UltimateZoneBuilder/Source/Core/Rendering/RenderDevice.cs
2019-08-14 12:36:33 +02:00

517 lines
18 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 System.Runtime.InteropServices;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal class RenderDevice : IDisposable
{
internal RenderDevice(RenderTargetControl rendertarget)
{
Handle = RenderDevice_New(rendertarget.Handle);
if (Handle == IntPtr.Zero)
throw new Exception("RenderDevice_New failed");
RenderTarget = rendertarget;
Shaders = new ShaderManager(this);
SetupSettings();
}
~RenderDevice()
{
Dispose();
}
public bool Disposed { get { return Handle == IntPtr.Zero; } }
public void Dispose()
{
if (!Disposed)
{
RenderDevice_Delete(Handle);
Handle = IntPtr.Zero;
}
}
public void SetShader(ShaderName shader)
{
RenderDevice_SetShader(Handle, shader);
}
public void SetUniform(UniformName uniform, bool value)
{
RenderDevice_SetUniform(Handle, uniform, new float[] { value ? 1.0f : 0.0f }, 1);
}
public void SetUniform(UniformName uniform, float value)
{
RenderDevice_SetUniform(Handle, uniform, new float[] { value }, 1);
}
public void SetUniform(UniformName uniform, Vector2 value)
{
RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y }, 2);
}
public void SetUniform(UniformName uniform, Vector3 value)
{
RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z }, 3);
}
public void SetUniform(UniformName uniform, Vector4 value)
{
RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z, value.W }, 4);
}
public void SetUniform(UniformName uniform, Color4 value)
{
RenderDevice_SetUniform(Handle, uniform, new float[] { value.Red, value.Green, value.Blue, value.Alpha }, 4);
}
public void SetUniform(UniformName uniform, BaseTexture value)
{
}
public void SetUniform(UniformName uniform, TextureFilter value)
{
}
public void SetUniform(UniformName uniform, Matrix matrix)
{
RenderDevice_SetUniform(Handle, uniform, new float[] {
matrix.M11, matrix.M12, matrix.M13, matrix.M14,
matrix.M21, matrix.M22, matrix.M23, matrix.M24,
matrix.M31, matrix.M32, matrix.M33, matrix.M34,
matrix.M41, matrix.M42, matrix.M43, matrix.M44
}, 16);
}
public void SetVertexBuffer(int index, VertexBuffer buffer, long offset, long stride)
{
RenderDevice_SetVertexBuffer(Handle, index, buffer != null ? buffer.Handle : IntPtr.Zero, offset, stride);
}
public void SetIndexBuffer(IndexBuffer buffer)
{
RenderDevice_SetIndexBuffer(Handle, buffer != null ? buffer.Handle : IntPtr.Zero);
}
public void SetAlphaBlendEnable(bool value)
{
RenderDevice_SetAlphaBlendEnable(Handle, value);
}
public void SetAlphaTestEnable(bool value)
{
RenderDevice_SetAlphaTestEnable(Handle, value);
}
public void SetCullMode(Cull mode)
{
RenderDevice_SetCullMode(Handle, mode);
}
public void SetBlendOperation(BlendOperation op)
{
RenderDevice_SetBlendOperation(Handle, op);
}
public void SetSourceBlend(Blend blend)
{
RenderDevice_SetSourceBlend(Handle, blend);
}
public void SetDestinationBlend(Blend blend)
{
RenderDevice_SetDestinationBlend(Handle, blend);
}
public void SetFillMode(FillMode mode)
{
RenderDevice_SetFillMode(Handle, mode);
}
public void SetFogEnable(bool value)
{
RenderDevice_SetFogEnable(Handle, value);
}
public void SetFogColor(int value)
{
RenderDevice_SetFogColor(Handle, value);
}
public void SetFogStart(float value)
{
RenderDevice_SetFogStart(Handle, value);
}
public void SetFogEnd(float value)
{
RenderDevice_SetFogEnd(Handle, value);
}
public void SetMultisampleAntialias(bool value)
{
RenderDevice_SetMultisampleAntialias(Handle, value);
}
public void SetTextureFactor(int factor)
{
RenderDevice_SetTextureFactor(Handle, factor);
}
public void SetZEnable(bool value)
{
RenderDevice_SetZEnable(Handle, value);
}
public void SetZWriteEnable(bool value)
{
RenderDevice_SetZWriteEnable(Handle, value);
}
Matrix[] Transforms = new Matrix[] { Matrix.Identity, Matrix.Identity, Matrix.Identity };
public Matrix GetTransform(TransformState state)
{
return Transforms[(int)state];
}
public void SetTransform(TransformState state, Matrix matrix)
{
Transforms[(int)state] = matrix;
RenderDevice_SetTransform(Handle, state, new float[] {
