2009-04-19 18:07:22 +00:00
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using System.ComponentModel;
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using SlimDX;
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using CodeImp.DoomBuilder.Geometry;
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using SlimDX.Direct3D9;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Map;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal sealed class Renderer3D : Renderer, IRenderer3D
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{
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#region ================== Constants
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private const int RENDER_PASSES = 4;
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private const float PROJ_NEAR_PLANE = 1f;
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private const float CROSSHAIR_SCALE = 0.06f;
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private const float FOG_RANGE = 0.9f;
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#endregion
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#region ================== Variables
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// Matrices
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private Matrix projection;
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private Matrix view3d;
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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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private Vector3D cameraposition;
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private int shaderpass;
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// Options
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private bool fullbrightness;
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// Window size
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private Size windowsize;
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// Frustum
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private ProjectedFrustum2D frustum;
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// Thing cage
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private VertexBuffer thingcage;
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private bool renderthingcages;
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// Crosshair
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private FlatVertex[] crosshairverts;
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private bool crosshairbusy;
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// Highlighting
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private IVisualPickable highlighted;
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private float highlightglow;
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// Geometry to be rendered.
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// Each Dictionary in the array is a render pass.
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// Each BinaryHeap in the Dictionary contains all geometry that needs
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// to be rendered with the associated ImageData.
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// The BinaryHeap sorts the geometry by sector to minimize stream switchs.
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private Dictionary<ImageData, BinaryHeap<VisualGeometry>>[] geometry;
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// Things to be rendered.
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// Each Dictionary in the array is a render pass.
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// Each VisualThing is inserted in the Dictionary by their texture image.
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private Dictionary<ImageData, List<VisualThing>>[] things;
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// Things to be rendered, sorted by distance from camera
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private BinaryHeap<VisualThing> thingsbydistance;
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#endregion
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#region ================== Properties
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public ProjectedFrustum2D Frustum2D { get { return frustum; } }
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public bool DrawThingCages { get { return renderthingcages; } set { renderthingcages = value; } }
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public bool FullBrightness { get { return fullbrightness; } set { fullbrightness = value; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal Renderer3D(D3DDevice graphics) : base(graphics)
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{
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// Initialize
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CreateProjection();
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CreateMatrices2D();
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SetupThingCage();
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renderthingcages = true;
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// Dummy frustum
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frustum = new ProjectedFrustum2D(new Vector2D(), 0.0f, 0.0f, PROJ_NEAR_PLANE,
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General.Settings.ViewDistance, Angle2D.DegToRad((float)General.Settings.VisualFOV));
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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internal override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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if(thingcage != null) thingcage.Dispose();
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thingcage = null;
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Management
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// This is called before a device is reset
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// (when resized or display adapter was changed)
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public override void UnloadResource()
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{
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crosshairverts = null;
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if(thingcage != null) thingcage.Dispose();
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thingcage = null;
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}
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// This is called resets when the device is reset
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// (when resized or display adapter was changed)
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public override void ReloadResource()
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{
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CreateMatrices2D();
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SetupThingCage();
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}
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// This makes screen vertices for display
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private void CreateCrosshairVerts(Size texturesize)
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{
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// Determine coordinates
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float width = (float)windowsize.Width;
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float height = (float)windowsize.Height;
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float size = (float)height * CROSSHAIR_SCALE;
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RectangleF rect = new RectangleF((width - size) / 2, (height - size) / 2, size, size);
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// Make vertices
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crosshairverts = new FlatVertex[4];
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crosshairverts[0].x = rect.Left;
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crosshairverts[0].y = rect.Top;
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crosshairverts[0].c = -1;
