diff --git a/Source/Core/Builder.csproj b/Source/Core/Builder.csproj
index bae0172e..616df1dd 100644
--- a/Source/Core/Builder.csproj
+++ b/Source/Core/Builder.csproj
@@ -200,6 +200,12 @@
+
+ True
+ True
+ Resources.resx
+
+
@@ -565,11 +571,6 @@
-
- True
- True
- Resources.resx
-
@@ -665,17 +666,9 @@
SettingsSingleFileGenerator
Settings.Designer.cs
-
-
-
-
+
-
-
-
-
-
-
+
@@ -691,22 +684,8 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
diff --git a/Source/Core/Data/DataManager.cs b/Source/Core/Data/DataManager.cs
index 6fd89ae1..b383e929 100755
--- a/Source/Core/Data/DataManager.cs
+++ b/Source/Core/Data/DataManager.cs
@@ -3399,16 +3399,16 @@ namespace CodeImp.DoomBuilder.Data
General.Map.Graphics.SetSamplerState(TextureAddress.Clamp);
// Setup matrices
- Vector3 offset = new Vector3(0f, 0f, -1.8f); // Sphere size is 10 mu
+ Vector3f offset = new Vector3f(0f, 0f, -1.8f); // Sphere size is 10 mu
Matrix mworld = Matrix.Translation(offset) * Matrix.Scaling(1.0f, 1.0f, yscale);
Matrix mprojection = Matrix.PerspectiveFov(Angle2D.PIHALF, 1.0f, 0.5f, 100.0f);
// Place camera at origin
- General.Map.Graphics.SetUniform(UniformName.campos, new Vector4());
+ General.Map.Graphics.SetUniform(UniformName.campos, new Vector4f());
// Begin fullbright shaderpass
General.Map.Graphics.SetShader(ShaderName.world3d_fullbright);
- General.Map.Graphics.SetUniform(UniformName.fogsettings, new Vector4(-1.0f));
+ General.Map.Graphics.SetUniform(UniformName.fogsettings, new Vector4f(-1.0f));
// Render to the six faces of the cube map
for (int i = 0; i < 6; i++)
@@ -3643,45 +3643,45 @@ namespace CodeImp.DoomBuilder.Data
private static Matrix GetCubeMapViewMatrix(CubeMapFace face)
{
- Vector3 lookdir, updir;
+ Vector3f lookdir, updir;
switch(face)
{
case CubeMapFace.PositiveX:
- lookdir = new Vector3(-1.0f, 0.0f, 0.0f);
- updir = new Vector3(0.0f, 1.0f, 0.0f);
+ lookdir = new Vector3f(-1.0f, 0.0f, 0.0f);
+ updir = new Vector3f(0.0f, 1.0f, 0.0f);
break;
case CubeMapFace.NegativeX:
- lookdir = new Vector3(1.0f, 0.0f, 0.0f);
- updir = new Vector3(0.0f, 1.0f, 0.0f);
+ lookdir = new Vector3f(1.0f, 0.0f, 0.0f);
+ updir = new Vector3f(0.0f, 1.0f, 0.0f);
break;
case CubeMapFace.PositiveY:
- lookdir = new Vector3(0.0f, -1.0f, 0.0f);
- updir = new Vector3(0.0f, 0.0f, 1.0f);
+ lookdir = new Vector3f(0.0f, -1.0f, 0.0f);
+ updir = new Vector3f(0.0f, 0.0f, 1.0f);
break;
case CubeMapFace.NegativeY:
- lookdir = new Vector3(0.0f, 1.0f, 0.0f);
- updir = new Vector3(0.0f, 0.0f, -1.0f);
+ lookdir = new Vector3f(0.0f, 1.0f, 0.0f);
+ updir = new Vector3f(0.0f, 0.0f, -1.0f);
break;
case CubeMapFace.PositiveZ:
- lookdir = new Vector3(0.0f, 0.0f, 1.0f);
- updir = new Vector3(0.0f, 1.0f, 0.0f);
+ lookdir = new Vector3f(0.0f, 0.0f, 1.0f);
+ updir = new Vector3f(0.0f, 1.0f, 0.0f);
break;
case CubeMapFace.NegativeZ:
- lookdir = new Vector3(0.0f, 0.0f, -1.0f);
- updir = new Vector3(0.0f, 1.0f, 0.0f);
+ lookdir = new Vector3f(0.0f, 0.0f, -1.0f);
+ updir = new Vector3f(0.0f, 1.0f, 0.0f);
break;
default:
throw new Exception("Unknown CubeMapFace!");
}
- Vector3 eye = new Vector3();
+ Vector3f eye = new Vector3f();
return Matrix.LookAt(eye, lookdir, updir);
}
diff --git a/Source/Core/GZBuilder/Data/DynamicLight.cs b/Source/Core/GZBuilder/Data/DynamicLight.cs
index 2f395176..a8df6027 100755
--- a/Source/Core/GZBuilder/Data/DynamicLight.cs
+++ b/Source/Core/GZBuilder/Data/DynamicLight.cs
@@ -9,14 +9,14 @@ namespace CodeImp.DoomBuilder.GZBuilder.Data
public int PrimaryRadius;
public int SecondaryRadius;
public int Interval;
- public Vector3 Offset;
+ public Vector3f Offset;
public bool DontLightSelf;
public DynamicLightData(GZGeneral.LightData type)
{
Type = type;
Color = new Color3();
- Offset = new Vector3();
+ Offset = new Vector3f();
}
}
}
diff --git a/Source/Core/GZBuilder/Data/ModelData.cs b/Source/Core/GZBuilder/Data/ModelData.cs
index 1ee12cad..c3299873 100755
--- a/Source/Core/GZBuilder/Data/ModelData.cs
+++ b/Source/Core/GZBuilder/Data/ModelData.cs
@@ -21,7 +21,7 @@ namespace CodeImp.DoomBuilder.GZBuilder.Data
#region ================== Variables
private ModelLoadState loadstate;
- private Vector3 scale;
+ private Vector3f scale;
private Matrix transform;
private Matrix transformrotation;
private Matrix transformstretched;
@@ -39,7 +39,7 @@ namespace CodeImp.DoomBuilder.GZBuilder.Data
internal GZModel Model;
- internal Vector3 Scale { get { return scale; } }
+ internal Vector3f Scale { get { return scale; } }
internal Matrix Transform { get { /* return (General.Settings.GZStretchView ? transformstretched : transform); */ return transformstretched; } }
internal Matrix TransformRotation { get { return transformrotation; } }
internal bool OverridePalette; // Used for voxel models only
@@ -94,7 +94,7 @@ namespace CodeImp.DoomBuilder.GZBuilder.Data
}
}
- internal void SetTransform(Matrix rotation, Matrix offset, Vector3 scale)
+ internal void SetTransform(Matrix rotation, Matrix offset, Vector3f scale)
{
this.scale = scale;
transformrotation = rotation * Matrix.Scaling(scale);
diff --git a/Source/Core/GZBuilder/md3/GZModel.cs b/Source/Core/GZBuilder/md3/GZModel.cs
index 7d32d78e..119af3c1 100755
--- a/Source/Core/GZBuilder/md3/GZModel.cs
+++ b/Source/Core/GZBuilder/md3/GZModel.cs
@@ -1,5 +1,6 @@
using System.Collections.Generic;
using CodeImp.DoomBuilder.Rendering;
+using CodeImp.DoomBuilder.GZBuilder.Data;
namespace CodeImp.DoomBuilder.GZBuilder.MD3
{
@@ -8,8 +9,9 @@ namespace CodeImp.DoomBuilder.GZBuilder.MD3
internal readonly List Meshes;
internal readonly List Textures;
internal float Radius;
+ internal BoundingBoxSizes BBox;
- internal GZModel()
+ internal GZModel()
{
Meshes = new List();
Textures = new List();
diff --git a/Source/Core/GZBuilder/md3/ModelReader.cs b/Source/Core/GZBuilder/md3/ModelReader.cs
index 96e03289..a5a90282 100755
--- a/Source/Core/GZBuilder/md3/ModelReader.cs
+++ b/Source/Core/GZBuilder/md3/ModelReader.cs
@@ -238,9 +238,12 @@ namespace CodeImp.DoomBuilder.GZBuilder.MD3
bbs.MinX = (int)(bbs.MinX * mde.Scale.X);
bbs.MaxY = (int)(bbs.MaxY * mde.Scale.Y);
bbs.MinY = (int)(bbs.MinY * mde.Scale.Y);
+ bbs.MaxZ = (int)(bbs.MaxZ * mde.Scale.Z);
+ bbs.MinZ = (int)(bbs.MinZ * mde.Scale.Z);
//calculate model radius
mde.Model.Radius = Math.Max(Math.Max(Math.Abs(bbs.MinY), Math.Abs(bbs.MaxY)), Math.Max(Math.Abs(bbs.MinX), Math.Abs(bbs.MaxX)));
+ mde.Model.BBox = bbs;
}
private static Texture GetTexture(List containers, string texturename)
@@ -853,7 +856,7 @@ namespace CodeImp.DoomBuilder.GZBuilder.MD3
List polyIndecesList = new List();
List uvIndecesList = new List();
- List uvCoordsList = new List();
+ List uvCoordsList = new List();
List vertList = new List();
// Polygons
@@ -874,7 +877,7 @@ namespace CodeImp.DoomBuilder.GZBuilder.MD3
s.Position = ofs_uv + start;
for(int i = 0; i < num_uv; i++)
- uvCoordsList.Add(new Vector2((float)br.ReadInt16() / texWidth, (float)br.ReadInt16() / texHeight));
+ uvCoordsList.Add(new Vector2f((float)br.ReadInt16() / texWidth, (float)br.ReadInt16() / texHeight));
// Frames
// Find correct frame
@@ -910,8 +913,8 @@ namespace CodeImp.DoomBuilder.GZBuilder.MD3
s.Position = ofs_animFrame + start + frame * framesize;
}
- Vector3 scale = new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
- Vector3 translate = new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
+ Vector3f scale = new Vector3f(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
+ Vector3f translate = new Vector3f(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
s.Position += 16; // Skip frame name
diff --git a/Source/Core/Geometry/Tools.cs b/Source/Core/Geometry/Tools.cs
index 1f3253d9..79687589 100755
--- a/Source/Core/Geometry/Tools.cs
+++ b/Source/Core/Geometry/Tools.cs
@@ -1937,6 +1937,9 @@ namespace CodeImp.DoomBuilder.Geometry
if(side.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag) || side.Other == null || side.Other.Sector == null)
return offset;
+ // Make sure the offset doesn't go in the wrong direction
+ scaleY = Math.Abs(scaleY);
+
//if we don't have UpperUnpegged flag, normalize offset
float surfaceHeight = side.GetHighHeight() * scaleY;
return (float)Math.Round((fromNormalized ? offset + surfaceHeight : offset - surfaceHeight), General.Map.FormatInterface.VertexDecimals);
@@ -1947,6 +1950,9 @@ namespace CodeImp.DoomBuilder.Geometry
{
if(side.Sector == null) return offset;
+ // Make sure the offset doesn't go in the wrong direction
+ scaleY = Math.Abs(scaleY);
+
// Normalize offset
float surfaceHeight;
if(side.Other != null && side.Other.Sector != null)
@@ -1985,7 +1991,11 @@ namespace CodeImp.DoomBuilder.Geometry
public static float GetSidedefBottomOffsetY(Sidedef side, float offset, float scaleY, bool fromNormalized)
{
float surfaceHeight;
- if(side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
+
+ // Make sure the offset doesn't go in the wrong direction
+ scaleY = Math.Abs(scaleY);
+
+ if (side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
{
if(side.Other == null || side.Other.Sector == null || side.Sector.CeilTexture != General.Map.Config.SkyFlatName ||
side.Other.Sector.CeilTexture != General.Map.Config.SkyFlatName)
@@ -2461,7 +2471,7 @@ namespace CodeImp.DoomBuilder.Geometry
///
public static Vector2D HermiteSpline(Vector2D p1, Vector2D t1, Vector2D p2, Vector2D t2, float u)
{
- return RenderDevice.V2D(Vector2.Hermite(RenderDevice.V2(p1), RenderDevice.V2(t1), RenderDevice.V2(p2), RenderDevice.V2(t2), u));
+ return RenderDevice.V2D(Vector2f.Hermite(RenderDevice.V2(p1), RenderDevice.V2(t1), RenderDevice.V2(p2), RenderDevice.V2(t2), u));
}
///
@@ -2470,7 +2480,7 @@ namespace CodeImp.DoomBuilder.Geometry
///
public static Vector3D HermiteSpline(Vector3D p1, Vector3D t1, Vector3D p2, Vector3D t2, float u)
{
- return RenderDevice.V3D(Vector3.Hermite(RenderDevice.V3(p1), RenderDevice.V3(t1), RenderDevice.V3(p2), RenderDevice.V3(t2), u));
+ return RenderDevice.V3D(Vector3f.Hermite(RenderDevice.V3(p1), RenderDevice.V3(t1), RenderDevice.V3(p2), RenderDevice.V3(t2), u));
}
//mxd
diff --git a/Source/Core/Properties/Resources.Designer.cs b/Source/Core/Properties/Resources.Designer.cs
index 38c20ac1..dacd671f 100755
--- a/Source/Core/Properties/Resources.Designer.cs
+++ b/Source/Core/Properties/Resources.Designer.cs
@@ -370,46 +370,6 @@ namespace CodeImp.DoomBuilder.Properties {
}
}
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] display2d_fsaa {
- get {
- object obj = ResourceManager.GetObject("display2d_fsaa", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] display2d_fullbright {
- get {
- object obj = ResourceManager.GetObject("display2d_fullbright", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] display2d_normal {
- get {
- object obj = ResourceManager.GetObject("display2d_normal", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] display2d_vp {
- get {
- object obj = ResourceManager.GetObject("display2d_vp", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
///
/// Looks up a localized resource of type System.Drawing.Bitmap.
///
@@ -1070,26 +1030,6 @@ namespace CodeImp.DoomBuilder.Properties {
}
}
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] plotter {
- get {
- object obj = ResourceManager.GetObject("plotter", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] plotter_vp {
- get {
- object obj = ResourceManager.GetObject("plotter_vp", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
///
/// Looks up a localized resource of type System.Drawing.Bitmap.
///
@@ -1580,46 +1520,6 @@ namespace CodeImp.DoomBuilder.Properties {
}
}
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] things2d_fill {
- get {
- object obj = ResourceManager.GetObject("things2d_fill", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] things2d_sprite {
- get {
- object obj = ResourceManager.GetObject("things2d_sprite", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] things2d_thing {
- get {
- object obj = ResourceManager.GetObject("things2d_thing", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] things2d_vp {
- get {
- object obj = ResourceManager.GetObject("things2d_vp", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
///
/// Looks up a localized resource of type System.Drawing.Bitmap.
