mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
295 lines
8.4 KiB
C#
295 lines
8.4 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 Microsoft.DirectX.Direct3D;
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using System.ComponentModel;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal class Graphics : IDisposable
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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 Control rendertarget;
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private Caps devicecaps;
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private Device d3dd;
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private Renderer2D renderer2d;
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private Renderer3D renderer3d;
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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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public Device Device { get { return d3dd; } }
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public bool IsDisposed { get { return isdisposed; } }
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public Renderer2D Renderer2D { get { return renderer2d; } }
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public Renderer3D Renderer3D { get { return renderer3d; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public Graphics(Control rendertarget)
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{
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// Set render target
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this.rendertarget = rendertarget;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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public 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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renderer2d.Dispose();
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renderer3d.Dispose();
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d3dd.Dispose();
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rendertarget = null;
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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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d3dd.SetRenderState(RenderStates.AntialiasedLineEnable, true);
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d3dd.SetRenderState(RenderStates.Ambient, Color.White.ToArgb());
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d3dd.SetRenderState(RenderStates.AmbientMaterialSource, (int)ColorSource.Material);
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d3dd.SetRenderState(RenderStates.ColorVertex, false);
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d3dd.SetRenderState(RenderStates.DiffuseMaterialSource, (int)ColorSource.Color1);
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d3dd.SetRenderState(RenderStates.FillMode, (int)FillMode.Solid);
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d3dd.SetRenderState(RenderStates.FogEnable, false);
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d3dd.SetRenderState(RenderStates.Lighting, false);
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d3dd.SetRenderState(RenderStates.LocalViewer, false);
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d3dd.SetRenderState(RenderStates.NormalizeNormals, false);
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d3dd.SetRenderState(RenderStates.SpecularEnable, false);
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d3dd.SetRenderState(RenderStates.StencilEnable, false);
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d3dd.SetRenderState(RenderStates.PointSpriteEnable, false);
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d3dd.SetRenderState(RenderStates.DitherEnable, true);
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d3dd.SetRenderState(RenderStates.AlphaBlendEnable, false);
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d3dd.SetRenderState(RenderStates.ZEnable, false);
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d3dd.SetRenderState(RenderStates.ZBufferWriteEnable, false);
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d3dd.SetRenderState(RenderStates.Clipping, true);
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d3dd.SetRenderState(RenderStates.CullMode, (int)Cull.CounterClockwise);
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d3dd.VertexFormat = PTVertex.Format;
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// Sampler settings
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d3dd.SamplerState[0].MagFilter = TextureFilter.Linear;
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d3dd.SamplerState[0].MinFilter = TextureFilter.Linear;
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d3dd.SamplerState[0].MipFilter = TextureFilter.Linear;
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// Texture addressing
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d3dd.SamplerState[0].AddressU = TextureAddress.Wrap;
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d3dd.SamplerState[0].AddressV = TextureAddress.Wrap;
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d3dd.SamplerState[0].AddressW = TextureAddress.Wrap;
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// First texture stage
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d3dd.TextureState[0].ColorOperation = TextureOperation.Modulate;
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d3dd.TextureState[0].ColorArgument1 = TextureArgument.TextureColor;
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d3dd.TextureState[0].ColorArgument2 = TextureArgument.TFactor;
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d3dd.TextureState[0].ResultArgument = TextureArgument.Current;
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d3dd.TextureState[0].TextureCoordinateIndex = 0;
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// No more further stages
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d3dd.TextureState[1].ColorOperation = TextureOperation.Disable;
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// First alpha stage
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d3dd.TextureState[0].AlphaOperation = TextureOperation.Modulate;
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d3dd.TextureState[0].AlphaArgument1 = TextureArgument.TextureColor;
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d3dd.TextureState[0].AlphaArgument2 = TextureArgument.TFactor;
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// No more further stages
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d3dd.TextureState[1].AlphaOperation = TextureOperation.Disable;
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// Setup material
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Material material = new Material();
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material.Ambient = Color.White;
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material.Diffuse = Color.White;
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material.Specular = Color.White;
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d3dd.Material = material;
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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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AdapterInformation adapterinfo;
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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 = 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(Manager.Adapters[adapter].Information.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 = Manager.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.SupportsHardwareTransformAndLight)
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{
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// Initialize with hardware TnL
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d3dd = new Device(adapter, devtype, rendertarget,
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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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d3dd = new Device(adapter, devtype, rendertarget,
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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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d3dd.DeviceResizing += new CancelEventHandler(CancelResize);
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// Initialize settings
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SetupSettings();
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// Create renderers
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renderer2d = new Renderer2D(this);
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renderer3d = new Renderer3D(this);
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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 = Manager.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 = DepthFormat.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 resets the device and returns true on success
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private bool Reset()
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{
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PresentParameters displaypp;
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// TODO: Unload all Direct3D resources
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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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d3dd.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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// TODO: Reload all Direct3D resources
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// Success
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return true;
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}
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#endregion
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}
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}
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