UltimateZoneBuilder/Source/Core/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.Generic;
using System.Drawing;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.GZBuilder.Geometry;
using CodeImp.DoomBuilder.GZBuilder.MD3;
using CodeImp.DoomBuilder.GZBuilder.Rendering;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.VisualModes;
using SlimDX;
using SlimDX.Direct3D9;
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#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal sealed class Renderer3D : Renderer, IRenderer3D
{
#region ================== Constants
private const float PROJ_NEAR_PLANE = 1f;
private const float FOG_RANGE = 0.9f;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
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internal const float GZDOOM_VERTICAL_VIEW_STRETCH = 1.2f;
internal const float GZDOOM_INVERTED_VERTICAL_VIEW_STRETCH = 1.0f / GZDOOM_VERTICAL_VIEW_STRETCH;
private const int SHADERPASS_LIGHT = 17; //mxd
private const int SHADERPASS_SKYBOX = 5; //mxd
#endregion
#region ================== Variables
// Matrices
private Matrix projection;
private Matrix view3d;
private Matrix viewproj; //mxd
private Matrix billboard;
private Matrix view2d;
private Matrix world;
private Vector3D cameraposition;
private int shaderpass;
// Window size
private Size windowsize;
// Frustum
private ProjectedFrustum2D frustum;
// Thing cage
private bool renderthingcages;
//mxd
private VisualVertexHandle vertexhandle;
private int[] lightOffsets;
// Crosshair
private FlatVertex[] crosshairverts;
private bool crosshairbusy;
// Highlighting
private IVisualPickable highlighted;
private float highlightglow;
private float highlightglowinv;
private bool showselection;
private bool showhighlight;
//mxd. Solid geometry to be rendered. Must be sorted by sector.
private Dictionary<ImageData, List<VisualGeometry>> solidgeo;
//mxd. Masked geometry to be rendered. Must be sorted by sector.
private Dictionary<ImageData, List<VisualGeometry>> maskedgeo;
//mxd. Translucent geometry to be rendered. Must be sorted by camera distance.
private List<VisualGeometry> translucentgeo;
//mxd. Geometry to be rendered as skybox.
private List<VisualGeometry> skygeo;
//mxd. Solid things to be rendered (currently(?) there won't be any). Must be sorted by sector.
private Dictionary<ImageData, List<VisualThing>> solidthings;
//mxd. Masked things to be rendered. Must be sorted by sector.
private Dictionary<ImageData, List<VisualThing>> maskedthings;
//mxd. Translucent things to be rendered. Must be sorted by camera distance.
private List<VisualThing> translucentthings;
//mxd. Things with attached dynamic lights
private List<VisualThing> lightthings;
//mxd. Things, which should be rendered as models
private Dictionary<ModelData, List<VisualThing>> maskedmodelthings;
//mxd. Things, which should be rendered as translucent models
private List<VisualThing> translucentmodelthings;
//mxd. All things. Used to render thing cages
private List<VisualThing> allthings;
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//mxd. Visual vertices
private List<VisualVertex> visualvertices;
//mxd. Event lines
private List<Line3D> eventlines;
#endregion
#region ================== Properties
public ProjectedFrustum2D Frustum2D { get { return frustum; } }
public bool DrawThingCages { get { return renderthingcages; } set { renderthingcages = value; } }
public bool ShowSelection { get { return showselection; } set { showselection = value; } }
public bool ShowHighlight { get { return showhighlight; } set { showhighlight = value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Renderer3D(D3DDevice graphics) : base(graphics)
{
// Initialize
CreateProjection();
CreateMatrices2D();
renderthingcages = true;
showselection = true;
showhighlight = true;
eventlines = new List<Line3D>(); //mxd
// Dummy frustum
frustum = new ProjectedFrustum2D(new Vector2D(), 0.0f, 0.0f, PROJ_NEAR_PLANE,
General.Settings.ViewDistance, Angle2D.DegToRad(General.Settings.VisualFOV));
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
if(vertexhandle != null) vertexhandle.Dispose(); //mxd
// Done
base.Dispose();
}
}
#endregion
#region ================== Management
// This is called before a device is reset
// (when resized or display adapter was changed)
public override void UnloadResource()
{
crosshairverts = null;
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public override void ReloadResource()
{
CreateMatrices2D();
}
// This makes screen vertices for display
private void CreateCrosshairVerts(Size texturesize)
{
// Determine coordinates
float width = windowsize.Width;
float height = windowsize.Height;
RectangleF rect = new RectangleF((float)Math.Round((width - texturesize.Width) * 0.5f), (float)Math.Round((height - texturesize.Height) * 0.5f), texturesize.Width, texturesize.Height);
// Make vertices
crosshairverts = new FlatVertex[4];
crosshairverts[0].x = rect.Left;
crosshairverts[0].y = rect.Top;
crosshairverts[0].c = -1;
crosshairverts[1].x = rect.Right;
crosshairverts[1].y = rect.Top;
crosshairverts[1].c = -1;
crosshairverts[1].u = 1.0f;
crosshairverts[2].x = rect.Left;
crosshairverts[2].y = rect.Bottom;
crosshairverts[2].c = -1;
crosshairverts[2].v = 1.0f;
crosshairverts[3].x = rect.Right;
crosshairverts[3].y = rect.Bottom;
crosshairverts[3].c = -1;
crosshairverts[3].u = 1.0f;
crosshairverts[3].v = 1.0f;
}
#endregion
#region ================== Resources
//mxd
internal void UpdateVertexHandle()
{
if(vertexhandle != null)
{
vertexhandle.UnloadResource();
vertexhandle.ReloadResource();
}
}
#endregion
#region ================== Presentation
// This creates the projection
internal void CreateProjection()
{
// Calculate aspect
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
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float screenheight = General.Map.Graphics.RenderTarget.ClientSize.Height * (General.Settings.GZStretchView ? GZDOOM_INVERTED_VERTICAL_VIEW_STRETCH : 1.0f); //mxd
float aspect = General.Map.Graphics.RenderTarget.ClientSize.Width / screenheight;
// 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(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);
viewproj = view3d * projection; //mxd
}
// This creates matrices for a camera view
public void PositionAndLookAt(Vector3D pos, Vector3D lookat)
{
// Calculate delta vector
cameraposition = pos;
Vector3D delta = lookat - pos;
float anglexy = delta.GetAngleXY();
float anglez = delta.GetAngleZ();
// Create frustum
frustum = new ProjectedFrustum2D(pos, anglexy, anglez, PROJ_NEAR_PLANE,