///
@@ -1810,156 +1710,6 @@ namespace CodeImp.DoomBuilder.Properties {
}
}
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] world3d_constant_color {
- get {
- object obj = ResourceManager.GetObject("world3d_constant_color", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] world3d_customvertexcolor_fog_vp {
- get {
- object obj = ResourceManager.GetObject("world3d_customvertexcolor_fog_vp", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] world3d_customvertexcolor_vp {
- get {
- object obj = ResourceManager.GetObject("world3d_customvertexcolor_vp", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] world3d_fullbright {
- get {
- object obj = ResourceManager.GetObject("world3d_fullbright", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] world3d_fullbright_highlight {
- get {
- object obj = ResourceManager.GetObject("world3d_fullbright_highlight", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] world3d_lightpass {
- get {
- object obj = ResourceManager.GetObject("world3d_lightpass", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] world3d_lightpass_vp {
- get {
- object obj = ResourceManager.GetObject("world3d_lightpass_vp", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] world3d_main {
- get {
- object obj = ResourceManager.GetObject("world3d_main", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] world3d_main_fog {
- get {
- object obj = ResourceManager.GetObject("world3d_main_fog", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] world3d_main_highlight {
- get {
- object obj = ResourceManager.GetObject("world3d_main_highlight", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] world3d_main_highlight_fog {
- get {
- object obj = ResourceManager.GetObject("world3d_main_highlight_fog", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] world3d_main_vp {
- get {
- object obj = ResourceManager.GetObject("world3d_main_vp", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] world3d_skybox {
- get {
- object obj = ResourceManager.GetObject("world3d_skybox", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] world3d_skybox_vp {
- get {
- object obj = ResourceManager.GetObject("world3d_skybox_vp", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
- ///
- /// Looks up a localized resource of type System.Byte[].
- ///
- internal static byte[] world3d_vertex_color {
- get {
- object obj = ResourceManager.GetObject("world3d_vertex_color", resourceCulture);
- return ((byte[])(obj));
- }
- }
-
///
/// Looks up a localized resource of type System.Drawing.Bitmap.
///
diff --git a/Source/Core/Properties/Resources.resx b/Source/Core/Properties/Resources.resx
index 48978a18..0af1b28f 100755
--- a/Source/Core/Properties/Resources.resx
+++ b/Source/Core/Properties/Resources.resx
@@ -613,81 +613,6 @@
..\Resources\Github.png;System.Drawing.Bitmap, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a
-
- ..\Resources\display2d.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\display2d_fsaa.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\display2d_fullbright.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\display2d_normal.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\plotter.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\plotter.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\things2d.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\things2d_fill.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\things2d_sprite.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\things2d_thing.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\world3d_constant_color.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\world3d_customvertexcolor.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\world3d_customvertexcolor_fog.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\world3d_fullbright.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\world3d_fullbright_highlight.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\world3d_lightpass.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\world3d_lightpass.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\world3d_main.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\world3d_main.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\world3d_main_fog.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\world3d_main_highlight.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\world3d_main_highlight_fog.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\world3d_skybox.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\world3d_skybox.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
-
- ..\Resources\world3d_vertex_color.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
-
..\Resources\AboutBack.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a
diff --git a/Source/Core/Rendering/Color3.cs b/Source/Core/Rendering/Color3.cs
index a9023c75..4508a693 100644
--- a/Source/Core/Rendering/Color3.cs
+++ b/Source/Core/Rendering/Color3.cs
@@ -15,7 +15,7 @@ namespace CodeImp.DoomBuilder.Rendering
Blue = b;
}
- public Color3(Vector3 c)
+ public Color3(Vector3f c)
{
Red = c.X;
Green = c.Y;
diff --git a/Source/Core/Rendering/Color4.cs b/Source/Core/Rendering/Color4.cs
index cff4c5ac..ed08374a 100644
--- a/Source/Core/Rendering/Color4.cs
+++ b/Source/Core/Rendering/Color4.cs
@@ -25,7 +25,7 @@ namespace CodeImp.DoomBuilder.Rendering
Alpha = a;
}
- public Color4(Vector4 c)
+ public Color4(Vector4f c)
{
Red = c.X;
Green = c.Y;
@@ -60,6 +60,11 @@ namespace CodeImp.DoomBuilder.Rendering
return System.Drawing.Color.FromArgb(ToArgb());
}
+ public Vector4f ToVector()
+ {
+ return new Vector4f(Red, Green, Blue, Alpha);
+ }
+
public override bool Equals(object o)
{
if (o is Color4)
diff --git a/Source/Core/Rendering/Matrix.cs b/Source/Core/Rendering/Matrix.cs
index 24a5b3a9..ce7d9707 100644
--- a/Source/Core/Rendering/Matrix.cs
+++ b/Source/Core/Rendering/Matrix.cs
@@ -187,7 +187,7 @@ namespace CodeImp.DoomBuilder.Rendering
}
}
- public static Matrix Translation(Vector3 v)
+ public static Matrix Translation(Vector3f v)
{
Matrix result = new Matrix();
Matrix_Translation(v.X, v.Y, v.Z, out result);
@@ -229,7 +229,7 @@ namespace CodeImp.DoomBuilder.Rendering
return result;
}
- public static Matrix Scaling(Vector3 v)
+ public static Matrix Scaling(Vector3f v)
{
Matrix result = new Matrix();
Matrix_Scaling(v.X, v.Y, v.Z, out result);
@@ -276,11 +276,11 @@ namespace CodeImp.DoomBuilder.Rendering
#endif
- public static Matrix LookAt(Vector3 eye, Vector3 target, Vector3 up)
+ public static Matrix LookAt(Vector3f eye, Vector3f target, Vector3f up)
{
- Vector3 zaxis = Vector3.Normalize(target - eye);
- Vector3 xaxis = Vector3.Normalize(Vector3.Cross(up, zaxis));
- Vector3 yaxis = Vector3.Cross(zaxis, xaxis);
+ Vector3f zaxis = Vector3f.Normalize(target - eye);
+ Vector3f xaxis = Vector3f.Normalize(Vector3f.Cross(up, zaxis));
+ Vector3f yaxis = Vector3f.Cross(zaxis, xaxis);
Matrix result = Null;
result.M11 = -xaxis.X;
diff --git a/Source/Core/Rendering/RenderDevice.cs b/Source/Core/Rendering/RenderDevice.cs
index c4f219c8..54c78884 100755
--- a/Source/Core/Rendering/RenderDevice.cs
+++ b/Source/Core/Rendering/RenderDevice.cs
@@ -27,6 +27,7 @@ using System.Reflection;
using System.IO;
using System.Text;
using System.Linq;
+using CodeImp.DoomBuilder.Rendering.Shaders;
#endregion
@@ -45,53 +46,64 @@ namespace CodeImp.DoomBuilder.Rendering
CreateDevice();
- DeclareUniform(UniformName.rendersettings, "rendersettings", UniformType.Vec4);
+ DeclareUniform(UniformName.rendersettings, "rendersettings", UniformType.Vec4f);
DeclareUniform(UniformName.projection, "projection", UniformType.Mat4);
DeclareUniform(UniformName.desaturation, "desaturation", UniformType.Float);
- DeclareUniform(UniformName.highlightcolor, "highlightcolor", UniformType.Vec4);
+ DeclareUniform(UniformName.highlightcolor, "highlightcolor", UniformType.Vec4f);
DeclareUniform(UniformName.view, "view", UniformType.Mat4);
DeclareUniform(UniformName.world, "world", UniformType.Mat4);
DeclareUniform(UniformName.modelnormal, "modelnormal", UniformType.Mat4);
- DeclareUniform(UniformName.FillColor, "fillColor", UniformType.Vec4);
- DeclareUniform(UniformName.vertexColor, "vertexColor", UniformType.Vec4);
- DeclareUniform(UniformName.stencilColor, "stencilColor", UniformType.Vec4);
- DeclareUniform(UniformName.lightPosAndRadius, "lightPosAndRadius", UniformType.Vec4);
- DeclareUniform(UniformName.lightOrientation, "lightOrientation", UniformType.Vec3);
- DeclareUniform(UniformName.light2Radius, "light2Radius", UniformType.Vec2);
- DeclareUniform(UniformName.lightColor, "lightColor", UniformType.Vec4);
+ DeclareUniform(UniformName.FillColor, "fillColor", UniformType.Vec4f);
+ DeclareUniform(UniformName.vertexColor, "vertexColor", UniformType.Vec4f);
+ DeclareUniform(UniformName.stencilColor, "stencilColor", UniformType.Vec4f);
+ DeclareUniform(UniformName.lightPosAndRadius, "lightPosAndRadius", UniformType.Vec4fArray);
+ DeclareUniform(UniformName.lightOrientation, "lightOrientation", UniformType.Vec4fArray);
+ DeclareUniform(UniformName.light2Radius, "light2Radius", UniformType.Vec2fArray);
+ DeclareUniform(UniformName.lightColor, "lightColor", UniformType.Vec4fArray);
DeclareUniform(UniformName.ignoreNormals, "ignoreNormals", UniformType.Float);
DeclareUniform(UniformName.spotLight, "spotLight", UniformType.Float);
- DeclareUniform(UniformName.campos, "campos", UniformType.Vec4);
- DeclareUniform(UniformName.texturefactor, "texturefactor", UniformType.Vec4);
- DeclareUniform(UniformName.fogsettings, "fogsettings", UniformType.Vec4);
- DeclareUniform(UniformName.fogcolor, "fogcolor", UniformType.Vec4);
+ DeclareUniform(UniformName.campos, "campos", UniformType.Vec4f);
+ DeclareUniform(UniformName.texturefactor, "texturefactor", UniformType.Vec4f);
+ DeclareUniform(UniformName.fogsettings, "fogsettings", UniformType.Vec4f);
+ DeclareUniform(UniformName.fogcolor, "fogcolor", UniformType.Vec4f);
+ DeclareUniform(UniformName.sectorfogcolor, "sectorfogcolor", UniformType.Vec4f);
+ DeclareUniform(UniformName.lightsEnabled, "lightsEnabled", UniformType.Float);
DeclareUniform(UniformName.slopeHandleLength, "slopeHandleLength", UniformType.Float);
- DeclareShader(ShaderName.display2d_fsaa, "display2d.vp", "display2d_fsaa.fp");
- DeclareShader(ShaderName.display2d_normal, "display2d.vp", "display2d_normal.fp");
- DeclareShader(ShaderName.display2d_fullbright, "display2d.vp", "display2d_fullbright.fp");
- DeclareShader(ShaderName.things2d_thing, "things2d.vp", "things2d_thing.fp");
- DeclareShader(ShaderName.things2d_sprite, "things2d.vp", "things2d_sprite.fp");
- DeclareShader(ShaderName.things2d_fill, "things2d.vp", "things2d_fill.fp");
- DeclareShader(ShaderName.plotter, "plotter.vp", "plotter.fp");
- DeclareShader(ShaderName.world3d_main, "world3d_main.vp", "world3d_main.fp");
- DeclareShader(ShaderName.world3d_fullbright, "world3d_main.vp", "world3d_fullbright.fp");
- DeclareShader(ShaderName.world3d_main_highlight, "world3d_main.vp", "world3d_main_highlight.fp");
- DeclareShader(ShaderName.world3d_fullbright_highlight, "world3d_main.vp", "world3d_fullbright_highlight.fp");
- DeclareShader(ShaderName.world3d_main_vertexcolor, "world3d_customvertexcolor.vp", "world3d_main.fp");
- DeclareShader(ShaderName.world3d_skybox, "world3d_skybox.vp", "world3d_skybox.fp");
- DeclareShader(ShaderName.world3d_main_highlight_vertexcolor, "world3d_customvertexcolor.vp", "world3d_main_highlight.fp");
- DeclareShader(ShaderName.world3d_main_fog, "world3d_lightpass.vp", "world3d_main_fog.fp");
- DeclareShader(ShaderName.world3d_main_highlight_fog, "world3d_lightpass.vp", "world3d_main_highlight_fog.fp");
- DeclareShader(ShaderName.world3d_main_fog_vertexcolor, "world3d_customvertexcolor_fog.vp", "world3d_main_fog.fp");
- DeclareShader(ShaderName.world3d_main_highlight_fog_vertexcolor, "world3d_customvertexcolor_fog.vp", "world3d_main_highlight_fog.fp");
- DeclareShader(ShaderName.world3d_vertex_color, "world3d_main.vp", "world3d_vertex_color.fp");
- DeclareShader(ShaderName.world3d_constant_color, "world3d_customvertexcolor.vp", "world3d_constant_color.fp");
- DeclareShader(ShaderName.world3d_lightpass, "world3d_lightpass.vp", "world3d_lightpass.fp");
+ // 2d fsaa
+ CompileShader(ShaderName.display2d_fsaa, "display2d.shader", "display2d_fsaa");
+
+ // 2d normal
+ CompileShader(ShaderName.display2d_normal, "display2d.shader", "display2d_normal");
+ CompileShader(ShaderName.display2d_fullbright, "display2d.shader", "display2d_fullbright");
- DeclareShader(ShaderName.world3d_slope_handle, "world3d_slopehandle.vp", "world3d_constant_color.fp");
+ // 2d things
+ CompileShader(ShaderName.things2d_thing, "things2d.shader", "things2d_thing");
+ CompileShader(ShaderName.things2d_sprite, "things2d.shader", "things2d_sprite");
+ CompileShader(ShaderName.things2d_fill, "things2d.shader", "things2d_fill");
- SetupSettings();
+ // non-fog 3d shaders
+ CompileShader(ShaderName.world3d_main, "world3d.shader", "world3d_main");
+ CompileShader(ShaderName.world3d_fullbright, "world3d.shader", "world3d_fullbright");
+ CompileShader(ShaderName.world3d_main_highlight, "world3d.shader", "world3d_main_highlight");
+ CompileShader(ShaderName.world3d_fullbright_highlight, "world3d.shader", "world3d_fullbright_highlight");
+ CompileShader(ShaderName.world3d_vertex_color, "world3d.shader", "world3d_vertex_color");
+ CompileShader(ShaderName.world3d_main_vertexcolor, "world3d.shader", "world3d_main_vertexcolor");
+ CompileShader(ShaderName.world3d_constant_color, "world3d.shader", "world3d_constant_color");
+
+ // skybox shader
+ CompileShader(ShaderName.world3d_skybox, "world3d_skybox.shader", "world3d_skybox");
+
+ // fog 3d shaders
+ CompileShader(ShaderName.world3d_main_fog, "world3d.shader", "world3d_main_fog");
+ CompileShader(ShaderName.world3d_main_highlight_fog, "world3d.shader", "world3d_main_highlight_fog");
+ CompileShader(ShaderName.world3d_main_fog_vertexcolor, "world3d.shader", "world3d_main_fog_vertexcolor");
+ CompileShader(ShaderName.world3d_main_highlight_fog_vertexcolor, "world3d.shader", "world3d_main_highlight_fog_vertexcolor");
+
+ // Slope handle
+ CompileShader(ShaderName.world3d_slope_handle, "world3d.shader", "world3d_slope_handle");
+
+ SetupSettings();
}
~RenderDevice()
@@ -112,7 +124,7 @@ namespace CodeImp.DoomBuilder.Rendering
Handle = RenderDevice_New(display, RenderTarget.Handle);
if (Handle == IntPtr.Zero)
- throw new Exception("RenderDevice_New failed");
+ throw new RenderDeviceException(string.Format("Could not create render device: {0}", BuilderNative_GetError()));
}
public bool Disposed { get { return Handle == IntPtr.Zero; } }
@@ -120,7 +132,7 @@ namespace CodeImp.DoomBuilder.Rendering
void ThrowIfFailed(bool result)
{
if (!result)
- throw new RenderDeviceException(Marshal.PtrToStringAnsi(RenderDevice_GetError(Handle)));
+ throw new RenderDeviceException(BuilderNative_GetError());
}
public void Dispose()
@@ -142,6 +154,26 @@ namespace CodeImp.DoomBuilder.Rendering
RenderDevice_DeclareShader(Handle, name, name.ToString(), GetResourceText(vertResourceName), GetResourceText(fragResourceName));
}
