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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 ;
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using CodeImp.DoomBuilder.Config ;
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using SlimDX ;
using CodeImp.DoomBuilder.Geometry ;
using SlimDX.Direct3D9 ;
using CodeImp.DoomBuilder.Data ;
using CodeImp.DoomBuilder.VisualModes ;
using CodeImp.DoomBuilder.Map ;
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using CodeImp.DoomBuilder.GZBuilder.Data ; //mxd
using CodeImp.DoomBuilder.GZBuilder.Geometry ; //mxd
using CodeImp.DoomBuilder.GZBuilder.Rendering ; //mxd
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#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal sealed class Renderer3D : Renderer , IRenderer3D
{
#region = = = = = = = = = = = = = = = = = = Constants
private const int RENDER_PASSES = 4 ;
private const float PROJ_NEAR_PLANE = 1f ;
Added, Visual mode, GLDEFS, GLOOME: subtractive glow is now supported.
Changed, Visual mode: changed thing fog calculation logic. Should be closer to GZDoom now.
Fixed, GLDEFS parser: "height" texture parameter was not treated as optional.
Fixed, text lump parsers: in some cases incorrect line number was displayed in error and warning messages.
Fixed, Visual mode: glow effect was not applied to sectors with 3 sidedefs.
Fixed, Visual mode: in some cases glow effect was not updated when replacing textures.
Fixed, general interface: "Full Brightness" button state was not updated during map loading.
Fixed, Drag Linedefs/Vertices/Sectors/Things modes: positions of line length labels were not updated while panning the view.
Cosmetic: added a bunch of new icons.
Cosmetic: changed Visual mode crosshair.
2015-08-27 20:46:49 +00:00
//private const float CROSSHAIR_SCALE = 0.06f;
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private const float FOG_RANGE = 0.9f ;
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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 ;
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#endregion
#region = = = = = = = = = = = = = = = = = = Variables
// Matrices
private Matrix projection ;
private Matrix view3d ;
private Matrix billboard ;
private Matrix worldviewproj ;
private Matrix view2d ;
private Matrix world ;
private Vector3D cameraposition ;
private int shaderpass ;
// Window size
private Size windowsize ;
// Frustum
private ProjectedFrustum2D frustum ;
// Thing cage
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private bool renderthingcages ;
//mxd
private ThingBoundingBox bbox ;
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private VisualVertexHandle vertexHandle ;
private SizelessVisualThingCage sizelessThingHandle ;
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private List < VisualThing > thingsWithLight ;
private int [ ] lightOffsets ;
private Dictionary < ModelData , List < VisualThing > > thingsWithModel ;
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// Crosshair
private FlatVertex [ ] crosshairverts ;
private bool crosshairbusy ;
// Highlighting
private IVisualPickable highlighted ;
private float highlightglow ;
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private float highlightglowinv ;
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private ColorImage highlightimage ;
private ColorImage selectionimage ;
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private bool showselection ;
private bool showhighlight ;
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// Geometry to be rendered.
// Each Dictionary in the array is a render pass.
// Each BinaryHeap in the Dictionary contains all geometry that needs
// to be rendered with the associated ImageData.
// The BinaryHeap sorts the geometry by sector to minimize stream switchs.
private Dictionary < ImageData , BinaryHeap < VisualGeometry > > [ ] geometry ;
// Things to be rendered.
// Each Dictionary in the array is a render pass.
// Each VisualThing is inserted in the Dictionary by their texture image.
private Dictionary < ImageData , List < VisualThing > > [ ] things ;
// Things to be rendered, sorted by distance from camera
private BinaryHeap < VisualThing > thingsbydistance ;
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//mxd. Visual vertices
private VisualVertex [ ] visualvertices ;
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#endregion
#region = = = = = = = = = = = = = = = = = = Properties
public ProjectedFrustum2D Frustum2D { get { return frustum ; } }
public bool DrawThingCages { get { return renderthingcages ; } set { renderthingcages = value ; } }
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public bool ShowSelection { get { return showselection ; } set { showselection = value ; } }
public bool ShowHighlight { get { return showhighlight ; } set { showhighlight = value ; } }
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#endregion
#region = = = = = = = = = = = = = = = = = = Constructor / Disposer
// Constructor
internal Renderer3D ( D3DDevice graphics ) : base ( graphics )
{
// Initialize
CreateProjection ( ) ;
CreateMatrices2D ( ) ;
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SetupHelperObjects ( ) ; //mxd
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SetupTextures ( ) ;
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renderthingcages = true ;
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showselection = true ;
showhighlight = true ;
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// Dummy frustum
frustum = new ProjectedFrustum2D ( new Vector2D ( ) , 0.0f , 0.0f , PROJ_NEAR_PLANE ,
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General . Settings . ViewDistance , Angle2D . DegToRad ( General . Settings . VisualFOV ) ) ;
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// We have no destructor
GC . SuppressFinalize ( this ) ;
}
// Disposer
internal override void Dispose ( )
{
// Not already disposed?
if ( ! isdisposed )
{
// Clean up
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if ( selectionimage ! = null ) selectionimage . Dispose ( ) ;
if ( highlightimage ! = null ) highlightimage . Dispose ( ) ;
selectionimage = null ;
highlightimage = null ;
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// 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 ;
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if ( selectionimage ! = null ) selectionimage . Dispose ( ) ;
if ( highlightimage ! = null ) highlightimage . Dispose ( ) ;
selectionimage = null ;
highlightimage = null ;
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}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public override void ReloadResource ( )
{
CreateMatrices2D ( ) ;
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SetupTextures ( ) ;
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}
// This makes screen vertices for display
private void CreateCrosshairVerts ( Size texturesize )
{
// Determine coordinates
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float width = windowsize . Width ;
float height = windowsize . Height ;
Added, Visual mode, GLDEFS, GLOOME: subtractive glow is now supported.
Changed, Visual mode: changed thing fog calculation logic. Should be closer to GZDoom now.
Fixed, GLDEFS parser: "height" texture parameter was not treated as optional.
Fixed, text lump parsers: in some cases incorrect line number was displayed in error and warning messages.
Fixed, Visual mode: glow effect was not applied to sectors with 3 sidedefs.
Fixed, Visual mode: in some cases glow effect was not updated when replacing textures.
Fixed, general interface: "Full Brightness" button state was not updated during map loading.
Fixed, Drag Linedefs/Vertices/Sectors/Things modes: positions of line length labels were not updated while panning the view.
Cosmetic: added a bunch of new icons.
Cosmetic: changed Visual mode crosshair.
2015-08-27 20:46:49 +00:00
RectangleF rect = new RectangleF ( ( float ) Math . Round ( ( width - texturesize . Width ) * 0.5f ) , ( float ) Math . Round ( ( height - texturesize . Height ) * 0.5f ) , texturesize . Width , texturesize . Height ) ;
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// 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 ;
Added, Visual mode, GLDEFS, GLOOME: subtractive glow is now supported.
Changed, Visual mode: changed thing fog calculation logic. Should be closer to GZDoom now.
Fixed, GLDEFS parser: "height" texture parameter was not treated as optional.
Fixed, text lump parsers: in some cases incorrect line number was displayed in error and warning messages.
Fixed, Visual mode: glow effect was not applied to sectors with 3 sidedefs.
Fixed, Visual mode: in some cases glow effect was not updated when replacing textures.
Fixed, general interface: "Full Brightness" button state was not updated during map loading.
Fixed, Drag Linedefs/Vertices/Sectors/Things modes: positions of line length labels were not updated while panning the view.
Cosmetic: added a bunch of new icons.
Cosmetic: changed Visual mode crosshair.
2015-08-27 20:46:49 +00:00
crosshairverts [ 1 ] . u = 1.0f ;
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crosshairverts [ 2 ] . x = rect . Left ;
crosshairverts [ 2 ] . y = rect . Bottom ;
crosshairverts [ 2 ] . c = - 1 ;
Added, Visual mode, GLDEFS, GLOOME: subtractive glow is now supported.