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crosshairverts[0].u = 1f / texturesize.Width;
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crosshairverts[0].v = 1f / texturesize.Height;
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crosshairverts[1].x = rect.Right;
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crosshairverts[1].y = rect.Top;
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crosshairverts[1].c = -1;
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crosshairverts[1].u = 1f - 1f / texturesize.Width;
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crosshairverts[1].v = 1f / texturesize.Height;
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crosshairverts[2].x = rect.Left;
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crosshairverts[2].y = rect.Bottom;
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crosshairverts[2].c = -1;
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crosshairverts[2].u = 1f / texturesize.Width;
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crosshairverts[2].v = 1f - 1f / texturesize.Height;
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crosshairverts[3].x = rect.Right;
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crosshairverts[3].y = rect.Bottom;
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crosshairverts[3].c = -1;
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crosshairverts[3].u = 1f - 1f / texturesize.Width;
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crosshairverts[3].v = 1f - 1f / texturesize.Height;
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}
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#endregion
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#region ================== Thing Cage
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// This sets up the thing cage
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private void SetupThingCage()
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{
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const int totalvertices = 36;
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WorldVertex[] tv = new WorldVertex[totalvertices];
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float x0 = -1.0f;
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float x1 = 1.0f;
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float y0 = -1.0f;
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float y1 = 1.0f;
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float z0 = 0.0f;
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float z1 = 1.0f;
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float u0 = 0.0f;
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float u1 = 1.0f;
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float v0 = 0.0f;
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float v1 = 1.0f;
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int c = -1;
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// Front
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tv[0] = new WorldVertex(x0, y0, z0, c, u0, v0);
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tv[1] = new WorldVertex(x0, y0, z1, c, u0, v1);
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tv[2] = new WorldVertex(x1, y0, z0, c, u1, v0);
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tv[3] = new WorldVertex(x1, y0, z0, c, u1, v0);
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tv[4] = new WorldVertex(x0, y0, z1, c, u0, v1);
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tv[5] = new WorldVertex(x1, y0, z1, c, u1, v1);
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// Right
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tv[6] = new WorldVertex(x1, y0, z0, c, u0, v0);
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tv[7] = new WorldVertex(x1, y0, z1, c, u0, v1);
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tv[8] = new WorldVertex(x1, y1, z0, c, u1, v0);
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tv[9] = new WorldVertex(x1, y1, z0, c, u1, v0);
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tv[10] = new WorldVertex(x1, y0, z1, c, u0, v1);
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tv[11] = new WorldVertex(x1, y1, z1, c, u1, v1);
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// Back
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tv[12] = new WorldVertex(x1, y1, z0, c, u0, v0);
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tv[13] = new WorldVertex(x1, y1, z1, c, u0, v1);
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tv[14] = new WorldVertex(x0, y1, z0, c, u1, v0);
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tv[15] = new WorldVertex(x0, y1, z0, c, u1, v0);
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tv[16] = new WorldVertex(x1, y1, z1, c, u0, v1);
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tv[17] = new WorldVertex(x0, y1, z1, c, u1, v1);
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// Left
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tv[18] = new WorldVertex(x0, y1, z0, c, u0, v1);
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tv[19] = new WorldVertex(x0, y1, z1, c, u0, v0);
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tv[20] = new WorldVertex(x0, y0, z1, c, u1, v0);
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tv[21] = new WorldVertex(x0, y1, z0, c, u1, v0);
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tv[22] = new WorldVertex(x0, y0, z1, c, u0, v1);
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tv[23] = new WorldVertex(x0, y0, z0, c, u1, v1);
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// Top
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tv[24] = new WorldVertex(x0, y0, z1, c, u0, v0);
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tv[25] = new WorldVertex(x0, y1, z1, c, u0, v1);
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tv[26] = new WorldVertex(x1, y0, z1, c, u1, v0);
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tv[27] = new WorldVertex(x1, y0, z1, c, u1, v0);
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tv[28] = new WorldVertex(x0, y1, z1, c, u0, v1);
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tv[29] = new WorldVertex(x1, y1, z1, c, u1, v1);
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// Bottom
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tv[30] = new WorldVertex(x1, y0, z0, c, u1, v0);
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tv[31] = new WorldVertex(x0, y1, z0, c, u0, v1);
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tv[32] = new WorldVertex(x0, y0, z0, c, u0, v0);
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tv[33] = new WorldVertex(x1, y0, z0, c, u1, v0);
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tv[34] = new WorldVertex(x1, y1, z0, c, u1, v1);
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tv[35] = new WorldVertex(x0, y1, z0, c, u0, v1);
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// Create vertexbuffer
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thingcage = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * totalvertices,
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Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
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DataStream bufferstream = thingcage.Lock(0, WorldVertex.Stride * totalvertices, LockFlags.Discard);
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bufferstream.WriteRange<WorldVertex>(tv);
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thingcage.Unlock();
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bufferstream.Dispose();
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}
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#endregion
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#region ================== Presentation
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// This creates the projection
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internal void CreateProjection()
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{
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// Calculate aspect
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float aspect = (float)General.Map.Graphics.RenderTarget.ClientSize.Width /