General.Settings.ViewDistance, Angle2D.DegToRad(General.Settings.VisualFOV));
// Make the view matrix
view3d = Matrix.LookAtRH(D3DDevice.V3(pos), D3DDevice.V3(lookat), new Vector3(0f, 0f, 1f));
viewproj = view3d * projection; //mxd
// Make the billboard matrix
billboard = Matrix.RotationZ(anglexy + Angle2D.PI);
}
// This creates 2D view matrix
private void CreateMatrices2D()
{
windowsize = graphics.RenderTarget.ClientSize;
Matrix scaling = Matrix.Scaling((1f / windowsize.Width) * 2f, (1f / windowsize.Height) * -2f, 1f);
Matrix translate = Matrix.Translation(-(float)windowsize.Width * 0.5f, -(float)windowsize.Height * 0.5f, 0f);
view2d = translate * scaling;
}
// This applies the matrices
private void ApplyMatrices3D()
{
graphics.Shaders.World3D.WorldViewProj = world * viewproj; //mxd. Multiplication is ~2x faster than "world * view3d * projection";
}
// This sets the appropriate view matrix
public void ApplyMatrices2D()
{
graphics.Device.SetTransform(TransformState.World, world);
graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity);
graphics.Device.SetTransform(TransformState.View, view2d);
}
#endregion
#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);
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);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Shaders.World3D.HighlightColor = new Color4(); //mxd
// Texture addressing
graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap);
graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap);
graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap);
// Matrices
world = Matrix.Identity;
ApplyMatrices3D();
// Highlight
if(General.Settings.AnimateVisualSelection)
{
long time = Clock.CurrentTime;
highlightglow = (float)Math.Sin(time / 100.0f) * 0.1f + 0.4f;
highlightglowinv = -highlightglow + 0.8f;
}
else
{
highlightglow = 0.4f;
highlightglowinv = 0.3f;
}
// Determine shader pass to use
shaderpass = (fullbrightness ? 1 : 0);
// Create crosshair vertices
if(crosshairverts == null)
CreateCrosshairVerts(new Size(General.Map.Data.Crosshair3D.Width, General.Map.Data.Crosshair3D.Height));
//mxd. Crate vertex handle
if(vertexhandle == null) vertexhandle = new VisualVertexHandle();
// Ready
return true;
}
else
{
// Can't render now
return false;
}
}
// This begins rendering world geometry
public void StartGeometry()
{
// Make collections
solidgeo = new Dictionary<ImageData, List<VisualGeometry>>(); //mxd
maskedgeo = new Dictionary<ImageData, List<VisualGeometry>>(); //mxd
translucentgeo = new List<VisualGeometry>(); //mxd
skygeo = new List<VisualGeometry>(); //mxd
solidthings = new Dictionary<ImageData, List<VisualThing>>(); //mxd
maskedthings = new Dictionary<ImageData, List<VisualThing>>(); //mxd
translucentthings = new List<VisualThing>(); //mxd
maskedmodelthings = new Dictionary<ModelData, List<VisualThing>>(); //mxd
translucentmodelthings = new List<VisualThing>(); //mxd
lightthings = new List<VisualThing>(); //mxd
allthings = new List<VisualThing>(); //mxd
}
// This ends rendering world geometry
public void FinishGeometry()
{
//mxd. Sort lights
if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0)
UpdateLights();
// Initial renderstates
graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise);
graphics.Device.SetRenderState(RenderState.ZEnable, true);
graphics.Device.SetRenderState(RenderState.ZWriteEnable, true);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Shaders.World3D.Begin();
//mxd. SKY PASS
if(skygeo.Count > 0)
{
world = Matrix.Identity;
ApplyMatrices3D();
RenderSky(skygeo);
}
// SOLID PASS
world = Matrix.Identity;
ApplyMatrices3D();
RenderSinglePass(solidgeo, solidthings);
//mxd. Render models, without backface culling
if(maskedmodelthings.Count > 0)
{
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true);
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
RenderModels();
graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise);
}
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// MASK PASS
if(maskedgeo.Count > 0 || maskedthings.Count > 0)
{
world = Matrix.Identity;
ApplyMatrices3D();
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true);
RenderSinglePass(maskedgeo, maskedthings);
}
//mxd. LIGHT PASS
if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0)
{
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.DestinationBlend, Blend.One);
RenderLights(solidgeo, lightthings);
RenderLights(maskedgeo, lightthings);
}
// ALPHA AND ADDITIVE PASS
if(translucentgeo.Count > 0 || translucentthings.Count > 0)
{
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);
RenderTranslucentPass(translucentgeo, translucentthings);
}
//mxd. Render translucent models, with backface culling
if(translucentmodelthings.Count > 0)
{
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);
RenderTranslucentModels();
}
// THING CAGES
if(renderthingcages)
{
world = Matrix.Identity;
ApplyMatrices3D();
RenderThingCages();
}
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//mxd. Visual vertices
RenderVertices();
//mxd. Event lines
if(General.Settings.GZShowEventLines) RenderArrows(eventlines);
// Remove references
graphics.Shaders.World3D.Texture1 = null;
// Done
graphics.Shaders.World3D.End();
//mxd. Trash collections
solidgeo = null;
maskedgeo = null;
translucentgeo = null;
skygeo = null;
solidthings = null;
maskedthings = null;
translucentthings = null;
allthings = null;
lightthings = null;
maskedmodelthings = null;
translucentmodelthings = null;
visualvertices = null;
}
//mxd
private void UpdateLights()
{
if(lightthings.Count > General.Settings.GZMaxDynamicLights)
{
// Calculate distance to camera
foreach(VisualThing t in lightthings) t.CalculateCameraDistance(cameraposition);
// Sort by it, closer ones first
lightthings.Sort((t1, t2) => Math.Sign(t1.CameraDistance - t2.CameraDistance));
// Gather the closest
List<VisualThing> tl = new List<VisualThing>(General.Settings.GZMaxDynamicLights);
for(int i = 0; i < General.Settings.GZMaxDynamicLights; i++) tl.Add(lightthings[i]);
lightthings = tl;
}
// Sort things by light render style
lightthings.Sort((t1, t2) => Math.Sign(t1.LightRenderStyle - t2.LightRenderStyle));
lightOffsets = new int[3];
foreach(VisualThing t in lightthings)
{
//add light to apropriate array.
switch(t.LightRenderStyle)
{
case DynamicLightRenderStyle.NORMAL:
case DynamicLightRenderStyle.VAVOOM: lightOffsets[0]++; break;
case DynamicLightRenderStyle.ADDITIVE: lightOffsets[1]++; break;
default: lightOffsets[2]++; break;
}
}
}
//mxd.
