UltimateZoneBuilder/Source/Rendering/Renderer3D.cs

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#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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using SlimDX;
using CodeImp.DoomBuilder.Geometry;
using SlimDX.Direct3D9;
using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Map;
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#endregion
namespace CodeImp.DoomBuilder.Rendering
{
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internal sealed class Renderer3D : Renderer, IRenderer3D
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{
#region ================== Constants
private const int RENDER_PASSES = 4;
private const float PROJ_NEAR_PLANE = 1f;
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private const float CROSSHAIR_SCALE = 0.06f;
private const float FOG_RANGE = 0.9f;
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#endregion
#region ================== Variables
// Matrices
private Matrix projection;
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private Matrix view3d;
private Matrix billboard;
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private Matrix worldviewproj;
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private Matrix view2d;
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private Matrix world;
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// Window size
private Size windowsize;
// Frustum
private ProjectedFrustum2D frustum;
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// Crosshair
private FlatVertex[] crosshairverts;
private bool crosshairbusy;
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// Geometry to be rendered.
// Each Dictionary in the array is a render pass.
// Each BinaryHeap in the Dictionary contains all geometry that needs
// to be rendered with the associated ImageData.
// The BinaryHeap sorts the geometry by sector to minimize stream switchs.
private Dictionary<ImageData, BinaryHeap<VisualGeometry>>[] geometry;
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// Things to be rendered.
// Each Dictionary in the array is a render pass.
// Each VisualThing is inserted in the Dictionary by their texture image.
private Dictionary<ImageData, List<VisualThing>>[] things;
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#endregion
#region ================== Properties
public ProjectedFrustum2D Frustum2D { get { return frustum; } }
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#endregion
#region ================== Constructor / Disposer
// Constructor
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internal Renderer3D(D3DDevice graphics) : base(graphics)
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{
// Initialize
CreateProjection();
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CreateMatrices2D();
// Dummy frustum
frustum = new ProjectedFrustum2D(new Vector2D(), 0.0f, 0.0f, PROJ_NEAR_PLANE,
General.Settings.ViewDistance, Angle2D.DegToRad((float)General.Settings.VisualFOV));
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// We have no destructor
GC.SuppressFinalize(this);
}
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// Disposer
internal override void Dispose()
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{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
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base.Dispose();
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}
}
#endregion
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#region ================== Management
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// This is called before a device is reset
// (when resized or display adapter was changed)
public override void UnloadResource()
{
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crosshairverts = null;
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public override void ReloadResource()
{
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CreateMatrices2D();
}
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// This makes screen vertices for display
private void CreateCrosshairVerts(Size texturesize)
{
// Determine coordinates
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float width = (float)windowsize.Width;
float height = (float)windowsize.Height;
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float size = (float)height * CROSSHAIR_SCALE;
RectangleF rect = new RectangleF((width - size) / 2, (height - size) / 2, size, size);
// Make vertices
crosshairverts = new FlatVertex[4];
crosshairverts[0].x = rect.Left;
crosshairverts[0].y = rect.Top;
crosshairverts[0].c = -1;
crosshairverts[0].u = 1f / texturesize.Width;
crosshairverts[0].v = 1f / texturesize.Height;