Changed, Visual mode: changed thing fog calculation logic. Should be closer to GZDoom now.
Fixed, GLDEFS parser: "height" texture parameter was not treated as optional.
Fixed, text lump parsers: in some cases incorrect line number was displayed in error and warning messages.
Fixed, Visual mode: glow effect was not applied to sectors with 3 sidedefs.
Fixed, Visual mode: in some cases glow effect was not updated when replacing textures.
Fixed, general interface: "Full Brightness" button state was not updated during map loading.
Fixed, Drag Linedefs/Vertices/Sectors/Things modes: positions of line length labels were not updated while panning the view.
Cosmetic: added a bunch of new icons.
Cosmetic: changed Visual mode crosshair.
2015-08-27 20:46:49 +00:00
crosshairverts [ 2 ] . v = 1.0f ;
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crosshairverts [ 3 ] . x = rect . Right ;
crosshairverts [ 3 ] . y = rect . Bottom ;
crosshairverts [ 3 ] . c = - 1 ;
Added, Visual mode, GLDEFS, GLOOME: subtractive glow is now supported.
Changed, Visual mode: changed thing fog calculation logic. Should be closer to GZDoom now.
Fixed, GLDEFS parser: "height" texture parameter was not treated as optional.
Fixed, text lump parsers: in some cases incorrect line number was displayed in error and warning messages.
Fixed, Visual mode: glow effect was not applied to sectors with 3 sidedefs.
Fixed, Visual mode: in some cases glow effect was not updated when replacing textures.
Fixed, general interface: "Full Brightness" button state was not updated during map loading.
Fixed, Drag Linedefs/Vertices/Sectors/Things modes: positions of line length labels were not updated while panning the view.
Cosmetic: added a bunch of new icons.
Cosmetic: changed Visual mode crosshair.
2015-08-27 20:46:49 +00:00
crosshairverts [ 3 ] . u = 1.0f ;
crosshairverts [ 3 ] . v = 1.0f ;
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}
#endregion
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#region = = = = = = = = = = = = = = = = = = Resources
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// This loads the textures for highlight and selection if we need them
private void SetupTextures ( )
{
if ( ! graphics . Shaders . Enabled )
{
highlightimage = new ColorImage ( General . Colors . Highlight , 32 , 32 ) ;
highlightimage . LoadImage ( ) ;
highlightimage . CreateTexture ( ) ;
selectionimage = new ColorImage ( General . Colors . Selection , 32 , 32 ) ;
selectionimage . LoadImage ( ) ;
selectionimage . CreateTexture ( ) ;
}
}
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//mxd
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private void SetupHelperObjects ( )
{
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bbox = new ThingBoundingBox ( ) ;
sizelessThingHandle = new SizelessVisualThingCage ( ) ;
vertexHandle = new VisualVertexHandle ( ) ;
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}
//mxd
internal void UpdateVertexHandle ( )
{
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vertexHandle . UnloadResource ( ) ;
vertexHandle . ReloadResource ( ) ;
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}
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#endregion
#region = = = = = = = = = = = = = = = = = = Presentation
// This creates the projection
internal void CreateProjection ( )
{
// Calculate aspect
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float screenheight = General . Map . Graphics . RenderTarget . ClientSize . Height * ( General . Settings . GZStretchView ? GZDOOM_INVERTED_VERTICAL_VIEW_STRETCH : 1.0f ) ; //mxd
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float aspect = General . Map . Graphics . RenderTarget . ClientSize . Width / screenheight ;
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// 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;
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float fov = Angle2D . DegToRad ( General . Settings . VisualFOV ) ;
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float reversefov = 1.0f / ( float ) Math . Tan ( fov / 2.0f ) ;
float reversefovy = reversefov * aspect ;
float fovy = ( float ) Math . Atan ( 1.0f / reversefovy ) * 2.0f ;
// Make the projection matrix
projection = Matrix . PerspectiveFovRH ( fovy , aspect , PROJ_NEAR_PLANE , General . Settings . ViewDistance ) ;
// Apply matrices
ApplyMatrices3D ( ) ;
}
// This creates matrices for a camera view
public void PositionAndLookAt ( Vector3D pos , Vector3D lookat )
{
// Calculate delta vector
cameraposition = pos ;
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Vector3D delta = lookat - pos ;
float anglexy = delta . GetAngleXY ( ) ;
float anglez = delta . GetAngleZ ( ) ;
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// Create frustum
frustum = new ProjectedFrustum2D ( pos , anglexy , anglez , PROJ_NEAR_PLANE ,
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General . Settings . ViewDistance , Angle2D . DegToRad ( General . Settings . VisualFOV ) ) ;
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// Make the view matrix
view3d = Matrix . LookAtRH ( D3DDevice . V3 ( pos ) , D3DDevice . V3 ( lookat ) , new Vector3 ( 0f , 0f , 1f ) ) ;
// Make the billboard matrix
billboard = Matrix . RotationZ ( anglexy + Angle2D . PI ) ;
}
// This creates 2D view matrix
private void CreateMatrices2D ( )
{
windowsize = graphics . RenderTarget . ClientSize ;
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Matrix scaling = Matrix . Scaling ( ( 1f / windowsize . Width ) * 2f , ( 1f / windowsize . Height ) * - 2f , 1f ) ;
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Matrix translate = Matrix . Translation ( - ( float ) windowsize . Width * 0.5f , - ( float ) windowsize . Height * 0.5f , 0f ) ;
view2d = Matrix . Multiply ( translate , scaling ) ;
}
// This applies the matrices
private void ApplyMatrices3D ( )
{
worldviewproj = world * view3d * projection ;
graphics . Shaders . World3D . WorldViewProj = worldviewproj ;
graphics . Device . SetTransform ( TransformState . World , world ) ;
graphics . Device . SetTransform ( TransformState . Projection , projection ) ;
graphics . Device . SetTransform ( TransformState . View , view3d ) ;
}
// 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 ) )
{
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// Beginning renderstates
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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 . SetModulateColor ( - 1 ) ;
graphics . Shaders . World3D . SetHighlightColor ( 0 ) ;
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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 ) ;
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// Matrices
world = Matrix . Identity ;
ApplyMatrices3D ( ) ;
// Highlight
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if ( General . Settings . AnimateVisualSelection )
{
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float time = Clock . CurrentTime ;
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highlightglow = ( float ) Math . Sin ( time / 100.0f ) * 0.1f + 0.4f ;
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//mxd. WHY?!
