : IntPtr.Zero);
}
public void SetIndexBuffer(IndexBuffer buffer)
{
RenderDevice_SetIndexBuffer(Handle, buffer != null ? buffer.Handle : IntPtr.Zero);
}
public void SetAlphaBlendEnable(bool value)
{
RenderDevice_SetAlphaBlendEnable(Handle, value);
}
public void SetAlphaTestEnable(bool value)
{
RenderDevice_SetAlphaTestEnable(Handle, value);
}
public void SetCullMode(Cull mode)
{
RenderDevice_SetCullMode(Handle, mode);
}
public void SetBlendOperation(BlendOperation op)
{
RenderDevice_SetBlendOperation(Handle, op);
}
public void SetSourceBlend(Blend blend)
{
RenderDevice_SetSourceBlend(Handle, blend);
}
public void SetDestinationBlend(Blend blend)
{
RenderDevice_SetDestinationBlend(Handle, blend);
}
public void SetFillMode(FillMode mode)
{
RenderDevice_SetFillMode(Handle, mode);
}
public void SetMultisampleAntialias(bool value)
{
RenderDevice_SetMultisampleAntialias(Handle, value);
}
public void SetZEnable(bool value)
{
RenderDevice_SetZEnable(Handle, value);
}
public void SetZWriteEnable(bool value)
{
RenderDevice_SetZWriteEnable(Handle, value);
}
public void SetTexture(BaseTexture value, int unit = 0)
{
RenderDevice_SetTexture(Handle, unit, value != null ? value.Handle : IntPtr.Zero);
}
public void SetSamplerFilter(TextureFilter filter, int unit = 0)
{
SetSamplerFilter(filter, filter, MipmapFilter.None, 0.0f, unit);
}
public void SetSamplerFilter(TextureFilter minfilter, TextureFilter magfilter, MipmapFilter mipfilter, float maxanisotropy, int unit = 0)
{
RenderDevice_SetSamplerFilter(Handle, unit, minfilter, magfilter, mipfilter, maxanisotropy);
}
public void SetSamplerState(TextureAddress address, int unit = 0)
{
RenderDevice_SetSamplerState(Handle, unit, address);
}
public void DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount)
{
ThrowIfFailed(RenderDevice_DrawIndexed(Handle, type, startIndex, primitiveCount));
}
public void Draw(PrimitiveType type, int startIndex, int primitiveCount)
{
ThrowIfFailed(RenderDevice_Draw(Handle, type, startIndex, primitiveCount));
}
public void Draw(PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data)
{
ThrowIfFailed(RenderDevice_DrawData(Handle, type, startIndex, primitiveCount, data));
}
public void StartRendering(bool clear, Color4 backcolor)
{
ThrowIfFailed(RenderDevice_StartRendering(Handle, clear, backcolor.ToArgb(), IntPtr.Zero, true));
}
public void StartRendering(bool clear, Color4 backcolor, Texture target, bool usedepthbuffer)
{
ThrowIfFailed(RenderDevice_StartRendering(Handle, clear, backcolor.ToArgb(), target.Handle, usedepthbuffer));
}
public void FinishRendering()
{
ThrowIfFailed(RenderDevice_FinishRendering(Handle));
}
public void Present()
{
ThrowIfFailed(RenderDevice_Present(Handle));
}
public void ClearTexture(Color4 backcolor, Texture texture)
{
ThrowIfFailed(RenderDevice_ClearTexture(Handle, backcolor.ToArgb(), texture.Handle));
}
public void CopyTexture(CubeTexture dst, CubeMapFace face)
{
ThrowIfFailed(RenderDevice_CopyTexture(Handle, dst.Handle, face));
}
public void SetBufferData(IndexBuffer buffer, int[] data)
{
ThrowIfFailed(RenderDevice_SetIndexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<int>()));
}
public void SetBufferData(VertexBuffer buffer, int length, VertexFormat format)
{
int stride = (format == VertexFormat.Flat) ? FlatVertex.Stride : WorldVertex.Stride;
ThrowIfFailed(RenderDevice_SetVertexBufferData(Handle, buffer.Handle, IntPtr.Zero, length * stride, format));
}
public void SetBufferData(VertexBuffer buffer, FlatVertex[] data)
{
ThrowIfFailed(RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<FlatVertex>(), VertexFormat.Flat));
}
public void SetBufferData(VertexBuffer buffer, WorldVertex[] data)
{
ThrowIfFailed(RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<WorldVertex>(), VertexFormat.World));
}
public void SetBufferSubdata(VertexBuffer buffer, long destOffset, FlatVertex[] data)
{
ThrowIfFailed(RenderDevice_SetVertexBufferSubdata(Handle, buffer.Handle, destOffset * FlatVertex.Stride, data, data.Length * FlatVertex.Stride));
}
public void SetBufferSubdata(VertexBuffer buffer, long destOffset, WorldVertex[] data)
{
ThrowIfFailed(RenderDevice_SetVertexBufferSubdata(Handle, buffer.Handle, destOffset * WorldVertex.Stride, data, data.Length * WorldVertex.Stride));
}
public void SetBufferSubdata(VertexBuffer buffer, FlatVertex[] data, long size)
{
if (size < 0 || size > data.Length) throw new ArgumentOutOfRangeException("size");
ThrowIfFailed(RenderDevice_SetVertexBufferSubdata(Handle, buffer.Handle, 0, data, size * FlatVertex.Stride));
}
public void SetPixels(Texture texture, System.Drawing.Bitmap bitmap)
{
System.Drawing.Imaging.BitmapData bmpdata = bitmap.LockBits(
