mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
synced 2024-11-15 09:01:40 +00:00
541 lines
15 KiB
C#
541 lines
15 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.Generic;
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using System.Windows.Forms;
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using System.Drawing;
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using SlimDX.Direct3D9;
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using CodeImp.DoomBuilder.Geometry;
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using SlimDX;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Controls;
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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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private Filter postfilter;
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private Filter mipgeneratefilter;
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private static bool isrendering; //mxd
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// Main objects
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private static Direct3D d3d;
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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 Dictionary<ID3DResource, 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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private TextFont font;
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private ResourceImage fonttexture;
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// Disposing
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private bool isdisposed;
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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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public static bool IsRendering { get { return isrendering; } } //mxd
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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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internal TextFont Font { get { return font; } }
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internal Texture FontTexture { get { return fonttexture.Texture; } }
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internal Filter PostFilter { get { return postfilter; } }
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internal Filter MipGenerateFilter { get { return mipgeneratefilter; } }
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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 Dictionary<ID3DResource, 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.Values) 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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if(device != null) device.Dispose();
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if(font != null) font.Dispose();
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if(fonttexture != null) fonttexture.Dispose();
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isrendering = false; //mxd
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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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public void SetupSettings()
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{
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// Setup renderstates
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device.SetRenderState(RenderState.AlphaBlendEnable, false);
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device.SetRenderState(RenderState.AlphaBlendEnable, false);
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device.SetRenderState(RenderState.AlphaFunc, Compare.GreaterEqual);
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device.SetRenderState(RenderState.AlphaRef, 0x0000007E);
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device.SetRenderState(RenderState.AlphaTestEnable, 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.AntialiasedLineEnable, false);
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device.SetRenderState(RenderState.Clipping, true);
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device.SetRenderState(RenderState.ColorVertex, false);
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device.SetRenderState(RenderState.ColorWriteEnable, ColorWriteEnable.Red | ColorWriteEnable.Green | ColorWriteEnable.Blue | ColorWriteEnable.Alpha);
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device.SetRenderState(RenderState.CullMode, Cull.None);
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device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
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device.SetRenderState(RenderState.DiffuseMaterialSource, ColorSource.Color1);
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device.SetRenderState(RenderState.DitherEnable, true);
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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.FogTableMode, FogMode.Linear);
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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.PointSpriteEnable, false);
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device.SetRenderState(RenderState.RangeFogEnable, false);
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device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
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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.TextureFactor, -1);
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device.SetRenderState(RenderState.ZEnable, false);
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device.SetRenderState(RenderState.ZWriteEnable, false);
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device.PixelShader = null;
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device.VertexShader = null;
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// Matrices
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device.SetTransform(TransformState.World, Matrix.Identity);
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device.SetTransform(TransformState.View, Matrix.Identity);
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device.SetTransform(TransformState.Projection, Matrix.Identity);
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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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// Setup material
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device.Material = new Material
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{
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Ambient = new Color4(Color.White),
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Diffuse = new Color4(Color.White),
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Specular = new Color4(Color.White)
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};
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// Shader settings
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shaders.World3D.SetConstants(General.Settings.VisualBilinear, General.Settings.FilterAnisotropy);
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// Texture filters
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postfilter = Filter.Point;
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mipgeneratefilter = Filter.Box;
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// Initialize presentations
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Presentation.Initialize();
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}
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#endregion
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#region ================== Initialization
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// This starts up Direct3D
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public static void Startup()
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{
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d3d = new Direct3D();
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}
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// This terminates Direct3D
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public static void Terminate()
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{
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if(d3d != null)
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{
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d3d.Dispose();
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d3d = null;
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}
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}
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// This initializes the graphics
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public bool Initialize()
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{
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// Use default adapter
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this.adapter = 0; // Manager.Adapters.Default.Adapter;
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try
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{
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// Make present parameters
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PresentParameters displaypp = CreatePresentParameters(adapter);
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// Determine device type for compatability with NVPerfHUD
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DeviceType devtype;
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if(d3d.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 = d3d.GetDeviceCaps(adapter, devtype);
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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(d3d, 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(d3d, 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 or the device does not support Direct3D at all.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
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return false;
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}
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//mxd. Check if we can use shaders
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if (device.Capabilities.PixelShaderVersion.Major < 2)
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{
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// Failed
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MessageBox.Show(General.MainWindow, "Unable to initialize the Direct3D video device. Video device with Shader Model 2.0 support is required.", 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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// Keep a reference to the original buffers
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backbuffer = device.GetBackBuffer(0, 0);
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depthbuffer = device.DepthStencilSurface;
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// Get the viewport
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viewport = device.Viewport;
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// Create shader manager
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shaders = new ShaderManager(this);
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// Font
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postfilter = Filter.Box; // Only for the font. This will be reset in SetupSettings (see below)
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font = new TextFont();
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fonttexture = new ResourceImage("CodeImp.DoomBuilder.Resources.Font.png");
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fonttexture.LoadImage();
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fonttexture.MipMapLevels = 2;
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fonttexture.CreateTexture();
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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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// Get current display mode
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DisplayMode currentmode = d3d.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, 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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// Unload all Direct3D resources
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foreach(ID3DResource res in resources.Values) 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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try
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{
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// Make present parameters
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PresentParameters displaypp = CreatePresentParameters(adapter);
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// Reset the device
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device.Reset(displaypp);
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}
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#if DEBUG
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catch(Exception e)
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{
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// Failed to re-initialize
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Console.WriteLine("Device reset failed: " + e.Message);
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return false;
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}
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#else
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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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#endif
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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.DepthStencilSurface;
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// Get the viewport
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viewport = device.Viewport;
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// Reload all Direct3D resources
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foreach(ID3DResource res in resources.Values) res.ReloadResource();
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// Re-apply settings
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SetupSettings();
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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, Color4 backcolor, Surface target, Surface depthbuffer)
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{
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// Check if we can render
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if(CheckAvailability() && !isrendering) //mxd. Added isrendering check
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{
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// Set rendertarget
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device.DepthStencilSurface = 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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isrendering = true; //mxd
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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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isrendering = false; //mxd
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return false;
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}
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}
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// This clears a target
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public void ClearRendertarget(Color4 backcolor, Surface target, Surface depthbuffer)
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{
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// Set rendertarget
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device.DepthStencilSurface = depthbuffer;
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device.SetRenderTarget(0, target);
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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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// 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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isrendering = false; //mxd
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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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isrendering = false; //mxd
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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 checks if we can use the hardware at this moment
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public bool CheckAvailability()
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{
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// When minimized, the hardware is not available
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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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Result coopresult = device.TestCooperativeLevel();
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// Check if device must be reset
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if(!coopresult.IsSuccess)
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{
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// Should we reset?
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if(coopresult.Name == "D3DERR_DEVICENOTRESET")
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{
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// Device is lost and must be reset now
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Reset();
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}
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// Impossible to render at this point
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return false;
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}
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else
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{
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// Ready to go!
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return true;
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}
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}
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else
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{
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// Minimized
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return false;
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}
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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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// 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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#endregion
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}
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}
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