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;
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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 float PROJ_NEAR_PLANE = 1f;
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private const float PROJ_FAR_PLANE = 5000f;
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#endregion
#region ================== Variables
// Matrices
private Matrix projection;
private Matrix view;
private Matrix billboard;
private Matrix viewproj;
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#endregion
#region ================== Properties
#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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// 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
#region ================== Methods
// This is called before a device is reset
// (when resized or display adapter was changed)
public override void UnloadResource()
{
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public override void ReloadResource()
{
}
#endregion
#region ================== General
// This creates the projection
internal void CreateProjection()
{
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// Calculate FOV
float fov = Angle2D.DegToRad((float)General.Settings.VisualFOV);
// Calculate aspect
float aspect = (float)General.Map.Graphics.RenderTarget.ClientSize.Width /
(float)General.Map.Graphics.RenderTarget.ClientSize.Height;
// Make the projection matrix
projection = Matrix.PerspectiveFovRH(fov, aspect, PROJ_NEAR_PLANE, PROJ_FAR_PLANE);
// Apply matrices
ApplyMatrices();
}
// 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();
// Make the view matrix
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view = Matrix.LookAtRH(D3DDevice.V3(pos), D3DDevice.V3(lookat), new Vector3(0f, 0f, 1f));
// Make the billboard matrix
billboard = Matrix.RotationYawPitchRoll(0f, anglexy, anglez - Angle2D.PIHALF);
}
// This applies the matrices
private void ApplyMatrices()
{
viewproj = view * projection;
graphics.Device.SetTransform(TransformState.World, Matrix.Identity);
graphics.Device.SetTransform(TransformState.Projection, projection);
graphics.Device.SetTransform(TransformState.View, view);
}
#endregion
#region ================== Presenting
// 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);
// Matrices
ApplyMatrices();
// Ready
return true;
}
else
{
// Can't render now
return false;
}
}
// This begins rendering world geometry
public void StartGeometry()
{
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// 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, true);
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graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
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// Setup shader
graphics.Shaders.World3D.Begin();
graphics.Shaders.World3D.WorldViewProj = viewproj;
graphics.Shaders.World3D.BeginPass(0);
}
// This ends rendering world geometry
public void FinishGeometry()
{
// Done
graphics.Shaders.World3D.EndPass();
graphics.Shaders.World3D.End();
}
// This finishes rendering
public void Finish()
{
// Done
graphics.FinishRendering();
graphics.Present();
}
#endregion
#region ================== Geometry
// This renders a visual sector's geometry
public void RenderGeometry(VisualSector s)
{
ImageData lasttexture = null;
// Update the sector if needed
if(s.NeedsUpdateGeo) s.Update();
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// Only render when a vertexbuffer exists
if(s.GeometryBuffer != null)
{
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// Set the buffer
graphics.Device.SetStreamSource(0, s.GeometryBuffer, 0, WorldVertex.Stride);
// Go for all geometry in this sector
foreach(VisualGeometry g in s.GeometryList)
{
ImageData curtexture;
// What texture to use?
if((g.Texture != null) && g.Texture.IsImageLoaded && !g.Texture.IsDisposed)
curtexture = g.Texture;
else
curtexture = General.Map.Data.Hourglass3D;
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// Change texture?
if(curtexture != lasttexture)
{
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// Now using this texture
lasttexture = curtexture;
// 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();
}
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// Render it!
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
}
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// Remove references
graphics.Shaders.World3D.Texture1 = null;
}
}
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#endregion
}
}