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(float)General.Map.Graphics.RenderTarget.ClientSize.Height;
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// The DirectX PerspectiveFovRH matrix method calculates the scaling in X and Y as follows:
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// yscale = 1 / tan(fovY / 2)
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// xscale = yscale / aspect
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// The fov specified in the method is the FOV over Y, but we want the user to specify the FOV
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// over X, so calculate what it would be over Y first;
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float fov = Angle2D.DegToRad((float)General.Settings.VisualFOV);
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float reversefov = 1.0f / (float)Math.Tan(fov / 2.0f);
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float reversefovy = reversefov * aspect;
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float fovy = (float)Math.Atan(1.0f / reversefovy) * 2.0f;
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// Make the projection matrix
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projection = Matrix.PerspectiveFovRH(fovy, aspect, PROJ_NEAR_PLANE, General.Settings.ViewDistance);
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// Apply matrices
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ApplyMatrices3D();
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}
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// This creates matrices for a camera view
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public void PositionAndLookAt(Vector3D pos, Vector3D lookat)
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{
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Vector3D delta;
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float anglexy, anglez;
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// Calculate delta vector
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cameraposition = pos;
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delta = lookat - pos;
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anglexy = delta.GetAngleXY();
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anglez = delta.GetAngleZ();
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// Create frustum
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frustum = new ProjectedFrustum2D(pos, anglexy, anglez, PROJ_NEAR_PLANE,
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General.Settings.ViewDistance, Angle2D.DegToRad((float)General.Settings.VisualFOV));
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// 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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}
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// This creates 2D view matrix
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private void CreateMatrices2D()
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{
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windowsize = graphics.RenderTarget.ClientSize;
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Matrix scaling = Matrix.Scaling((1f / (float)windowsize.Width) * 2f, (1f / (float)windowsize.Height) * -2f, 1f);
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Matrix translate = Matrix.Translation(-(float)windowsize.Width * 0.5f, -(float)windowsize.Height * 0.5f, 0f);
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view2d = Matrix.Multiply(translate, scaling);
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}
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// This applies the matrices
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private void ApplyMatrices3D()
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{
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worldviewproj = world * view3d * projection;
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graphics.Shaders.World3D.WorldViewProj = worldviewproj;
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graphics.Device.SetTransform(TransformState.World, world);
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graphics.Device.SetTransform(TransformState.Projection, projection);
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graphics.Device.SetTransform(TransformState.View, view3d);
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}
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// This sets the appropriate view matrix
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public void ApplyMatrices2D()
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{
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graphics.Device.SetTransform(TransformState.World, world);
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graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity);
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graphics.Device.SetTransform(TransformState.View, view2d);
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}
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#endregion
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#region ================== Start / Finish
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// This starts rendering
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public bool Start()
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{
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// Create thing box texture if needed
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if(General.Map.Data.ThingBox.Texture == null)
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General.Map.Data.ThingBox.CreateTexture();
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// Start drawing
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if(graphics.StartRendering(true, General.Colors.Background.ToColorValue(), graphics.BackBuffer, graphics.DepthBuffer))
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{
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// Beginning renderstates
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graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
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graphics.Device.SetRenderState(RenderState.ZEnable, false);
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graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
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graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
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graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
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graphics.Device.SetRenderState(RenderState.FogEnable, false);
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graphics.Device.SetRenderState(RenderState.FogDensity, 1.0f);
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graphics.Device.SetRenderState(RenderState.FogColor, General.Colors.Background.ToInt());
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graphics.Device.SetRenderState(RenderState.FogStart, General.Settings.ViewDistance * FOG_RANGE);
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graphics.Device.SetRenderState(RenderState.FogEnd, General.Settings.ViewDistance);
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graphics.Device.SetRenderState(RenderState.FogTableMode, FogMode.Linear);
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graphics.Device.SetRenderState(RenderState.RangeFogEnable, false);
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graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
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graphics.Shaders.World3D.SetModulateColor(-1);
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graphics.Shaders.World3D.SetHighlightColor(0);
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2009-04-26 20:20:40 +00:00
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// Texture addressing
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graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap);
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graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap);
