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CDirect3D.cs
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CDirect3D.cs
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#region license
// This file is part of Vocaluxe.
//
// Vocaluxe is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Vocaluxe 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.
//
// You should have received a copy of the GNU General Public License
// along with Vocaluxe. If not, see <http://www.gnu.org/licenses/>.
#endregion
using System.Drawing.Drawing2D;
using System.Threading;
using SlimDX;
using SlimDX.Direct3D9;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Runtime.InteropServices;
using System.Windows.Forms;
using SlimDX.Windows;
using Vocaluxe.Base;
using VocaluxeLib;
using VocaluxeLib.Draw;
namespace Vocaluxe.Lib.Draw
{
class CDirect3D : RenderForm, IDraw
{
#region private vars
private const int _MaxID = 100000;
private readonly CKeys _Keys;
private readonly CMouse _Mouse;
private bool _Run;
private readonly Direct3D _D3D;
private readonly Device _Device;
private readonly PresentParameters _PresentParameters;
private bool _Fullscreen;
private Size _OldSize;
private Size _SizeBeforeMinimize;
private readonly Dictionary<int, Texture> _D3DTextures = new Dictionary<int, Texture>();
private readonly Queue<STextureQueue> _TexturesToLoad = new Queue<STextureQueue>();
private readonly Queue<int> _IDs = new Queue<int>(_MaxID);
private readonly Object _MutexTexture = new Object();
private VertexBuffer _VertexBuffer;
private IndexBuffer _IndexBuffer;
private int _H = 1;
private int _W = 1;
private int _Y;
private int _X;
private int _BorderLeft;
private int _BorderRight;
private int _BorderTop;
private int _BorderBottom;
private CTexture _BlankTexture;
private readonly Queue<STexturedColoredVertex> _Vertices = new Queue<STexturedColoredVertex>();
private readonly Queue<Texture> _VerticesTextures = new Queue<Texture>();
private readonly Queue<SlimDX.Matrix> _VerticesRotationMatrices = new Queue<SlimDX.Matrix>();
private readonly bool _NonPowerOf2TextureSupported;
#endregion private vars
/// <summary>
/// Creates a new Instance of the CDirect3D Class
/// </summary>
public CDirect3D()
{
Icon = new Icon(Path.Combine(CSettings.ProgramFolder, CSettings.FileNameIcon));
//Fill Queue with 100000 IDs
for (int i = 0; i < _MaxID; i++)
_IDs.Enqueue(i);
_Keys = new CKeys();
try
{
_D3D = new Direct3D();
}
catch (Direct3DX9NotFoundException e)
{
CLog.LogError("No DirectX runtimes were found, please download and install them from http://www.microsoft.com/download/en/details.aspx?id=8109", true, true, e);
}
Paint += _OnPaintEvent;
Closing += _OnClosingEvent;
Resize += _OnResizeEvent;
KeyDown += _OnKeyDown;
PreviewKeyDown += _OnPreviewKeyDown;
KeyPress += _OnKeyPress;
KeyUp += _OnKeyUp;
_Mouse = new CMouse();
MouseMove += _OnMouseMove;
MouseWheel += _OnMouseWheel;
MouseDown += _OnMouseDown;
MouseUp += _OnMouseUp;
MouseLeave += _OnMouseLeave;
MouseEnter += _OnMouseEnter;
ClientSize = new Size(CConfig.ScreenW, CConfig.ScreenH);
_SizeBeforeMinimize = ClientSize;
_PresentParameters = new PresentParameters
{
Windowed = true,
SwapEffect = SwapEffect.Discard,
BackBufferHeight = CConfig.ScreenH,
BackBufferWidth = CConfig.ScreenW,
BackBufferFormat = _D3D.Adapters.DefaultAdapter.CurrentDisplayMode.Format,
Multisample = MultisampleType.None,
MultisampleQuality = 0
};
//Apply antialiasing and check if antialiasing mode is supported