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//highlightglowinv = -(float)Math.Sin(time / 100.0f) * 0.1f + 0.4f;
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highlightglowinv = - highlightglow + 0.8f ;
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}
else
{
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highlightglow = 0.4f ;
highlightglowinv = 0.3f ;
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}
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// Determine shader pass to use
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shaderpass = ( fullbrightness ? 1 : 0 ) ;
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// Create crosshair vertices
if ( crosshairverts = = null )
CreateCrosshairVerts ( new Size ( General . Map . Data . Crosshair3D . Width , General . Map . Data . Crosshair3D . Height ) ) ;
// Ready
return true ;
}
else
{
// Can't render now
return false ;
}
}
// This begins rendering world geometry
public void StartGeometry ( )
{
// Make collection
geometry = new Dictionary < ImageData , BinaryHeap < VisualGeometry > > [ RENDER_PASSES ] ;
things = new Dictionary < ImageData , List < VisualThing > > [ RENDER_PASSES ] ;
thingsbydistance = new BinaryHeap < VisualThing > ( ) ;
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//mxd
thingsWithModel = new Dictionary < ModelData , List < VisualThing > > ( ) ;
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for ( int i = 0 ; i < RENDER_PASSES ; i + + )
{
geometry [ i ] = new Dictionary < ImageData , BinaryHeap < VisualGeometry > > ( ) ;
things [ i ] = new Dictionary < ImageData , List < VisualThing > > ( ) ;
}
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//mxd
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if ( General . Settings . GZDrawLightsMode ! = LightRenderMode . NONE )
{
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thingsWithLight = new List < VisualThing > ( ) ;
}
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}
// This ends rendering world geometry
public void FinishGeometry ( )
{
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//mxd. sort lights
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if ( General . Settings . GZDrawLightsMode ! = LightRenderMode . NONE & & ! fullbrightness & & thingsWithLight . Count > 0 )
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UpdateLights ( ) ;
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// Initial renderstates
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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 ( ) ;
// SOLID PASS
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world = Matrix . Identity ;
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ApplyMatrices3D ( ) ;
RenderSinglePass ( ( int ) RenderPass . Solid ) ;
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//mxd. Render models, without culling. The way it's done in GZDoom... Fixes Rendering of things like grass and models with negative Scale
2013-03-18 13:52:27 +00:00
graphics . Device . SetRenderState ( RenderState . AlphaTestEnable , true ) ;
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graphics . Device . SetRenderState ( RenderState . CullMode , Cull . None ) ;
RenderModels ( ) ;
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graphics . Device . SetRenderState ( RenderState . CullMode , Cull . Counterclockwise ) ;
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// MASK PASS
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world = Matrix . Identity ;
ApplyMatrices3D ( ) ;
RenderSinglePass ( ( int ) RenderPass . Mask ) ;
// ALPHA PASS
world = Matrix . Identity ;
ApplyMatrices3D ( ) ;
graphics . Device . SetRenderState ( RenderState . AlphaBlendEnable , true ) ;
graphics . Device . SetRenderState ( RenderState . AlphaTestEnable , false ) ;
graphics . Device . SetRenderState ( RenderState . ZWriteEnable , false ) ;
graphics . Device . SetRenderState ( RenderState . SourceBlend , Blend . SourceAlpha ) ;
graphics . Device . SetRenderState ( RenderState . DestinationBlend , Blend . InverseSourceAlpha ) ;
RenderSinglePass ( ( int ) RenderPass . Alpha ) ;
// THINGS
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if ( renderthingcages ) RenderThingCages ( ) ;
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//mxd. Visual vertices
RenderVertices ( ) ;
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//mxd. Event lines
if ( General . Settings . GZShowEventLines ) RenderArrows ( LinksCollector . GetThingLinks ( thingsbydistance ) ) ;
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// ADDITIVE PASS
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world = Matrix . Identity ;
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ApplyMatrices3D ( ) ;
graphics . Device . SetRenderState ( RenderState . DestinationBlend , Blend . One ) ;
RenderSinglePass ( ( int ) RenderPass . Additive ) ;
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//mxd. LIGHT PASS
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if ( ! ( General . Settings . GZDrawLightsMode = = LightRenderMode . NONE | | fullbrightness | | thingsWithLight . Count = = 0 ) )
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{
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RenderLights ( geometry [ ( int ) RenderPass . Solid ] , thingsWithLight ) ;
RenderLights ( geometry [ ( int ) RenderPass . Mask ] , thingsWithLight ) ;
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}
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// Remove references
graphics . Shaders . World3D . Texture1 = null ;
// Done
graphics . Shaders . World3D . End ( ) ;
geometry = null ;
2013-03-18 13:52:27 +00:00
visualvertices = null ; //mxd
2009-04-19 18:07:22 +00:00
}
2013-09-11 09:47:53 +00:00
//mxd
2014-12-03 23:15:26 +00:00
private void UpdateLights ( )
{
thingsWithLight . Sort ( SortThingsByCameraDistance ) ;
if ( thingsWithLight . Count > General . Settings . GZMaxDynamicLights )
{
2013-09-11 09:47:53 +00:00
List < VisualThing > tl = new List < VisualThing > ( ) ;
for ( int i = 0 ; i < General . Settings . GZMaxDynamicLights ; i + + )
tl . Add ( thingsWithLight [ i ] ) ;
thingsWithLight = tl ;
}
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thingsWithLight . Sort ( SortThingsByLightRenderStyle ) ;
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lightOffsets = new int [ 3 ] ;
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foreach ( VisualThing t in thingsWithLight )
{
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//add light to apropriate array.
2014-12-03 23:15:26 +00:00
switch ( t . LightRenderStyle )
{
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case DynamicLightRenderStyle . NORMAL :
case DynamicLightRenderStyle . VAVOOM :
lightOffsets [ 0 ] + + ;
break ;
case DynamicLightRenderStyle . ADDITIVE :
lightOffsets [ 1 ] + + ;
break ;
default :
lightOffsets [ 2 ] + + ;
break ;
}
2013-09-11 09:47:53 +00:00
}
}
//mxd
2014-12-03 23:15:26 +00:00
private static int SortThingsByCameraDistance ( VisualThing t1 , VisualThing t2 )
2014-05-20 09:09:28 +00:00
{
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if ( t1 . CameraDistance3D = = t2 . CameraDistance3D ) return 0 ;
if ( t1 . CameraDistance3D > t2 . CameraDistance3D ) return 1 ;
return - 1 ;
}
2014-05-20 09:09:28 +00:00
2013-09-11 09:47:53 +00:00
//mxd
2014-12-03 23:15:26 +00:00
private static int SortThingsByLightRenderStyle ( VisualThing t1 , VisualThing t2 )
2014-05-20 09:09:28 +00:00
{
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if ( t1 . LightRenderStyle = = t2 . LightRenderStyle ) return 0 ;
if ( t1 . LightRenderStyle > t2 . LightRenderStyle ) return 1 ;
return - 1 ;
}
//mxd.
//I never particularly liked old ThingCages, so I wrote this instead.
//It should render faster and it has fancy arrow! :)
2014-12-03 23:15:26 +00:00
private void RenderThingCages ( )
{
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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 ) ;
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foreach ( VisualThing t in thingsbydistance )
{
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// Setup matrix
world = Matrix . Multiply ( t . CageScales , t . Position ) ;
ApplyMatrices3D ( ) ;
// Setup color
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Color4 thingColor ;
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if ( t . Selected & & showselection )
{
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thingColor = General . Colors . Selection3D . ToColorValue ( ) ;
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}
else
{
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thingColor = t . Thing . Color . ToColorValue ( ) ;
if ( t ! = highlighted ) thingColor . Alpha = 0.6f ;
}
graphics . Shaders . World3D . VertexColor = thingColor ;
//Render cage
graphics . Shaders . World3D . ApplySettings ( ) ;
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2014-12-03 23:15:26 +00:00
if ( t . Sizeless )
{
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graphics . Device . SetStreamSource ( 0 , sizelessThingHandle . Shape , 0 , WorldVertex . Stride ) ;
graphics . Device . DrawPrimitives ( PrimitiveType . LineList , 0 , 3 ) ;
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}
else
{
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graphics . Device . SetStreamSource ( 0 , bbox . Cage , 0 , WorldVertex . Stride ) ;
graphics . Device . DrawPrimitives ( PrimitiveType . LineList , 0 , 12 ) ;
}
2012-04-17 19:13:47 +00:00
2013-09-11 09:47:53 +00:00
//and arrow
2014-12-03 23:15:26 +00:00
if ( t . Thing . IsDirectional )
{
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float sx = t . CageScales . M11 ;
Matrix arrowScaler = Matrix . Scaling ( sx , sx , sx ) ; //scale arrow evenly based on thing width\depth
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if ( t . Sizeless )
{
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world = Matrix . Multiply ( arrowScaler , t . Position ) ;
2014-12-03 23:15:26 +00:00
}
else
{
2013-12-02 09:26:09 +00:00
world = Matrix . Multiply ( arrowScaler , t . Position * Matrix . Translation ( 0.0f , 0.0f , t . CageScales . M33 / 2 ) ) ;
}
Added, Visual mode, UDMF: added "Change Pitch Clockwise", "Change Pitch Counterclockwise", "Change Roll Clockwise" and "Change Roll Counterclockwise" actions.
Added, Visual mode, UDMF: added "Increase Scale" and "Decrease Scale" actions.