matrix.M11, matrix.M12, matrix.M13, matrix.M14,
matrix.M21, matrix.M22, matrix.M23, matrix.M24,
matrix.M31, matrix.M32, matrix.M33, matrix.M34,
matrix.M41, matrix.M42, matrix.M43, matrix.M44
});
}
public void SetSamplerState(int unit, TextureAddress address)
{
SetSamplerState(unit, address, address, address);
}
public void SetSamplerState(int unit, TextureAddress addressU, TextureAddress addressV, TextureAddress addressW)
{
RenderDevice_SetSamplerState(Handle, unit, addressU, addressV, addressW);
}
public void DrawPrimitives(PrimitiveType type, int startIndex, int primitiveCount)
{
RenderDevice_DrawPrimitives(Handle, type, startIndex, primitiveCount);
}
public void DrawUserPrimitives(PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data)
{
RenderDevice_DrawUserPrimitives(Handle, type, startIndex, primitiveCount, data);
}
public void SetVertexDeclaration(VertexDeclaration decl)
{
RenderDevice_SetVertexDeclaration(Handle, decl.Handle);
}
public void StartRendering(bool clear, Color4 backcolor)
{
RenderDevice_StartRendering(Handle, clear, backcolor.ToArgb(), IntPtr.Zero, true);
}
public void StartRendering(bool clear, Color4 backcolor, Texture target, bool usedepthbuffer)
{
RenderDevice_StartRendering(Handle, clear, backcolor.ToArgb(), target.Handle, true);
}
public void FinishRendering()
{
RenderDevice_FinishRendering(Handle);
}
public void Present()
{
RenderDevice_Present(Handle);
}
public void ClearTexture(Color4 backcolor, Texture texture)
{
RenderDevice_ClearTexture(Handle, backcolor.ToArgb(), texture.Handle);
}
public void CopyTexture(Texture src, CubeTexture dst, CubeMapFace face)
{
RenderDevice_CopyTexture(Handle, src.Handle, dst.Handle, face);
}
internal void RegisterResource(IRenderResource res)
{
}
internal void UnregisterResource(IRenderResource res)
{
}
public void SetupSettings()
{
// Setup renderstates
SetAlphaBlendEnable(false);
SetAlphaTestEnable(false);
SetCullMode(Cull.None);
SetDestinationBlend(Blend.InverseSourceAlpha);
SetFillMode(FillMode.Solid);
SetFogEnable(false);
SetMultisampleAntialias((General.Settings.AntiAliasingSamples > 0));
SetSourceBlend(Blend.SourceAlpha);
SetTextureFactor(-1);
SetZEnable(false);
SetZWriteEnable(false);
// Matrices
SetTransform(TransformState.World, Matrix.Identity);
SetTransform(TransformState.View, Matrix.Identity);
SetTransform(TransformState.Projection, Matrix.Identity);
// Texture addressing
SetSamplerState(0, TextureAddress.Wrap);
// Shader settings
Shaders.SetWorld3DConstants(General.Settings.VisualBilinear, General.Settings.FilterAnisotropy);
// Initialize presentations
Presentation.Initialize();
}
IntPtr Handle;
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern IntPtr RenderDevice_New(IntPtr hwnd);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_Delete(IntPtr handle);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern IntPtr RenderDevice_SetShader(IntPtr hwnd, ShaderName name);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern IntPtr RenderDevice_SetUniform(IntPtr hwnd, UniformName name, float[] data, int count);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetVertexBuffer(IntPtr handle, int index, IntPtr buffer, long offset, long stride);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetIndexBuffer(IntPtr handle, IntPtr buffer);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetAlphaBlendEnable(IntPtr handle, bool value);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetAlphaTestEnable(IntPtr handle, bool value);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetCullMode(IntPtr handle, Cull mode);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetBlendOperation(IntPtr handle, BlendOperation op);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetSourceBlend(IntPtr handle, Blend blend);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetDestinationBlend(IntPtr handle, Blend blend);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetFillMode(IntPtr handle, FillMode mode);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetFogEnable(IntPtr handle, bool value);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetFogColor(IntPtr