#region Antialiasing
int quality;
MultisampleType msType;
switch (CConfig.AAMode)
{
case EAntiAliasingModes.X2:
msType = MultisampleType.TwoSamples;
break;
case EAntiAliasingModes.X4:
msType = MultisampleType.FourSamples;
break;
case EAntiAliasingModes.X8:
msType = MultisampleType.EightSamples;
break;
case EAntiAliasingModes.X16:
case EAntiAliasingModes.X32: //x32 is not supported, fallback to x16
msType = MultisampleType.SixteenSamples;
break;
default:
msType = MultisampleType.None;
break;
}
if (
!_D3D.CheckDeviceMultisampleType(_D3D.Adapters.DefaultAdapter.Adapter, DeviceType.Hardware, _D3D.Adapters.DefaultAdapter.CurrentDisplayMode.Format, false, msType,
out quality))
{
CLog.LogError("[Direct3D] This AAMode is not supported by this device or driver, fallback to no AA");
msType = MultisampleType.None;
quality = 1;
}
_PresentParameters.Multisample = msType;
_PresentParameters.MultisampleQuality = quality - 1;
#endregion Antialiasing
//Apply the VSync configuration
_PresentParameters.PresentationInterval = CConfig.VSync == EOffOn.TR_CONFIG_ON ? PresentInterval.Default : PresentInterval.Immediate;
//GMA 950 graphics devices can only process vertices in software mode
Capabilities caps = _D3D.GetDeviceCaps(_D3D.Adapters.DefaultAdapter.Adapter, DeviceType.Hardware);
CreateFlags flags = (caps.DeviceCaps & DeviceCaps.HWTransformAndLight) != 0 ? CreateFlags.HardwareVertexProcessing : CreateFlags.SoftwareVertexProcessing;
//Check if Pow2 textures are needed
_NonPowerOf2TextureSupported = true;
_NonPowerOf2TextureSupported &= (caps.TextureCaps & TextureCaps.Pow2) == 0;
_NonPowerOf2TextureSupported &= (caps.TextureCaps & TextureCaps.NonPow2Conditional) == 0;
_NonPowerOf2TextureSupported &= (caps.TextureCaps & TextureCaps.SquareOnly) == 0;
try
{
_Device = new Device(_D3D, _D3D.Adapters.DefaultAdapter.Adapter, DeviceType.Hardware, Handle, flags, _PresentParameters);
}
finally
{
if (_Device == null || _Device.Disposed)
{
CLog.LogError(
"Something went wrong during device creating, please check if your DirectX redistributables and grafic card drivers are up to date. You can download the DirectX runtimes at http://www.microsoft.com/download/en/details.aspx?id=8109",
true, true);
}
}
CenterToScreen();
}
#region form events
private void _OnPaintEvent(object sender, PaintEventArgs e) {}
private void _OnResizeEvent(object sender, EventArgs e) {}
private void _OnClosingEvent(object sender, CancelEventArgs e)
{
_Run = false;
}
protected override void OnLoad(EventArgs e)
{
_Device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
}
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
_DoResize();
}
protected override void WndProc(ref Message m)
{
switch (m.Msg)
{
case 0x112: // WM_SYSCOMMAND
switch ((int)m.WParam & 0xFFF0)
{
case 0xF100: // SC_KEYMENU
m.Result = IntPtr.Zero;
break;
case 0xF140: // SC_SCREENSAVER
case 0xF170: // SC_MONITORPOWER
break;
default:
base.WndProc(ref m);
break;
}
break;
default:
base.WndProc(ref m);
break;
}
}
#endregion form events
#region resize
/// <summary>
/// Resizes the viewport
/// </summary>
private void _DoResize()
{
// The window was minimized, so restore it to the last known size
if (ClientSize.Width == 0 || ClientSize.Height == 0)
ClientSize = _SizeBeforeMinimize;
if (!_Run)
return;
_H = ClientSize.Height;
_W = ClientSize.Width;
_Y = 0;
_X = 0;
if (_W / (float)_H > CSettings.GetRenderAspect())
{
//The windows's width is too big