Added, Visual mode, UDMF: "Reset Texture Offsets" action now resets scale when used on things.
Added, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets scale, pitch and roll when used on things.
Changed, Visual mode, UDMF: "Reset Texture Offsets" action now only resets texture offsets (previously it also reset texture scale).
Changed, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets texture offsets, scale and brightness of sidedefs and also rotation of floors/ceilings.
Changed, Visual mode, UDMF: thing box arrow now displays pitch and roll for things, which have attached model and appropriate MODELDEF flags.
Changed, Thing Edit Form, UDMF: negative pitch and roll can now be entered.
Updated documentation.
2015-03-30 21:44:04 +00:00
Matrix rot = Matrix . RotationY ( - t . Thing . RollRad ) * Matrix . RotationX ( - t . Thing . PitchRad ) * Matrix . RotationZ ( t . Thing . Angle ) ;
2013-12-02 09:26:09 +00:00
world = Matrix . Multiply ( rot , world ) ;
ApplyMatrices3D ( ) ;
2012-04-17 19:13:47 +00:00
2013-12-02 09:26:09 +00:00
graphics . Shaders . World3D . ApplySettings ( ) ;
graphics . Device . SetStreamSource ( 0 , bbox . Arrow , 0 , WorldVertex . Stride ) ;
graphics . Device . DrawPrimitives ( PrimitiveType . LineList , 0 , 5 ) ;
}
2013-09-11 09:47:53 +00:00
}
2012-04-17 19:13:47 +00:00
2013-09-11 09:47:53 +00:00
// Done
graphics . Shaders . World3D . EndPass ( ) ;
graphics . Shaders . World3D . SetModulateColor ( - 1 ) ;
graphics . Device . SetRenderState ( RenderState . TextureFactor , - 1 ) ;
}
2012-09-17 15:41:18 +00:00
2013-03-18 13:52:27 +00:00
//mxd
2014-12-03 23:15:26 +00:00
private void RenderVertices ( )
{
2013-03-18 13:52:27 +00:00
if ( visualvertices = = null ) return ;
2013-03-20 10:25:32 +00:00
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 ) ;
2013-03-18 13:52:27 +00:00
graphics . Shaders . World3D . BeginPass ( 16 ) ;
2014-12-03 23:15:26 +00:00
foreach ( VisualVertex v in visualvertices )
{
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world = v . Position ;
ApplyMatrices3D ( ) ;
// Setup color
2014-02-21 14:42:12 +00:00
Color4 color ;
2014-12-03 23:15:26 +00:00
if ( v . Selected & & showselection )
{
2013-03-18 13:52:27 +00:00
color = General . Colors . Selection3D . ToColorValue ( ) ;
2014-12-03 23:15:26 +00:00
}
else
{
2013-05-02 11:03:16 +00:00
color = v . HaveHeightOffset ? General . Colors . InfoLine . ToColorValue ( ) : General . Colors . Vertices . ToColorValue ( ) ;
2013-03-18 13:52:27 +00:00
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 ) ;
2013-03-21 11:23:29 +00:00
graphics . Device . DrawPrimitives ( PrimitiveType . LineList , 0 , 8 ) ;
2013-03-18 13:52:27 +00:00
}
// Done
graphics . Shaders . World3D . EndPass ( ) ;
2013-03-20 10:25:32 +00:00
graphics . Shaders . World3D . SetModulateColor ( - 1 ) ;
graphics . Device . SetRenderState ( RenderState . TextureFactor , - 1 ) ;
2013-03-18 13:52:27 +00:00
}
2013-09-11 09:47:53 +00:00
//mxd
2015-08-08 21:56:43 +00:00
private void RenderArrows ( ICollection < Line3D > lines )
2014-12-03 23:15:26 +00:00
{
2015-08-08 21:56:43 +00:00
// 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 ;
2013-09-11 09:47:53 +00:00
//create vertices
2015-08-08 21:56:43 +00:00
WorldVertex [ ] verts = new WorldVertex [ pointscount ] ;
2014-12-03 23:15:26 +00:00
const float scaler = 20f ;
2015-08-08 21:56:43 +00:00
int color ;
pointscount = 0 ;
foreach ( Line3D line in lines )
2014-12-03 23:15:26 +00:00
{
2015-08-08 21:56:43 +00:00
color = line . color . ToInt ( ) ;
// Add regular points
verts [ pointscount ] . x = line . v1 . x ;
verts [ pointscount ] . y = line . v1 . y ;
verts [ pointscount ] . z = line . v1 . z ;
verts [ pointscount ] . c = color ;
pointscount + + ;
verts [ pointscount ] . x = line . v2 . x ;
verts [ pointscount ] . y = line . v2 . y ;
verts [ pointscount ] . z = line . v2 . 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 . v2 . x - scaler * ( float ) Math . Sin ( angle - 0.46f ) , line . v2 . y + scaler * ( float ) Math . Cos ( angle - 0.46f ) , line . v2 . z - nz ) ;
Vector3D a2 = new Vector3D ( line . v2 . x - scaler * ( float ) Math . Sin ( angle + 0.46f ) , line . v2 . y + scaler * ( float ) Math . Cos ( angle + 0.46f ) , line . v2 . 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 ;
}
2013-09-11 09:47:53 +00:00
}
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 ) ;
2014-12-03 23:15:26 +00:00
s . WriteRange ( verts ) ;
2013-09-11 09:47:53 +00:00
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 ) ;
2015-08-08 21:56:43 +00:00
graphics . Shaders . World3D . BeginPass ( 15 ) ;
2013-09-11 09:47:53 +00:00
world = Matrix . Identity ;
ApplyMatrices3D ( ) ;
//render
graphics . Shaders . World3D . ApplySettings ( ) ;
graphics . Device . SetStreamSource ( 0 , vb , 0 , WorldVertex . Stride ) ;
2015-08-08 21:56:43 +00:00
graphics . Device . DrawPrimitives ( PrimitiveType . LineList , 0 , pointscount / 2 ) ;
2012-09-17 15:41:18 +00:00
2013-09-11 09:47:53 +00:00
// Done
graphics . Shaders . World3D . EndPass ( ) ;
graphics . Shaders . World3D . SetModulateColor ( - 1 ) ;
graphics . Device . SetRenderState ( RenderState . TextureFactor , - 1 ) ;
2012-09-17 21:57:08 +00:00
vb . Dispose ( ) ;
2013-09-11 09:47:53 +00:00
}
2009-04-19 18:07:22 +00:00
// This performs a single render pass
private void RenderSinglePass ( int pass )
{
2013-09-11 09:47:53 +00:00
int currentshaderpass = shaderpass ;
2009-05-01 20:31:17 +00:00
int highshaderpass = shaderpass + 2 ;
2009-04-19 18:07:22 +00:00
// Get geometry for this pass
Dictionary < ImageData , BinaryHeap < VisualGeometry > > geopass = geometry [ pass ] ;
// Begin rendering with this shader
graphics . Shaders . World3D . BeginPass ( shaderpass ) ;
2012-04-17 19:13:47 +00:00
2009-04-19 18:07:22 +00:00
// Render the geometry collected
foreach ( KeyValuePair < ImageData , BinaryHeap < VisualGeometry > > group in geopass )
{
ImageData curtexture ;
// What texture to use?