handle, int value);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetFogStart(IntPtr handle, float value);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetFogEnd(IntPtr handle, float value);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetMultisampleAntialias(IntPtr handle, bool value);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetTextureFactor(IntPtr handle, int factor);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetZEnable(IntPtr handle, bool value);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetZWriteEnable(IntPtr handle, bool value);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetTransform(IntPtr handle, TransformState state, float[] matrix);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetSamplerState(IntPtr handle, int unit, TextureAddress addressU, TextureAddress addressV, TextureAddress addressW);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_DrawPrimitives(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_DrawUserPrimitives(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetVertexDeclaration(IntPtr handle, IntPtr decl);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_StartRendering(IntPtr handle, bool clear, int backcolor);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_StartRendering(IntPtr handle, bool clear, int backcolor, IntPtr target, bool usedepthbuffer);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_FinishRendering(IntPtr handle);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_Present(IntPtr handle);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_ClearTexture(IntPtr handle, int backcolor, IntPtr texture);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_CopyTexture(IntPtr handle, IntPtr src, IntPtr dst, CubeMapFace face);
//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; }
internal ShaderManager Shaders { get; private set; }
// Make a color from ARGB
public static int ARGB(float a, float r, float g, float b)
{
return Color.FromArgb((int)(a * 255f), (int)(r * 255f), (int)(g * 255f), (int)(b * 255f)).ToArgb();
}
// Make a color from RGB
public static int RGB(int r, int g, int b)
{
return Color.FromArgb(255, r, g, b).ToArgb();
}
// This makes a Vector3 from Vector3D
public static Vector3 V3(Vector3D v3d)
{
return new Vector3(v3d.x, v3d.y, v3d.z);
}
// This makes a Vector3D from Vector3
public static Vector3D V3D(Vector3 v3)
{
return new Vector3D(v3.X, v3.Y, v3.Z);
}
// This makes a Vector2 from Vector2D
public static Vector2 V2(Vector2D v2d)
{
return new Vector2(v2d.x, v2d.y);
}
// This makes a Vector2D from Vector2
public static Vector2D V2D(Vector2 v2)
{
return new Vector2D(v2.X, v2.Y);
}
}
public enum ShaderName : int
{
basic,
display2d_fsaa,
display2d_normal,
display2d_fullbright,
things2d_thing,
things2d_sprite,
things2d_fill,
world3d_main,
world3d_fullbright,
world3d_main_highlight,
world3d_fullbright_highlight,
world3d_main_vertexcolor,
world3d_skybox,
world3d_main_highlight_vertexcolor,
world3d_p7,
world3d_main_fog,
world3d_p9,
world3d_main_highlight_fog,
world3d_p11,
world3d_main_fog_vertexcolor,
world3d_p13,
world3d_main_highlight_fog_vertexcolor,
world3d_vertex_color,
world3d_constant_color,
world3d_lightpass // AlphaBlendEnable = true
}
public enum UniformName : int
{
rendersettings,
transformsettings,
desaturation,
texture1,
highlightcolor,
worldviewproj,
world,
modelnormal,
FillColor,
vertexColor,
stencilColor,
lightPosAndRadius,
lightOrientation,
light2Radius,
lightColor,
ignoreNormals,
spotLight,
campos,
filtersettings,
magfiltersettings,
minfiltersettings,
mipfiltersettings,
maxanisotropysetting
}
public enum Cull : int { None, Counterclockwise }
public enum Blend : int { InverseSourceAlpha, SourceAlpha, One, BlendFactor }
public enum BlendOperation : int { Add, ReverseSubtract }
public enum FillMode : int { Solid, Wireframe }
public enum TransformState : int { World, View, Projection }
public enum TextureAddress : int { Wrap, Clamp }
public enum PrimitiveType : int { LineList, TriangleList, TriangleStrip }
public enum TextureFilter : int { None, Point, Linear, Anisotropic }
}