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graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap);
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2009-04-19 18:07:22 +00:00
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// Matrices
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world = Matrix.Identity;
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ApplyMatrices3D();
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// Highlight
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double time = General.Clock.GetCurrentTime();
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highlightglow = (float)Math.Sin(time / 100.0f) * 0.3f + 0.4f;
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// Determine shader pass to use
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if(fullbrightness) shaderpass = 1; else shaderpass = 0;
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// Create crosshair vertices
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if(crosshairverts == null)
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CreateCrosshairVerts(new Size(General.Map.Data.Crosshair3D.Width, General.Map.Data.Crosshair3D.Height));
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// Ready
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return true;
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}
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else
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{
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// Can't render now
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return false;
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}
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}
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// This begins rendering world geometry
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public void StartGeometry()
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{
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// Make collection
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geometry = new Dictionary<ImageData, BinaryHeap<VisualGeometry>>[RENDER_PASSES];
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things = new Dictionary<ImageData, List<VisualThing>>[RENDER_PASSES];
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thingsbydistance = new BinaryHeap<VisualThing>();
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for(int i = 0; i < RENDER_PASSES; i++)
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{
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geometry[i] = new Dictionary<ImageData, BinaryHeap<VisualGeometry>>();
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things[i] = new Dictionary<ImageData, List<VisualThing>>();
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}
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}
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// This ends rendering world geometry
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public void FinishGeometry()
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{
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// Initial renderstates
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graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise);
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graphics.Device.SetRenderState(RenderState.ZEnable, true);
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graphics.Device.SetRenderState(RenderState.ZWriteEnable, true);
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graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
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graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
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graphics.Shaders.World3D.Begin();
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// SOLID PASS
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world = Matrix.Identity;
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ApplyMatrices3D();
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RenderSinglePass((int)RenderPass.Solid);
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// MASK PASS
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world = Matrix.Identity;
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ApplyMatrices3D();
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true);
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RenderSinglePass((int)RenderPass.Mask);
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// ALPHA PASS
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world = Matrix.Identity;
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ApplyMatrices3D();
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graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
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graphics.Device.SetRenderState(RenderState.ZWriteEnable, false);
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graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
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graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
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RenderSinglePass((int)RenderPass.Alpha);
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// THINGS
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if(renderthingcages) RenderThingCages();
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// ADDITIVE PASS
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world = Matrix.Identity;
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ApplyMatrices3D();
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graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One);
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RenderSinglePass((int)RenderPass.Additive);
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// Remove references
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graphics.Shaders.World3D.Texture1 = null;
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// Done
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graphics.Shaders.World3D.End();
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geometry = null;
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}
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// This renders all thing cages
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private void RenderThingCages()
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{
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// Set renderstates
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graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
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graphics.Device.SetRenderState(RenderState.ZWriteEnable, false);
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graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
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graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
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graphics.Device.SetStreamSource(0, thingcage, 0, WorldVertex.Stride);
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graphics.Device.SetTexture(0, General.Map.Data.ThingBox.Texture);
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graphics.Shaders.World3D.Texture1 = General.Map.Data.ThingBox.Texture;
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graphics.Shaders.World3D.BeginPass(shaderpass);
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foreach(VisualThing t in thingsbydistance)
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{
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// Setup matrix
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world = Matrix.Multiply(t.CageScales, t.Position);
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ApplyMatrices3D();
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// Setup color
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graphics.Shaders.World3D.SetModulateColor(t.CageColor);
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graphics.Device.SetRenderState(RenderState.TextureFactor, t.CageColor);
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// Render!