+ // save precompiled shaders -- don't build from scratch every time
+ private static Dictionary precompiledGroups = new Dictionary();
+ public void CompileShader(ShaderName internalName, string groupName, string shaderName)
+ {
+ ShaderGroup sg;
+
+ if (precompiledGroups.ContainsKey(groupName))
+ sg = precompiledGroups[groupName];
+ else sg = ShaderCompiler.Compile(GetResourceText(groupName));
+
+ Shader s = sg.GetShader(shaderName);
+
+ if (s == null)
+ throw new RenderDeviceException(string.Format("Shader {0}::{1} not found", groupName, shaderName));
+
+ /*General.WriteLogLine(string.Format("===========================================\nDBG: loading shader {0} / {1}\n\nVertex source: {2}\n\nFragment source: {3}\n\n===========================================",
+ groupName, shaderName, s.GetVertexSource(), s.GetFragmentSource()));*/
+ RenderDevice_DeclareShader(Handle, internalName, internalName.ToString(), s.GetVertexSource(), s.GetFragmentSource());
+ }
+
static string GetResourceText(string name)
{
string fullname = string.Format("CodeImp.DoomBuilder.Resources.{0}", name);
@@ -152,7 +184,10 @@ namespace CodeImp.DoomBuilder.Rendering
byte[] data = new byte[stream.Length];
if (stream.Read(data, 0, data.Length) != data.Length)
throw new Exception("Could not read resource stream");
- return Encoding.UTF8.GetString(data);
+ int start = 0;
+ if (data.Length >= 3 && data[0] == 0xef && data[1] == 0xbb && data[2] == 0xbf)
+ start = 3;
+ return Encoding.UTF8.GetString(data, start, data.Length - start);
}
}
@@ -163,42 +198,104 @@ namespace CodeImp.DoomBuilder.Rendering
public void SetUniform(UniformName uniform, bool value)
{
- RenderDevice_SetUniform(Handle, uniform, new float[] { value ? 1.0f : 0.0f }, 1);
+ RenderDevice_SetUniform(Handle, uniform, new float[] { value ? 1.0f : 0.0f }, 1, sizeof(float));
}
public void SetUniform(UniformName uniform, float value)
{
- RenderDevice_SetUniform(Handle, uniform, new float[] { value }, 1);
+ RenderDevice_SetUniform(Handle, uniform, new float[] { value }, 1, sizeof(float));
}
- public void SetUniform(UniformName uniform, Vector2 value)
+ public void SetUniform(UniformName uniform, Vector2f value)
{
- RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y }, 2);
+ RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y }, 1, sizeof(float) * 2);
}
- public void SetUniform(UniformName uniform, Vector3 value)
+ public void SetUniform(UniformName uniform, Vector3f value)
{
- RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z }, 3);
+ RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z }, 1, sizeof(float) * 3);
}
- public void SetUniform(UniformName uniform, Vector4 value)
+ public void SetUniform(UniformName uniform, Vector4f value)
{
- RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z, value.W }, 4);
+ RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z, value.W }, 1, sizeof(float) * 4);
}
public void SetUniform(UniformName uniform, Color4 value)
{
- RenderDevice_SetUniform(Handle, uniform, new float[] { value.Red, value.Green, value.Blue, value.Alpha }, 4);
+ RenderDevice_SetUniform(Handle, uniform, new float[] { value.Red, value.Green, value.Blue, value.Alpha }, 1, sizeof(float) * 4);
}
public void SetUniform(UniformName uniform, Matrix matrix)
{
- RenderDevice_SetUniform(Handle, uniform, ref matrix, 16);
+ RenderDevice_SetUniform(Handle, uniform, ref matrix, 1, sizeof(float) * 16);
}
public void SetUniform(UniformName uniform, ref Matrix matrix)
{
- RenderDevice_SetUniform(Handle, uniform, ref matrix, 16);
+ RenderDevice_SetUniform(Handle, uniform, ref matrix, 1, sizeof(float) * 16);
+ }
+
+ public void SetUniform(UniformName uniform, int value)
+ {
+ RenderDevice_SetUniform(Handle, uniform, new int[] { value }, 1, sizeof(int));
+ }
+
+ public void SetUniform(UniformName uniform, Vector2i value)
+ {
+ RenderDevice_SetUniform(Handle, uniform, new int[] { value.X, value.Y }, 1, sizeof(int) * 2);
+ }
+
+ public void SetUniform(UniformName uniform, Vector3i value)
+ {
+ RenderDevice_SetUniform(Handle, uniform, new int[] { value.X, value.Y, value.Z }, 1, sizeof(int) * 3);
+ }
+
+ public void SetUniform(UniformName uniform, Vector4i value)
+ {
+ RenderDevice_SetUniform(Handle, uniform, new int[] { value.X, value.Y, value.Z, value.W }, 1, sizeof(int) * 4);
+ }
+
+ public void SetUniform(UniformName uniform, Vector2f[] value)
+ {
+ float[] conv = new float[value.Length * 2];
+ int cv = 0;
+ for (int i = 0; i < conv.Length; i += 2)
+ {
+ conv[i] = value[cv].X;
+ conv[i + 1] = value[cv].Y;
+ cv++;
+ }
+ RenderDevice_SetUniform(Handle, uniform, conv, value.Length, sizeof(float) * conv.Length);
+ }
+
+ public void SetUniform(UniformName uniform, Vector3f[] value)
+ {
+ float[] conv = new float[value.Length * 3];
+ int cv = 0;
+ for (int i = 0; i < conv.Length; i += 3)
+ {
+ conv[i] = value[cv].X;
+ conv[i + 1] = value[cv].Y;
+ conv[i + 2] = value[cv].Z;
+ cv++;
+ }
+ RenderDevice_SetUniform(Handle, uniform, conv, value.Length, sizeof(float) * conv.Length);
+ }
+
+ public void SetUniform(UniformName uniform, Vector4f[] value)
+ {
+ float[] conv = new float[value.Length * 4];
+ int cv = 0;
+ for (int i = 0; i < conv.Length; i += 4)
+ {
+ conv[i] = value[cv].X;
+ conv[i + 1] = value[cv].Y;
+ conv[i + 2] = value[cv].Z;
+ conv[i + 3] = value[cv].W;
+ cv++;
+ }
+ RenderDevice_SetUniform(Handle, uniform, conv, value.Length, sizeof(float) * conv.Length);
}
public void SetVertexBuffer(VertexBuffer buffer)
@@ -465,17 +562,20 @@ namespace CodeImp.DoomBuilder.Rendering
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
static extern void RenderDevice_DeclareShader(IntPtr handle, ShaderName index, string name, string vertexShader, string fragShader);
- [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
- static extern IntPtr RenderDevice_GetError(IntPtr handle);
+ [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
+ static extern string BuilderNative_GetError();
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern bool RenderDevice_SetShader(IntPtr handle, ShaderName name);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
- static extern void RenderDevice_SetUniform(IntPtr handle, UniformName name, float[] data, int count);
+ static extern void RenderDevice_SetUniform(IntPtr handle, UniformName name, int[] data, int count, int bytesize);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
- static extern void RenderDevice_SetUniform(IntPtr handle, UniformName name, ref Matrix data, int count);
+ static extern void RenderDevice_SetUniform(IntPtr handle, UniformName name, float[] data, int count, int bytesize);
+
+ [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
+ static extern void RenderDevice_SetUniform(IntPtr handle, UniformName name, ref Matrix data, int count, int bytesize);
[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
static extern void RenderDevice_SetVertexBuffer(IntPtr handle, IntPtr buffer);
@@ -585,25 +685,25 @@ namespace CodeImp.DoomBuilder.Rendering
internal RenderTargetControl RenderTarget { get; private set; }
// This makes a Vector3 from Vector3D
- public static Vector3 V3(Vector3D v3d)
+ public static Vector3f V3(Vector3D v3d)
{
- return new Vector3(v3d.x, v3d.y, v3d.z);
+ return new Vector3f(v3d.x, v3d.y, v3d.z);
}
// This makes a Vector3D from Vector3
- public static Vector3D V3D(Vector3 v3)
+ public static Vector3D V3D(Vector3f v3)
{
return new Vector3D(v3.X, v3.Y, v3.Z);
}
// This makes a Vector2 from Vector2D
- public static Vector2 V2(Vector2D v2d)
+ public static Vector2f V2(Vector2D v2d)
{
- return new Vector2(v2d.x, v2d.y);
+ return new Vector2f(v2d.x, v2d.y);
}
// This makes a Vector2D from Vector2
- public static Vector2D V2D(Vector2 v2)
+ public static Vector2D V2D(Vector2f v2)
{
return new Vector2D(v2.X, v2.Y);
}
@@ -617,7 +717,6 @@ namespace CodeImp.DoomBuilder.Rendering
things2d_thing,
things2d_sprite,
things2d_fill,
- plotter,
world3d_main,
world3d_fullbright,
world3d_main_highlight,
@@ -635,17 +734,23 @@ namespace CodeImp.DoomBuilder.Rendering
world3d_main_highlight_fog_vertexcolor,
world3d_vertex_color,
world3d_constant_color,
- world3d_lightpass,
world3d_slope_handle
}
public enum UniformType : int
{
- Vec4,
- Vec3,
- Vec2,
+ Vec4f,
+ Vec3f,
+ Vec2f,
Float,
- Mat4
+ Mat4,
+ Vec4i,
+ Vec3i,
+ Vec2i,
+ Int,
+ Vec4fArray,
+ Vec3fArray,
+ Vec2fArray
}
public enum UniformName : int
@@ -670,6 +775,8 @@ namespace CodeImp.DoomBuilder.Rendering
texturefactor,
fogsettings,
fogcolor,
+ sectorfogcolor,
+ lightsEnabled,
slopeHandleLength
}
diff --git a/Source/Core/Rendering/Renderer2D.cs b/Source/Core/Rendering/Renderer2D.cs
index 29609c10..7c9c1689 100755
--- a/Source/Core/Rendering/Renderer2D.cs
+++ b/Source/Core/Rendering/Renderer2D.cs
@@ -487,7 +487,7 @@ namespace CodeImp.DoomBuilder.Rendering
private void SetDisplay2DSettings(float texelx, float texely, float fsaafactor, float alpha, bool bilinear, bool flipY = false)
{
- Vector4 values = new Vector4(texelx, texely, fsaafactor, alpha);
+ Vector4f values = new Vector4f(texelx, texely, fsaafactor, alpha);
graphics.SetUniform(UniformName.rendersettings, values);
if (flipY)
graphics.SetUniform(UniformName.projection, worldmatrix * viewmatrix * Matrix.Scaling(1f, -1f, 1f));
@@ -498,7 +498,7 @@ namespace CodeImp.DoomBuilder.Rendering
private void SetThings2DSettings(float alpha)
{
- Vector4 values = new Vector4(0.0f, 0.0f, 1.0f, alpha);
+ Vector4f values = new Vector4f(0.0f, 0.0f, 1.0f, alpha);
graphics.SetUniform(UniformName.rendersettings, values);
graphics.SetUniform(UniformName.projection, worldmatrix * viewmatrix);
}
diff --git a/Source/Core/Rendering/Renderer3D.cs b/Source/Core/Rendering/Renderer3D.cs
index db3c7271..e644c2ce 100755
--- a/Source/Core/Rendering/Renderer3D.cs
+++ b/Source/Core/Rendering/Renderer3D.cs
@@ -37,6 +37,7 @@ namespace CodeImp.DoomBuilder.Rendering
private const float PROJ_NEAR_PLANE = 1f;
private const float FOG_RANGE = 0.9f;
+ private const int MAX_DYNLIGHTS_PER_SURFACE = 64;
#endregion
@@ -287,7 +288,7 @@ namespace CodeImp.DoomBuilder.Rendering
General.Settings.ViewDistance, Angle2D.DegToRad(General.Settings.VisualFOV));
// Make the view matrix
- view3d = Matrix.LookAt(RenderDevice.V3(pos), RenderDevice.V3(lookat), new Vector3(0f, 0f, 1f));
+ view3d = Matrix.LookAt(RenderDevice.V3(pos), RenderDevice.V3(lookat), new Vector3f(0f, 0f, 1f));
// Make the billboard matrix
billboard = Matrix.RotationZ(anglexy + Angle2D.PI);
@@ -322,7 +323,7 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.SetAlphaTestEnable(false);
graphics.SetSourceBlend(Blend.SourceAlpha);
graphics.SetDestinationBlend(Blend.InverseSourceAlpha);
- graphics.SetUniform(UniformName.fogsettings, new Vector4(-1.0f));
+ graphics.SetUniform(UniformName.fogsettings, new Vector4f(-1.0f));
graphics.SetUniform(UniformName.fogcolor, General.Colors.Background.ToColorValue());
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
graphics.SetUniform(UniformName.highlightcolor, new Color4()); //mxd
@@ -412,14 +413,14 @@ namespace CodeImp.DoomBuilder.Rendering
// SOLID PASS
world = Matrix.Identity;
graphics.SetUniform(UniformName.world, ref world);
- RenderSinglePass(solidgeo, solidthings);
+ RenderSinglePass(solidgeo, solidthings, lightthings);
//mxd. Render models, without backface culling
if(maskedmodelthings.Count > 0)
{
graphics.SetAlphaTestEnable(true);
graphics.SetCullMode(Cull.None);
- RenderModels(false, false);
+ RenderModels(false, lightthings);
graphics.SetCullMode(Cull.Clockwise);
}
@@ -429,33 +430,9 @@ namespace CodeImp.DoomBuilder.Rendering
world = Matrix.Identity;
graphics.SetUniform(UniformName.world, ref world);
graphics.SetAlphaTestEnable(true);
- RenderSinglePass(maskedgeo, maskedthings);
+ RenderSinglePass(maskedgeo, maskedthings, lightthings);
}
- //mxd. LIGHT PASS
- if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0)
- {
- world = Matrix.Identity;
- graphics.SetUniform(UniformName.world, ref world);
- graphics.SetAlphaBlendEnable(true);
- graphics.SetAlphaTestEnable(false);
- graphics.SetZWriteEnable(false);
- graphics.SetDestinationBlend(Blend.One);
-
- RenderLights(solidgeo, lightthings);
- RenderLights(maskedgeo, lightthings);
-
- if (maskedmodelthings.Count > 0)
- {
- graphics.SetAlphaTestEnable(true);
- graphics.SetCullMode(Cull.None);
- graphics.SetUniform(UniformName.ignoreNormals, true);
- RenderModels(true, false);
- graphics.SetUniform(UniformName.ignoreNormals, false);
- graphics.SetCullMode(Cull.Clockwise);
- }
- }
-
// ALPHA AND ADDITIVE PASS
if(translucentgeo.Count > 0 || translucentthings.Count > 0)
{
@@ -465,21 +442,9 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.SetAlphaTestEnable(false);
graphics.SetZWriteEnable(false);
graphics.SetSourceBlend(Blend.SourceAlpha);
- RenderTranslucentPass(translucentgeo, translucentthings);
+ RenderTranslucentPass(translucentgeo, translucentthings, lightthings);
}
- // [ZZ] LIGHT PASS on ALPHA GEOMETRY (GZDoom does this)
- if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0 && translucentgeo.Count > 0)
- {
- world = Matrix.Identity;
- graphics.SetUniform(UniformName.world, ref world);
- graphics.SetAlphaBlendEnable(true);
- graphics.SetAlphaTestEnable(false);
- graphics.SetZWriteEnable(false);
- graphics.SetDestinationBlend(Blend.One);
- RenderTranslucentLights(translucentgeo, lightthings);
- }
-
//mxd. Render translucent models, with backface culling
if(translucentmodelthings.Count > 0)
{
@@ -487,16 +452,7 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.SetAlphaTestEnable(false);
graphics.SetZWriteEnable(false);
graphics.SetSourceBlend(Blend.SourceAlpha);
- RenderModels(false, true);
- }
-
- // [ZZ] light pass on alpha models
- if (General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0 && translucentmodelthings.Count > 0)
- {
- graphics.SetAlphaTestEnable(true);
- graphics.SetUniform(UniformName.ignoreNormals, true);
- RenderModels(true, true);
- graphics.SetUniform(UniformName.ignoreNormals, false);
+ RenderModels(true, lightthings);
}
// THING CAGES
@@ -801,17 +757,28 @@ namespace CodeImp.DoomBuilder.Rendering
}
// This performs a single render pass
- private void RenderSinglePass(Dictionary> geopass, Dictionary> thingspass)
+ private void RenderSinglePass(Dictionary> geopass, Dictionary> thingspass, List lights)
{
ImageData curtexture;
ShaderName currentshaderpass = shaderpass;
ShaderName highshaderpass = (ShaderName)(shaderpass + 2);
- // Begin rendering with this shader
- graphics.SetShader(shaderpass);
+ // Begin rendering with this shader
+ graphics.SetShader(shaderpass);
- // Render the geometry collected
- foreach(KeyValuePair> group in geopass)
+ // Light data arrays
+ Vector4f[] lightColor = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
+ Vector4f[] lightPosAndRadius = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
+ Vector4f[] lightOrientation = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
+ Vector2f[] light2Radius = new Vector2f[MAX_DYNLIGHTS_PER_SURFACE];
+
+ graphics.SetUniform(UniformName.lightsEnabled, lights.Count > 0);
+ graphics.SetUniform(UniformName.ignoreNormals, false);
+
+ bool hadlights = false;
+
+ // Render the geometry collected
+ foreach (KeyValuePair> group in geopass)
{
// What texture to use?