crosshairverts[1].x = rect.Right;
crosshairverts[1].y = rect.Top;
crosshairverts[1].c = -1;
crosshairverts[1].u = 1f - 1f / texturesize.Width;
crosshairverts[1].v = 1f / texturesize.Height;
crosshairverts[2].x = rect.Left;
crosshairverts[2].y = rect.Bottom;
crosshairverts[2].c = -1;
crosshairverts[2].u = 1f / texturesize.Width;
crosshairverts[2].v = 1f - 1f / texturesize.Height;
crosshairverts[3].x = rect.Right;
crosshairverts[3].y = rect.Bottom;
crosshairverts[3].c = -1;
crosshairverts[3].u = 1f - 1f / texturesize.Width;
crosshairverts[3].v = 1f - 1f / texturesize.Height;
}
#endregion
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#region ================== Presentation
// This creates the projection
internal void CreateProjection()
{
// Calculate aspect
float aspect = (float)General.Map.Graphics.RenderTarget.ClientSize.Width /
(float)General.Map.Graphics.RenderTarget.ClientSize.Height;
// The DirectX PerspectiveFovRH matrix method calculates the scaling in X and Y as follows:
// yscale = 1 / tan(fovY / 2)
// xscale = yscale / aspect
// The fov specified in the method is the FOV over Y, but we want the user to specify the FOV
// over X, so calculate what it would be over Y first;
float fov = Angle2D.DegToRad((float)General.Settings.VisualFOV);
float reversefov = 1.0f / (float)Math.Tan(fov / 2.0f);
float reversefovy = reversefov * aspect;
float fovy = (float)Math.Atan(1.0f / reversefovy) * 2.0f;
// Make the projection matrix
projection = Matrix.PerspectiveFovRH(fovy, aspect, PROJ_NEAR_PLANE, General.Settings.ViewDistance);
// Apply matrices
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ApplyMatrices3D();
}
// This creates matrices for a camera view
public void PositionAndLookAt(Vector3D pos, Vector3D lookat)
{
Vector3D delta;
float anglexy, anglez;
// Calculate delta vector
delta = lookat - pos;
anglexy = delta.GetAngleXY();
anglez = delta.GetAngleZ();
// Create frustum
frustum = new ProjectedFrustum2D(pos, anglexy, anglez, PROJ_NEAR_PLANE,
General.Settings.ViewDistance, Angle2D.DegToRad((float)General.Settings.VisualFOV));
// Make the view matrix
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view3d = Matrix.LookAtRH(D3DDevice.V3(pos), D3DDevice.V3(lookat), new Vector3(0f, 0f, 1f));
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// Make the billboard matrix
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billboard = Matrix.RotationZ(anglexy + Angle2D.PI);
}
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// This creates 2D view matrix
private void CreateMatrices2D()
{
windowsize = graphics.RenderTarget.ClientSize;
Matrix scaling = Matrix.Scaling((1f / (float)windowsize.Width) * 2f, (1f / (float)windowsize.Height) * -2f, 1f);
Matrix translate = Matrix.Translation(-(float)windowsize.Width * 0.5f, -(float)windowsize.Height * 0.5f, 0f);
view2d = Matrix.Multiply(translate, scaling);
}
// This applies the matrices
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private void ApplyMatrices3D()
{
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worldviewproj = world * view3d * projection;
graphics.Shaders.World3D.WorldViewProj = worldviewproj;
graphics.Device.SetTransform(TransformState.World, world);
graphics.Device.SetTransform(TransformState.Projection, projection);
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graphics.Device.SetTransform(TransformState.View, view3d);
}
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// This sets the appropriate view matrix
public void ApplyMatrices2D()
{
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graphics.Device.SetTransform(TransformState.World, world);
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graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity);
graphics.Device.SetTransform(TransformState.View, view2d);
}
#endregion
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#region ================== Start / Finish
// This starts rendering
public bool Start()
{
// Start drawing
if(graphics.StartRendering(true, General.Colors.Background.ToColorValue(), graphics.BackBuffer, graphics.DepthBuffer))
{
// Beginning renderstates
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
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graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Device.SetRenderState(RenderState.FogEnable, false);
graphics.Device.SetRenderState(RenderState.FogDensity, 1.0f);
graphics.Device.SetRenderState(RenderState.FogColor, General.Colors.Background.ToInt());
graphics.Device.SetRenderState(RenderState.FogStart, General.Settings.ViewDistance * FOG_RANGE);
graphics.Device.SetRenderState(RenderState.FogEnd, General.Settings.ViewDistance);
graphics.Device.SetRenderState(RenderState.FogTableMode, FogMode.Linear);