_W = (int)Math.Round(_H * CSettings.GetRenderAspect());
_X = (ClientSize.Width - _W) / 2;
}
else
{
//The windows's height is too big
_H = (int)Math.Round(_W / CSettings.GetRenderAspect());
_Y = (ClientSize.Height - _H) / 2;
}
//Apply the new sizes to the PresentParameters
_PresentParameters.BackBufferWidth = ClientSize.Width;
_PresentParameters.BackBufferHeight = ClientSize.Height;
ClearScreen();
//To set new PresentParameters the device has to be resetted
_Reset();
//All configurations got flushed due to Reset(), so apply them again
Init();
//Set the new Viewport
_Device.Viewport = new Viewport(_X, _Y, _W, _H);
//Store size so it can get restored after the window gets minimized
_SizeBeforeMinimize = ClientSize;
}
/// <summary>
/// Triggers the Fullscreen mode
/// </summary>
private void _EnterFullScreen()
{
//This currently not using real fullscreen mode but a borderless window
//Real fullscreen could be gained setting _PresentParameters.Windowed = true
//And calling Reset() and Init() after
_OldSize = ClientSize;
int screenNr = 0;
for (int i = 0; i < Screen.AllScreens.Length; i++)
{
Screen scr = Screen.AllScreens[i];
if (scr.Bounds.Top <= Top && scr.Bounds.Left <= Left)
screenNr = i;
}
ClientSize = new Size(Screen.AllScreens[screenNr].Bounds.Width, Screen.AllScreens[screenNr].Bounds.Height);
FormBorderStyle = FormBorderStyle.None;
CenterToScreen();
_Fullscreen = true;
if (WindowState == FormWindowState.Maximized)
{
WindowState = FormWindowState.Normal;
_DoResize();
WindowState = FormWindowState.Maximized;
}
else
_DoResize();
}
/// <summary>
/// Triggers the windowed mode
/// </summary>
private void _LeaveFullScreen()
{
ClientSize = _OldSize;
FormBorderStyle = FormBorderStyle.Sizable;
CenterToScreen();
_Fullscreen = false;
}
#endregion resize
#region mouse event handlers
private void _OnMouseMove(object sender, MouseEventArgs e)
{
_Mouse.MouseMove(e);
}
private void _OnMouseWheel(object sender, MouseEventArgs e)
{
_Mouse.MouseWheel(e);
}
private void _OnMouseDown(object sender, MouseEventArgs e)
{
_Mouse.MouseDown(e);
}
private void _OnMouseUp(object sender, MouseEventArgs e)
{
_Mouse.MouseUp(e);
}
private void _OnMouseLeave(object sender, EventArgs e)
{
_Mouse.Visible = false;
Cursor.Show();
}
private void _OnMouseEnter(object sender, EventArgs e)
{
Cursor.Hide();
_Mouse.Visible = true;
}
#endregion
#region keyboard event handlers
private void _OnPreviewKeyDown(object sender, PreviewKeyDownEventArgs e)
{
_OnKeyDown(sender, new KeyEventArgs(e.KeyData));
}
private void _OnKeyDown(object sender, KeyEventArgs e)
{
_Keys.KeyDown(e);
}
private void _OnKeyPress(object sender, KeyPressEventArgs e)
{
_Keys.KeyPress(e);
}
private void _OnKeyUp(object sender, KeyEventArgs e)
{
_Keys.KeyUp(e);
}
#endregion keyboard event handlers
#region implementation
#region main stuff
/// <summary>
/// Inits the Device
/// </summary>
/// <returns>True if it succeeded else false</returns>
public bool Init()
{
if (_Device.Disposed)
return false;
Text = CSettings.GetFullVersionText();
_AdjustNewBorders();
_VertexBuffer = new VertexBuffer(_Device, CSettings.VertexBufferElements * (4 * Marshal.SizeOf(typeof(STexturedColoredVertex))), Usage.WriteOnly | Usage.Dynamic,
VertexFormat.Position | VertexFormat.Texture1 | VertexFormat.Diffuse, Pool.Default);
if (_Device.SetStreamSource(0, _VertexBuffer, 0, Marshal.SizeOf(typeof(STexturedColoredVertex))).IsFailure)
CLog.LogError("Failed to set stream source");
_Device.VertexDeclaration = STexturedColoredVertex.GetDeclaration(_Device);