if(group.Key is UnknownImage)
@@ -832,6 +799,54 @@ namespace CodeImp.DoomBuilder.Rendering
foreach(VisualGeometry g in group.Value)
{
+
+ int lightIndex = 0;
+
+ foreach (VisualThing light in lights)
+ {
+ if (BoundingBoxesIntersect(g.BoundingBox, light.BoundingBox))
+ {
+
+ //t.LightType.LightRenderStyle
+ //Vector4f lightColor, lightPosAndRadius, lightOrientation, light2Radius;
+
+ lightColor[lightIndex] = light.LightColor.ToVector();
+ lightPosAndRadius[lightIndex] = new Vector4f(light.Center, light.LightRadius);
+
+ // set type of light
+ if (light.LightType.LightType == GZGeneral.LightType.SPOT)
+ {
+ lightOrientation[lightIndex] = new Vector4f(light.VectorLookAt, 1f);
+ light2Radius[lightIndex] = new Vector2f(CosDeg(light.LightSpotRadius1), CosDeg(light.LightSpotRadius2));
+ }
+ else lightOrientation[lightIndex].W = 0f;
+
+ lightIndex++;
+
+ if (lightIndex >= lightColor.Length)
+ break;
+
+ }
+ }
+
+ bool havelights = (lightIndex > 0);
+
+ for (int i = lightIndex; i < lightColor.Length; i++)
+ lightColor[i].W = 0;
+
+ if (havelights != hadlights || havelights)
+ {
+ graphics.SetUniform(UniformName.lightColor, lightColor);
+ if (havelights)
+ {
+ graphics.SetUniform(UniformName.lightPosAndRadius, lightPosAndRadius);
+ graphics.SetUniform(UniformName.lightOrientation, lightOrientation);
+ graphics.SetUniform(UniformName.light2Radius, light2Radius);
+ }
+ }
+
+ hadlights = havelights;
+
// Changing sector?
if(!object.ReferenceEquals(g.Sector, sector))
{
@@ -880,8 +895,8 @@ namespace CodeImp.DoomBuilder.Rendering
//mxd. Set variables for fog rendering?
if(wantedshaderpass > ShaderName.world3d_p7)
{
- graphics.SetUniform(UniformName.campos, new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, g.FogFactor));
- graphics.SetUniform(UniformName.lightColor, sector.Sector.FogColor);
+ graphics.SetUniform(UniformName.campos, new Vector4f(cameraposition.x, cameraposition.y, cameraposition.z, g.FogFactor));
+ graphics.SetUniform(UniformName.sectorfogcolor, sector.Sector.FogColor);
}
// Set the colors to use
@@ -896,8 +911,10 @@ namespace CodeImp.DoomBuilder.Rendering
}
}
- // Get things for this pass
- if(thingspass.Count > 0)
+ graphics.SetUniform(UniformName.lightsEnabled, false);
+
+ // Get things for this pass
+ if (thingspass.Count > 0)
{
// Texture addressing
graphics.SetSamplerState(TextureAddress.Clamp);
@@ -974,11 +991,11 @@ namespace CodeImp.DoomBuilder.Rendering
if(wantedshaderpass > ShaderName.world3d_p7)
{
graphics.SetUniform(UniformName.modelnormal, Matrix.Identity);
- graphics.SetUniform(UniformName.campos, new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, t.FogFactor));
+ graphics.SetUniform(UniformName.campos, new Vector4f(cameraposition.x, cameraposition.y, cameraposition.z, t.FogFactor));
}
// Set the colors to use
- if(t.Thing.Sector != null) graphics.SetUniform(UniformName.lightColor, t.Thing.Sector.FogColor);
+ if(t.Thing.Sector != null) graphics.SetUniform(UniformName.sectorfogcolor, t.Thing.Sector.FogColor);
graphics.SetUniform(UniformName.vertexColor, vertexcolor);
graphics.SetUniform(UniformName.highlightcolor, CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection)));
@@ -1012,7 +1029,7 @@ namespace CodeImp.DoomBuilder.Rendering
}
//mxd
- private void RenderTranslucentPass(List geopass, List thingspass)
+ private void RenderTranslucentPass(List geopass, List thingspass, List lights)
{
ShaderName currentshaderpass = shaderpass;
ShaderName highshaderpass = (ShaderName)(shaderpass + 2);
@@ -1020,12 +1037,6 @@ namespace CodeImp.DoomBuilder.Rendering
// Sort geometry by camera distance. First vertex of the BoundingBox is it's center
geopass.Sort(delegate(VisualGeometry vg1, VisualGeometry vg2)
{
- /*if(vg1 == vg2) return 0;
- return (int)((General.Map.VisualCamera.Position - vg2.BoundingBox[0]).GetLengthSq()
- -(General.Map.VisualCamera.Position - vg1.BoundingBox[0]).GetLengthSq());*/
-
- // This does not work when you have huge translucent 3D floor combined with small translucent something over it.
- // The huge translucent 3D floor may easily have it's center CLOSER and thus get drawn over everything, which is certainly not expected behavior.
if (vg1 == vg2)
return 0;
@@ -1049,6 +1060,7 @@ namespace CodeImp.DoomBuilder.Rendering
}
return (int)(dist2 - dist1);
+
});
ImageData curtexture;
@@ -1060,11 +1072,71 @@ namespace CodeImp.DoomBuilder.Rendering
// Begin rendering with this shader
graphics.SetShader(shaderpass);
- // Go for all geometry
- foreach(VisualGeometry g in geopass)
+
+ // Light data arrays
+ Vector4f[] lightColor = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
+ Vector4f[] lightPosAndRadius = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
+ Vector4f[] lightOrientation = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
+ Vector2f[] light2Radius = new Vector2f[MAX_DYNLIGHTS_PER_SURFACE];
+
+ graphics.SetUniform(UniformName.lightsEnabled, lights.Count > 0);
+ graphics.SetUniform(UniformName.ignoreNormals, false);
+
+ bool hadlights = false;
+
+ // Go for all geometry
+ foreach (VisualGeometry g in geopass)
{
- // Change blend mode?
- if(g.RenderPass != currentpass)
+
+ int lightIndex = 0;
+
+ foreach (VisualThing light in lights)
+ {
+ if (BoundingBoxesIntersect(g.BoundingBox, light.BoundingBox))
+ {
+
+ //t.LightType.LightRenderStyle
+ //Vector4f lightColor, lightPosAndRadius, lightOrientation, light2Radius;
+
+ lightColor[lightIndex] = light.LightColor.ToVector();
+ lightPosAndRadius[lightIndex] = new Vector4f(light.Center, light.LightRadius);
+
+ // set type of light
+ if (light.LightType.LightType == GZGeneral.LightType.SPOT)
+ {
+ lightOrientation[lightIndex] = new Vector4f(light.VectorLookAt, 1f);
+ light2Radius[lightIndex] = new Vector2f(CosDeg(light.LightSpotRadius1), CosDeg(light.LightSpotRadius2));
+ }
+ else lightOrientation[lightIndex].W = 0f;
+
+ lightIndex++;
+
+ if (lightIndex >= lightColor.Length)
+ break;
+
+ }
+ }
+
+ bool havelights = (lightIndex > 0);
+
+ for (int i = lightIndex; i < lightColor.Length; i++)
+ lightColor[i].W = 0;
+
+ if (havelights != hadlights || havelights)
+ {
+ graphics.SetUniform(UniformName.lightColor, lightColor);
+ if (havelights)
+ {
+ graphics.SetUniform(UniformName.lightPosAndRadius, lightPosAndRadius);
+ graphics.SetUniform(UniformName.lightOrientation, lightOrientation);
+ graphics.SetUniform(UniformName.light2Radius, light2Radius);
+ }
+ }
+
+ hadlights = havelights;
+
+ // Change blend mode?
+ if (g.RenderPass != currentpass)
{
switch(g.RenderPass)
{
@@ -1143,7 +1215,7 @@ namespace CodeImp.DoomBuilder.Rendering
// Set variables for fog rendering?
if (wantedshaderpass > ShaderName.world3d_p7 && g.FogFactor != fogfactor)
{
- graphics.SetUniform(UniformName.campos, new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, g.FogFactor));
+ graphics.SetUniform(UniformName.campos, new Vector4f(cameraposition.x, cameraposition.y, cameraposition.z, g.FogFactor));
fogfactor = g.FogFactor;
}
@@ -1151,7 +1223,7 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.SetUniform(UniformName.desaturation, sector.Sector.Desaturation);
// Set the colors to use
- graphics.SetUniform(UniformName.lightColor, sector.Sector.FogColor);
+ graphics.SetUniform(UniformName.sectorfogcolor, sector.Sector.FogColor);
graphics.SetUniform(UniformName.highlightcolor, CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection)));
// Render!
@@ -1160,8 +1232,10 @@ namespace CodeImp.DoomBuilder.Rendering
else graphics.SetUniform(UniformName.desaturation, 0.0f);
}
- // Get things for this pass
- if(thingspass.Count > 0)
+ graphics.SetUniform(UniformName.lightsEnabled, false);
+
+ // Get things for this pass
+ if (thingspass.Count > 0)
{
// Texture addressing
graphics.SetSamplerState(TextureAddress.Clamp);
@@ -1272,13 +1346,13 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.SetUniform(UniformName.modelnormal, Matrix.Identity);
if (t.FogFactor != fogfactor)
{
- graphics.SetUniform(UniformName.campos, new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, t.FogFactor));
+ graphics.SetUniform(UniformName.campos, new Vector4f(cameraposition.x, cameraposition.y, cameraposition.z, t.FogFactor));
fogfactor = t.FogFactor;
}
}
// Set the colors to use
- graphics.SetUniform(UniformName.lightColor, t.Thing.Sector.FogColor);
+ graphics.SetUniform(UniformName.sectorfogcolor, t.Thing.Sector.FogColor);
graphics.SetUniform(UniformName.vertexColor, vertexcolor);
graphics.SetUniform(UniformName.highlightcolor, CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection)));
@@ -1349,206 +1423,8 @@ namespace CodeImp.DoomBuilder.Rendering
return (float)Math.Cos(Angle2D.DegToRad(angle));
}
- //mxd. Dynamic lights pass!
- private VisualSector RenderLightsFromGeometryList(List geometrytolit, List lights, VisualSector sector, bool settexture)
- {
- foreach (VisualGeometry g in geometrytolit)
- {
- // Changing sector?