new System.Drawing.Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height),
System.Drawing.Imaging.ImageLockMode.ReadOnly,
System.Drawing.Imaging.PixelFormat.Format32bppArgb);
try
{
ThrowIfFailed(RenderDevice_SetPixels(Handle, texture.Handle, bmpdata.Scan0));
}
finally
{
bitmap.UnlockBits(bmpdata);
}
}
public void SetPixels(CubeTexture texture, CubeMapFace face, System.Drawing.Bitmap bitmap)
{
System.Drawing.Imaging.BitmapData bmpdata = bitmap.LockBits(
new System.Drawing.Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height),
System.Drawing.Imaging.ImageLockMode.ReadOnly,
System.Drawing.Imaging.PixelFormat.Format32bppArgb);
try
{
ThrowIfFailed(RenderDevice_SetCubePixels(Handle, texture.Handle, face, bmpdata.Scan0));
}
finally
{
bitmap.UnlockBits(bmpdata);
}
}
public unsafe void SetPixels(Texture texture, uint* pixeldata)
{
ThrowIfFailed(RenderDevice_SetPixels(Handle, texture.Handle, new IntPtr(pixeldata)));
}
public unsafe void* MapPBO(Texture texture)
{
void* ptr = RenderDevice_MapPBO(Handle, texture.Handle).ToPointer();
ThrowIfFailed(ptr != null);
return ptr;
}
public void UnmapPBO(Texture texture)
{
ThrowIfFailed(RenderDevice_UnmapPBO(Handle, texture.Handle));
}
internal void RegisterResource(IRenderResource res)
{
}
internal void UnregisterResource(IRenderResource res)
{
}
public void SetupSettings()
{
// Setup renderstates
SetAlphaBlendEnable(false);
SetAlphaTestEnable(false);
SetCullMode(Cull.None);
SetDestinationBlend(Blend.InverseSourceAlpha);
SetFillMode(FillMode.Solid);
SetMultisampleAntialias((General.Settings.AntiAliasingSamples > 0));
SetSourceBlend(Blend.SourceAlpha);
SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
SetZEnable(false);
SetZWriteEnable(false);
// Texture addressing
SetSamplerState(TextureAddress.Wrap);
//mxd. It's still nice to have anisotropic filtering when texture filtering is disabled
TextureFilter magminfilter = (General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.Nearest);
SetSamplerFilter(
magminfilter,
magminfilter,
General.Settings.VisualBilinear ? MipmapFilter.Linear : MipmapFilter.Nearest,
General.Settings.FilterAnisotropy);
// Initialize presentations
Presentation.Initialize();
}
IntPtr Handle;
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern IntPtr RenderDevice_New(IntPtr display, IntPtr window, bool debug);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_Delete(IntPtr handle);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
static extern void RenderDevice_DeclareUniform(IntPtr handle, UniformName name, string variablename, UniformType type);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
static extern void RenderDevice_DeclareShader(IntPtr handle, ShaderName index, string name, string vertexShader, string fragShader);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
static extern void BuilderNative_GetError(StringBuilder str, int length);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_SetShader(IntPtr handle, ShaderName name);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetUniform(IntPtr handle, UniformName name, int[] data, int count, int bytesize);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetUniform(IntPtr handle, UniformName name, float[] data, int count, int bytesize);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetUniform(IntPtr handle, UniformName name, ref Matrix data, int count, int bytesize);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetVertexBuffer(IntPtr handle, IntPtr buffer);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetIndexBuffer(IntPtr handle, IntPtr buffer);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetAlphaBlendEnable(IntPtr handle, bool value);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetAlphaTestEnable(IntPtr handle, bool value);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetCullMode(IntPtr handle, Cull mode);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetBlendOperation(IntPtr handle, BlendOperation op);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetSourceBlend(IntPtr handle, Blend blend);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetDestinationBlend(IntPtr handle, Blend blend);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetFillMode(IntPtr handle, FillMode mode);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetMultisampleAntialias(IntPtr handle, bool value);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetZEnable(IntPtr handle, bool value);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetZWriteEnable(IntPtr handle, bool value);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetTexture(IntPtr handle, int unit, IntPtr