if (_Device.SetRenderState(RenderState.CullMode, Cull.None).IsFailure)
CLog.LogError("Failed to set cull mode");
if (_Device.SetRenderState(RenderState.AlphaBlendEnable, true).IsFailure)
CLog.LogError("Failed to enable alpha blending");
if (_Device.SetRenderState(RenderState.Lighting, false).IsFailure)
CLog.LogError("Failed to disable lighting");
if (_Device.SetRenderState(RenderState.DestinationBlend, SlimDX.Direct3D9.Blend.InverseSourceAlpha).IsFailure)
CLog.LogError("Failed to set destination blend");
if (_Device.SetRenderState(RenderState.SourceBlend, SlimDX.Direct3D9.Blend.SourceAlpha).IsFailure)
CLog.LogError("Failed to set source blend");
if (_PresentParameters.Multisample != MultisampleType.None)
{
if (_Device.SetRenderState(RenderState.MultisampleAntialias, true).IsFailure)
CLog.LogError("Failed to set antialiasing");
}
if (_Device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear).IsFailure)
CLog.LogError("Failed to set min filter");
if (_Device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear).IsFailure)
CLog.LogError("Failed to set mag filter");
if (_Device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear).IsFailure)
CLog.LogError("Failed to set mip filter");
if (_Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Clamp).IsFailure)
CLog.LogError("Failed to set clamping on u");
if (_Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Clamp).IsFailure)
CLog.LogError("Failed to set claming on v");
if (_Device.SetTextureStageState(0, TextureStage.AlphaArg1, TextureArgument.Texture).IsFailure)
CLog.LogError("Failed to set alpha argument 1");
if (_Device.SetTextureStageState(0, TextureStage.AlphaArg2, TextureArgument.Diffuse).IsFailure)
CLog.LogError("Failed to set alpha argument 2");
if (_Device.SetTextureStageState(0, TextureStage.AlphaOperation, TextureOperation.Modulate).IsFailure)
CLog.LogError("Failed to set alpha operation");
var indices = new Int16[6];
indices[0] = 0;
indices[1] = 1;
indices[2] = 2;
indices[3] = 0;
indices[4] = 2;
indices[5] = 3;
_IndexBuffer = new IndexBuffer(_Device, 6 * sizeof(Int16), Usage.WriteOnly, Pool.Managed, true);
DataStream stream = _IndexBuffer.Lock(0, 0, LockFlags.Discard);
stream.WriteRange(indices);
_IndexBuffer.Unlock();
_Device.Indices = _IndexBuffer;
//This creates a new white texture and adds it to the texture pool
//This texture is used for the DrawRect method
using (var blankMap = new Bitmap(1, 1))
{
Graphics g = Graphics.FromImage(blankMap);
g.Clear(Color.White);
g.Dispose();
_BlankTexture = AddTexture(blankMap);
}
return true;
}
/// <summary>
/// Starts the rendering
/// </summary>
public void MainLoop()
{
_Run = true;
int delay = 0;
Show();
if (CConfig.FullScreen == EOffOn.TR_CONFIG_ON)
_EnterFullScreen();
//Resize window if aspect ratio is incorrect
if (Math.Abs(_W / (float)_H - CSettings.GetRenderAspect()) > 0.01)
_DoResize();
while (_Run)
{
Application.DoEvents();
//Clear the previous Frame
ClearScreen();
//We want to begin drawing
if (_Device.BeginScene().IsFailure)
CLog.LogError("Failed to begin scene");
_CheckQueue();
if (!CGraphics.Draw())
_Run = false;
_RenderVertexBuffer();
//We finished drawing the frame
if (_Device.EndScene().IsFailure)
CLog.LogError("Failed to end scene");
if (!CGraphics.UpdateGameLogic(_Keys, _Mouse))
_Run = false;
try
{
//Now push the frame to the Viewport
_Device.Present();
}
catch (Direct3D9Exception)
{
//In Direct3D devices can get lost.