//I never particularly liked old ThingCages, so I wrote this instead.
//It should render faster and it has fancy arrow! :)
private void RenderThingCages()
{
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.SourceAlpha);
graphics.Shaders.World3D.BeginPass(16);
foreach(VisualThing t in allthings)
{
// Setup color
Color4 thingcolor;
if(t.Selected && showselection)
{
thingcolor = General.Colors.Selection3D.ToColorValue();
}
else
{
thingcolor = t.CageColor;
if(t != highlighted) thingcolor.Alpha = 0.6f;
}
graphics.Shaders.World3D.VertexColor = thingcolor;
//Render cage
graphics.Shaders.World3D.ApplySettings();
graphics.Device.SetStreamSource(0, t.CageBuffer, 0, WorldVertex.Stride);
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, t.CageLength);
}
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// Done
graphics.Shaders.World3D.EndPass();
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
}
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//mxd
private void RenderVertices()
{
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if(visualvertices == null) return;
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.SourceAlpha);
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graphics.Shaders.World3D.BeginPass(16);
foreach(VisualVertex v in visualvertices)
{
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world = v.Position;
ApplyMatrices3D();
// Setup color
Color4 color;
if(v.Selected && showselection)
{
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color = General.Colors.Selection3D.ToColorValue();
}
else
{
color = v.HaveHeightOffset ? General.Colors.InfoLine.ToColorValue() : General.Colors.Vertices.ToColorValue();
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if(v != highlighted) color.Alpha = 0.6f;
}
graphics.Shaders.World3D.VertexColor = color;
//Commence drawing!!11
graphics.Shaders.World3D.ApplySettings();
graphics.Device.SetStreamSource(0, v.CeilingVertex ? vertexhandle.Upper : vertexhandle.Lower, 0, WorldVertex.Stride);
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, 8);
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}
// Done
graphics.Shaders.World3D.EndPass();
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
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}
//mxd
private void RenderArrows(ICollection<Line3D> lines)
{
// Calculate required points count
if(lines.Count == 0) return;
int pointscount = 0;
foreach(Line3D line in lines) pointscount += (line.RenderArrowhead ? 6 : 2); // 4 extra points for the arrowhead
if(pointscount < 2) return;
//create vertices
WorldVertex[] verts = new WorldVertex[pointscount];
const float scaler = 20f;
pointscount = 0;
foreach(Line3D line in lines)
{
int color = line.Color.ToInt();
// Add regular points
verts[pointscount].x = line.Start.x;
verts[pointscount].y = line.Start.y;
verts[pointscount].z = line.Start.z;
verts[pointscount].c = color;
pointscount++;
verts[pointscount].x = line.End.x;
verts[pointscount].y = line.End.y;
verts[pointscount].z = line.End.z;
verts[pointscount].c = color;
pointscount++;
// Add arrowhead
if(line.RenderArrowhead)
{
float nz = line.GetDelta().GetNormal().z * scaler;
float angle = line.GetAngle();
Vector3D a1 = new Vector3D(line.End.x - scaler * (float)Math.Sin(angle - 0.46f), line.End.y + scaler * (float)Math.Cos(angle - 0.46f), line.End.z - nz);
Vector3D a2 = new Vector3D(line.End.x - scaler * (float)Math.Sin(angle + 0.46f), line.End.y + scaler * (float)Math.Cos(angle + 0.46f), line.End.z - nz);
verts[pointscount] = verts[pointscount - 1];
verts[pointscount + 1].x = a1.x;
verts[pointscount + 1].y = a1.y;
verts[pointscount + 1].z = a1.z;
verts[pointscount + 1].c = color;
verts[pointscount + 2] = verts[pointscount - 1];
verts[pointscount + 3].x = a2.x;
verts[pointscount + 3].y = a2.y;
verts[pointscount + 3].z = a2.z;
verts[pointscount + 3].c = color;
pointscount += 4;
}
}
VertexBuffer vb = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * verts.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
DataStream s = vb.Lock(0, WorldVertex.Stride * verts.Length, LockFlags.Discard);
s.WriteRange(verts);
vb.Unlock();
s.Dispose();
//begin rendering
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.SourceAlpha);
graphics.Shaders.World3D.BeginPass(15);
world = Matrix.Identity;
ApplyMatrices3D();
//render
graphics.Shaders.World3D.ApplySettings();
graphics.Device.SetStreamSource(0, vb, 0, WorldVertex.Stride);
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, pointscount / 2);
// Done
graphics.Shaders.World3D.EndPass();
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
vb.Dispose();
}
// This performs a single render pass
private void RenderSinglePass(Dictionary<ImageData, List<VisualGeometry>> geopass, Dictionary<ImageData, List<VisualThing>> thingspass)
{
ImageData curtexture;
int currentshaderpass = shaderpass;
int highshaderpass = shaderpass + 2;
// Begin rendering with this shader
graphics.Shaders.World3D.BeginPass(shaderpass);
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// Render the geometry collected
foreach(KeyValuePair<ImageData, List<VisualGeometry>> group in geopass)
{
// What texture to use?
if(group.Key is UnknownImage)
curtexture = General.Map.Data.UnknownTexture3D;
else if(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.Shaders.World3D.Texture1 = curtexture.Texture;
//mxd. Sort geometry by sector index
group.Value.Sort((g1, g2) => g1.Sector.Sector.FixedIndex - g2.Sector.Sector.FixedIndex);
// 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
//mxd. No Map means that sector was deleted recently, I suppose
if(g.Sector.GeometryBuffer != null && g.Sector.Sector.Map != null)
{
// Change current sector
sector = g.Sector;
// Set stream source
graphics.Device.SetStreamSource(0, sector.GeometryBuffer, 0, WorldVertex.Stride);
}
else
{
sector = null;
}
}
if(sector != null)
{
// Determine the shader pass we want to use for this object
int wantedshaderpass = (((g == highlighted) && showhighlight) || (g.Selected && showselection)) ? highshaderpass : shaderpass;
//mxd. Render fog?
