UltimateZoneBuilder/Source/Core/Rendering/RenderDevice.cs
2019-08-18 07:43:46 +02:00

571 lines
22 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
{
public class RenderDevice : IDisposable
{
public RenderDevice(RenderTargetControl rendertarget)
{
Handle = RenderDevice_New(rendertarget.Handle);
if (Handle == IntPtr.Zero)
throw new Exception("RenderDevice_New failed");
RenderTarget = rendertarget;
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, 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(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 SetFogEnable(bool value)
{
// To do: move to shaders as an uniform
}
public void SetFogColor(int value)
{
// To do: move to shaders as an uniform
}
public void SetFogStart(float value)
{
// To do: move to shaders as an uniform
}
public void SetFogEnd(float value)
{
// To do: move to shaders as an uniform
}
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)
{
RenderDevice_SetTexture(Handle, value != null ? value.Handle : IntPtr.Zero);
}
public void SetSamplerFilter(TextureFilter filter)
{
SetSamplerFilter(filter, filter, TextureFilter.None, 0.0f);
}
public void SetSamplerFilter(TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy)
{
RenderDevice_SetSamplerFilter(Handle, minfilter, magfilter, mipfilter, maxanisotropy);
}
public void SetSamplerState(TextureAddress address)
{
SetSamplerState(address, address, address);
}
public void SetSamplerState(TextureAddress addressU, TextureAddress addressV, TextureAddress addressW)
{
RenderDevice_SetSamplerState(Handle, addressU, addressV, addressW);
}
public void DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount)
{
RenderDevice_DrawIndexed(Handle, type, startIndex, primitiveCount);
}
public void Draw(PrimitiveType type, int startIndex, int primitiveCount)
{
RenderDevice_Draw(Handle, type, startIndex, primitiveCount);
}
public void Draw(PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data)
{
RenderDevice_DrawData(Handle, type, startIndex, primitiveCount, data);
}
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, usedepthbuffer);
}
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(CubeTexture dst, CubeMapFace face)
{
RenderDevice_CopyTexture(Handle, dst.Handle, face);
}
public void SetBufferData(IndexBuffer buffer, int[] data)
{
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;
RenderDevice_SetVertexBufferData(Handle, buffer.Handle, IntPtr.Zero, length * stride, format);
}
public void SetBufferData(VertexBuffer buffer, FlatVertex[] data)
{
RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<FlatVertex>(), VertexFormat.Flat);
}
public void SetBufferData(VertexBuffer buffer, WorldVertex[] data)
{
RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<WorldVertex>(), VertexFormat.World);
}
public void SetBufferSubdata(VertexBuffer buffer, long destOffset, FlatVertex[] data)
{
RenderDevice_SetVertexBufferSubdata(Handle, buffer.Handle, destOffset * FlatVertex.Stride, data, data.Length * FlatVertex.Stride);
}
public void SetBufferSubdata(VertexBuffer buffer, long destOffset, WorldVertex[] data)
{
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");
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);
RenderDevice_SetPixels(Handle, texture.Handle, bmpdata.Scan0);
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);
RenderDevice_SetCubePixels(Handle, texture.Handle, face, bmpdata.Scan0);
bitmap.UnlockBits(bmpdata);
}
internal IntPtr LockTexture(Texture texture)
{
return RenderDevice_LockTexture(Handle, texture.Handle);
}
public void UnlockTexture(Texture texture)
{
RenderDevice_UnlockTexture(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);
SetFogEnable(false);
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.Point);
SetSamplerFilter(
General.Settings.FilterAnisotropy > 1.0f ? TextureFilter.Anisotropic : magminfilter,
magminfilter,
General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.None, // [SB] use None, otherwise textures are still filtered
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, IntPtr buffer);
[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_SetMultisampleAntialias(IntPtr handle, bool value);
[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_SetTexture(IntPtr handle, IntPtr texture);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetSamplerFilter(IntPtr handle, TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetSamplerState(IntPtr handle, TextureAddress addressU, TextureAddress addressV, TextureAddress addressW);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_Draw(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_DrawIndexed(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_DrawData(IntPtr handle, PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data);
[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 dst, CubeMapFace face);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetIndexBufferData(IntPtr handle, IntPtr buffer, int[] data, long size);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, IntPtr data, long size, VertexFormat format);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, FlatVertex[] data, long size, VertexFormat format);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetVertexBufferData(IntPtr handle, IntPtr buffer, WorldVertex[] data, long size, VertexFormat format);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetVertexBufferSubdata(IntPtr handle, IntPtr buffer, long destOffset, FlatVertex[] data, long sizeInBytes);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetVertexBufferSubdata(IntPtr handle, IntPtr buffer, long destOffset, WorldVertex[] data, long sizeInBytes);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
protected static extern void RenderDevice_SetPixels(IntPtr handle, IntPtr texture, IntPtr data);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
protected static extern void RenderDevice_SetCubePixels(IntPtr handle, IntPtr texture, CubeMapFace face, IntPtr data);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
protected static extern IntPtr RenderDevice_LockTexture(IntPtr handle, IntPtr texture);
[DllImport("BuilderNative.dll", CallingConvention = CallingConvention.Cdecl)]
protected static extern void RenderDevice_UnlockTexture(IntPtr handle, IntPtr texture);
//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 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
{
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
}
public enum UniformName : int
{
rendersettings,
transformsettings,
desaturation,
highlightcolor,
worldviewproj,
world,
modelnormal,
FillColor,
vertexColor,
stencilColor,
lightPosAndRadius,
lightOrientation,
light2Radius,
lightColor,
ignoreNormals,
spotLight,
campos,
texturefactor
}
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 { None, Point, Linear, Anisotropic }
}