graphics.Device.SetRenderState(RenderState.RangeFogEnable, false);
// Matrices
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world = Matrix.Identity;
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ApplyMatrices3D();
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// Create crosshair vertices
if(crosshairverts == null)
CreateCrosshairVerts(new Size(General.Map.Data.Crosshair3D.Width, General.Map.Data.Crosshair3D.Height));
// Ready
return true;
}
else
{
// Can't render now
return false;
}
}
// This begins rendering world geometry
public void StartGeometry()
{
// Make collection
geometry = new Dictionary<ImageData, BinaryHeap<VisualGeometry>>[RENDER_PASSES];
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things = new Dictionary<ImageData, List<VisualThing>>[RENDER_PASSES];
for(int i = 0; i < RENDER_PASSES; i++)
{
geometry[i] = new Dictionary<ImageData, BinaryHeap<VisualGeometry>>();
things[i] = new Dictionary<ImageData, List<VisualThing>>();
}
}
// This ends rendering world geometry
public void FinishGeometry()
{
// Initial renderstates
graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise);
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graphics.Device.SetRenderState(RenderState.ZEnable, true);
graphics.Device.SetRenderState(RenderState.ZWriteEnable, true);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
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graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Shaders.World3D.Begin();
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// SOLID PASS
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world = Matrix.Identity;
ApplyMatrices3D();
graphics.Shaders.World3D.BeginPass(0);
RenderSinglePass((int)RenderPass.Solid);
graphics.Shaders.World3D.EndPass();
// MASK PASS
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world = Matrix.Identity;
ApplyMatrices3D();
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true);
graphics.Shaders.World3D.BeginPass(0);
RenderSinglePass((int)RenderPass.Mask);
graphics.Shaders.World3D.EndPass();
// ALPHA PASS
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world = Matrix.Identity;
ApplyMatrices3D();
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.ZWriteEnable, false);
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
graphics.Shaders.World3D.BeginPass(0);
RenderSinglePass((int)RenderPass.Alpha);
graphics.Shaders.World3D.EndPass();
// ADDITIVE PASS
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world = Matrix.Identity;
ApplyMatrices3D();
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One);
graphics.Shaders.World3D.BeginPass(0);
RenderSinglePass((int)RenderPass.Additive);
graphics.Shaders.World3D.EndPass();
// Remove references
graphics.Shaders.World3D.Texture1 = null;
// Done
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graphics.Shaders.World3D.End();
geometry = null;
}
// This performs a single render pass
private void RenderSinglePass(int pass)
{
// Get geometry for this pass
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Dictionary<ImageData, BinaryHeap<VisualGeometry>> geopass = geometry[pass];
// Render the geometry collected
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foreach(KeyValuePair<ImageData, BinaryHeap<VisualGeometry>> group in geopass)
{
ImageData curtexture;
// What texture to use?
if((group.Key != null) && group.Key.IsImageLoaded && !group.Key.IsDisposed)
curtexture = group.Key;
else
curtexture = General.Map.Data.Hourglass3D;
// Create Direct3D texture if still needed
if((curtexture.Texture == null) || curtexture.Texture.Disposed)
curtexture.CreateTexture();
// Apply texture
graphics.Device.SetTexture(0, curtexture.Texture);
graphics.Shaders.World3D.Texture1 = curtexture.Texture;
graphics.Shaders.World3D.ApplySettings();
// Go for all geometry that uses this texture
VisualSector sector = null;
foreach(VisualGeometry g in group.Value)
{
// Changing sector?
if(!object.ReferenceEquals(g.Sector, sector))
{
// Update the sector if needed
if(g.Sector.NeedsUpdateGeo) g.Sector.Update();
// Only do this sector when a vertexbuffer is created
if(g.Sector.GeometryBuffer != null)
{
// Change current sector
sector = g.Sector;
// Set stream source
graphics.Device.SetStreamSource(0, sector.GeometryBuffer, 0, WorldVertex.Stride);
}
else
{
sector = null;
}
}
// Render!
if(sector != null)
{
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
}
}
}
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// Get things for this pass
Dictionary<ImageData, List<VisualThing>> thingspass = things[pass];
// Render things collected
foreach(KeyValuePair<ImageData, List<VisualThing>> group in thingspass)
{
ImageData curtexture;
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// What texture to use?