//This happens for example when opening the Task Manager in Vista/Windows 7 or if a UAC message is opening
//We need to reset the device to get it to workable state again
//After a reset Init() needs to be called because all data in the Direct3D default pool are lost and need to be recreated
if (_Device.TestCooperativeLevel() == ResultCode.DeviceNotReset)
{
_Reset();
Init();
}
}
//Apply fullscreen mode
if ((CConfig.FullScreen == EOffOn.TR_CONFIG_ON) != _Fullscreen)
{
if (!_Fullscreen)
_EnterFullScreen();
else
_LeaveFullScreen();
}
//Apply border changes
if (_BorderLeft != CConfig.BorderLeft || _BorderRight != CConfig.BorderRight || _BorderTop != CConfig.BorderTop || _BorderBottom != CConfig.BorderBottom)
{
_BorderLeft = CConfig.BorderLeft;
_BorderRight = CConfig.BorderRight;
_BorderTop = CConfig.BorderTop;
_BorderBottom = CConfig.BorderBottom;
_AdjustNewBorders();
}
if (CTime.IsRunning())
delay = (int)Math.Floor(CConfig.CalcCycleTime() - CTime.GetMilliseconds());
if (delay >= 1 && CConfig.VSync == EOffOn.TR_CONFIG_OFF)
Thread.Sleep(delay);
//Calculate the FPS Rate and restart the timer after a frame
CTime.CalculateFPS();
CTime.Restart();
}
Close();
}
/// <summary>
/// Resets the device, all objects in the Direct3D default pool get flushed and need to be recreated
/// </summary>
private void _Reset()
{
//Dispose all objects in the default pool, those need to be recreated
STexturedColoredVertex.GetDeclaration(_Device).Dispose();
_VertexBuffer.Dispose();
_IndexBuffer.Dispose();
if (_Device.Reset(_PresentParameters).IsFailure)
CLog.LogError("Failed to reset the device");
}
private void _AdjustNewBorders()
{
SlimDX.Matrix translate = SlimDX.Matrix.Translation(new Vector3(-(float)CSettings.RenderW / 2, (float)CSettings.RenderH / 2, 0));
SlimDX.Matrix projection = SlimDX.Matrix.OrthoOffCenterLH(
-(float)CSettings.RenderW / 2 - _BorderLeft, (float)CSettings.RenderW / 2 + _BorderRight,
-(float)CSettings.RenderH / 2 - _BorderBottom, (float)CSettings.RenderH / 2 + _BorderTop,
CSettings.ZNear, CSettings.ZFar);
if (_Device.SetTransform(TransformState.Projection, projection).IsFailure)
CLog.LogError("Failed to set orthogonal matrix");
if (_Device.SetTransform(TransformState.World, translate).IsFailure)
CLog.LogError("Failed to set translation matrix");
}
/// <summary>
/// Unloads all Textures and other objects used by Direct3D for rendering
/// </summary>
/// <returns></returns>
public void Unload()
{
try
{
Close();
}
catch {}
//Dispose all textures
foreach (Texture texture in _D3DTextures.Values)
{
if (texture != null)
texture.Dispose();
}
STexturedColoredVertex.GetDeclaration(_Device).Dispose();
_VertexBuffer.Dispose();
_IndexBuffer.Dispose();
_Device.Dispose();
_D3D.Dispose();
}
/// <summary>
/// Gets the current viewport width
/// </summary>
/// <returns>The current viewport width</returns>
public int GetScreenWidth()
{
return _Device.Viewport.Width;
}
/// <summary>
/// Gets the current viewport height
/// </summary>
/// <returns>The current viewport height</returns>
public int GetScreenHeight()
{
return _Device.Viewport.Height;
}
/// <summary>
/// Adds a quad a list which will be added and rendered to the vertexbuffer when calling RenderToVertexBuffer to reduce vertexbuffer calls each frame to a minimum
/// </summary>
/// <param name="vertices">A TexturedColoredVertex array containg 4 vertices</param>
/// <param name="tex">The texture the vertex should be textured with</param>