- if (!object.ReferenceEquals(g.Sector, sector))
- {
- // Only do this sector when a vertexbuffer is created
- // mxd. no Map means that sector was deleted recently, I suppose
- if (g.Sector.GeometryBuffer != null && g.Sector.Sector.Map != null)
- {
- // Change current sector
- sector = g.Sector;
-
- // Set stream source
- graphics.SetVertexBuffer(sector.GeometryBuffer);
- }
- else
- {
- sector = null;
- }
- }
-
- if (sector == null) continue;
-
- graphics.SetUniform(UniformName.desaturation, sector.Sector.Desaturation);
-
- // note: additive geometry doesn't receive lighting
- if (g.RenderPass == RenderPass.Additive)
- continue;
-
- if (settexture)
- graphics.SetTexture(g.Texture.Texture);
-
- //normal lights
- int count = lightOffsets[0];
- Vector4 lpr;
- if (lightOffsets[0] > 0)
- {
- graphics.SetBlendOperation(BlendOperation.Add);
-
- for (int i = 0; i < count; i++)
- {
- if (BoundingBoxesIntersect(g.BoundingBox, lights[i].BoundingBox))
- {
- lpr = new Vector4(lights[i].Center, lights[i].LightRadius);
- if (lpr.W == 0) continue;
- graphics.SetUniform(UniformName.lightColor, lights[i].LightColor);
- graphics.SetUniform(UniformName.lightPosAndRadius, lpr);
- GZGeneral.LightData ld = lights[i].LightType;
- if (ld.LightType == GZGeneral.LightType.SPOT)
- {
- graphics.SetUniform(UniformName.spotLight, true);
- graphics.SetUniform(UniformName.lightOrientation, lights[i].VectorLookAt);
- graphics.SetUniform(UniformName.light2Radius, new Vector2(CosDeg(lights[i].LightSpotRadius1), CosDeg(lights[i].LightSpotRadius2)));
- }
- else graphics.SetUniform(UniformName.spotLight, false);
- graphics.Draw(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
- }
- }
- }
-
- //attenuated lights
- if (lightOffsets[1] > 0)
- {
- count += lightOffsets[1];
- graphics.SetBlendOperation(BlendOperation.Add);
-
- for (int i = lightOffsets[0]; i < count; i++)
- {
- if (BoundingBoxesIntersect(g.BoundingBox, lights[i].BoundingBox))
- {
- lpr = new Vector4(lights[i].Center, lights[i].LightRadius);
- if (lpr.W == 0) continue;
- graphics.SetUniform(UniformName.lightColor, lights[i].LightColor);
- graphics.SetUniform(UniformName.lightPosAndRadius, lpr);
- GZGeneral.LightData ld = lights[i].LightType;
- if (ld.LightType == GZGeneral.LightType.SPOT)
- {
- graphics.SetUniform(UniformName.spotLight, true);
- graphics.SetUniform(UniformName.lightOrientation, lights[i].VectorLookAt);
- graphics.SetUniform(UniformName.light2Radius, new Vector2(CosDeg(lights[i].LightSpotRadius1), CosDeg(lights[i].LightSpotRadius2)));
- }
- else graphics.SetUniform(UniformName.spotLight, false);
- graphics.Draw(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
- }
- }
- }
-
- //additive lights
- if (lightOffsets[2] > 0)
- {
- count += lightOffsets[2];
- graphics.SetBlendOperation(BlendOperation.Add);
-
- for (int i = lightOffsets[0] + lightOffsets[1]; i < count; i++)
- {
- if (BoundingBoxesIntersect(g.BoundingBox, lights[i].BoundingBox))
- {
- lpr = new Vector4(lights[i].Center, lights[i].LightRadius);
- if (lpr.W == 0) continue;
- graphics.SetUniform(UniformName.lightColor, lights[i].LightColor);
- graphics.SetUniform(UniformName.lightPosAndRadius, lpr);
- GZGeneral.LightData ld = lights[i].LightType;
- if (ld.LightType == GZGeneral.LightType.SPOT)
- {
- graphics.SetUniform(UniformName.spotLight, true);
- graphics.SetUniform(UniformName.lightOrientation, lights[i].VectorLookAt);
- graphics.SetUniform(UniformName.light2Radius, new Vector2(CosDeg(lights[i].LightSpotRadius1), CosDeg(lights[i].LightSpotRadius2)));
- }
- else graphics.SetUniform(UniformName.spotLight, false);
- graphics.Draw(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
- }
- }
- }
-
- //negative lights
- if (lightOffsets[3] > 0)
- {
- count += lightOffsets[3];
- graphics.SetBlendOperation(BlendOperation.ReverseSubtract);
-
- for (int i = lightOffsets[0] + lightOffsets[1] + lightOffsets[2]; i < count; i++)
- {
- if (BoundingBoxesIntersect(g.BoundingBox, lights[i].BoundingBox))
- {
- lpr = new Vector4(lights[i].Center, lights[i].LightRadius);
- if (lpr.W == 0) continue;
- Color4 lc = lights[i].LightColor;
- graphics.SetUniform(UniformName.lightColor, new Color4((lc.Green + lc.Blue) / 2, (lc.Red + lc.Blue) / 2, (lc.Green + lc.Red) / 2, lc.Alpha));
- graphics.SetUniform(UniformName.lightPosAndRadius, lpr);
- GZGeneral.LightData ld = lights[i].LightType;
- if (ld.LightType == GZGeneral.LightType.SPOT)
- {
- graphics.SetUniform(UniformName.spotLight, true);
- graphics.SetUniform(UniformName.lightOrientation, lights[i].VectorLookAt);
- graphics.SetUniform(UniformName.light2Radius, new Vector2(CosDeg(lights[i].LightSpotRadius1), CosDeg(lights[i].LightSpotRadius2)));
- }
- else graphics.SetUniform(UniformName.spotLight, false);
- graphics.Draw(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
- }
- }
- }
- }
-
- return sector;
- }
-
- // [ZZ] split into RenderLights and RenderTranslucentLights
- private void RenderTranslucentLights(List geometrytolit, List lights)
- {
- if (geometrytolit.Count == 0) return;
-
- graphics.SetUniform(UniformName.modelnormal, Matrix.Identity);
- graphics.SetShader(ShaderName.world3d_lightpass);
- graphics.SetAlphaBlendEnable(true);
-
- VisualSector sector = null;
-
- graphics.SetSourceBlend(Blend.One);
- graphics.SetDestinationBlend(Blend.One);
-
- //
- RenderLightsFromGeometryList(geometrytolit, lights, sector, true);
-
- //
- graphics.SetBlendOperation(BlendOperation.Add);
- graphics.SetAlphaBlendEnable(false);
- }
-
- //
- private void RenderLights(Dictionary> geometrytolit, List lights)
- {
- // Anything to do?
- if (geometrytolit.Count == 0) return;
-
- graphics.SetUniform(UniformName.modelnormal, Matrix.Identity);
- graphics.SetShader(ShaderName.world3d_lightpass);
- graphics.SetAlphaBlendEnable(true);
-
- VisualSector sector = null;
-
- graphics.SetSourceBlend(Blend.One);
- graphics.SetDestinationBlend(Blend.One);
-
- foreach (KeyValuePair> group in geometrytolit)
- {
- if (group.Key.Texture == null) continue;
- graphics.SetTexture(group.Key.Texture);
-
- sector = RenderLightsFromGeometryList(group.Value, lights, sector, false);
- }
-
- graphics.SetBlendOperation(BlendOperation.Add);
- graphics.SetAlphaBlendEnable(false);
- }
-
//mxd. Render models
- private void RenderModels(bool lightpass, bool trans)
+ private void RenderModels(bool trans, List lights)
{
ShaderName shaderpass = (fullbrightness ? ShaderName.world3d_fullbright : ShaderName.world3d_main_vertexcolor);
ShaderName currentshaderpass = shaderpass;
@@ -1557,15 +1433,18 @@ namespace CodeImp.DoomBuilder.Rendering
RenderPass currentpass = RenderPass.Solid;
// Begin rendering with this shader
- if (!lightpass)
- {
- graphics.SetShader(currentshaderpass);
- }
- else
- {
- graphics.SetShader(ShaderName.world3d_lightpass);
- graphics.SetAlphaBlendEnable(true);
- }
+ graphics.SetShader(currentshaderpass);
+
+ // Light data arrays
+ Vector4f[] lightColor = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
+ Vector4f[] lightPosAndRadius = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
+ Vector4f[] lightOrientation = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
+ Vector2f[] light2Radius = new Vector2f[MAX_DYNLIGHTS_PER_SURFACE];
+
+ graphics.SetUniform(UniformName.lightsEnabled, lights.Count > 0);
+ graphics.SetUniform(UniformName.ignoreNormals, true);
+
+ bool hadlights = false;
List things;
if (trans)
@@ -1585,6 +1464,7 @@ namespace CodeImp.DoomBuilder.Rendering
foreach(VisualThing t in things)
{
+
if (trans)
{
// Change blend mode?
@@ -1625,7 +1505,7 @@ namespace CodeImp.DoomBuilder.Rendering
wantedshaderpass += 8;
// Switch shader pass?
- if (!lightpass && currentshaderpass != wantedshaderpass)
+ if (currentshaderpass != wantedshaderpass)
{
graphics.SetShader(wantedshaderpass);
currentshaderpass = wantedshaderpass;
@@ -1649,147 +1529,73 @@ namespace CodeImp.DoomBuilder.Rendering
{
// this is not right...
graphics.SetUniform(UniformName.modelnormal, General.Map.Data.ModeldefEntries[t.Thing.Type].TransformRotation * modelrotation);
- if (t.Thing.Sector != null) graphics.SetUniform(UniformName.lightColor, t.Thing.Sector.FogColor);
- graphics.SetUniform(UniformName.campos, new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, t.FogFactor));
+ if (t.Thing.Sector != null) graphics.SetUniform(UniformName.sectorfogcolor, t.Thing.Sector.FogColor);
+ graphics.SetUniform(UniformName.campos, new Vector4f(cameraposition.x, cameraposition.y, cameraposition.z, t.FogFactor));
}
if (t.Thing.Sector != null)
graphics.SetUniform(UniformName.desaturation, t.Thing.Sector.Desaturation);
else graphics.SetUniform(UniformName.desaturation, 0.0f);
+ int lightIndex = 0;
+
+ foreach (VisualThing light in lights)
+ {
+ if (BoundingBoxesIntersect(t.BoundingBox, light.BoundingBox))
+ {
+
+ //t.LightType.LightRenderStyle
+ //Vector4f lightColor, lightPosAndRadius, lightOrientation, light2Radius;
+
+ lightColor[lightIndex] = light.LightColor.ToVector();
+ lightPosAndRadius[lightIndex] = new Vector4f(light.Center, light.LightRadius);
+
+ // set type of light
+ if (light.LightType.LightType == GZGeneral.LightType.SPOT)
+ {
+ lightOrientation[lightIndex] = new Vector4f(light.VectorLookAt, 1f);
+ light2Radius[lightIndex] = new Vector2f(CosDeg(light.LightSpotRadius1), CosDeg(light.LightSpotRadius2));
+ }
+ else lightOrientation[lightIndex].W = 0f;
+
+ lightIndex++;
+
+ if (lightIndex >= lightColor.Length)
+ break;
+
+ }
+ }
+
+ bool havelights = (lightIndex > 0);
+
+ for (int i = lightIndex; i < lightColor.Length; i++)
+ lightColor[i].W = 0;
+
+ if (hadlights != havelights || havelights)
+ {
+ graphics.SetUniform(UniformName.lightColor, lightColor);
+ if (havelights)
+ {
+ graphics.SetUniform(UniformName.lightPosAndRadius, lightPosAndRadius);
+ graphics.SetUniform(UniformName.lightOrientation, lightOrientation);
+ graphics.SetUniform(UniformName.light2Radius, light2Radius);
+ }
+ }
+
+ hadlights = havelights;
+
GZModel model = General.Map.Data.ModeldefEntries[t.Thing.Type].Model;
for (int j = 0; j < model.Meshes.Count; j++)
{
graphics.SetTexture(model.Textures[j]);
- if (!lightpass)
- {
- // Render!
- model.Meshes[j].Draw(graphics);
- }
- else if (lightpass && t.RenderPass != RenderPass.Additive) // additive stuff does not get any lighting
- {
- List lights = lightthings;
- //
- int count = lightOffsets[0];
- Vector4 lpr;
-
- // normal lights
- if (lightOffsets[0] > 0)
- {
- graphics.SetBlendOperation(BlendOperation.Add);
-
- for (int i = 0; i < count; i++)
- {
- if (BoundingBoxesIntersect(t.BoundingBox, lights[i].BoundingBox))
- {
- lpr = new Vector4(lights[i].Center, lights[i].LightRadius);
- if (lpr.W == 0) continue;
- graphics.SetUniform(UniformName.lightColor, lights[i].LightColor);
- graphics.SetUniform(UniformName.lightPosAndRadius, lpr);
- GZGeneral.LightData ld = lights[i].LightType;
- if (ld.LightType == GZGeneral.LightType.SPOT)
- {
- graphics.SetUniform(UniformName.spotLight, true);
- graphics.SetUniform(UniformName.lightOrientation, lights[i].VectorLookAt);
- graphics.SetUniform(UniformName.light2Radius, new Vector2(CosDeg(lights[i].LightSpotRadius1), CosDeg(lights[i].LightSpotRadius2)));
- }
- else graphics.SetUniform(UniformName.spotLight, false);
- model.Meshes[j].Draw(graphics);
- }
- }
- }
-
- //attenuated lights
- if (lightOffsets[1] > 0)
- {
- count += lightOffsets[1];
- graphics.SetBlendOperation(BlendOperation.Add);
-
- for (int i = lightOffsets[0]; i < count; i++)
- {
- if (BoundingBoxesIntersect(t.BoundingBox, lights[i].BoundingBox))
- {
- lpr = new Vector4(lights[i].Center, lights[i].LightRadius);
- if (lpr.W == 0) continue;
- graphics.SetUniform(UniformName.lightColor, lights[i].LightColor);
- graphics.SetUniform(UniformName.lightPosAndRadius, lpr);
- GZGeneral.LightData ld = lights[i].LightType;
- if (ld.LightType == GZGeneral.LightType.SPOT)
- {
- graphics.SetUniform(UniformName.spotLight, true);
- graphics.SetUniform(UniformName.lightOrientation, lights[i].VectorLookAt);
- graphics.SetUniform(UniformName.light2Radius, new Vector2(CosDeg(lights[i].LightSpotRadius1), CosDeg(lights[i].LightSpotRadius2)));
- }
- else graphics.SetUniform(UniformName.spotLight, false);
- model.Meshes[j].Draw(graphics);
- }
- }
- }
-
- //additive lights
- if (lightOffsets[2] > 0)
- {
- count += lightOffsets[2];
- graphics.SetBlendOperation(BlendOperation.Add);
-
- for (int i = lightOffsets[0] + lightOffsets[1]; i < count; i++)
- {
- if (BoundingBoxesIntersect(t.BoundingBox, lights[i].BoundingBox))
- {
- lpr = new Vector4(lights[i].Center, lights[i].LightRadius);
- if (lpr.W == 0) continue;
- graphics.SetUniform(UniformName.lightColor, lights[i].LightColor);
- graphics.SetUniform(UniformName.lightPosAndRadius, lpr);
- GZGeneral.LightData ld = lights[i].LightType;
- if (ld.LightType == GZGeneral.LightType.SPOT)
- {
- graphics.SetUniform(UniformName.spotLight, true);
- graphics.SetUniform(UniformName.lightOrientation, lights[i].VectorLookAt);
- graphics.SetUniform(UniformName.light2Radius, new Vector2(CosDeg(lights[i].LightSpotRadius1), CosDeg(lights[i].LightSpotRadius2)));
- }
- else graphics.SetUniform(UniformName.spotLight, false);
- model.Meshes[j].Draw(graphics);
- }
- }
- }
-
- //negative lights
- if (lightOffsets[3] > 0)
- {
- count += lightOffsets[3];
- graphics.SetBlendOperation(BlendOperation.ReverseSubtract);
-
- for (int i = lightOffsets[0] + lightOffsets[1] + lightOffsets[2]; i < count; i++)
- {
- if (BoundingBoxesIntersect(t.BoundingBox, lights[i].BoundingBox))
- {
- lpr = new Vector4(lights[i].Center, lights[i].LightRadius);
- if (lpr.W == 0) continue;
- Color4 lc = lights[i].LightColor;
- graphics.SetUniform(UniformName.lightColor, new Color4((lc.Green + lc.Blue) / 2, (lc.Red + lc.Blue) / 2, (lc.Green + lc.Red) / 2, lc.Alpha));
- graphics.SetUniform(UniformName.lightPosAndRadius, lpr);
- GZGeneral.LightData ld = lights[i].LightType;
- if (ld.LightType == GZGeneral.LightType.SPOT)
- {
- graphics.SetUniform(UniformName.spotLight, true);
- graphics.SetUniform(UniformName.lightOrientation, lights[i].VectorLookAt);
- graphics.SetUniform(UniformName.light2Radius, new Vector2(CosDeg(lights[i].LightSpotRadius1), CosDeg(lights[i].LightSpotRadius2)));
- }
- else graphics.SetUniform(UniformName.spotLight, false);
- model.Meshes[j].Draw(graphics);
- }
- }
- }
- }
+ // Render!