if((group.Key != null) && group.Key.IsImageLoaded && !group.Key.IsDisposed)
curtexture = group.Key;
else
curtexture = General.Map.Data.Hourglass3D;
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// Create Direct3D texture if still needed
if((curtexture.Texture == null) || curtexture.Texture.Disposed)
curtexture.CreateTexture();
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// Apply texture
graphics.Device.SetTexture(0, curtexture.Texture);
graphics.Shaders.World3D.Texture1 = curtexture.Texture;
graphics.Shaders.World3D.ApplySettings();
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// Render all things with this texture
foreach(VisualThing t in group.Value)
{
// Update buffer if needed
if(t.NeedsUpdateGeo) t.Update();
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// Only do this sector when a vertexbuffer is created
if(t.GeometryBuffer != null)
{
// Create the matrix for positioning / rotation
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world = t.Orientation;
if(t.Billboard) world = Matrix.Multiply(world, billboard);
world = Matrix.Multiply(world, t.Position);
ApplyMatrices3D();
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graphics.Shaders.World3D.ApplySettings();
// Apply buffer
graphics.Device.SetStreamSource(0, t.GeometryBuffer, 0, WorldVertex.Stride);
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// Render!
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, t.Triangles);
}
}
}
}
// This finishes rendering
public void Finish()
{
// Done
graphics.FinishRendering();
graphics.Present();
}
#endregion
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#region ================== Rendering
// This collects a visual sector's geometry for rendering
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public void AddSectorGeometry(VisualGeometry g)
{
// Must have a texture!
if(g.Texture != null)
{
// Texture group not yet collected?
if(!geometry[g.RenderPassInt].ContainsKey(g.Texture))
{
// Create texture group
geometry[g.RenderPassInt].Add(g.Texture, new BinaryHeap<VisualGeometry>());
}
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// Add geometry to texture group
geometry[g.RenderPassInt][g.Texture].Add(g);
}
}
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// This collects a visual sector's geometry for rendering
public void AddThingGeometry(VisualThing t)
{
// Must have a texture!
if(t.Texture != null)
{
// Texture group not yet collected?
if(!things[t.RenderPassInt].ContainsKey(t.Texture))
{
// Create texture group
things[t.RenderPassInt].Add(t.Texture, new List<VisualThing>());
}
// Add geometry to texture group
things[t.RenderPassInt][t.Texture].Add(t);
}
}
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// This renders the crosshair
public void RenderCrosshair()
{
// Set renderstates
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Device.SetTransform(TransformState.World, Matrix.Identity);
graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity);
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ApplyMatrices2D();
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// Texture
if(crosshairbusy)
{
if(General.Map.Data.CrosshairBusy3D.Texture == null) General.Map.Data.CrosshairBusy3D.CreateTexture();
graphics.Device.SetTexture(0, General.Map.Data.CrosshairBusy3D.Texture);
graphics.Shaders.Display2D.Texture1 = General.Map.Data.CrosshairBusy3D.Texture;
}
else
{
if(General.Map.Data.Crosshair3D.Texture == null) General.Map.Data.Crosshair3D.CreateTexture();
graphics.Device.SetTexture(0, General.Map.Data.Crosshair3D.Texture);
graphics.Shaders.Display2D.Texture1 = General.Map.Data.Crosshair3D.Texture;
}
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// Draw
graphics.Shaders.Display2D.Begin();
graphics.Shaders.Display2D.SetSettings(1.0f, 1.0f, 0.0f, 1.0f, true);
graphics.Shaders.Display2D.BeginPass(1);
graphics.Device.DrawUserPrimitives<FlatVertex>(PrimitiveType.TriangleStrip, 0, 2, crosshairverts);
graphics.Shaders.Display2D.EndPass();
graphics.Shaders.Display2D.End();
}
// This switches fog on and off
public void SetFogMode(bool usefog)
{
graphics.Device.SetRenderState(RenderState.FogEnable, usefog);
}
// This siwtches crosshair busy icon on and off
public void SetCrosshairBusy(bool busy)
{
crosshairbusy = busy;
}
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#endregion
}
}