/// <param name="rotation">The vertices' rotation</param>
private void _AddToVertexBuffer(STexturedColoredVertex[] vertices, Texture tex, SlimDX.Matrix rotation)
{
//The vertexbuffer is full, so we need to flush it before we can continue
if (_Vertices.Count >= CSettings.VertexBufferElements)
_RenderVertexBuffer();
_Vertices.Enqueue(vertices[0]);
_Vertices.Enqueue(vertices[1]);
_Vertices.Enqueue(vertices[2]);
_Vertices.Enqueue(vertices[3]);
_VerticesTextures.Enqueue(tex);
_VerticesRotationMatrices.Enqueue(rotation);
}
/// <summary>
/// Renders the vertex buffer
/// </summary>
private void _RenderVertexBuffer()
{
if (_Vertices.Count <= 0)
return;
//The vertex buffer locks are slow actions, its better to lock once per frame and write all vertices to the buffer at once
DataStream stream = _VertexBuffer.Lock(0, _Vertices.Count * Marshal.SizeOf(typeof(STexturedColoredVertex)), LockFlags.Discard);
stream.WriteRange(_Vertices.ToArray());
_VertexBuffer.Unlock();
stream.Dispose();
for (int i = 0; i < _Vertices.Count; i += 4)
{
//Apply rotation
if (_Device.SetTransform(TransformState.World, _VerticesRotationMatrices.Dequeue()).IsFailure)
CLog.LogError("Failed to set world transformation");
//Apply texture
if (_Device.SetTexture(0, _VerticesTextures.Dequeue()).IsFailure)
CLog.LogError("Failed to set texture");
//Draw 2 triangles from vertexbuffer
if (_Device.DrawIndexedPrimitives(PrimitiveType.TriangleList, i, 0, 4, 0, 2).IsFailure)
CLog.LogError("Failed to draw quad");
}
//Clear the queues for the next frame
_Vertices.Clear();
_VerticesTextures.Clear();
_VerticesRotationMatrices.Clear();
}
#endregion main stuff
#region Basic Draw Methods
/// <summary>
/// Removes all textures from the screen
/// </summary>
public void ClearScreen()
{
if (_Device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0).IsFailure)
CLog.LogError("Failed to clear the backbuffer");
}
/// <summary>
/// Copies the current frame into a texture
/// <returns>A texture holding the current frame</returns>
/// </summary>
public CTexture CopyScreen()
{
CTexture texture = _GetNewTexture(_W, _H);
Surface backbufferSurface = _Device.GetBackBuffer(0, 0);
var tex = new Texture(_Device, texture.W2, texture.H2, 0, Usage.AutoGenerateMipMap, Format.A8R8G8B8, Pool.Managed);
Surface textureSurface = tex.GetSurfaceLevel(0);
Surface.FromSurface(textureSurface, backbufferSurface, Filter.Default, 0, new Rectangle(0, 0, _W, _H), new Rectangle(0, 0, _W, _H));
backbufferSurface.Dispose();
lock (_MutexTexture)
{
texture.ID = _IDs.Dequeue();
_D3DTextures.Add(texture.ID, tex);
return texture;
}
}
/// <summary>
/// Copies the current frame into a texture
/// </summary>
/// <param name="texture">The texture in which the frame is copied to</param>
public void CopyScreen(ref CTexture texture)
{
//Check for actual texture sizes! (W2/H2) as it may be up/downsized compared to OrigSize
if (!_TextureExists(texture) || texture.W2 != GetScreenWidth() || texture.H2 != GetScreenHeight())
{
RemoveTexture(ref texture);
texture = CopyScreen();
}
else
{
Surface backbufferSurface = _Device.GetBackBuffer(0, 0);
Surface textureSurface = _D3DTextures[texture.ID].GetSurfaceLevel(0);
Surface.FromSurface(textureSurface, backbufferSurface, Filter.Default, 0);
}
}
/// <summary>
/// Creates a Screenshot of the current frame
/// </summary>
public void MakeScreenShot()
{
string file = CHelper.GetUniqueFileName(Path.Combine(CSettings.DataFolder, CSettings.FolderNameScreenshots), "Screenshot.bmp");