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graphics.Shaders.World3D.ApplySettings();
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graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, 12);
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}
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// Done
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graphics.Shaders.World3D.EndPass();
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graphics.Shaders.World3D.SetModulateColor(-1);
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graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
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}
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// This performs a single render pass
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private void RenderSinglePass(int pass)
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{
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2009-05-01 20:31:17 +00:00
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int currentshaderpass = shaderpass;
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int highshaderpass = shaderpass + 2;
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2009-04-19 18:07:22 +00:00
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// Get geometry for this pass
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Dictionary<ImageData, BinaryHeap<VisualGeometry>> geopass = geometry[pass];
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// Begin rendering with this shader
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graphics.Shaders.World3D.BeginPass(shaderpass);
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// Render the geometry collected
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foreach(KeyValuePair<ImageData, BinaryHeap<VisualGeometry>> group in geopass)
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{
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ImageData curtexture;
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// What texture to use?
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if(group.Key is UnknownImage)
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curtexture = General.Map.Data.UnknownTexture3D;
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else if((group.Key != null) && group.Key.IsImageLoaded && !group.Key.IsDisposed)
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curtexture = group.Key;
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else
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curtexture = General.Map.Data.Hourglass3D;
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// Create Direct3D texture if still needed
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if((curtexture.Texture == null) || curtexture.Texture.Disposed)
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curtexture.CreateTexture();
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// Apply texture
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graphics.Device.SetTexture(0, curtexture.Texture);
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graphics.Shaders.World3D.Texture1 = curtexture.Texture;
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// Go for all geometry that uses this texture
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VisualSector sector = null;
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foreach(VisualGeometry g in group.Value)
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{
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// Changing sector?
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if(!object.ReferenceEquals(g.Sector, sector))
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{
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// Update the sector if needed
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if(g.Sector.NeedsUpdateGeo) g.Sector.Update();
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// Only do this sector when a vertexbuffer is created
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if(g.Sector.GeometryBuffer != null)
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{
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// Change current sector
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sector = g.Sector;
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// Set stream source
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graphics.Device.SetStreamSource(0, sector.GeometryBuffer, 0, WorldVertex.Stride);
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}
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else
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{
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sector = null;
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}
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}
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if(sector != null)
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{
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2009-05-01 20:31:17 +00:00
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// Determine the shader pass we want to use for this object
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int wantedshaderpass = ((g == highlighted) || g.Selected) ? highshaderpass : shaderpass;
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// Switch shader pass?
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if(currentshaderpass != wantedshaderpass)
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2009-04-19 18:07:22 +00:00
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{
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graphics.Shaders.World3D.EndPass();
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2009-05-01 20:31:17 +00:00
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graphics.Shaders.World3D.BeginPass(wantedshaderpass);
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currentshaderpass = wantedshaderpass;
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2009-04-19 18:07:22 +00:00
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}
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2009-05-01 20:31:17 +00:00
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// Set the color to use
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Color4 highlightcolor = new Color4(0);
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if(g.Selected) highlightcolor = General.Colors.Selection.ToColorValue(highlightglow);
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if(g == highlighted) highlightcolor = Color4.Lerp(highlightcolor, General.Colors.Highlight.ToColorValue(), highlightglow);
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graphics.Shaders.World3D.SetHighlightColor(highlightcolor.ToArgb());
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graphics.Shaders.World3D.ApplySettings();
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2009-04-19 18:07:22 +00:00
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// Render!