if(General.Settings.GZDrawFog && !fullbrightness && sector.Sector.FogMode != SectorFogMode.NONE)
wantedshaderpass += 8;
// Switch shader pass?
if(currentshaderpass != wantedshaderpass)
{
graphics.Shaders.World3D.EndPass();
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
currentshaderpass = wantedshaderpass;
//mxd. Set variables for fog rendering?
if(wantedshaderpass > 7)
{
graphics.Shaders.World3D.World = world;
}
}
//mxd. Set variables for fog rendering?
if(wantedshaderpass > 7)
{
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, g.FogFactor);
graphics.Shaders.World3D.LightColor = sector.Sector.FogColor;
}
// Set the colors to use
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection));
// Apply changes
graphics.Shaders.World3D.ApplySettings();
// Render!
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
}
}
}
// Get things for this pass
if(thingspass.Count > 0)
{
// Texture addressing
graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Clamp);
graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Clamp);
graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Clamp);
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); //mxd. Disable backside culling, because otherwise sprites with positive ScaleY and negative ScaleX will be facing away from the camera...
Color4 vertexcolor = new Color4(); //mxd
// Render things collected
foreach(KeyValuePair<ImageData, List<VisualThing>> group in thingspass)
{
if(group.Key is UnknownImage) continue;
// What texture to use?
if(!group.Key.IsImageLoaded || group.Key.IsDisposed)
curtexture = General.Map.Data.Hourglass3D;
else
curtexture = group.Key;
// Create Direct3D texture if still needed
if((curtexture.Texture == null) || curtexture.Texture.Disposed)
curtexture.CreateTexture();
// Apply texture
graphics.Shaders.World3D.Texture1 = curtexture.Texture;
// Render all things with this texture
foreach(VisualThing t in group.Value)
{
// Update buffer if needed
t.Update();
// Only do this sector when a vertexbuffer is created
if(t.GeometryBuffer != null)
{
// Determine the shader pass we want to use for this object
int wantedshaderpass = (((t == highlighted) && showhighlight) || (t.Selected && showselection)) ? highshaderpass : shaderpass;
2012-04-17 19:13:47 +00:00
//mxd. If fog is enagled, switch to shader, which calculates it
if(General.Settings.GZDrawFog && !fullbrightness && t.Thing.Sector != null && t.Thing.Sector.FogMode != SectorFogMode.NONE)
wantedshaderpass += 8;
//mxd. Create the matrix for positioning
world = CreateThingPositionMatrix(t);
//mxd. If current thing is light - set it's color to light color
if(Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, t.Thing.Type) != -1 && !fullbrightness)
{
wantedshaderpass += 4; // Render using one of passes, which uses World3D.VertexColor
vertexcolor = t.LightColor;
}
//mxd. Check if Thing is affected by dynamic lights and set color accordingly
else if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0)
{
Color4 litcolor = GetLitColorForThing(t);
if(litcolor.ToArgb() != 0)
{
wantedshaderpass += 4; // Render using one of passes, which uses World3D.VertexColor
vertexcolor = new Color4(t.VertexColor) + litcolor;
}
}
else
{
vertexcolor = new Color4();
}
// Switch shader pass?
if(currentshaderpass != wantedshaderpass)
{
graphics.Shaders.World3D.EndPass();
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
currentshaderpass = wantedshaderpass;
}
//mxd. Set variables for fog rendering?
if(wantedshaderpass > 7)
{
graphics.Shaders.World3D.World = world;
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, t.FogFactor);
}
// Set the colors to use
if(t.Thing.Sector != null) graphics.Shaders.World3D.LightColor = t.Thing.Sector.FogColor;
graphics.Shaders.World3D.VertexColor = vertexcolor;
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection));
// Apply changes
ApplyMatrices3D();
graphics.Shaders.World3D.ApplySettings();
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// Apply buffer
graphics.Device.SetStreamSource(0, t.GeometryBuffer, 0, WorldVertex.Stride);
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// Render!
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, t.Triangles);
}
}
}
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// Texture addressing
graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap);
graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap);
graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap);
graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); //mxd
}
// Done rendering with this shader
graphics.Shaders.World3D.EndPass();
}
//mxd
private void RenderTranslucentPass(List<VisualGeometry> geopass, List<VisualThing> thingspass)
{
int currentshaderpass = shaderpass;
int highshaderpass = shaderpass + 2;
// Sort geometry by camera distance. First vertex of the BoundingBox is it's center
if(General.Map.VisualCamera.Sector != null)
{
// If the camera is inside a sector, compare z coordinates
translucentgeo.Sort(delegate(VisualGeometry vg1, VisualGeometry vg2)
{
if(vg1 == vg2) return 0;
float camdist1, camdist2;
if((vg1.GeometryType == VisualGeometryType.FLOOR || vg1.GeometryType == VisualGeometryType.CEILING)
&& General.Map.VisualCamera.Sector.Index == vg1.Sector.Sector.Index)
{
camdist1 = Math.Abs(General.Map.VisualCamera.Position.z - vg1.BoundingBox[0].z);
}
else
{
camdist1 = (General.Map.VisualCamera.Position - vg1.BoundingBox[0]).GetLengthSq();
}
if((vg2.GeometryType == VisualGeometryType.FLOOR || vg2.GeometryType == VisualGeometryType.CEILING)
&& General.Map.VisualCamera.Sector.Index == vg2.Sector.Sector.Index)
{
camdist2 = Math.Abs(General.Map.VisualCamera.Position.z - vg2.BoundingBox[0].z);
}
else
{
camdist2 = (General.Map.VisualCamera.Position - vg2.BoundingBox[0]).GetLengthSq();
}
return (int)(camdist2 - camdist1);
});
}
else
{
translucentgeo.Sort(delegate(VisualGeometry vg1, VisualGeometry vg2)
{
if(vg1 == vg2) return 0;
return (int)((General.Map.VisualCamera.Position - vg2.BoundingBox[0]).GetLengthSq()
- (General.Map.VisualCamera.Position - vg1.BoundingBox[0]).GetLengthSq());
});
}
ImageData curtexture;
VisualSector sector = null;
RenderPass currentpass = RenderPass.Solid;
long curtexturename = 0;
float fogfactor = -1;
// Begin rendering with this shader
graphics.Shaders.World3D.BeginPass(shaderpass);
// Go for all geometry
foreach(VisualGeometry g in geopass)
{
// Change blend mode?