//create a surface of the frame
using (Surface surface = _Device.GetBackBuffer(0, 0))
{
var screen = new Bitmap(Surface.ToStream(surface, ImageFileFormat.Bmp));
screen.Save(file, ImageFormat.Bmp);
screen.Dispose();
}
}
/// <summary>
/// Draws a line
/// </summary>
/// <param name="a">The alpha value from 0-255</param>
/// <param name="r">The red value from 0-255</param>
/// <param name="g">The red value from 0-255</param>
/// <param name="b">The red value from 0-255</param>
/// <param name="w">The width of the line</param>
/// <param name="x1">The start x-value</param>
/// <param name="y1">The start y-value</param>
/// <param name="x2">The end x-value</param>
/// <param name="y2">The end y-value</param>
public void DrawLine(int a, int r, int g, int b, int w, int x1, int y1, int x2, int y2)
{
var lineVector = new Vector2[] {new Vector2(x1, y1), new Vector2(x2, y2)};
using (var line = new Line(_Device))
{
line.Antialias = true;
line.Begin();
line.Draw(lineVector, new Color4((float)a / 255, (float)r / 255, (float)g / 255, (float)b / 255));
line.End();
}
}
/// <summary>
/// Draws a colored rectangle
/// </summary>
/// <param name="color">The color in which the rectangle will be drawn in</param>
/// <param name="rect">The coordinates in a SRectF struct</param>
public void DrawColor(SColorF color, SRectF rect)
{
DrawTexture(_BlankTexture, rect, color);
}
/// <summary>
/// Draws reflection of a colored rectangle
/// </summary>
/// <param name="color">The color in which the rectangle will be drawn in</param>
/// <param name="rect">The coordinates in a SRectF struct</param>
/// <param name="space">The space between the texture and the reflection</param>
/// <param name="height">The height of the reflection</param>
public void DrawColorReflection(SColorF color, SRectF rect, float space, float height)
{
DrawTextureReflection(_BlankTexture, rect, color, rect, space, height);
}
#endregion Basic Draw Methods
#region Textures
#region adding
/// <summary>
/// Adds a texture and stores it in the VRam
/// </summary>
/// <param name="texturePath">The texture's filepath</param>
/// <returns>A STexture object containing the added texture</returns>
public CTexture AddTexture(string texturePath)
{
if (!File.Exists(texturePath))
{
CLog.LogError("Can't find File: " + texturePath);
return null;
}
Bitmap bmp;
try
{
bmp = new Bitmap(texturePath);
}
catch (Exception)
{
CLog.LogError("Error loading Texture: " + texturePath);
return null;
}
CTexture s;
try
{
s = AddTexture(bmp);
}
finally
{
bmp.Dispose();
}
return s;
}
/// <summary>
/// Adds a texture and stores it in the Vram
/// </summary>
/// <param name="bmp">The Bitmap of which the texure will be created from</param>
/// <returns>A STexture object containing the added texture</returns>
public CTexture AddTexture(Bitmap bmp)
{
if (bmp.Height == 0 || bmp.Width == 0)
return null;
int maxSize;
//Apply the right max size
switch (CConfig.TextureQuality)
{
case ETextureQuality.TR_CONFIG_TEXTURE_LOWEST:
maxSize = 128;
break;
case ETextureQuality.TR_CONFIG_TEXTURE_LOW:
maxSize = 256;
break;
case ETextureQuality.TR_CONFIG_TEXTURE_MEDIUM:
maxSize = 512;
break;
case ETextureQuality.TR_CONFIG_TEXTURE_HIGH:
maxSize = 1024;
break;
case ETextureQuality.TR_CONFIG_TEXTURE_HIGHEST:
maxSize = 2048;
break;
default:
maxSize = 512;
break;
}
int w = Math.Min(bmp.Width, maxSize);
int h = Math.Min(bmp.Height, maxSize);
w = _CheckForNextPowerOf2(w);
