mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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442 lines
13 KiB
C#
442 lines
13 KiB
C#
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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;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using SlimDX.Direct3D9;
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using SlimDX.Direct3D;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Geometry;
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using SlimDX;
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using CodeImp.DoomBuilder.Interface;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal class D3DDevice
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{
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#region ================== Constants
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// NVPerfHUD device name
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public const string NVPERFHUD_ADAPTER = "NVPerfHUD";
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#endregion
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#region ================== Variables
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// Settings
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private int adapter;
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// Main objects
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private RenderTargetControl rendertarget;
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private Capabilities devicecaps;
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private Device device;
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private Viewport viewport;
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private List<ID3DResource> resources;
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private ShaderManager shaders;
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private Surface backbuffer;
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private Surface depthbuffer;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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internal Device Device { get { return device; } }
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public bool IsDisposed { get { return isdisposed; } }
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internal RenderTargetControl RenderTarget { get { return rendertarget; } }
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internal Viewport Viewport { get { return viewport; } }
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internal ShaderManager Shaders { get { return shaders; } }
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internal Surface BackBuffer { get { return backbuffer; } }
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internal Surface DepthBuffer { get { return depthbuffer; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal D3DDevice(RenderTargetControl rendertarget)
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{
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// Set render target
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this.rendertarget = rendertarget;
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// Create resources list
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resources = new List<ID3DResource>();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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internal void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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foreach(ID3DResource res in resources) res.UnloadResource();
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if(shaders != null) shaders.Dispose();
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rendertarget = null;
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if(backbuffer != null) backbuffer.Dispose();
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if(depthbuffer != null) depthbuffer.Dispose();
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device.Dispose();
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Renderstates
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// This completes initialization after the device has started or has been reset
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private void SetupSettings()
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{
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// Setup renderstates
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device.SetRenderState(RenderState.AlphaRef, 0x0000007F);
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device.SetRenderState(RenderState.AlphaFunc, Compare.GreaterEqual);
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device.SetRenderState(RenderState.AntialiasedLineEnable, false);
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device.SetRenderState(RenderState.Ambient, Color.White.ToArgb());
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device.SetRenderState(RenderState.AmbientMaterialSource, ColorSource.Material);
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device.SetRenderState(RenderState.ColorVertex, false);
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device.SetRenderState(RenderState.DiffuseMaterialSource, ColorSource.Color1);
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device.SetRenderState(RenderState.FillMode, FillMode.Solid);
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device.SetRenderState(RenderState.FogEnable, false);
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device.SetRenderState(RenderState.Lighting, false);
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device.SetRenderState(RenderState.LocalViewer, false);
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device.SetRenderState(RenderState.NormalizeNormals, false);
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device.SetRenderState(RenderState.SpecularEnable, false);
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device.SetRenderState(RenderState.StencilEnable, false);
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device.SetRenderState(RenderState.PointSpriteEnable, false);
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device.SetRenderState(RenderState.DitherEnable, true);
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device.SetRenderState(RenderState.AlphaBlendEnable, false);
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device.SetRenderState(RenderState.ZEnable, false);
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device.SetRenderState(RenderState.ZWriteEnable, false);
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device.SetRenderState(RenderState.Clipping, true);
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device.SetRenderState(RenderState.CullMode, Cull.None);
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// Sampler settings
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device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear);
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device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear);
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device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear);
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device.SetSamplerState(0, SamplerState.MipMapLodBias, 0f);
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// Texture addressing
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device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap);
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device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap);
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device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap);
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// First texture stage
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device.SetTextureStageState(0, TextureStage.ColorOperation, TextureOperation.Modulate);
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device.SetTextureStageState(0, TextureStage.ColorArg1, TextureArgument.Texture);
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device.SetTextureStageState(0, TextureStage.ColorArg2, TextureArgument.Diffuse);
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device.SetTextureStageState(0, TextureStage.ResultArg, TextureArgument.Current);
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device.SetTextureStageState(0, TextureStage.TexCoordIndex, 0);
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// No more further stages
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device.SetTextureStageState(1, TextureStage.ColorOperation, TextureOperation.Disable);
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// First alpha stage
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device.SetTextureStageState(0, TextureStage.AlphaOperation, TextureOperation.Modulate);
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device.SetTextureStageState(0, TextureStage.AlphaArg1, TextureArgument.Texture);
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device.SetTextureStageState(0, TextureStage.AlphaArg2, TextureArgument.Diffuse);
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// No more further stages
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device.SetTextureStageState(1, TextureStage.AlphaOperation, TextureOperation.Disable);
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// Setup material
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Material material = new Material();
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material.Ambient = ColorValue.FromColor(Color.White);
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material.Diffuse = ColorValue.FromColor(Color.White);
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material.Specular = ColorValue.FromColor(Color.White);
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device.Material = material;
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// Keep a reference to the original buffers
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backbuffer = device.GetBackBuffer(0, 0);
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depthbuffer = device.GetDepthStencilSurface();
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// Get the viewport
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viewport = device.Viewport;
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}
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#endregion
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#region ================== Initialization
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// This initializes the graphics
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public bool Initialize()
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{
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PresentParameters displaypp;
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DeviceType devtype;
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// Use default adapter
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this.adapter = 0; // Manager.Adapters.Default.Adapter;
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// Make present parameters
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displaypp = CreatePresentParameters(adapter);
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// Determine device type for compatability with NVPerfHUD
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if(Direct3D.Adapters[adapter].Details.Description.EndsWith(NVPERFHUD_ADAPTER))
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devtype = DeviceType.Reference;
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else
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devtype = DeviceType.Hardware;
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// Get the device capabilities
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devicecaps = Direct3D.GetDeviceCaps(adapter, devtype);
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try
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{
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// Check if this adapter supports TnL
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if((devicecaps.DeviceCaps & DeviceCaps.HWTransformAndLight) != 0)
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{
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// Initialize with hardware TnL
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device = new Device(adapter, devtype, rendertarget.Handle,
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CreateFlags.HardwareVertexProcessing, displaypp);
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}