if(g.RenderPass != currentpass)
{
switch(g.RenderPass)
{
case RenderPass.Additive:
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One);
break;
case RenderPass.Alpha:
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
break;
}
currentpass = g.RenderPass;
}
// Change texture?
if(g.Texture.LongName != curtexturename)
{
// What texture to use?
if(g.Texture is UnknownImage)
curtexture = General.Map.Data.UnknownTexture3D;
else if(g.Texture.IsImageLoaded && !g.Texture.IsDisposed)
curtexture = g.Texture;
else
curtexture = General.Map.Data.Hourglass3D;
// Create Direct3D texture if still needed
if((curtexture.Texture == null) || curtexture.Texture.Disposed)
curtexture.CreateTexture();
// Apply texture
graphics.Shaders.World3D.Texture1 = curtexture.Texture;
curtexturename = g.Texture.LongName;
}
// 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
//mxd. No Map means that sector was deleted recently, I suppose
if(g.Sector.GeometryBuffer != null && g.Sector.Sector.Map != null)
{
// Change current sector
sector = g.Sector;
// Set stream source
graphics.Device.SetStreamSource(0, sector.GeometryBuffer, 0, WorldVertex.Stride);
}
else
{
sector = null;
}
}
if(sector != null)
{
// Determine the shader pass we want to use for this object
int wantedshaderpass = (((g == highlighted) && showhighlight) || (g.Selected && showselection)) ? highshaderpass : shaderpass;
//mxd. Render fog?
if(General.Settings.GZDrawFog && !fullbrightness && sector.Sector.FogMode != SectorFogMode.NONE)
wantedshaderpass += 8;
// Switch shader pass?
if(currentshaderpass != wantedshaderpass)
{
graphics.Shaders.World3D.EndPass();
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
currentshaderpass = wantedshaderpass;
//mxd. Set variables for fog rendering?
if(wantedshaderpass > 7)
{
graphics.Shaders.World3D.World = world;
}
}
// Set variables for fog rendering?
if(wantedshaderpass > 7 && g.FogFactor != fogfactor)
{
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, g.FogFactor);
fogfactor = g.FogFactor;
}
// Set the colors to use
graphics.Shaders.World3D.LightColor = sector.Sector.FogColor;
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection));
// Apply changes
graphics.Shaders.World3D.ApplySettings();
// Render!
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
}
}
// Get things for this pass
if(thingspass.Count > 0)
{
// Texture addressing
graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Clamp);
graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Clamp);
graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Clamp);
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); //mxd. Disable backside culling, because otherwise sprites with positive ScaleY and negative ScaleX will be facing away from the camera...
// Sort geometry by camera distance. First vertex of the BoundingBox is it's center
thingspass.Sort(delegate(VisualThing vt1, VisualThing vt2)
{
if(vt1 == vt2) return 0;
return (int)((General.Map.VisualCamera.Position - vt2.BoundingBox[0]).GetLengthSq()
- (General.Map.VisualCamera.Position - vt1.BoundingBox[0]).GetLengthSq());
});
// Reset vars
currentpass = RenderPass.Solid;
curtexturename = 0;
Color4 vertexcolor = new Color4();
fogfactor = -1;
// Render things collected
foreach(VisualThing t in thingspass)
{
if(t.Texture is UnknownImage) continue;
// Change blend mode?
if(t.RenderPass != currentpass)
{
switch(t.RenderPass)
{
case RenderPass.Additive:
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One);
break;
case RenderPass.Alpha:
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
break;
}
currentpass = t.RenderPass;
}
// Change texture?
if(t.Texture.LongName != curtexturename)
{
// What texture to use?
if(t.Texture.IsImageLoaded && !t.Texture.IsDisposed)
curtexture = t.Texture;
else
curtexture = General.Map.Data.Hourglass3D;
// Create Direct3D texture if still needed
if((curtexture.Texture == null) || curtexture.Texture.Disposed)
curtexture.CreateTexture();
// Apply texture
graphics.Shaders.World3D.Texture1 = curtexture.Texture;
curtexturename = t.Texture.LongName;
}
// Update buffer if needed
t.Update();
// Only do this sector when a vertexbuffer is created
if(t.GeometryBuffer != null)
{
// Determine the shader pass we want to use for this object
int wantedshaderpass = (((t == highlighted) && showhighlight) || (t.Selected && showselection)) ? highshaderpass : shaderpass;
//mxd. if fog is enagled, switch to shader, which calculates it
if(General.Settings.GZDrawFog && !fullbrightness && t.Thing.Sector != null && t.Thing.Sector.FogMode != SectorFogMode.NONE)
wantedshaderpass += 8;
//mxd. Create the matrix for positioning
world = CreateThingPositionMatrix(t);
//mxd. If current thing is light - set it's color to light color
if(Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, t.Thing.Type) != -1 && !fullbrightness)
{
wantedshaderpass += 4; // Render using one of passes, which uses World3D.VertexColor
vertexcolor = t.LightColor;
}
//mxd. Check if Thing is affected by dynamic lights and set color accordingly
else if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0)
{
Color4 litcolor = GetLitColorForThing(t);
if(litcolor.ToArgb() != 0)
{
wantedshaderpass += 4; // Render using one of passes, which uses World3D.VertexColor
vertexcolor = new Color4(t.VertexColor) + litcolor;
}
}
else
{
vertexcolor = new Color4();
}
// Switch shader pass?
if(currentshaderpass != wantedshaderpass)
{
graphics.Shaders.World3D.EndPass();
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
currentshaderpass = wantedshaderpass;
}
//mxd. Set variables for fog rendering?
if(wantedshaderpass > 7)
{
graphics.Shaders.World3D.World = world;
if(t.FogFactor != fogfactor)
{
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, t.FogFactor);
fogfactor = t.FogFactor;
}
}
// Set the colors to use
graphics.Shaders.World3D.LightColor = t.Thing.Sector.FogColor;
graphics.Shaders.World3D.VertexColor = vertexcolor;
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection));
// Apply changes
ApplyMatrices3D();
graphics.Shaders.World3D.ApplySettings();
// Apply buffer
graphics.Device.SetStreamSource(0, t.GeometryBuffer, 0, WorldVertex.Stride);
// Render!