if ( group . Key is UnknownImage )
curtexture = General . Map . Data . UnknownTexture3D ;
else if ( ( group . Key ! = null ) & & group . Key . IsImageLoaded & & ! group . Key . IsDisposed )
curtexture = group . Key ;
else
curtexture = General . Map . Data . Hourglass3D ;
// Create Direct3D texture if still needed
if ( ( curtexture . Texture = = null ) | | curtexture . Texture . Disposed )
curtexture . CreateTexture ( ) ;
// Apply texture
2009-05-04 06:13:56 +00:00
if ( ! graphics . Shaders . Enabled ) graphics . Device . SetTexture ( 0 , curtexture . Texture ) ;
2009-04-19 18:07:22 +00:00
graphics . Shaders . World3D . Texture1 = curtexture . Texture ;
// Go for all geometry that uses this texture
VisualSector sector = null ;
2013-09-11 09:47:53 +00:00
2009-04-19 18:07:22 +00:00
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
2013-09-11 09:47:53 +00:00
//mxd. no Map means that sector was deleted recently, I suppose
if ( g . Sector . GeometryBuffer ! = null & & g . Sector . Sector . Map ! = null )
2009-04-19 18:07:22 +00:00
{
// Change current sector
sector = g . Sector ;
// Set stream source
graphics . Device . SetStreamSource ( 0 , sector . GeometryBuffer , 0 , WorldVertex . Stride ) ;
}
else
{
sector = null ;
}
2012-06-03 15:13:22 +00:00
}
2013-09-11 09:47:53 +00:00
if ( sector ! = null )
2009-04-19 18:07:22 +00:00
{
2009-05-01 20:31:17 +00:00
// Determine the shader pass we want to use for this object
2009-07-07 14:52:39 +00:00
int wantedshaderpass = ( ( ( g = = highlighted ) & & showhighlight ) | | ( g . Selected & & showselection ) ) ? highshaderpass : shaderpass ;
2012-05-13 20:51:41 +00:00
Added, Visual mode, GLDEFS, GLOOME: subtractive glow is now supported.
Changed, Visual mode: changed thing fog calculation logic. Should be closer to GZDoom now.
Fixed, GLDEFS parser: "height" texture parameter was not treated as optional.
Fixed, text lump parsers: in some cases incorrect line number was displayed in error and warning messages.
Fixed, Visual mode: glow effect was not applied to sectors with 3 sidedefs.
Fixed, Visual mode: in some cases glow effect was not updated when replacing textures.
Fixed, general interface: "Full Brightness" button state was not updated during map loading.
Fixed, Drag Linedefs/Vertices/Sectors/Things modes: positions of line length labels were not updated while panning the view.
Cosmetic: added a bunch of new icons.
Cosmetic: changed Visual mode crosshair.
2015-08-27 20:46:49 +00:00
//mxd. Render fog?
2013-12-23 08:00:19 +00:00
if ( ! ( ! General . Settings . GZDrawFog | | fullbrightness | | sector . Sector . Brightness > 247 ) )
2013-09-11 09:47:53 +00:00
wantedshaderpass + = 8 ;
2009-05-01 20:31:17 +00:00
// Switch shader pass?
if ( currentshaderpass ! = wantedshaderpass )
2009-04-19 18:07:22 +00:00
{
graphics . Shaders . World3D . EndPass ( ) ;
2009-05-01 20:31:17 +00:00
graphics . Shaders . World3D . BeginPass ( wantedshaderpass ) ;
currentshaderpass = wantedshaderpass ;
2009-04-19 18:07:22 +00:00
}
2009-05-04 06:13:56 +00:00
// Set the colors to use
if ( ! graphics . Shaders . Enabled )
{
2009-07-07 14:52:39 +00:00
graphics . Device . SetTexture ( 2 , ( g . Selected & & showselection ) ? selectionimage . Texture : null ) ;
graphics . Device . SetTexture ( 3 , ( ( g = = highlighted ) & & showhighlight ) ? highlightimage . Texture : null ) ;
2009-05-04 06:13:56 +00:00
}
else
{
2013-09-11 09:47:53 +00:00
//mxd. set variables for fog rendering
2014-12-03 23:15:26 +00:00
if ( wantedshaderpass > 7 )
{
2013-09-11 09:47:53 +00:00
graphics . Shaders . World3D . World = world ;
2013-09-11 08:49:45 +00:00
graphics . Shaders . World3D . LightColor = sector . Sector . FogColor ;
Added, Visual mode, GLDEFS, GLOOME: subtractive glow is now supported.
Changed, Visual mode: changed thing fog calculation logic. Should be closer to GZDoom now.
Fixed, GLDEFS parser: "height" texture parameter was not treated as optional.
Fixed, text lump parsers: in some cases incorrect line number was displayed in error and warning messages.
Fixed, Visual mode: glow effect was not applied to sectors with 3 sidedefs.
Fixed, Visual mode: in some cases glow effect was not updated when replacing textures.
Fixed, general interface: "Full Brightness" button state was not updated during map loading.
Fixed, Drag Linedefs/Vertices/Sectors/Things modes: positions of line length labels were not updated while panning the view.
Cosmetic: added a bunch of new icons.
Cosmetic: changed Visual mode crosshair.
2015-08-27 20:46:49 +00:00
graphics . Shaders . World3D . CameraPosition = new Vector4 ( cameraposition . x , cameraposition . y , cameraposition . z , sector . FogDistance ) ;
2013-09-11 09:47:53 +00:00
}
graphics . Shaders . World3D . SetHighlightColor ( CalculateHighlightColor ( ( g = = highlighted ) & & showhighlight , ( g . Selected & & showselection ) ) . ToArgb ( ) ) ;
2009-05-04 06:13:56 +00:00
graphics . Shaders . World3D . ApplySettings ( ) ;
}
2009-05-01 20:31:17 +00:00
2009-04-19 18:07:22 +00:00
// Render!
graphics . Device . DrawPrimitives ( PrimitiveType . TriangleList , g . VertexOffset , g . Triangles ) ;
}
}
}
// Get things for this pass
Dictionary < ImageData , List < VisualThing > > thingspass = things [ pass ] ;
2009-04-26 20:20:40 +00:00
if ( thingspass . Count > 0 )
2009-04-19 18:07:22 +00:00
{
2009-04-26 20:20:40 +00:00
// 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 ) ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
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...
2009-04-19 18:07:22 +00:00
2009-04-26 20:20:40 +00:00
// Render things collected
foreach ( KeyValuePair < ImageData , List < VisualThing > > group in thingspass )
2009-04-19 18:07:22 +00:00
{
2009-04-26 20:20:40 +00:00
if ( ! ( group . Key is UnknownImage ) )
{
2013-12-23 08:00:19 +00:00
ImageData curtexture ;
2009-04-26 20:20:40 +00:00
// What texture to use?