+ model.Meshes[j].Draw(graphics);
}
}
- if (lightpass)
- {
- graphics.SetBlendOperation(BlendOperation.Add);
- graphics.SetAlphaBlendEnable(false);
- }
+ graphics.SetUniform(UniformName.lightsEnabled, false);
+
}
//mxd
@@ -1800,7 +1606,7 @@ namespace CodeImp.DoomBuilder.Rendering
// Set render settings
graphics.SetShader(ShaderName.world3d_skybox);
graphics.SetTexture(General.Map.Data.SkyBox);
- graphics.SetUniform(UniformName.campos, new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, 0f));
+ graphics.SetUniform(UniformName.campos, new Vector4f(cameraposition.x, cameraposition.y, cameraposition.z, 0f));
foreach(VisualGeometry g in geo)
{
@@ -1853,20 +1659,20 @@ namespace CodeImp.DoomBuilder.Rendering
if(General.Map.Data.GldefsEntries.ContainsKey(t.Thing.Type) && General.Map.Data.GldefsEntries[t.Thing.Type].DontLightSelf && t.Thing.Index == lt.Thing.Index)
continue;
- float distSquared = Vector3.DistanceSquared(lt.Center, t.Center);
+ float distSquared = Vector3f.DistanceSquared(lt.Center, t.Center);
float radiusSquared = lt.LightRadius * lt.LightRadius;
if(distSquared < radiusSquared)
{
int sign = (lt.LightType.LightRenderStyle == GZGeneral.LightRenderStyle.SUBTRACTIVE ? -1 : 1);
- Vector3 L = (t.Center - lt.Center);
+ Vector3f L = (t.Center - lt.Center);
float dist = L.Length();
float scaler = 1 - dist / lt.LightRadius * lt.LightColor.Alpha;
if (lt.LightType.LightType == GZGeneral.LightType.SPOT)
{
- Vector3 lookAt = lt.VectorLookAt;
+ Vector3f lookAt = lt.VectorLookAt;
L.Normalize();
- float cosDir = Vector3.Dot(-L, lookAt);
+ float cosDir = Vector3f.Dot(-L, lookAt);
scaler *= (float)Smoothstep(CosDeg(lt.LightSpotRadius2), CosDeg(lt.LightSpotRadius1), cosDir);
}
@@ -2061,7 +1867,7 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.SetShader(ShaderName.display2d_normal);
graphics.SetUniform(UniformName.projection, world * view2d);
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
- graphics.SetUniform(UniformName.rendersettings, new Vector4(1.0f, 1.0f, 0.0f, 1.0f));
+ graphics.SetUniform(UniformName.rendersettings, new Vector4f(1.0f, 1.0f, 0.0f, 1.0f));
graphics.SetSamplerFilter(General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.Nearest);
// Texture
@@ -2085,11 +1891,11 @@ namespace CodeImp.DoomBuilder.Rendering
{
if (usefog)
{
- graphics.SetUniform(UniformName.fogsettings, new Vector4(General.Settings.ViewDistance * FOG_RANGE, General.Settings.ViewDistance, 0.0f, 0.0f));
+ graphics.SetUniform(UniformName.fogsettings, new Vector4f(General.Settings.ViewDistance * FOG_RANGE, General.Settings.ViewDistance, 0.0f, 0.0f));
}
else
{
- graphics.SetUniform(UniformName.fogsettings, new Vector4(-1.0f));
+ graphics.SetUniform(UniformName.fogsettings, new Vector4f(-1.0f));
}
}
diff --git a/Source/Core/Rendering/Shaders/ShaderCompiler.cs b/Source/Core/Rendering/Shaders/ShaderCompiler.cs
new file mode 100755
index 00000000..9dcdfa24
--- /dev/null
+++ b/Source/Core/Rendering/Shaders/ShaderCompiler.cs
@@ -0,0 +1,974 @@
+using CodeImp.DoomBuilder.ZDoom;
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using System.Text;
+using System.Threading.Tasks;
+
+namespace CodeImp.DoomBuilder.Rendering.Shaders
+{
+ internal class ShaderField
+ {
+ public int Line;
+ public List> ArrayDimensions;
+ public string TypeName;
+ public List Initializer;
+ public string Name;
+ }
+
+ internal class ShaderFunction
+ {
+ public int Line;
+ public int CodeLine;
+ public string ReturnValue;
+ public string Name;
+ public bool Override;
+ public List Arguments;
+ public List Code;
+ }
+
+ class Shader
+ {
+ internal ShaderGroup Group;
+ internal string ParentName;
+ public int CodeLine;
+ public string Name;
+ // data input for vertex shader
+ public List In;
+ // data between vertex and fragment shader
+ public List V2F;
+ // data output for fragment shader
+ public List Out;
+ // source for main() of vertex shader
+ public int SourceVertexLine;
+ public List SourceVertex;
+ // source for main() of fragment shader
+ public int SourceFragmentLine;
+ public List SourceFragment;
+ // functions local to the shader/parents
+ public List Functions = new List();
+
+ private const string GLSLInternalSeparator = "_";
+
+ public Shader(ShaderGroup group)
+ {
+ Group = group;
+ }
+
+ public ShaderFunction GetFunction(string identifier)
+ {
+ foreach (ShaderFunction func in Functions)
+ if (func.Name == identifier)
+ return func;
+ return null;
+ }
+
+ // dumps all uniforms into a string
+ private string GetTokenListSource(List tokens)
+ {
+ string ss = "";
+ foreach (ZScriptToken tok in tokens)
+ {
+ bool isBlock = false;
+ switch (tok.Type)
+ {
+ case ZScriptTokenType.LineComment:
+ ss += "//";
+ break;
+ case ZScriptTokenType.BlockComment:
+ ss += "/*";
+ isBlock = true;
+ break;
+ }
+ ss += tok.Value;
+ if (isBlock) ss += "*/";
+ }
+ return ss;
+ }
+
+ private string GetUniformSource()
+ {
+
+ string output = "";
+ foreach (ShaderField field in Group.Uniforms)
+ {
+
+ output += string.Format("#line {0}\n", field.Line);
+
+ output += "uniform ";
+ output += field.TypeName;
+
+ if (field.ArrayDimensions != null)
+ {
+ foreach (List arrayDim in field.ArrayDimensions)
+ output += "[" + GetTokenListSource(arrayDim) + "]";
+ }
+
+ output += " " + field.Name;
+
+ if (field.Initializer != null)
+ output += GetTokenListSource(field.Initializer);
+
+ output += ";\n";
+
+ }
+
+ return output;
+
+ }
+
+ private string GetDataIOInternalName(string block, string name)
+ {
+ return string.Format("{2}SC{2}B{0}{2}F{1}", block, name, GLSLInternalSeparator);
+ }
+
+ private string GetDataIOSource(string prefix, string blockid, List block, bool vertexInput)
+ {
+
+ string output = "";
+ foreach (ShaderField field in block)
+ {
+
+ output += string.Format("#line {0}\n", field.Line);
+
+ if (vertexInput)
+ {
+ int location;
+ switch (field.Name)
+ {
+ case "Position":
+ location = 0;
+ break;
+ case "Color":
+ location = 1;
+ break;
+ case "TextureCoordinate":
+ location = 2;
+ break;
+ case "Normal":
+ location = 3;
+ break;
+ default:
+ throw new ShaderCompileException("Invalid input field {0} (not supported)", field.Name);
+ }
+
+ output += string.Format("layout(location = {0}) ", location);
+ }
+
+ output += prefix + " ";
+ output += field.TypeName;
+
+ if (field.ArrayDimensions != null)
+ {
+ foreach (List arrayDim in field.ArrayDimensions)
+ output += "[" + GetTokenListSource(arrayDim) + "]";
+ }
+
+ output += " " + GetDataIOInternalName(blockid, field.Name);
+
+ if (field.Initializer != null)
+ output += GetTokenListSource(field.Initializer);
+
+ output += ";\n";
+
+ }
+
+ return output;
+
+ }
+
+ private void GetReferencedFunctions(List source, List functions)
+ {
+
+ for (int i = 0; i < source.Count; i++)
+ {
+
+ ZScriptToken token = source[i];
+ if (token.Type != ZScriptTokenType.Identifier)
+ continue;
+
+ if (functions.Contains(token.Value))
+ continue;
+
+ // check token to the left - needs to not be identifier.
+ // check token to the right - needs to be open parenthesis
+ // ---
+ // the idea is that we can differentiate pixel = desaturate(...) from vec4 desaturate(1,1,1,1)
+ //
+ ZScriptTokenType leftToken = ZScriptTokenType.Invalid;
+ ZScriptTokenType rightToken = ZScriptTokenType.Invalid;
+
+ for (int j = i-1; j >= 0; j--)
+ {
+ ZScriptTokenType tt = source[j].Type;
+ if (!IsWhitespace(tt))
+ {
+ leftToken = tt;
+ break;
+ }
+ }
+
+ for (int j = i+1; j < source.Count; j++)
+ {
+ ZScriptTokenType tt = source[j].Type;
+ if (!IsWhitespace(tt))
+ {
+ rightToken = tt;
+ break;
+ }
+ }
+
+ if (leftToken != ZScriptTokenType.Identifier && rightToken == ZScriptTokenType.OpenParen)
+ {
+
+ // find function
+ functions.Add(token.Value);
+ // if function was found, recurse and find functions it may depend on.
+ ShaderFunction func = GetFunction(token.Value);
+ if (func == null) func = Group.GetFunction(token.Value);
+ if (func != null) GetReferencedFunctions(func.Code, functions);
+
+ }
+
+ }
+
+ }
+
+ private string GetFunctionSource(List shaderSource)
+ {
+
+ List functionNames = new List();
+ GetReferencedFunctions(shaderSource, functionNames);
+
+ string preOutput = "";
+ string output = "";
+
+ foreach (string functionName in functionNames)
+ {
+ ShaderFunction func = GetFunction(functionName);
+ if (func == null) func = Group.GetFunction(functionName);
+ if (func == null) continue;
+
+ string funcOutput = string.Format("#line {0}\n", func.Line) + func.ReturnValue + " " + func.Name + " (" + GetTokenListSource(func.Arguments) + ")";
+ preOutput += funcOutput + ";\n";
+
+ funcOutput += " {\n" + string.Format("#line {0}\n", func.CodeLine) + GetTokenListSource(func.Code) + "}\n";
+ output += funcOutput;
+
+ }
+
+ return preOutput + "\n" + output;
+
+ }
+
+ private static bool IsWhitespace(ZScriptTokenType t)
+ {
+ switch (t)
+ {
+ case ZScriptTokenType.Whitespace:
+ case ZScriptTokenType.LineComment:
+ case ZScriptTokenType.BlockComment:
+ case ZScriptTokenType.Newline:
+ return true;
+ }
+ return false;
+ }
+
+ public List ReplaceIO(List tokens)
+ {
+
+ List output = new List(tokens);
+
+ // we replace all . with GetDataBlockInternalName(, )
+ // thus, "in" and "out" are reserved keywords and may not be found out of such context
+ for (int i = 0; i < output.Count; i++)
+ {
+
+ ZScriptToken token = output[i];
+ if (token.Type != ZScriptTokenType.Identifier)
+ continue;
+ if (token.Value != "in" && token.Value != "out" && token.Value != "v2f")
+ continue;
+
+ string structPrefix = token.Value;
+
+ int startIndex = i;
+
+ i++;
+ // skip whitespace...
+ for (; i < output.Count; i++)
+ if (!IsWhitespace(output[i].Type)) break;
+
+ if (i >= output.Count || output[i].Type != ZScriptTokenType.Dot)
+ continue;
+
+ i++;
+ // skip whitespace again...
+ for (; i < output.Count; i++)
+ if (!IsWhitespace(output[i].Type)) break;
+
+ if (i >= output.Count || output[i].Type != ZScriptTokenType.Identifier)
+ continue;
+
+ //
+ string fieldName = output[i].Value;
+ string realName = GetDataIOInternalName(structPrefix, fieldName);
+ // now, remove all tokens between prefix and current
+ output.RemoveRange(startIndex + 1, i - startIndex);
+ ZScriptToken realToken = new ZScriptToken(output[startIndex]);
+ realToken.Value = realName;
+ output[startIndex] = realToken;
+ i = startIndex - 1;
+
+ // check if this field exists, just in case. and produce an error
+ List searchIn = null;
+ switch (structPrefix)
+ {
+ case "in":
+ searchIn = In;
+ break;
+ case "out":
+ searchIn = Out;
+ break;
+ case "v2f":
+ searchIn = V2F;
+ break;
+ }
+ if (searchIn != null)
+ {
+ bool found = false;
+ foreach (ShaderField field in searchIn)
+ {
+ if (field.Name == fieldName)
+ {
+ found = true;
+ break;
+ }
+ }
+ if (!found)
+ throw new ShaderCompileException("Referenced non-existent {0} field {1}", structPrefix, fieldName);
+ }
+
+ }
+
+ return output;
+
+ }
+
+ public string GetVertexSource()
+ {
+ if (In == null || V2F == null || SourceVertex == null)
+ throw new ShaderCompileException("Tried to compile incomplete shader {0}", Name);
+
+ string src = "";
+ src += GetDataIOSource("in", "in", In, true) + "\n\n";
+ src += GetDataIOSource("out", "v2f", V2F, false) + "\n\n";
+ src += GetUniformSource() + "\n";
+ src += GetFunctionSource(SourceVertex) + "\n\n";
+ src += "void main() {\n" + string.Format("#line {0}\n", SourceVertexLine) + GetTokenListSource(ReplaceIO(SourceVertex)) + "\n}\n\n";
+
+ return src;
+ }
+
+ public string GetFragmentSource()
+ {
+ if (Out == null || V2F == null || SourceFragment == null)
+ throw new ShaderCompileException("Tried to compile incomplete shader {0}", Name);
+
+ string src = "";
+ src += GetDataIOSource("in", "v2f", V2F, false) + "\n\n";
+ src += GetDataIOSource("out", "out", Out, false) + "\n\n";
+ src += GetUniformSource() + "\n";
+ src += GetFunctionSource(SourceFragment) + "\n\n";
+ src += "void main() {\n" + string.Format("#line {0}\n", SourceFragmentLine) + GetTokenListSource(ReplaceIO(SourceFragment)) + "\n}\n\n";
+
+ return src;
+ }
+ }
+
+ class ShaderGroup
+ {
+ internal List Uniforms = new List();
+ internal List Shaders = new List();
+ internal List Functions = new List();
+
+ public Shader GetShader(string identifier)
+ {
+ foreach (Shader s in Shaders)
+ if (s.Name == identifier) return s;
+ return null;
+ }
+
+ public ShaderFunction GetFunction(string identifier)
+ {
+ foreach (ShaderFunction f in Functions)
+ if (f.Name == identifier) return f;
+ return null;
+ }
+ }
+
+ class ShaderCompileException : Exception
+ {
+ public ShaderCompileException(string fmt, params object[] v) : base(string.Format(fmt, v)) { }
+ }
+
+ class ShaderCompiler
+ {
+ // this is to implement partial parsing. it counts {}, (), and []. it stops parsing at the specified type, if outside of nesting.