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, t.Triangles);
}
}
// Texture addressing
graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap);
graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap);
graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap);
graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); //mxd
}
// Done rendering with this shader
graphics.Shaders.World3D.EndPass();
}
//mxd
private Matrix CreateThingPositionMatrix(VisualThing t)
{
//mxd. Create the matrix for positioning
if(t.Info.RenderMode == Thing.SpriteRenderMode.NORMAL) // Apply billboarding?
{
if(t.Info.XYBillboard)
{
return Matrix.Translation(0f, 0f, -t.LocalCenterZ)
* Matrix.RotationX(Angle2D.PI - General.Map.VisualCamera.AngleZ)
* Matrix.Translation(0f, 0f, t.LocalCenterZ)
* billboard
* Matrix.Scaling(t.Thing.ScaleX, t.Thing.ScaleX, t.Thing.ScaleY)
* t.Position;
}
else
{
return billboard
* Matrix.Scaling(t.Thing.ScaleX, t.Thing.ScaleX, t.Thing.ScaleY)
* t.Position;
}
}
else
{
return Matrix.Scaling(t.Thing.ScaleX, t.Thing.ScaleX, t.Thing.ScaleY)
* t.Position;
}
}
//mxd. Dynamic lights pass!
private void RenderLights(Dictionary<ImageData, List<VisualGeometry>> geometrytolit, List<VisualThing> lights)
{
// Anything to do?
if(geometrytolit.Count == 0) return;
graphics.Shaders.World3D.World = Matrix.Identity;
graphics.Shaders.World3D.BeginPass(SHADERPASS_LIGHT);
VisualSector sector = null;
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.One);
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.BlendFactor);
foreach(KeyValuePair<ImageData, List<VisualGeometry>> group in geometrytolit)
{
if(group.Key.Texture == null) continue;
graphics.Shaders.World3D.Texture1 = group.Key.Texture;
foreach(VisualGeometry g in group.Value)
{
// Changing sector?
if(!object.ReferenceEquals(g.Sector, sector))
{
// Only do this sector when a vertexbuffer is created
// mxd. no Map means that sector was deleted recently, I suppose
if(g.Sector.GeometryBuffer != null && g.Sector.Sector.Map != null)
{
// Change current sector
sector = g.Sector;
// Set stream source
graphics.Device.SetStreamSource(0, sector.GeometryBuffer, 0, WorldVertex.Stride);
}
else
{
sector = null;
}
}
if(sector == null) continue;
//normal lights
int count = lightOffsets[0];
Vector4 lpr;
if(lightOffsets[0] > 0)
{
graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.Add);
for(int i = 0; i < count; i++)
{
if(BoundingBoxesIntersect(g.BoundingBox, lights[i].BoundingBox))
{
lpr = new Vector4(lights[i].Center, lights[i].LightRadius);
if(lpr.W == 0) continue;
graphics.Shaders.World3D.LightColor = lights[i].LightColor;
graphics.Shaders.World3D.LightPositionAndRadius = lpr;
graphics.Shaders.World3D.ApplySettings();
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
}
}
}
//additive lights
if(lightOffsets[1] > 0)
{
count += lightOffsets[1];
graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.Add);
for(int i = lightOffsets[0]; i < count; i++)
{
if(BoundingBoxesIntersect(g.BoundingBox, lights[i].BoundingBox))
{
lpr = new Vector4(lights[i].Center, lights[i].LightRadius);
if(lpr.W == 0) continue;
graphics.Shaders.World3D.LightColor = lights[i].LightColor;
graphics.Shaders.World3D.LightPositionAndRadius = lpr;
graphics.Shaders.World3D.ApplySettings();
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
}
}
}
//negative lights
if(lightOffsets[2] > 0)
{
count += lightOffsets[2];
graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.ReverseSubtract);
for(int i = lightOffsets[0] + lightOffsets[1]; i < count; i++)
{
if(BoundingBoxesIntersect(g.BoundingBox, lights[i].BoundingBox))
{
lpr = new Vector4(lights[i].Center, lights[i].LightRadius);
if(lpr.W == 0) continue;
Color4 lc = lights[i].LightColor;
graphics.Shaders.World3D.LightColor = new Color4(lc.Alpha, (lc.Green + lc.Blue) / 2, (lc.Red + lc.Blue) / 2, (lc.Green + lc.Red) / 2);
graphics.Shaders.World3D.LightPositionAndRadius = lpr;
graphics.Shaders.World3D.ApplySettings();
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
}
}
}
}
}
graphics.Shaders.World3D.EndPass();
graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.Add);
}
//mxd. render models
private void RenderModels()
{
int shaderpass = (fullbrightness ? 1 : 4);
int currentshaderpass = shaderpass;
int highshaderpass = shaderpass + 2;
// Begin rendering with this shader
graphics.Shaders.World3D.BeginPass(currentshaderpass);
foreach(KeyValuePair<ModelData, List<VisualThing>> group in maskedmodelthings)
{
foreach(VisualThing t in group.Value)
{
t.Update();
Color4 vertexcolor = new Color4(t.VertexColor);
// Check if model is affected by dynamic lights and set color accordingly
if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0)
graphics.Shaders.World3D.VertexColor = vertexcolor + GetLitColorForThing(t);
else
graphics.Shaders.World3D.VertexColor = vertexcolor;
// Determine the shader pass we want to use for this object
int wantedshaderpass = ((((t == highlighted) && showhighlight) || (t.Selected && showselection)) ? highshaderpass : shaderpass);
//mxd. if fog is enagled, switch to shader, which calculates it
if(General.Settings.GZDrawFog && !fullbrightness && t.Thing.Sector != null && t.Thing.Sector.FogMode != SectorFogMode.NONE)
wantedshaderpass += 8;
// Switch shader pass?
