mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
517 lines
18 KiB
C#
Executable file
517 lines
18 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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internal class RenderDevice : IDisposable
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{
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internal 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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Shaders = new ShaderManager(this);
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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, BaseTexture value)
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{
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}
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public void SetUniform(UniformName uniform, TextureFilter value)
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{
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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(int index, VertexBuffer buffer, long offset, long stride)
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{
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RenderDevice_SetVertexBuffer(Handle, index, buffer != null ? buffer.Handle : IntPtr.Zero, offset, stride);
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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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RenderDevice_SetFogEnable(Handle, value);
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}
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public void SetFogColor(int value)
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{
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RenderDevice_SetFogColor(Handle, value);
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}
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public void SetFogStart(float value)
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{
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RenderDevice_SetFogStart(Handle, value);
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}
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public void SetFogEnd(float value)
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{
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RenderDevice_SetFogEnd(Handle, value);
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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 SetTextureFactor(int factor)
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{
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RenderDevice_SetTextureFactor(Handle, factor);
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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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Matrix[] Transforms = new Matrix[] { Matrix.Identity, Matrix.Identity, Matrix.Identity };
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public Matrix GetTransform(TransformState state)
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{
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return Transforms[(int)state];
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}
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public void SetTransform(TransformState state, Matrix matrix)
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{
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Transforms[(int)state] = matrix;
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RenderDevice_SetTransform(Handle, state, 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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});
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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 DrawPrimitives(PrimitiveType type, int startIndex, int primitiveCount)
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{
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RenderDevice_DrawPrimitives(Handle, type, startIndex, primitiveCount);
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}
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public void DrawUserPrimitives(PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data)
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{
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RenderDevice_DrawUserPrimitives(Handle, type, startIndex, primitiveCount, data);
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}
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public void SetVertexDeclaration(VertexDeclaration decl)
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{
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RenderDevice_SetVertexDeclaration(Handle, decl.Handle);
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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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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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SetTextureFactor(-1);
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SetZEnable(false);
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SetZWriteEnable(false);
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// Matrices
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SetTransform(TransformState.World, Matrix.Identity);
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SetTransform(TransformState.View, Matrix.Identity);
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SetTransform(TransformState.Projection, Matrix.Identity);
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// Texture addressing
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SetSamplerState(0, TextureAddress.Wrap);
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// Shader settings
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Shaders.SetWorld3DConstants(General.Settings.VisualBilinear, 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, int index, IntPtr buffer, long offset, long stride);
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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_SetFogEnable(IntPtr handle, bool value);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetFogColor(IntPtr handle, int value);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetFogStart(IntPtr handle, float value);
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[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetFogEnd(IntPtr handle, float value);
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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_SetTextureFactor(IntPtr handle, int factor);
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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_SetTransform(IntPtr handle, TransformState state, float[] matrix);
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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_DrawPrimitives(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_DrawUserPrimitives(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_SetVertexDeclaration(IntPtr handle, IntPtr decl);
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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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//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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internal ShaderManager Shaders { 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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basic,
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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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texture1,
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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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filtersettings,
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magfiltersettings,
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minfiltersettings,
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mipfiltersettings,
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maxanisotropysetting
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}
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public enum Cull : int { None, Counterclockwise }
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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, Projection }
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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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