+ // also if last block token equals to the type, it will stop at the outer level. (i.e. last })
+ private static List ReadEverythingUntil(ZScriptTokenizer t, ZScriptTokenType type, bool eofIsOk, bool skipWhitespace)
+ {
+ List tokens = new List();
+
+ int levelCurly = 0;
+ int levelSquare = 0;
+ int levelParen = 0;
+
+ while (true)
+ {
+ if (skipWhitespace)
+ t.SkipWhitespace();
+
+ long cpos = t.Reader.BaseStream.Position;
+
+ ZScriptToken token = t.ReadToken();
+ if (token == null)
+ {
+ if (!eofIsOk)
+ throw new ShaderCompileException("Expected {0} or token, got ", type);
+ break;
+ }
+
+ // if this is the end token, don't check anything -- just return
+ if (levelCurly == 0 && levelSquare == 0 && levelParen == 0 && token.Type == type)
+ {
+ // rewind and return token list
+ t.Reader.BaseStream.Position = cpos;
+ break;
+ }
+
+ switch (token.Type)
+ {
+ case ZScriptTokenType.OpenCurly:
+ levelCurly++;
+ break;
+ case ZScriptTokenType.CloseCurly:
+ levelCurly--;
+ break;
+ case ZScriptTokenType.OpenParen:
+ levelParen++;
+ break;
+ case ZScriptTokenType.CloseParen:
+ levelParen--;
+ break;
+ case ZScriptTokenType.OpenSquare:
+ levelSquare++;
+ break;
+ case ZScriptTokenType.CloseSquare:
+ levelSquare--;
+ break;
+ }
+
+ tokens.Add(token);
+
+ }
+
+ return tokens;
+ }
+
+ private static void CompileShaderField(ShaderField field, ZScriptTokenizer t)
+ {
+
+ ZScriptToken token;
+ // read name and array dimensions
+ while (true)
+ {
+ t.SkipWhitespace();
+ token = t.ExpectToken(ZScriptTokenType.OpenSquare, ZScriptTokenType.Identifier);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected array dimensions or field name, got {0}", token?.ToString() ?? "");
+
+ // array finished
+ if (token.Type == ZScriptTokenType.Identifier)
+ {
+ field.Name = token.Value;
+ break;
+ }
+
+ // read array
+ List arrayDimTokens = ReadEverythingUntil(t, ZScriptTokenType.CloseSquare, false, false);
+ if (field.ArrayDimensions == null)
+ field.ArrayDimensions = new List>();
+ field.ArrayDimensions.Add(arrayDimTokens);
+
+ token = t.ExpectToken(ZScriptTokenType.CloseSquare);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected closing square brace, got {0}", token?.ToString() ?? "");
+ }
+
+ // read additional array dimensions if present, and initializer. or end parsing
+ while (true)
+ {
+ t.SkipWhitespace();
+ token = t.ExpectToken(ZScriptTokenType.OpenSquare, ZScriptTokenType.OpAssign, ZScriptTokenType.Semicolon);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected array dimensions, initializer or semicolon, got {0}", token?.ToString() ?? "");
+
+ // field is done
+ if (token.Type == ZScriptTokenType.Semicolon)
+ break;
+
+ // has initializer
+ if (token.Type == ZScriptTokenType.OpAssign)
+ {
+ field.Initializer = ReadEverythingUntil(t, ZScriptTokenType.Semicolon, false, false);
+ token = t.ExpectToken(ZScriptTokenType.Semicolon);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected semicolon, got {0}", token?.ToString() ?? "");
+ break;
+ }
+
+ // read array
+ List arrayDimTokens = ReadEverythingUntil(t, ZScriptTokenType.CloseSquare, false, false);
+ if (field.ArrayDimensions == null)
+ field.ArrayDimensions = new List>();
+ field.ArrayDimensions.Add(arrayDimTokens);
+
+ token = t.ExpectToken(ZScriptTokenType.CloseSquare);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected closing square brace, got {0}", token?.ToString() ?? "");
+ }
+
+ }
+
+ private static void CompileUniforms(ShaderGroup output, ZScriptTokenizer t)
+ {
+
+ // so a type of a variable is normally identifier+array dimensions
+ // array dimensions may also exist on the variable itself (oh god this shitty C syntax)
+ t.SkipWhitespace();
+ ZScriptToken token;
+
+ token = t.ExpectToken(ZScriptTokenType.OpenCurly);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected uniforms block, got {0}", token?.ToString() ?? "");
+
+ while (true)
+ {
+
+ t.SkipWhitespace();
+ token = t.ExpectToken(ZScriptTokenType.Identifier, ZScriptTokenType.CloseCurly);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected uniform or end of block, got {0}", token?.ToString() ?? "");
+
+ if (token.Type == ZScriptTokenType.CloseCurly)
+ break; // done reading uniforms
+
+ // first goes the name, then array dimensions, then the variable name, then array dimensions, then initializer
+ ShaderField field = new ShaderField();
+ field.Line = t.PositionToLine(token.Position);
+ field.TypeName = token.Value;
+
+ CompileShaderField(field, t);
+
+ // done reading field, add it
+ output.Uniforms.Add(field);
+
+ }
+
+ }
+
+ private static void CompileShaderFunction(ShaderFunction func, ZScriptTokenizer t)
+ {
+ ZScriptToken token;
+
+ t.SkipWhitespace();
+ token = t.ExpectToken(ZScriptTokenType.Identifier);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected function name, got {0}", token?.ToString() ?? "");
+
+ func.Name = token.Value;
+
+ t.SkipWhitespace();
+ token = t.ExpectToken(ZScriptTokenType.OpenParen);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected function argument list, got {0}", token?.ToString() ?? "");
+
+ func.Arguments = ReadEverythingUntil(t, ZScriptTokenType.CloseParen, false, false);
+
+ token = t.ExpectToken(ZScriptTokenType.CloseParen);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected end of function arguments, got {0}", token?.ToString() ?? "");
+
+ t.SkipWhitespace();
+ token = t.ExpectToken(ZScriptTokenType.OpenCurly);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected function code block, got {0}", token?.ToString() ?? "");
+
+ func.CodeLine = t.PositionToLine(token.Position);
+ func.Code = ReadEverythingUntil(t, ZScriptTokenType.CloseCurly, false, false);
+
+ token = t.ExpectToken(ZScriptTokenType.CloseCurly);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected end of function code block, got {0}", token?.ToString() ?? "");
+
+ }
+
+ private static void CompileFunctions(ShaderGroup output, ZScriptTokenizer t)
+ {
+
+ t.SkipWhitespace();
+ ZScriptToken token;
+
+ token = t.ExpectToken(ZScriptTokenType.OpenCurly);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected functions block, got {0}", token?.ToString() ?? "");
+
+ while (true)
+ {
+
+ t.SkipWhitespace();
+ token = t.ExpectToken(ZScriptTokenType.Identifier, ZScriptTokenType.CloseCurly);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected function or end of block, got {0}", token?.ToString() ?? "");
+
+ if (token.Type == ZScriptTokenType.CloseCurly)
+ break; // done reading functions
+
+ bool isoverride = false;
+ if (token.Value == "override")
+ {
+ isoverride = true;
+
+ t.SkipWhitespace();
+ token = t.ExpectToken(ZScriptTokenType.Identifier);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected function return type, got {0}", token?.ToString() ?? "");
+ }
+
+ // () { }
+ ShaderFunction func = new ShaderFunction();
+ func.Line = t.PositionToLine(token.Position);
+ func.ReturnValue = token.Value;
+ func.Override = isoverride;
+
+ CompileShaderFunction(func, t);
+
+ // check if function with such name already exists in the shader
+ // delete it.
+ // overloading is not supported for now
+ for (int i = 0; i < output.Functions.Count; i++)
+ {
+ if (output.Functions[i].Name == func.Name)
+ {
+ if (!isoverride)
+ throw new ShaderCompileException("Function {0} is double-defined without 'override' keyword! (previous declaration at line {1})", func.Name, output.Functions[i].Line);
+ output.Functions.RemoveAt(i);
+ i--;
+ continue;
+ }
+ }
+
+ output.Functions.Add(func);
+
+ }
+
+ }
+
+ private static void CompileShaderFunctions(Shader output, ZScriptTokenizer t)
+ {
+
+ t.SkipWhitespace();
+ ZScriptToken token;
+
+ token = t.ExpectToken(ZScriptTokenType.OpenCurly);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected functions block, got {0}", token?.ToString() ?? "");
+
+ while (true)
+ {
+
+ t.SkipWhitespace();
+ token = t.ExpectToken(ZScriptTokenType.Identifier, ZScriptTokenType.CloseCurly);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected function or end of block, got {0}", token?.ToString() ?? "");
+
+ if (token.Type == ZScriptTokenType.CloseCurly)
+ break; // done reading functions
+
+ bool isoverride = false;
+ if (token.Value == "override")
+ {
+ isoverride = true;
+
+ t.SkipWhitespace();
+ token = t.ExpectToken(ZScriptTokenType.Identifier);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected function return type, got {0}", token?.ToString() ?? "");
+ }
+
+ // () { }
+ ShaderFunction func = new ShaderFunction();
+ func.Line = t.PositionToLine(token.Position);
+ func.ReturnValue = token.Value;
+ func.Override = isoverride;
+
+ CompileShaderFunction(func, t);
+
+ // check if function with such name already exists in the shader
+ // delete it.
+ // overloading is not supported for now
+ if (!isoverride)
+ {
+ ShaderFunction existingFunc = output.Group.GetFunction(func.Name);
+ if (existingFunc != null)
+ throw new ShaderCompileException("Function {0} is double-defined without 'override' keyword! (previous declaration at line {1})", func.Name, existingFunc.Line);
+ }
+ for (int i = 0; i < output.Functions.Count; i++)
+ {
+ if (output.Functions[i].Name == func.Name)
+ {
+ if (!isoverride)
+ throw new ShaderCompileException("Function {0} is double-defined without 'override' keyword! (previous declaration at line {1})", func.Name, output.Functions[i].Line);
+ output.Functions.RemoveAt(i);
+ i--;
+ continue;
+ }
+ }
+
+ output.Functions.Add(func);
+
+ }
+
+ }
+
+ private static List CompileShaderDataBlock(ZScriptTokenizer t)
+ {
+
+ List fields = new List();
+
+ t.SkipWhitespace();
+ ZScriptToken token = t.ExpectToken(ZScriptTokenType.OpenCurly);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected data block, got {0}", token?.ToString() ?? "");
+
+ while (true)
+ {
+
+ t.SkipWhitespace();
+ token = t.ExpectToken(ZScriptTokenType.Identifier, ZScriptTokenType.CloseCurly);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected data field or end of block, got {0}", token?.ToString() ?? "");
+
+ if (token.Type == ZScriptTokenType.CloseCurly)
+ break;
+
+ ShaderField field = new ShaderField();
+ field.Line = t.PositionToLine(token.Position);
+ field.TypeName = token.Value;
+
+ CompileShaderField(field, t);
+
+ fields.Add(field);
+
+ }
+
+ return fields;
+
+ }
+
+ private static List CompileShaderSource(ZScriptTokenizer t)
+ {
+
+ // syntax:
+ // fragment { ... code ... }
+ // or
+ // vertex { ... code ... }
+
+ t.SkipWhitespace();
+ ZScriptToken token = t.ExpectToken(ZScriptTokenType.OpenCurly);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected shader source block, got {0}", token?.ToString() ?? "");
+
+ List tokens = ReadEverythingUntil(t, ZScriptTokenType.CloseCurly, false, false);
+
+ token = t.ExpectToken(ZScriptTokenType.CloseCurly);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected end of shader source block, got {0}", token?.ToString() ?? "");
+
+ return tokens;
+
+ }
+
+ private static void CompileShader(ShaderGroup output, ZScriptTokenizer t)
+ {
+
+ t.SkipWhitespace();
+
+ ZScriptToken token = t.ExpectToken(ZScriptTokenType.Identifier);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected shader identifier, got {0}", token?.ToString() ?? "");
+
+ t.SkipWhitespace();
+
+ Shader s = new Shader(output);
+ s.Name = token.Value;
+ output.Shaders.Add(s);
+
+ token = t.ExpectToken(ZScriptTokenType.Identifier, ZScriptTokenType.OpenCurly);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected parent identifier or shader block, got {0}", token?.ToString() ?? "");
+
+ // has parent shader id
+ if (token.Type == ZScriptTokenType.Identifier)
+ {
+
+ if (token.Value != "extends")
+ throw new ShaderCompileException("Expected 'extends', got {0}", token.ToString());
+
+ t.SkipWhitespace();
+ token = t.ExpectToken(ZScriptTokenType.Identifier);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected parent identifier, got {0}", token?.ToString() ?? "");
+
+ s.ParentName = token.Value;
+
+ t.SkipWhitespace();
+ token = t.ExpectToken(ZScriptTokenType.OpenCurly);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected shader block, got {0}", token?.ToString() ?? "");
+
+ }
+
+
+ s.CodeLine = t.PositionToLine(token.Position);
+
+ while (true)
+ {
+
+ t.SkipWhitespace();
+ token = t.ExpectToken(ZScriptTokenType.Identifier, ZScriptTokenType.CloseCurly);
+ if (!(token?.IsValid ?? true))
+ throw new ShaderCompileException("Expected shader sub-block or end of block, got {0}", token?.ToString() ?? "");
+
+ if (token.Type == ZScriptTokenType.CloseCurly)
+ break;
+
+ switch (token.Value)
+ {
+ case "in":
+ s.In = CompileShaderDataBlock(t);
+ break;
+ case "out":
+ s.Out = CompileShaderDataBlock(t);
+ break;
+ case "v2f":
+ s.V2F = CompileShaderDataBlock(t);
+ break;
+ case "functions":
+ CompileShaderFunctions(s, t);
+ break;
+ case "vertex":
+ s.SourceVertex = CompileShaderSource(t);
+ if (s.SourceVertex != null && s.SourceVertex.Count > 0)
+ s.SourceVertexLine = t.PositionToLine(s.SourceVertex[0].Position);
+ break;
+ case "fragment":
+ s.SourceFragment = CompileShaderSource(t);
+ if (s.SourceFragment != null && s.SourceFragment.Count > 0)
+ s.SourceFragmentLine = t.PositionToLine(s.SourceFragment[0].Position);
+ break;
+ default:
+ throw new ShaderCompileException("Expected shader sub-block, got {0}", token.ToString());
+ }
+
+ }
+
+ }
+
+ public static ShaderGroup Compile(string src)
+ {
+ ShaderGroup output = new ShaderGroup();
+
+ using (MemoryStream ms = new MemoryStream(Encoding.UTF8.GetBytes(src)))
+ using (BinaryReader br = new BinaryReader(ms))
+ {
+ ZScriptTokenizer t = new ZScriptTokenizer(br);
+
+ // main cycle
+ // in the root scope, we allow three blocks:
+ // - uniforms{}
+ // - functions{}
+ // - shader {}
+ // everything else is a syntax error.