if(currentshaderpass != wantedshaderpass)
{
graphics.Shaders.World3D.EndPass();
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
currentshaderpass = wantedshaderpass;
}
// Set the colors to use
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection));
// Create the matrix for positioning / rotation
float sx = t.Thing.ScaleX * t.Thing.ActorScale.Width;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
float sy = t.Thing.ScaleY * t.Thing.ActorScale.Height;
Matrix modelscale = Matrix.Scaling(sx, sx, sy);
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
Matrix modelrotation = Matrix.RotationY(-t.Thing.RollRad) * Matrix.RotationX(-t.Thing.PitchRad) * Matrix.RotationZ(t.Thing.Angle);
world = General.Map.Data.ModeldefEntries[t.Thing.Type].Transform * modelscale * modelrotation * t.Position;
ApplyMatrices3D();
2012-04-17 19:13:47 +00:00
//mxd. Set variables for fog rendering
if(wantedshaderpass > 7)
{
graphics.Shaders.World3D.World = world;
if(t.Thing.Sector != null) graphics.Shaders.World3D.LightColor = t.Thing.Sector.FogColor;
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, t.FogFactor);
}
for(int i = 0; i < group.Key.Model.Meshes.Count; i++)
{
graphics.Shaders.World3D.Texture1 = group.Key.Model.Textures[i];
graphics.Shaders.World3D.ApplySettings();
// Render!
group.Key.Model.Meshes[i].DrawSubset(0);
}
}
}
graphics.Shaders.World3D.EndPass();
}
//mxd. Render additive/translucent models
private void RenderTranslucentModels()
{
int shaderpass = (fullbrightness ? 1 : 4);
int currentshaderpass = shaderpass;
int highshaderpass = shaderpass + 2;
RenderPass currentpass = RenderPass.Solid;
// Sort models by camera distance. First vertex of the BoundingBox is it's center
translucentmodelthings.Sort((vt1, vt2) => (int)((General.Map.VisualCamera.Position - vt2.BoundingBox[0]).GetLengthSq()
- (General.Map.VisualCamera.Position - vt1.BoundingBox[0]).GetLengthSq()));
// Begin rendering with this shader
graphics.Shaders.World3D.BeginPass(currentshaderpass);
foreach(VisualThing t in translucentmodelthings)
{
// Change blend mode?
if(t.RenderPass != currentpass)
{
switch(t.RenderPass)
{
case RenderPass.Additive:
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One);
break;
case RenderPass.Alpha:
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
break;
}
currentpass = t.RenderPass;
}
t.Update();
Color4 vertexcolor = new Color4(t.VertexColor);
// Check if model is affected by dynamic lights and set color accordingly
if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0)
graphics.Shaders.World3D.VertexColor = vertexcolor + GetLitColorForThing(t);
else
graphics.Shaders.World3D.VertexColor = vertexcolor;
// Determine the shader pass we want to use for this object
int wantedshaderpass = ((((t == highlighted) && showhighlight) || (t.Selected && showselection)) ? highshaderpass : shaderpass);
//mxd. if fog is enagled, switch to shader, which calculates it
if(General.Settings.GZDrawFog && !fullbrightness && t.Thing.Sector != null && t.Thing.Sector.FogMode != SectorFogMode.NONE)
wantedshaderpass += 8;
// Switch shader pass?
if(currentshaderpass != wantedshaderpass)
{
graphics.Shaders.World3D.EndPass();
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
currentshaderpass = wantedshaderpass;
}
// Set the colors to use
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection));
// Create the matrix for positioning / rotation
float sx = t.Thing.ScaleX * t.Thing.ActorScale.Width;
float sy = t.Thing.ScaleY * t.Thing.ActorScale.Height;
Matrix modelscale = Matrix.Scaling(sx, sx, sy);
Matrix modelrotation = Matrix.RotationY(-t.Thing.RollRad) * Matrix.RotationX(-t.Thing.PitchRad) * Matrix.RotationZ(t.Thing.Angle);
world = General.Map.Data.ModeldefEntries[t.Thing.Type].Transform * modelscale * modelrotation * t.Position;
ApplyMatrices3D();
//mxd. Set variables for fog rendering
if(wantedshaderpass > 7)
{
graphics.Shaders.World3D.World = world;
if(t.Thing.Sector != null) graphics.Shaders.World3D.LightColor = t.Thing.Sector.FogColor;
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, t.FogFactor);
}
GZModel model = General.Map.Data.ModeldefEntries[t.Thing.Type].Model;
for(int i = 0; i < model.Meshes.Count; i++)
{
graphics.Shaders.World3D.Texture1 = model.Textures[i];
graphics.Shaders.World3D.ApplySettings();
// Render!
model.Meshes[i].DrawSubset(0);
}
}
graphics.Shaders.World3D.EndPass();
}
//mxd
private void RenderSky(IEnumerable<VisualGeometry> geo)
{
VisualSector sector = null;
// Set render settings
graphics.Shaders.World3D.BeginPass(SHADERPASS_SKYBOX);
graphics.Shaders.World3D.Texture1 = General.Map.Data.SkyBox;
graphics.Shaders.World3D.World = world;
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, 0f);
foreach(VisualGeometry g in geo)
{
// 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
//mxd. No Map means that sector was deleted recently, I suppose
if(g.Sector.GeometryBuffer != null && g.Sector.Sector.Map != null)
{
// Change current sector
sector = g.Sector;
// Set stream source
graphics.Device.SetStreamSource(0, sector.GeometryBuffer, 0, WorldVertex.Stride);
}
else
{
sector = null;
}
}
if(sector != null)
{
// Set the colors to use
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection));
// Apply changes
graphics.Shaders.World3D.ApplySettings();
// Render!
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
}
}
graphics.Shaders.World3D.EndPass();
}
//mxd. This gets color from dynamic lights based on distance to thing.