2013-12-23 08:00:19 +00:00
if ( ( group . Key = = null ) | | ! group . Key . IsImageLoaded | | group . Key . IsDisposed )
2009-04-26 20:20:40 +00:00
curtexture = General . Map . Data . Hourglass3D ;
2013-12-23 08:00:19 +00:00
else
curtexture = group . Key ;
2009-04-19 18:07:22 +00:00
2009-04-26 20:20:40 +00:00
// Create Direct3D texture if still needed
if ( ( curtexture . Texture = = null ) | | curtexture . Texture . Disposed )
curtexture . CreateTexture ( ) ;
2009-04-19 18:07:22 +00:00
2009-04-26 20:20:40 +00:00
// Apply texture
2009-05-04 06:13:56 +00:00
if ( ! graphics . Shaders . Enabled ) graphics . Device . SetTexture ( 0 , curtexture . Texture ) ;
2009-04-26 20:20:40 +00:00
graphics . Shaders . World3D . Texture1 = curtexture . Texture ;
2009-04-19 18:07:22 +00:00
2009-04-26 20:20:40 +00:00
// Render all things with this texture
foreach ( VisualThing t in group . Value )
{
2013-09-11 09:47:53 +00:00
//mxd
2015-06-29 08:15:07 +00:00
if ( t . Thing . IsModel & &
( General . Settings . GZDrawModelsMode = = ModelRenderMode . ALL | |
General . Settings . GZDrawModelsMode = = ModelRenderMode . ACTIVE_THINGS_FILTER | |
( General . Settings . GZDrawModelsMode = = ModelRenderMode . SELECTION & & t . Selected ) ) )
2013-09-11 09:47:53 +00:00
continue ;
2012-08-05 19:18:05 +00:00
2013-09-11 09:47:53 +00:00
// Update buffer if needed
t . Update ( ) ;
2012-04-17 19:13:47 +00:00
2013-09-11 09:47:53 +00:00
// Only do this sector when a vertexbuffer is created
2014-10-20 12:16:51 +00:00
if ( t . GeometryBuffer ! = null )
{
2013-09-11 09:47:53 +00:00
// 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
2013-09-11 09:47:53 +00:00
//mxd. if fog is enagled, switch to shader, which calculates it
2013-09-11 08:49:45 +00:00
if ( General . Settings . GZDrawFog & & ! fullbrightness & & t . Thing . Sector ! = null & & ( t . Thing . Sector . HasFogColor | | t . Thing . Sector . Brightness < 248 ) )
2013-09-11 09:47:53 +00:00
wantedshaderpass + = 8 ;
//mxd. if current thing is light - set it's color to light color
2015-06-08 09:48:25 +00:00
Color4 litcolor = new Color4 ( ) ;
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if ( Array . IndexOf ( GZBuilder . GZGeneral . GZ_LIGHTS , t . Thing . Type ) ! = - 1 & & ! fullbrightness )
{
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wantedshaderpass + = 4 ; //render using one of passes, which uses World3D.VertexColor
graphics . Shaders . World3D . VertexColor = t . LightColor ;
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litcolor = t . LightColor ;
2015-04-01 12:51:26 +00:00
}
//mxd. check if Thing is affected by dynamic lights and set color accordingly
2014-10-20 12:16:51 +00:00
else if ( General . Settings . GZDrawLightsMode ! = LightRenderMode . NONE & & ! fullbrightness & & thingsWithLight . Count > 0 )
{
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litcolor = GetLitColorForThing ( t ) ;
if ( litcolor . ToArgb ( ) ! = 0 )
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{
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wantedshaderpass + = 4 ; //render using one of passes, which uses World3D.VertexColor
2015-06-08 09:48:25 +00:00
graphics . Shaders . World3D . VertexColor = new Color4 ( t . VertexColor ) + litcolor ;
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}
}
// Switch shader pass?
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if ( currentshaderpass ! = wantedshaderpass )
{
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graphics . Shaders . World3D . EndPass ( ) ;
graphics . Shaders . World3D . BeginPass ( wantedshaderpass ) ;
currentshaderpass = wantedshaderpass ;
}
// Set the colors to use
2014-10-20 12:16:51 +00:00
if ( ! graphics . Shaders . Enabled )
{
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graphics . Device . SetTexture ( 2 , ( t . Selected & & showselection ) ? selectionimage . Texture : null ) ;
graphics . Device . SetTexture ( 3 , ( ( t = = highlighted ) & & showhighlight ) ? highlightimage . Texture : null ) ;
2014-10-20 12:16:51 +00:00
}
else
{
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graphics . Shaders . World3D . SetHighlightColor ( CalculateHighlightColor ( ( t = = highlighted ) & & showhighlight , ( t . Selected & & showselection ) ) . ToArgb ( ) ) ;
}
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
//mxd. Create the matrix for positioning
if ( t . Info . RenderMode = = Thing . SpriteRenderMode . NORMAL ) // Apply billboarding?
{
if ( t . Info . XYBillboard )
{
world = 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
{
world = billboard
* Matrix . Scaling ( t . Thing . ScaleX , t . Thing . ScaleX , t . Thing . ScaleY )
* t . Position ;
}
}
else
{
world = Matrix . Scaling ( t . Thing . ScaleX , t . Thing . ScaleX , t . Thing . ScaleY )
* t . Position ;
}
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
2013-09-11 09:47:53 +00:00
ApplyMatrices3D ( ) ;
//mxd. set variables for fog rendering
2014-10-20 12:16:51 +00:00
if ( wantedshaderpass > 7 )
{
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graphics . Shaders . World3D . World = world ;
2013-09-11 08:49:45 +00:00
graphics . Shaders . World3D . LightColor = t . Thing . Sector . FogColor ;
Added, Visual mode, GLDEFS, GLOOME: subtractive glow is now supported.
Changed, Visual mode: changed thing fog calculation logic. Should be closer to GZDoom now.
Fixed, GLDEFS parser: "height" texture parameter was not treated as optional.
Fixed, text lump parsers: in some cases incorrect line number was displayed in error and warning messages.
Fixed, Visual mode: glow effect was not applied to sectors with 3 sidedefs.
Fixed, Visual mode: in some cases glow effect was not updated when replacing textures.
Fixed, general interface: "Full Brightness" button state was not updated during map loading.
Fixed, Drag Linedefs/Vertices/Sectors/Things modes: positions of line length labels were not updated while panning the view.
Cosmetic: added a bunch of new icons.
Cosmetic: changed Visual mode crosshair.
2015-08-27 20:46:49 +00:00
float fogdistance = ( litcolor . ToArgb ( ) ! = 0 ? VisualSector . MAXIMUM_FOG_DISTANCE : t . FogDistance ) ;
graphics . Shaders . World3D . CameraPosition = new Vector4 ( cameraposition . x , cameraposition . y , cameraposition . z , fogdistance ) ;
2013-09-11 09:47:53 +00:00
}
2012-05-20 00:56:59 +00:00
2013-09-11 09:47:53 +00:00
graphics . Shaders . World3D . ApplySettings ( ) ;
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2013-09-11 09:47:53 +00:00
// 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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}
}
}
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2013-09-11 09:47:53 +00:00
// 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 ) ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
graphics . Device . SetRenderState ( RenderState . CullMode , Cull . Counterclockwise ) ; //mxd
2009-04-19 18:07:22 +00:00
}
// Done rendering with this shader
graphics . Shaders . World3D . EndPass ( ) ;
}
2009-05-05 21:13:50 +00:00
2013-09-11 09:47:53 +00:00
//mxd. Dynamic lights pass!