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graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
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}
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}
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}
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// Get things for this pass
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Dictionary<ImageData, List<VisualThing>> thingspass = things[pass];
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2009-04-26 20:20:40 +00:00
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if(thingspass.Count > 0)
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2009-04-19 18:07:22 +00:00
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{
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2009-04-26 20:20:40 +00:00
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// Texture addressing
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graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Clamp);
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graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Clamp);
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graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Clamp);
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2009-04-19 18:07:22 +00:00
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2009-04-26 20:20:40 +00:00
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// Render things collected
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foreach(KeyValuePair<ImageData, List<VisualThing>> group in thingspass)
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2009-04-19 18:07:22 +00:00
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{
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2009-04-26 20:20:40 +00:00
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ImageData curtexture;
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2009-04-19 18:07:22 +00:00
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2009-04-26 20:20:40 +00:00
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if(!(group.Key is UnknownImage))
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{
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// What texture to use?
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if((group.Key != null) && group.Key.IsImageLoaded && !group.Key.IsDisposed)
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curtexture = group.Key;
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else
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curtexture = General.Map.Data.Hourglass3D;
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2009-04-19 18:07:22 +00:00
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2009-04-26 20:20:40 +00:00
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// Create Direct3D texture if still needed
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if((curtexture.Texture == null) || curtexture.Texture.Disposed)
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curtexture.CreateTexture();
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2009-04-19 18:07:22 +00:00
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2009-04-26 20:20:40 +00:00
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// Apply texture
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graphics.Device.SetTexture(0, curtexture.Texture);
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graphics.Shaders.World3D.Texture1 = curtexture.Texture;
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2009-04-19 18:07:22 +00:00
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2009-04-26 20:20:40 +00:00
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// Render all things with this texture
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foreach(VisualThing t in group.Value)
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{
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// Update buffer if needed
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t.Update();
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2009-04-19 18:07:22 +00:00
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2009-04-26 20:20:40 +00:00
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// Only do this sector when a vertexbuffer is created
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if(t.GeometryBuffer != null)
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2009-04-19 18:07:22 +00:00
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{
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2009-05-01 20:31:17 +00:00
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// Determine the shader pass we want to use for this object
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int wantedshaderpass = ((t == highlighted) || t.Selected) ? highshaderpass : shaderpass;
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// Switch shader pass?
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if(currentshaderpass != wantedshaderpass)
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2009-04-26 20:20:40 +00:00
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{
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graphics.Shaders.World3D.EndPass();
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2009-05-01 20:31:17 +00:00
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graphics.Shaders.World3D.BeginPass(wantedshaderpass);
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currentshaderpass = wantedshaderpass;
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2009-04-26 20:20:40 +00:00
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}
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2009-05-01 20:31:17 +00:00
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// Set the color to use
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Color4 highlightcolor = new Color4(0);
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if(t.Selected) highlightcolor = General.Colors.Selection.ToColorValue(highlightglow);
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if(t == highlighted) highlightcolor = Color4.Lerp(highlightcolor, General.Colors.Highlight.ToColorValue(), highlightglow);
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graphics.Shaders.World3D.SetHighlightColor(highlightcolor.ToArgb());
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2009-04-26 20:20:40 +00:00
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// Create the matrix for positioning / rotation
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world = t.Orientation;
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if(t.Billboard) world = Matrix.Multiply(world, billboard);
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world = Matrix.Multiply(world, t.Position);
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ApplyMatrices3D();
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graphics.Shaders.World3D.ApplySettings();
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// Apply buffer
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graphics.Device.SetStreamSource(0, t.GeometryBuffer, 0, WorldVertex.Stride);
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// Render!