h = _CheckForNextPowerOf2(h);
var texture = new CTexture(bmp.Width, bmp.Height, w, h, true);
Bitmap bmp2 = null;
byte[] data;
try
{
if (bmp.Width != w || bmp.Height != h)
{
//Create a new Bitmap with the new sizes
bmp2 = new Bitmap(w, h);
//Scale the texture
using (Graphics g = Graphics.FromImage(bmp2))
{
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
g.SmoothingMode = SmoothingMode.HighQuality;
g.DrawImage(bmp, new Rectangle(0, 0, bmp2.Width, bmp2.Height));
}
bmp = bmp2;
}
//Fill the new Bitmap with the texture data
BitmapData bmpData = bmp.LockBits(new Rectangle(0, 0, w, h), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
data = new byte[4 * w * h];
Marshal.Copy(bmpData.Scan0, data, 0, data.Length);
bmp.UnlockBits(bmpData);
}
finally
{
if (bmp2 != null)
bmp2.Dispose();
}
return _AddTexture(texture, w, data);
}
public CTexture AddTexture(int w, int h, byte[] data)
{
CTexture texture = _GetNewTexture(w, h);
return _AddTexture(texture, w, data);
}
private CTexture _AddTexture(CTexture texture, int w, byte[] data)
{
Texture t = _CreateTexture(texture.W2, texture.H2, w, data);
lock (_MutexTexture)
{
texture.ID = _IDs.Dequeue();
_D3DTextures.Add(texture.ID, t);
}
return texture;
}
private Texture _CreateTexture(int textureW, int textureH, int w, byte[] data)
{
//Create a new texture in the managed pool, which does not need to be recreated on a lost device
//because a copy of the texture is hold in the Ram
var t = new Texture(_Device, textureW, textureH, 0, Usage.AutoGenerateMipMap, Format.A8R8G8B8, Pool.Managed);
_WriteDataToTexture(t, w, data);
return t;
}
private static void _WriteDataToTexture(Texture t, int w, byte[] data)
{
//Lock the texture and fill it with the data
DataRectangle rect = t.LockRectangle(0, LockFlags.Discard);
int rowWidth = 4 * w;
if (rowWidth == rect.Pitch)
rect.Data.Write(data, 0, data.Length);
else
{
for (int i = 0; i + rowWidth <= data.Length; i += rowWidth)
{
rect.Data.Write(data, i, rowWidth);
//Go to next row
rect.Data.Position = rect.Data.Position - rowWidth + rect.Pitch;
}
}
t.UnlockRectangle(0);
}
public CTexture EnqueueTexture(int w, int h, byte[] data)
{
CTexture texture = _GetNewTexture(w, h);
lock (_MutexTexture)
{
texture.ID = _IDs.Dequeue();
_D3DTextures.Add(texture.ID, null);
var queue = new STextureQueue(texture.ID, texture.W2, texture.H2, w, h, data);
_TexturesToLoad.Enqueue(queue);
}
return texture;
}
private CTexture _GetNewTexture(int w, int h)
{
return new CTexture(w, h, _CheckForNextPowerOf2(w), _CheckForNextPowerOf2(h));
}
#endregion adding
#region updating
/// <summary>
/// Updates the data of a texture
/// </summary>
/// <param name="texture">The texture to update</param>
/// <param name="w"></param>
/// <param name="h"></param>
/// <param name="data">A byte array containing the new texture's data</param>
/// <returns>True if succeeded</returns>
public bool UpdateTexture(CTexture texture, int w, int h, byte[] data)
{
//Check if texture exists and extend matches
if (!_TextureExists(texture) || texture.UsedWidth != w || texture.UsedHeight != h)
return false;
lock (_MutexTexture)
{
_WriteDataToTexture(_D3DTextures[texture.ID], w, data);
}
return true;
}
public bool UpdateOrAddTexture(ref CTexture texture, int w, int h, byte[] data)
{
if (!UpdateTexture(texture, w, h, data))
{
RemoveTexture(ref texture);
texture = AddTexture(w, h, data);
}
return true;
}
#endregion updating
/// <summary>
/// Checks if a texture exists