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private void RenderLights ( Dictionary < ImageData , BinaryHeap < VisualGeometry > > geometrytolit , List < VisualThing > lights )
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{
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graphics . Shaders . World3D . World = Matrix . Identity ;
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graphics . Shaders . World3D . BeginPass ( 17 ) ;
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2013-09-11 09:47:53 +00:00
int i , count ;
Vector4 lpr ;
2012-04-18 19:34:11 +00:00
2013-09-11 09:47:53 +00:00
graphics . Device . SetRenderState ( RenderState . SourceBlend , Blend . One ) ;
graphics . Device . SetRenderState ( RenderState . DestinationBlend , Blend . BlendFactor ) ;
2012-04-18 19:34:11 +00:00
2015-06-08 09:48:25 +00:00
foreach ( KeyValuePair < ImageData , BinaryHeap < VisualGeometry > > group in geometrytolit )
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{
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if ( group . Key . Texture = = null ) continue ;
graphics . Shaders . World3D . Texture1 = group . Key . Texture ;
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2014-12-03 23:15:26 +00:00
foreach ( VisualGeometry g in group . Value )
{
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if ( g . Sector . GeometryBuffer = = null | | g . Sector . Sector . Map = = null ) continue ;
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graphics . Device . SetStreamSource ( 0 , g . Sector . GeometryBuffer , 0 , WorldVertex . Stride ) ;
2012-04-18 19:34:11 +00:00
2013-09-11 09:47:53 +00:00
//normal lights
count = lightOffsets [ 0 ] ;
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if ( lightOffsets [ 0 ] > 0 )
{
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graphics . Device . SetRenderState ( RenderState . BlendOperation , BlendOperation . Add ) ;
2012-04-18 19:34:11 +00:00
2014-12-03 23:15:26 +00:00
for ( i = 0 ; i < count ; i + + )
{
if ( BoundingBoxesIntersect ( g . BoundingBox , lights [ i ] . BoundingBox ) )
{
2012-08-10 12:08:08 +00:00
lpr = new Vector4 ( lights [ i ] . Center , lights [ i ] . LightRadius ) ;
2013-12-18 09:11:04 +00:00
if ( lpr . W = = 0 ) continue ;
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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 ) ;
}
}
}
2013-12-18 09:11:04 +00:00
//additive lights
2014-12-03 23:15:26 +00:00
if ( lightOffsets [ 1 ] > 0 )
{
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count + = lightOffsets [ 1 ] ;
graphics . Device . SetRenderState ( RenderState . BlendOperation , BlendOperation . Add ) ;
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for ( i = lightOffsets [ 0 ] ; i < count ; i + + )
{
if ( BoundingBoxesIntersect ( g . BoundingBox , lights [ i ] . BoundingBox ) )
{
2013-09-11 09:47:53 +00:00
lpr = new Vector4 ( lights [ i ] . Center , lights [ i ] . LightRadius ) ;
2013-12-18 09:11:04 +00:00
if ( lpr . W = = 0 ) continue ;
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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
2014-12-03 23:15:26 +00:00
if ( lightOffsets [ 2 ] > 0 )
{
2013-09-11 09:47:53 +00:00
count + = lightOffsets [ 2 ] ;
graphics . Device . SetRenderState ( RenderState . BlendOperation , BlendOperation . ReverseSubtract ) ;
2014-12-03 23:15:26 +00:00
for ( i = lightOffsets [ 0 ] + lightOffsets [ 1 ] ; i < count ; i + + )
{
if ( BoundingBoxesIntersect ( g . BoundingBox , lights [ i ] . BoundingBox ) )
{
2013-09-11 09:47:53 +00:00
lpr = new Vector4 ( lights [ i ] . Center , lights [ i ] . LightRadius ) ;
2013-12-18 09:11:04 +00:00
if ( lpr . W = = 0 ) continue ;
2013-09-11 09:47:53 +00:00
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
2014-10-20 12:16:51 +00:00
private void RenderModels ( )
{
2013-09-11 09:47:53 +00:00
int shaderpass = fullbrightness ? 1 : 4 ;
int currentshaderpass = shaderpass ;
int highshaderpass = shaderpass + 2 ;
// Begin rendering with this shader
graphics . Shaders . World3D . BeginPass ( currentshaderpass ) ;
2014-10-20 12:16:51 +00:00
foreach ( KeyValuePair < ModelData , List < VisualThing > > group in thingsWithModel )
{
foreach ( VisualThing t in group . Value )
{
2013-09-11 09:47:53 +00:00
t . Update ( ) ;
2015-06-08 09:48:25 +00:00
Color4 vertexcolor = new Color4 ( t . VertexColor ) ;
vertexcolor . Alpha = 1.0f ;
2014-10-20 12:16:51 +00:00
2013-09-11 09:47:53 +00:00
//check if model is affected by dynamic lights and set color accordingly
2015-06-08 09:48:25 +00:00
Color4 litcolor = new Color4 ( ) ;
2014-10-20 12:16:51 +00:00
if ( General . Settings . GZDrawLightsMode ! = LightRenderMode . NONE & & ! fullbrightness & & thingsWithLight . Count > 0 )
{
2015-06-08 09:48:25 +00:00
litcolor = GetLitColorForThing ( t ) ;
graphics . Shaders . World3D . VertexColor = vertexcolor + litcolor ;
2014-10-20 12:16:51 +00:00
}
else
{
2015-06-08 09:48:25 +00:00
graphics . Shaders . World3D . VertexColor = vertexcolor ;
litcolor = vertexcolor ;
2013-09-11 09:47:53 +00:00
}
// 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 . HasFogColor | | t . Thing . Sector . Brightness < 248 ) )
wantedshaderpass + = 8 ;
// Switch shader pass?
2014-10-20 12:16:51 +00:00
if ( currentshaderpass ! = wantedshaderpass )
{
2013-09-11 09:47:53 +00:00
graphics . Shaders . World3D . EndPass ( ) ;
graphics . Shaders . World3D . BeginPass ( wantedshaderpass ) ;
currentshaderpass = wantedshaderpass ;
}
// Set the colors to use
2014-10-20 12:16:51 +00:00
if ( ! graphics . Shaders . Enabled )
{
2013-09-11 09:47:53 +00:00
graphics . Device . SetTexture ( 2 , ( t . Selected & & showselection ) ? selectionimage . Texture : null ) ;
graphics . Device . SetTexture ( 3 , ( ( t = = highlighted ) & & showhighlight ) ? highlightimage . Texture : null ) ;
2014-10-20 12:16:51 +00:00
}
else
{
2013-09-11 09:47:53 +00:00
graphics . Shaders . World3D . SetHighlightColor ( CalculateHighlightColor ( ( t = = highlighted ) & & showhighlight , ( t . Selected & & showselection ) ) . ToArgb ( ) ) ;
}
// Create the matrix for positioning / rotation
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
float sx = t . Thing . ScaleX * t . Thing . ActorScale . Width ;
2014-12-22 21:36:49 +00:00
float sy = t . Thing . ScaleY * t . Thing . ActorScale . Height ;
2014-12-11 12:55:35 +00:00
Matrix modelscale = Matrix . Scaling ( sx , sx , sy ) ;
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 ) ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
2015-03-26 11:30:36 +00:00
world = General . Map . Data . ModeldefEntries [ t . Thing . Type ] . Transform * modelscale * modelrotation * t . Position ;
2013-09-11 09:47:53 +00:00
ApplyMatrices3D ( ) ;
2012-04-17 19:13:47 +00:00
2013-09-11 09:47:53 +00:00
//mxd. set variables for fog rendering
2014-10-20 12:16:51 +00:00
if ( wantedshaderpass > 7 )
{
2013-09-11 09:47:53 +00:00
graphics . Shaders . World3D . World = world ;
2013-09-11 08:49:45 +00:00
graphics . Shaders . World3D . LightColor = t . Thing . Sector . FogColor ;
Added, Visual mode, GLDEFS, GLOOME: subtractive glow is now supported.
Changed, Visual mode: changed thing fog calculation logic. Should be closer to GZDoom now.
Fixed, GLDEFS parser: "height" texture parameter was not treated as optional.
Fixed, text lump parsers: in some cases incorrect line number was displayed in error and warning messages.
Fixed, Visual mode: glow effect was not applied to sectors with 3 sidedefs.
Fixed, Visual mode: in some cases glow effect was not updated when replacing textures.
Fixed, general interface: "Full Brightness" button state was not updated during map loading.
Fixed, Drag Linedefs/Vertices/Sectors/Things modes: positions of line length labels were not updated while panning the view.
Cosmetic: added a bunch of new icons.
Cosmetic: changed Visual mode crosshair.