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else
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{
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// Initialize with software TnL
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device = new Device(adapter, devtype, rendertarget.Handle,
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CreateFlags.SoftwareVertexProcessing, displaypp);
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}
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}
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catch(Exception)
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{
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// Failed
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MessageBox.Show(General.MainWindow, "Unable to initialize the Direct3D video device. Another application may have taken exclusive mode on this video device.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
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return false;
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}
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// Add event to cancel resize event
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//device.DeviceResizing += new CancelEventHandler(CancelResize);
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// Create shader manager
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shaders = new ShaderManager(this);
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// Initialize settings
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SetupSettings();
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// Done
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return true;
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}
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// This is to disable the automatic resize reset
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private static void CancelResize(object sender, CancelEventArgs e)
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{
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// Cancel resize event
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e.Cancel = true;
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}
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// This creates present parameters
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private PresentParameters CreatePresentParameters(int adapter)
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{
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PresentParameters displaypp = new PresentParameters();
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DisplayMode currentmode;
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// Get current display mode
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currentmode = Direct3D.Adapters[adapter].CurrentDisplayMode;
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// Make present parameters
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displaypp.Windowed = true;
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displaypp.SwapEffect = SwapEffect.Discard;
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displaypp.BackBufferCount = 1;
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displaypp.BackBufferFormat = currentmode.Format;
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displaypp.BackBufferWidth = rendertarget.ClientSize.Width;
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displaypp.BackBufferHeight = rendertarget.ClientSize.Height;
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displaypp.EnableAutoDepthStencil = true;
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displaypp.AutoDepthStencilFormat = Format.D16;
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displaypp.Multisample = MultisampleType.None;
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displaypp.PresentationInterval = PresentInterval.Immediate;
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// Return result
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return displaypp;
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}
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#endregion
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#region ================== Resetting
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// This registers a resource
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internal void RegisterResource(ID3DResource res)
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{
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// Add resource
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resources.Add(res);
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}
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// This unregisters a resource
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internal void UnregisterResource(ID3DResource res)
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{
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// Remove resource
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resources.Remove(res);
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}
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// This resets the device and returns true on success
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internal bool Reset()
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{
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PresentParameters displaypp;
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// Unload all Direct3D resources
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foreach(ID3DResource res in resources) res.UnloadResource();
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// Lose backbuffers
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if(backbuffer != null) backbuffer.Dispose();
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if(depthbuffer != null) depthbuffer.Dispose();
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backbuffer = null;
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depthbuffer = null;
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// Make present parameters
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displaypp = CreatePresentParameters(adapter);
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try
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{
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// Reset the device
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device.Reset(displaypp);
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}
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catch(Exception)
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{
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// Failed to re-initialize
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return false;
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}
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// Initialize settings
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SetupSettings();
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// Reload all Direct3D resources
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foreach(ID3DResource res in resources) res.ReloadResource();
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// Success
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return true;
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}
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#endregion
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#region ================== Rendering
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// This begins a drawing session
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public bool StartRendering(bool clear, int backcolor, Surface target, Surface depthbuffer)
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{
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CooperativeLevel coopresult;
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// When minimized, do not render anything
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if(General.MainWindow.WindowState != FormWindowState.Minimized)
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{
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// Test the cooperative level
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coopresult = device.CheckCooperativeLevel();
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// Check if device must be reset
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if(coopresult == CooperativeLevel.DeviceNotReset)
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{
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// Device is lost and must be reset now
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return Reset();
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}
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// Check if device is lost
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else if(coopresult == CooperativeLevel.DeviceLost)
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{
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// Device is lost and cannot be reset now
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return false;
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}
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// Set rendertarget
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device.SetDepthStencilSurface(depthbuffer);
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device.SetRenderTarget(0, target);
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// Clear the screen
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if(clear)
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{
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if(depthbuffer != null)
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device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, backcolor, 1f, 0);
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else
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device.Clear(ClearFlags.Target, backcolor, 1f, 0);
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}
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// Ready to render
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device.BeginScene();
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return true;
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}
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else
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{
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// Minimized, you cannot see anything
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return false;
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}
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}
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// This ends a drawing session
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public void FinishRendering()
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{
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try
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{
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// Done
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device.EndScene();
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}
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// Errors are not a problem here
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catch(Exception) { }
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}
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// This presents what has been drawn
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public void Present()
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{
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try
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{
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device.Present();
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}
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// Errors are not a problem here
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catch(Exception) { }
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}
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#endregion
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#region ================== Tools
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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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#endregion
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}
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}
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