texture);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetSamplerFilter(IntPtr handle, int unit, TextureFilter minfilter, TextureFilter magfilter, MipmapFilter mipfilter, float maxanisotropy);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetSamplerState(IntPtr handle, int unit, TextureAddress address);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_Draw(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_DrawIndexed(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_DrawData(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_StartRendering(IntPtr handle, bool clear, int backcolor, IntPtr target, bool usedepthbuffer);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_FinishRendering(IntPtr handle);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_Present(IntPtr handle);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_ClearTexture(IntPtr handle, int backcolor, IntPtr texture);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_CopyTexture(IntPtr handle, IntPtr dst, CubeMapFace face);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_SetIndexBufferData(IntPtr handle, IntPtr buffer, int[] data, long size);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, IntPtr data, long size, VertexFormat format);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, FlatVertex[] data, long size, VertexFormat format);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, WorldVertex[] data, long size, VertexFormat format);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_SetVertexBufferSubdata(IntPtr handle, IntPtr buffer, long destOffset, FlatVertex[] data, long sizeInBytes);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_SetVertexBufferSubdata(IntPtr handle, IntPtr buffer, long destOffset, WorldVertex[] data, long sizeInBytes);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
protected static extern bool RenderDevice_SetPixels(IntPtr handle, IntPtr texture, IntPtr data);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
protected static extern IntPtr RenderDevice_MapPBO(IntPtr handle, IntPtr texture);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
protected static extern bool RenderDevice_UnmapPBO(IntPtr handle, IntPtr texture);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
protected static extern bool RenderDevice_SetCubePixels(IntPtr handle, IntPtr texture, CubeMapFace face, IntPtr data);
//mxd. Anisotropic filtering steps
public static readonly List<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 };
internal RenderTargetControl RenderTarget { get; private set; }
// This makes a Vector3 from Vector3D
public static Vector3f V3(Vector3D v3d)
{
return new Vector3f((float)v3d.x, (float)v3d.y, (float)v3d.z);
}
// This makes a Vector3D from Vector3
public static Vector3D V3D(Vector3f v3)
{
return new Vector3D(v3.X, v3.Y, v3.Z);
}
// This makes a Vector2 from Vector2D
public static Vector2f V2(Vector2D v2d)
{
return new Vector2f((float)v2d.x, (float)v2d.y);
}
// This makes a Vector2D from Vector2
public static Vector2D V2D(Vector2f v2)
{
return new Vector2D(v2.X, v2.Y);
}
}
public enum ShaderName : int
{
display2d_fsaa,
display2d_normal,
display2d_fullbright,
things2d_thing,
things2d_sprite,
things2d_fill,
world3d_main,
world3d_fullbright,
world3d_main_highlight,
world3d_fullbright_highlight,
world3d_main_vertexcolor,
world3d_skybox,
world3d_main_highlight_vertexcolor,
world3d_p7,
world3d_main_fog,
world3d_p9,
world3d_main_highlight_fog,
world3d_p11,
world3d_main_fog_vertexcolor,
world3d_p13,
world3d_main_highlight_fog_vertexcolor,
world3d_vertex_color,
world3d_constant_color,
world3d_slope_handle,
world3d_classic,
world3d_p19,
world3d_classic_highlight
}
public enum UniformType : int
{
Vec4f,
Vec3f,
Vec2f,
Float,
Mat4,
Vec4i,
Vec3i,
Vec2i,
Int,
Vec4fArray,
Vec3fArray,
Vec2fArray
}
public enum UniformName : int
{
rendersettings,
projection,
desaturation,
highlightcolor,
view,
world,
modelnormal,
FillColor,
vertexColor,
stencilColor,
lightPosAndRadius,
lightOrientation,
light2Radius,
lightColor,
ignoreNormals,
spotLight,
campos,
texturefactor,
fogsettings,
fogcolor,
sectorfogcolor,
lightsEnabled,
slopeHandleLength,
drawPaletted,
colormapSize,
sectorLightLevel,
doomlightlevels,
skew
}
public enum VertexFormat : int { Flat, World }
public enum Cull : int { None, Clockwise }
public enum Blend : int { InverseSourceAlpha, SourceAlpha, One }
public enum BlendOperation : int { Add, ReverseSubtract }
public enum FillMode : int { Solid, Wireframe }
public enum TextureAddress : int { Wrap, Clamp }
public enum PrimitiveType : int { LineList, TriangleList, TriangleStrip }
public enum TextureFilter : int { Nearest, Linear }
public enum MipmapFilter : int { None, Nearest, Linear}
}