2015-08-27 20:46:49 +00:00
float fogdistance = ( litcolor . ToArgb ( ) ! = 0 ? VisualSector . MAXIMUM_FOG_DISTANCE : t . FogDistance ) ;
graphics . Shaders . World3D . CameraPosition = new Vector4 ( cameraposition . x , cameraposition . y , cameraposition . z , fogdistance ) ;
2013-09-11 09:47:53 +00:00
}
2012-05-20 00:56:59 +00:00
2014-10-20 12:16:51 +00:00
for ( int i = 0 ; i < group . Key . Model . Meshes . Count ; i + + )
{
2013-09-11 09:47:53 +00:00
if ( ! graphics . Shaders . Enabled ) graphics . Device . SetTexture ( 0 , group . Key . Model . Textures [ 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. 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)
2014-12-03 23:15:26 +00:00
private Color4 GetLitColorForThing ( VisualThing t )
{
2013-09-11 09:47:53 +00:00
Color4 litColor = new Color4 ( ) ;
float radius , radiusSquared , distSquared , scaler ;
int sign ;
2014-12-03 23:15:26 +00:00
for ( int i = 0 ; i < thingsWithLight . Count ; i + + )
{
2013-09-11 09:47:53 +00:00
//don't light self
2014-12-03 23:15:26 +00:00
if ( General . Map . Data . GldefsEntries . ContainsKey ( t . Thing . Type ) & & General . Map . Data . GldefsEntries [ t . Thing . Type ] . DontLightSelf & & t . Thing . Index = = thingsWithLight [ i ] . Thing . Index )
2013-09-11 09:47:53 +00:00
continue ;
distSquared = Vector3 . DistanceSquared ( thingsWithLight [ i ] . Center , t . PositionV3 ) ;
radius = thingsWithLight [ i ] . LightRadius ;
radiusSquared = radius * radius ;
2014-12-03 23:15:26 +00:00
if ( distSquared < radiusSquared )
{
2013-09-11 09:47:53 +00:00
sign = thingsWithLight [ i ] . LightRenderStyle = = DynamicLightRenderStyle . NEGATIVE ? - 1 : 1 ;
scaler = 1 - distSquared / radiusSquared * thingsWithLight [ i ] . LightColor . Alpha ;
litColor . Red + = thingsWithLight [ i ] . LightColor . Red * scaler * sign ;
litColor . Green + = thingsWithLight [ i ] . LightColor . Green * scaler * sign ;
litColor . Blue + = thingsWithLight [ i ] . LightColor . Blue * scaler * sign ;
}
}
return litColor ;
}
2009-05-05 21:13:50 +00:00
// This calculates the highlight/selection color
2014-12-03 23:15:26 +00:00
private Color4 CalculateHighlightColor ( bool ishighlighted , bool isselected )
2009-05-05 21:13:50 +00:00
{
Color4 highlightcolor = isselected ? General . Colors . Selection . ToColorValue ( ) : General . Colors . Highlight . ToColorValue ( ) ;
highlightcolor . Alpha = ishighlighted ? highlightglowinv : highlightglow ;
return highlightcolor ;
}
2009-04-19 18:07:22 +00:00
// This finishes rendering
public void Finish ( )
{
2010-08-22 12:09:32 +00:00
General . Plugins . OnPresentDisplayBegin ( ) ;
2009-04-19 18:07:22 +00:00
// 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 )
{
2009-07-04 10:06:35 +00:00
// Must have a texture and vertices
if ( ( g . Texture ! = null ) & & ( g . Triangles > 0 ) )
2009-04-19 18:07:22 +00:00
{
2013-09-11 09:47:53 +00:00
// Texture group not yet collected?
2009-04-19 18:07:22 +00:00
if ( ! geometry [ g . RenderPassInt ] . ContainsKey ( g . Texture ) )
{
// Create texture group
geometry [ g . RenderPassInt ] . Add ( g . Texture , new BinaryHeap < VisualGeometry > ( ) ) ;
}
// Add geometry to texture group
geometry [ g . RenderPassInt ] [ g . Texture ] . Add ( g ) ;
}
}
// This collects a visual sector's geometry for rendering
public void AddThingGeometry ( VisualThing t )
{
2013-09-11 09:47:53 +00:00
//mxd. gater lights
2015-06-22 19:52:23 +00:00
if ( General . Settings . GZDrawLightsMode ! = LightRenderMode . NONE & & ! fullbrightness & & t . LightType ! = DynamicLightType . NONE )
2014-10-20 12:16:51 +00:00
{
2013-09-11 09:47:53 +00:00
t . UpdateLightRadius ( ) ;
2015-06-22 19:52:23 +00:00
if ( t . LightRadius > 0 )
2014-10-20 12:16:51 +00:00
{
2013-09-11 09:47:53 +00:00
t . CalculateCameraDistance3D ( D3DDevice . V3 ( cameraposition ) ) ;
2015-06-22 19:52:23 +00:00
if ( Array . IndexOf ( GZBuilder . GZGeneral . GZ_ANIMATED_LIGHT_TYPES , t . LightType ) ! = - 1 )
t . UpdateBoundingBox ( ) ;
thingsWithLight . Add ( t ) ;
2013-09-11 09:47:53 +00:00
}
}
//mxd. gather models
2015-06-29 08:15:07 +00:00
if ( t . Thing . IsModel & &
( General . Settings . GZDrawModelsMode = = ModelRenderMode . ALL | |
General . Settings . GZDrawModelsMode = = ModelRenderMode . ACTIVE_THINGS_FILTER | |
( General . Settings . GZDrawModelsMode = = ModelRenderMode . SELECTION & & t . Selected ) ) )
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{
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ModelData mde = General . Map . Data . ModeldefEntries [ t . Thing . Type ] ;
if ( ! thingsWithModel . ContainsKey ( mde ) )
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thingsWithModel . Add ( mde , new List < VisualThing > ( ) { t } ) ;
else
thingsWithModel [ mde ] . Add ( t ) ;
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}
// Make sure the distance to camera is calculated
t . CalculateCameraDistance ( cameraposition ) ;
thingsbydistance . Add ( t ) ;
// Must have a texture!
if ( t . Texture ! = null )
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{
// Texture group not yet collected?
if ( ! things [ t . RenderPassInt ] . ContainsKey ( t . Texture ) )
{
// Create texture group
things [ t . RenderPassInt ] . Add ( t . Texture , new List < VisualThing > ( ) ) ;
}
// Add geometry to texture group
things [ t . RenderPassInt ] [ t . Texture ] . Add ( t ) ;
}
}
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//mxd
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public void AddVisualVertices ( VisualVertex [ ] verts )
{
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visualvertices = verts ;
}
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//mxd
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private static bool BoundingBoxesIntersect ( Vector3 [ ] bbox1 , Vector3 [ ] bbox2 )
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{
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Vector3 dist = bbox1 [ 0 ] - bbox2 [ 0 ] ;
Vector3 halfSize1 = bbox1 [ 0 ] - bbox1 [ 1 ] ;
Vector3 halfSize2 = bbox2 [ 0 ] - bbox2 [ 1 ] ;
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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 ) ) ;
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}
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// This renders the crosshair
public void RenderCrosshair ( )
{
// Set renderstates
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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 ( ) ;
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// Texture
if ( crosshairbusy )
{
if ( General . Map . Data . CrosshairBusy3D . Texture = = null ) General . Map . Data . CrosshairBusy3D . CreateTexture ( ) ;
graphics . Device . SetTexture ( 0 , General . Map . Data . CrosshairBusy3D . Texture ) ;
graphics . Shaders . Display2D . Texture1 = General . Map . Data . CrosshairBusy3D . Texture ;
}
else
{
if ( General . Map . Data . Crosshair3D . Texture = = null ) General . Map . Data . Crosshair3D . CreateTexture ( ) ;
graphics . Device . SetTexture ( 0 , General . Map . Data . Crosshair3D . Texture ) ;
graphics . Shaders . Display2D . Texture1 = General . Map . Data . Crosshair3D . Texture ;
}
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// Draw
graphics . Shaders . Display2D . Begin ( ) ;
graphics . Shaders . Display2D . SetSettings ( 1.0f , 1.0f , 0.0f , 1.0f , true ) ;
graphics . Shaders . Display2D . BeginPass ( 1 ) ;
Added, Visual mode, GLDEFS, GLOOME: subtractive glow is now supported.
Changed, Visual mode: changed thing fog calculation logic. Should be closer to GZDoom now.
Fixed, GLDEFS parser: "height" texture parameter was not treated as optional.
Fixed, text lump parsers: in some cases incorrect line number was displayed in error and warning messages.
Fixed, Visual mode: glow effect was not applied to sectors with 3 sidedefs.
Fixed, Visual mode: in some cases glow effect was not updated when replacing textures.
Fixed, general interface: "Full Brightness" button state was not updated during map loading.
Fixed, Drag Linedefs/Vertices/Sectors/Things modes: positions of line length labels were not updated while panning the view.
Cosmetic: added a bunch of new icons.
Cosmetic: changed Visual mode crosshair.
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graphics . Device . DrawUserPrimitives ( PrimitiveType . TriangleStrip , 0 , 2 , crosshairverts ) ;
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graphics . Shaders . Display2D . EndPass ( ) ;
graphics . Shaders . Display2D . End ( ) ;
}
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// 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
}
}