//thing position must be in absolute cordinates
//(thing.Position.Z value is relative to floor of the sector the thing is in)
private Color4 GetLitColorForThing(VisualThing t)
{
Color4 litColor = new Color4();
foreach(VisualThing lt in lightthings)
{
// Don't light self
if(General.Map.Data.GldefsEntries.ContainsKey(t.Thing.Type) && General.Map.Data.GldefsEntries[t.Thing.Type].DontLightSelf && t.Thing.Index == lt.Thing.Index)
continue;
float distSquared = Vector3.DistanceSquared(lt.Center, t.PositionV3);
float radiusSquared = lt.LightRadius * lt.LightRadius;
if(distSquared < radiusSquared)
{
int sign = (lt.LightRenderStyle == DynamicLightRenderStyle.NEGATIVE ? -1 : 1);
float scaler = 1 - distSquared / radiusSquared * lt.LightColor.Alpha;
litColor.Red += lt.LightColor.Red * scaler * sign;
litColor.Green += lt.LightColor.Green * scaler * sign;
litColor.Blue += lt.LightColor.Blue * scaler * sign;
}
}
return litColor;
}
// This calculates the highlight/selection color
private Color4 CalculateHighlightColor(bool ishighlighted, bool isselected)
{
if(!ishighlighted && !isselected) return new Color4(); //mxd
Color4 highlightcolor = isselected ? General.Colors.Selection.ToColorValue() : General.Colors.Highlight.ToColorValue();
highlightcolor.Alpha = ishighlighted ? highlightglowinv : highlightglow;
return highlightcolor;
}
// This finishes rendering
public void Finish()
{
General.Plugins.OnPresentDisplayBegin();
// Done
graphics.FinishRendering();
graphics.Present();
highlighted = null;
}
#endregion
#region ================== Rendering
// This sets the highlighted object for the rendering
public void SetHighlightedObject(IVisualPickable obj)
{
highlighted = obj;
}
// This collects a visual sector's geometry for rendering
public void AddSectorGeometry(VisualGeometry g)
{
// Must have a texture and vertices
if(g.Texture != null && g.Triangles > 0)
{
if(g.RenderAsSky && General.Settings.GZDrawSky)
{
skygeo.Add(g);
}
else
{
switch(g.RenderPass)
{
case RenderPass.Solid:
if(!solidgeo.ContainsKey(g.Texture))
solidgeo.Add(g.Texture, new List<VisualGeometry>());
solidgeo[g.Texture].Add(g);
break;
case RenderPass.Mask:
if(!maskedgeo.ContainsKey(g.Texture))
maskedgeo.Add(g.Texture, new List<VisualGeometry>());
maskedgeo[g.Texture].Add(g);
break;
case RenderPass.Additive:
case RenderPass.Alpha:
translucentgeo.Add(g);
break;
default:
throw new NotImplementedException("Geometry rendering of " + g.RenderPass + " render pass is not implemented!");
}
}
}
}
// This collects a visual sector's geometry for rendering
public void AddThingGeometry(VisualThing t)
{
//mxd. Gather lights
if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && t.LightType != DynamicLightType.NONE)
{
t.UpdateLightRadius();
if(t.LightRadius > 0)
{
if(Array.IndexOf(GZBuilder.GZGeneral.GZ_ANIMATED_LIGHT_TYPES, t.LightType) != -1)
t.UpdateBoundingBox();
lightthings.Add(t);
}
}
//mxd. Gather models
if(t.Thing.IsModel &&
(General.Settings.GZDrawModelsMode == ModelRenderMode.ALL ||
General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER ||
(General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && t.Selected)))
{
switch(t.RenderPass)
{
case RenderPass.Mask:
case RenderPass.Solid:
ModelData mde = General.Map.Data.ModeldefEntries[t.Thing.Type];
if(!maskedmodelthings.ContainsKey(mde)) maskedmodelthings.Add(mde, new List<VisualThing>());
maskedmodelthings[mde].Add(t);
break;
case RenderPass.Additive:
case RenderPass.Alpha:
translucentmodelthings.Add(t);
break;
default:
throw new NotImplementedException("Thing model rendering of " + t.RenderPass + " render pass is not implemented!");
}
}
// Gather regular things
else if(t.Texture != null) //Must have a texture!
{
//mxd
switch(t.RenderPass)
{
case RenderPass.Solid:
if(!solidthings.ContainsKey(t.Texture)) solidthings.Add(t.Texture, new List<VisualThing>());
solidthings[t.Texture].Add(t);
break;
case RenderPass.Mask:
if(!maskedthings.ContainsKey(t.Texture)) maskedthings.Add(t.Texture, new List<VisualThing>());
maskedthings[t.Texture].Add(t);
break;
case RenderPass.Additive:
case RenderPass.Alpha:
translucentthings.Add(t);
break;
default:
throw new NotImplementedException("Thing rendering of " + t.RenderPass + " render pass is not implemented!");
}
}
//mxd. Add to the plain list
allthings.Add(t);
}
2013-03-18 13:52:27 +00:00
//mxd
public void SetVisualVertices(List<VisualVertex> verts) { visualvertices = verts; }
//mxd
public void SetEventLines(List<Line3D> lines) { eventlines = lines; }
2013-03-18 13:52:27 +00:00
//mxd
private static bool BoundingBoxesIntersect(Vector3D[] bbox1, Vector3D[] bbox2)
{
Vector3D dist = bbox1[0] - bbox2[0];
Vector3D halfSize1 = bbox1[0] - bbox1[1];
Vector3D halfSize2 = bbox2[0] - bbox2[1];
return (halfSize1.x + halfSize2.x >= Math.Abs(dist.x) && halfSize1.y + halfSize2.y >= Math.Abs(dist.y) && halfSize1.z + halfSize2.z >= Math.Abs(dist.z));
}
2012-04-17 19:13:47 +00:00
// This renders the crosshair
public void RenderCrosshair()
{
//mxd
world = Matrix.Identity;
ApplyMatrices3D();
// 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);
ApplyMatrices2D();
// Texture
if(crosshairbusy)
{
if(General.Map.Data.CrosshairBusy3D.Texture == null) General.Map.Data.CrosshairBusy3D.CreateTexture();
graphics.Shaders.Display2D.Texture1 = General.Map.Data.CrosshairBusy3D.Texture;
}
else
{
if(General.Map.Data.Crosshair3D.Texture == null) General.Map.Data.Crosshair3D.CreateTexture();
graphics.Shaders.Display2D.Texture1 = General.Map.Data.Crosshair3D.Texture;
}
// 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(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;
}
#endregion
}
}