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graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, t.Triangles);
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2009-04-19 18:07:22 +00:00
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}
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}
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}
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}
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2009-04-26 20:20:40 +00:00
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// Texture addressing
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graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap);
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graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap);
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graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap);
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2009-04-19 18:07:22 +00:00
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}
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// Done rendering with this shader
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graphics.Shaders.World3D.EndPass();
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}
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// This finishes rendering
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public void Finish()
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{
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// Done
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graphics.FinishRendering();
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graphics.Present();
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highlighted = null;
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}
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#endregion
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#region ================== Rendering
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// This sets the highlighted object for the rendering
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public void SetHighlightedObject(IVisualPickable obj)
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{
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highlighted = obj;
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}
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// This collects a visual sector's geometry for rendering
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public void AddSectorGeometry(VisualGeometry g)
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{
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// Must have a texture!
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if(g.Texture != null)
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{
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// Texture group not yet collected?
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if(!geometry[g.RenderPassInt].ContainsKey(g.Texture))
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{
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// Create texture group
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geometry[g.RenderPassInt].Add(g.Texture, new BinaryHeap<VisualGeometry>());
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}
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// Add geometry to texture group
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geometry[g.RenderPassInt][g.Texture].Add(g);
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}
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}
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// This collects a visual sector's geometry for rendering
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public void AddThingGeometry(VisualThing t)
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{
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// Make sure the distance to camera is calculated
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t.CalculateCameraDistance(cameraposition);
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thingsbydistance.Add(t);
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// Must have a texture!
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if(t.Texture != null)
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{
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// Texture group not yet collected?
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if(!things[t.RenderPassInt].ContainsKey(t.Texture))
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{
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// Create texture group
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things[t.RenderPassInt].Add(t.Texture, new List<VisualThing>());
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}
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// Add geometry to texture group
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things[t.RenderPassInt][t.Texture].Add(t);
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}
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}
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// This renders the crosshair
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public void RenderCrosshair()
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{
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// Set renderstates
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graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
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graphics.Device.SetRenderState(RenderState.ZEnable, false);
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graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
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graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
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graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
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graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
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graphics.Device.SetTransform(TransformState.World, Matrix.Identity);
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graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity);
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ApplyMatrices2D();
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// Texture
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if(crosshairbusy)
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{
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if(General.Map.Data.CrosshairBusy3D.Texture == null) General.Map.Data.CrosshairBusy3D.CreateTexture();
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graphics.Device.SetTexture(0, General.Map.Data.CrosshairBusy3D.Texture);
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graphics.Shaders.Display2D.Texture1 = General.Map.Data.CrosshairBusy3D.Texture;
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}
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else
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{
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if(General.Map.Data.Crosshair3D.Texture == null) General.Map.Data.Crosshair3D.CreateTexture();
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graphics.Device.SetTexture(0, General.Map.Data.Crosshair3D.Texture);
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graphics.Shaders.Display2D.Texture1 = General.Map.Data.Crosshair3D.Texture;
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}
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// Draw
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graphics.Shaders.Display2D.Begin();
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graphics.Shaders.Display2D.SetSettings(1.0f, 1.0f, 0.0f, 1.0f, true);
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graphics.Shaders.Display2D.BeginPass(1);
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graphics.Device.DrawUserPrimitives<FlatVertex>(PrimitiveType.TriangleStrip, 0, 2, crosshairverts);
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graphics.Shaders.Display2D.EndPass();
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graphics.Shaders.Display2D.End();
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}
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// This switches fog on and off
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public void SetFogMode(bool usefog)
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{
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graphics.Device.SetRenderState(RenderState.FogEnable, usefog);
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}
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// This siwtches crosshair busy icon on and off
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public void SetCrosshairBusy(bool busy)
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{
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crosshairbusy = busy;
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}
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#endregion
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}
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}
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