+ while (true)
+ {
+ t.SkipWhitespace();
+ ZScriptToken token = t.ExpectToken(ZScriptTokenType.Identifier);
+ if (token == null)
+ break;
+
+ if (!token.IsValid)
+ throw new ShaderCompileException("Expected 'uniforms', 'functions', or 'shader'; got {0}", token.ToString());
+
+ switch (token.Value)
+ {
+ case "uniforms":
+ CompileUniforms(output, t);
+ break;
+ case "functions":
+ CompileFunctions(output, t);
+ break;
+ case "shader":
+ CompileShader(output, t);
+ break;
+ default:
+ throw new ShaderCompileException("Expected 'uniforms', 'functions', or 'shader'; got {0}", token.ToString());
+ }
+ }
+
+ // done parsing, postprocess - apply parents
+ foreach (Shader s in output.Shaders)
+ {
+ List parents = new List();
+ parents.Add(s.Name);
+ Shader p = s;
+ while (p.ParentName != null && p.ParentName != "")
+ {
+ string parentName = p.ParentName;
+ if (parents.Contains(parentName))
+ throw new ShaderCompileException("Recursive parent shader {0} found", parentName);
+ parents.Add(parentName);
+ p = output.GetShader(parentName);
+ if (p == null)
+ throw new ShaderCompileException("Parent shader {0} not found", parentName);
+
+ if (s.In == null) s.In = p.In;
+ if (s.Out == null) s.Out = p.Out;
+ if (s.V2F == null) s.V2F = p.V2F;
+ if (s.SourceFragment == null)
+ {
+ s.SourceFragment = p.SourceFragment;
+ s.SourceFragmentLine = p.SourceFragmentLine;
+ }
+ if (s.SourceVertex == null)
+ {
+ s.SourceVertex = p.SourceVertex;
+ s.SourceVertexLine = p.SourceVertexLine;
+ }
+
+ // add functions from parent
+ foreach (ShaderFunction func in p.Functions)
+ {
+ if (s.GetFunction(func.Name) == null)
+ s.Functions.Add(func);
+ }
+ }
+ }
+
+ return output;
+ }
+ }
+ }
+}
diff --git a/Source/Core/Rendering/Vector2.cs b/Source/Core/Rendering/Vector2.cs
index b5c0e211..243e9110 100644
--- a/Source/Core/Rendering/Vector2.cs
+++ b/Source/Core/Rendering/Vector2.cs
@@ -6,15 +6,15 @@ using System.Threading.Tasks;
namespace CodeImp.DoomBuilder.Rendering
{
- public struct Vector2
+ public struct Vector2f
{
- public Vector2(float v)
+ public Vector2f(float v)
{
X = v;
Y = v;
}
- public Vector2(float x, float y)
+ public Vector2f(float x, float y)
{
X = x;
Y = y;
@@ -23,7 +23,7 @@ namespace CodeImp.DoomBuilder.Rendering
public float X;
public float Y;
- public static Vector2 Hermite(Vector2 value1, Vector2 tangent1, Vector2 value2, Vector2 tangent2, float amount)
+ public static Vector2f Hermite(Vector2f value1, Vector2f tangent1, Vector2f value2, Vector2f tangent2, float amount)
{
float squared = amount * amount;
float cubed = amount * squared;
@@ -31,16 +31,16 @@ namespace CodeImp.DoomBuilder.Rendering
float part2 = (-2.0f * cubed) + (3.0f * squared);
float part3 = (cubed - (2.0f * squared)) + amount;
float part4 = cubed - squared;
- return new Vector2(
+ return new Vector2f(
(((value1.X * part1) + (value2.X * part2)) + (tangent1.X * part3)) + (tangent2.X * part4),
(((value1.Y * part1) + (value2.Y * part2)) + (tangent1.Y * part3)) + (tangent2.Y * part4));
}
public override bool Equals(object o)
{
- if (o is Vector2)
+ if (o is Vector2f)
{
- Vector2 v = (Vector2)o;
+ Vector2f v = (Vector2f)o;
return this == v;
}
else
@@ -54,27 +54,88 @@ namespace CodeImp.DoomBuilder.Rendering
return X.GetHashCode() + Y.GetHashCode();
}
- public static Vector2 operator +(Vector2 left, Vector2 right)
+ public static Vector2f operator +(Vector2f left, Vector2f right)
{
- return new Vector2(left.X + right.X, left.Y + right.Y);
+ return new Vector2f(left.X + right.X, left.Y + right.Y);
}
- public static Vector2 operator -(Vector2 left, Vector2 right)
+ public static Vector2f operator -(Vector2f left, Vector2f right)
{
- return new Vector2(left.X - right.X, left.Y - right.Y);
+ return new Vector2f(left.X - right.X, left.Y - right.Y);
}
- public static Vector2 operator -(Vector2 v)
+ public static Vector2f operator -(Vector2f v)
{
- return new Vector2(-v.X, -v.Y);
+ return new Vector2f(-v.X, -v.Y);
}
- public static bool operator ==(Vector2 left, Vector2 right)
+ public static bool operator ==(Vector2f left, Vector2f right)
{
return left.X == right.X && left.Y == right.Y;
}
- public static bool operator !=(Vector2 left, Vector2 right)
+ public static bool operator !=(Vector2f left, Vector2f right)
+ {
+ return left.X != right.X || left.Y != right.Y;
+ }
+ }
+
+ public struct Vector2i
+ {
+ public Vector2i(int v)
+ {
+ X = v;
+ Y = v;
+ }
+
+ public Vector2i(int x, int y)
+ {
+ X = x;
+ Y = y;
+ }
+
+ public int X;
+ public int Y;
+
+ public override bool Equals(object o)
+ {
+ if (o is Vector2i)
+ {
+ Vector2i v = (Vector2i)o;
+ return this == v;
+ }
+ else
+ {
+ return false;
+ }
+ }
+
+ public override int GetHashCode()
+ {
+ return X.GetHashCode() + Y.GetHashCode();
+ }
+
+ public static Vector2i operator +(Vector2i left, Vector2i right)
+ {
+ return new Vector2i(left.X + right.X, left.Y + right.Y);
+ }
+
+ public static Vector2i operator -(Vector2i left, Vector2i right)
+ {
+ return new Vector2i(left.X - right.X, left.Y - right.Y);
+ }
+
+ public static Vector2i operator -(Vector2i v)
+ {
+ return new Vector2i(-v.X, -v.Y);
+ }
+
+ public static bool operator ==(Vector2i left, Vector2i right)
+ {
+ return left.X == right.X && left.Y == right.Y;
+ }
+
+ public static bool operator !=(Vector2i left, Vector2i right)
{
return left.X != right.X || left.Y != right.Y;
}
diff --git a/Source/Core/Rendering/Vector3.cs b/Source/Core/Rendering/Vector3.cs
index d944f9e1..ab15ff82 100644
--- a/Source/Core/Rendering/Vector3.cs
+++ b/Source/Core/Rendering/Vector3.cs
@@ -6,23 +6,23 @@ using System.Threading.Tasks;
namespace CodeImp.DoomBuilder.Rendering
{
- public struct Vector3
+ public struct Vector3f
{
- public Vector3(float v)
+ public Vector3f(float v)
{
X = v;
Y = v;
Z = v;
}
- public Vector3(Vector2 xy, float z)
+ public Vector3f(Vector2f xy, float z)
{
X = xy.X;
Y = xy.Y;
Z = z;
}
- public Vector3(float x, float y, float z)
+ public Vector3f(float x, float y, float z)
{
X = x;
Y = y;
@@ -33,16 +33,16 @@ namespace CodeImp.DoomBuilder.Rendering
public float Y;
public float Z;
- public static Vector4 Transform(Vector3 vector, Matrix transform)
+ public static Vector4f Transform(Vector3f vector, Matrix transform)
{
- return new Vector4(
+ return new Vector4f(
(((vector.X * transform.M11) + (vector.Y * transform.M21)) + (vector.Z * transform.M31)) + transform.M41,
(((vector.X * transform.M12) + (vector.Y * transform.M22)) + (vector.Z * transform.M32)) + transform.M42,
(((vector.X * transform.M13) + (vector.Y * transform.M23)) + (vector.Z * transform.M33)) + transform.M43,
(((vector.X * transform.M14) + (vector.Y * transform.M24)) + (vector.Z * transform.M34)) + transform.M44);
}
- public static Vector3 Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount)
+ public static Vector3f Hermite(Vector3f value1, Vector3f tangent1, Vector3f value2, Vector3f tangent2, float amount)
{
float squared = amount * amount;
float cubed = amount * squared;
@@ -50,26 +50,26 @@ namespace CodeImp.DoomBuilder.Rendering
float part2 = (-2.0f * cubed) + (3.0f * squared);
float part3 = (cubed - (2.0f * squared)) + amount;
float part4 = cubed - squared;
- return new Vector3(
+ return new Vector3f(
(((value1.X * part1) + (value2.X * part2)) + (tangent1.X * part3)) + (tangent2.X * part4),
(((value1.Y * part1) + (value2.Y * part2)) + (tangent1.Y * part3)) + (tangent2.Y * part4),
(((value1.Z * part1) + (value2.Z * part2)) + (tangent1.Z * part3)) + (tangent2.Z * part4));
}
- public static float DistanceSquared(Vector3 a, Vector3 b)
+ public static float DistanceSquared(Vector3f a, Vector3f b)
{
- Vector3 c = b - a;
- return Vector3.Dot(c, c);
+ Vector3f c = b - a;
+ return Vector3f.Dot(c, c);
}
- public static float Dot(Vector3 a, Vector3 b)
+ public static float Dot(Vector3f a, Vector3f b)
{
return a.X * b.X + a.Y * b.Y + a.Z * b.Z;
}
- public static Vector3 Cross(Vector3 left, Vector3 right)
+ public static Vector3f Cross(Vector3f left, Vector3f right)
{
- Vector3 result = new Vector3();
+ Vector3f result = new Vector3f();
result.X = left.Y * right.Z - left.Z * right.Y;
result.Y = left.Z * right.X - left.X * right.Z;
result.Z = left.X * right.Y - left.Y * right.X;
@@ -78,10 +78,10 @@ namespace CodeImp.DoomBuilder.Rendering
public float Length()
{
- return (float)Math.Sqrt(Vector3.Dot(this, this));
+ return (float)Math.Sqrt(Vector3f.Dot(this, this));
}
- public static Vector3 Normalize(Vector3 v)
+ public static Vector3f Normalize(Vector3f v)
{
v.Normalize();
return v;
@@ -100,9 +100,9 @@ namespace CodeImp.DoomBuilder.Rendering
public override bool Equals(object o)
{
- if (o is Vector3)
+ if (o is Vector3f)
{
- Vector3 v = (Vector3)o;
+ Vector3f v = (Vector3f)o;
return this == v;
}
else
@@ -116,27 +116,98 @@ namespace CodeImp.DoomBuilder.Rendering
return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode();
}
- public static Vector3 operator +(Vector3 left, Vector3 right)
+ public static Vector3f operator +(Vector3f left, Vector3f right)
{
- return new Vector3(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
+ return new Vector3f(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
}
- public static Vector3 operator -(Vector3 left, Vector3 right)
+ public static Vector3f operator -(Vector3f left, Vector3f right)
{
- return new Vector3(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
+ return new Vector3f(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
}
- public static Vector3 operator -(Vector3 v)
+ public static Vector3f operator -(Vector3f v)
{
- return new Vector3(-v.X, -v.Y, -v.Z);
+ return new Vector3f(-v.X, -v.Y, -v.Z);
}
- public static bool operator ==(Vector3 left, Vector3 right)
+ public static bool operator ==(Vector3f left, Vector3f right)
{
return left.X == right.X && left.Y == right.Y && left.Z == right.Z;
}
- public static bool operator !=(Vector3 left, Vector3 right)
+ public static bool operator !=(Vector3f left, Vector3f right)
+ {
+ return left.X != right.X || left.Y != right.Y || left.Z != right.Z;
+ }
+ }
+
+ public struct Vector3i
+ {
+ public Vector3i(int v)
+ {
+ X = v;
+ Y = v;
+ Z = v;
+ }
+
+ public Vector3i(Vector2i xy, int z)
+ {
+ X = xy.X;
+ Y = xy.Y;
+ Z = z;
+ }
+
+ public Vector3i(int x, int y, int z)
+ {
+ X = x;
+ Y = y;
+ Z = z;
+ }
+
+ public int X;
+ public int Y;
+ public int Z;
+
+ public override bool Equals(object o)
+ {
+ if (o is Vector3i)
+ {
+ Vector3i v = (Vector3i)o;
+ return this == v;
+ }
+ else
+ {
+ return false;
+ }
+ }
+
+ public override int GetHashCode()
+ {
+ return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode();
+ }
+
+ public static Vector3i operator +(Vector3i left, Vector3i right)
+ {
+ return new Vector3i(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
+ }
+
+ public static Vector3i operator -(Vector3i left, Vector3i right)
+ {
+ return new Vector3i(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
+ }
+
+ public static Vector3i operator -(Vector3i v)
+ {
+ return new Vector3i(-v.X, -v.Y, -v.Z);
+ }
+
+ public static bool operator ==(Vector3i left, Vector3i right)
+ {
+ return left.X == right.X && left.Y == right.Y && left.Z == right.Z;
+ }
+
+ public static bool operator !=(Vector3i left, Vector3i right)
{
return left.X != right.X || left.Y != right.Y || left.Z != right.Z;
}
diff --git a/Source/Core/Rendering/Vector4.cs b/Source/Core/Rendering/Vector4.cs
index f8a836eb..92bb48c0 100644
--- a/Source/Core/Rendering/Vector4.cs
+++ b/Source/Core/Rendering/Vector4.cs
@@ -6,9 +6,9 @@ using System.Threading.Tasks;
namespace CodeImp.DoomBuilder.Rendering
{
- public struct Vector4
+ public struct Vector4f
{
- public Vector4(float v)
+ public Vector4f(float v)
{
X = v;
Y = v;
@@ -16,7 +16,7 @@ namespace CodeImp.DoomBuilder.Rendering
W = v;
}
- public Vector4(Vector2 xy, float z, float w)
+ public Vector4f(Vector2f xy, float z, float w)
{
X = xy.X;
Y = xy.Y;
@@ -24,7 +24,7 @@ namespace CodeImp.DoomBuilder.Rendering
W = w;
}
- public Vector4(Vector3 xyz, float w)
+ public Vector4f(Vector3f xyz, float w)
{
X = xyz.X;
Y = xyz.Y;
@@ -32,7 +32,7 @@ namespace CodeImp.DoomBuilder.Rendering
W = w;
}
- public Vector4(float x, float y, float z, float w)
+ public Vector4f(float x, float y, float z, float w)
{
X = x;
Y = y;
@@ -47,9 +47,9 @@ namespace CodeImp.DoomBuilder.Rendering
public override bool Equals(object o)
{
- if (o is Vector4)
+ if (o is Vector4f)
{
- Vector4 v = (Vector4)o;
+ Vector4f v = (Vector4f)o;
return this == v;
}
else
@@ -58,19 +58,19 @@ namespace CodeImp.DoomBuilder.Rendering
}
}
- public static Vector4 operator +(Vector4 left, Vector4 right)
+ public static Vector4f operator +(Vector4f left, Vector4f right)
{
- return new Vector4(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W);
+ return new Vector4f(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W);
}
- public static Vector4 operator -(Vector4 left, Vector4 right)
+ public static Vector4f operator -(Vector4f left, Vector4f right)
{
- return new Vector4(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W);
+ return new Vector4f(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W);
}
- public static Vector4 operator -(Vector4 v)
+ public static Vector4f operator -(Vector4f v)
{
- return new Vector4(-v.X, -v.Y, -v.Z, -v.W);
+ return new Vector4f(-v.X, -v.Y, -v.Z, -v.W);
}
public override int GetHashCode()
@@ -78,12 +78,95 @@ namespace CodeImp.DoomBuilder.Rendering
return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode() + W.GetHashCode();
}
- public static bool operator ==(Vector4 left, Vector4 right)
+ public static bool operator ==(Vector4f left, Vector4f right)
{
return left.X == right.X && left.Y == right.Y && left.Z == right.Z && left.W == right.W;
}
- public static bool operator !=(Vector4 left, Vector4 right)
+ public static bool operator !=(Vector4f left, Vector4f right)
+ {
+ return left.X != right.X || left.Y != right.Y || left.Z != right.Z || left.W != right.W;
+ }
+ }
+
+ public struct Vector4i
+ {
+ public Vector4i(int v)
+ {
+ X = v;
+ Y = v;
+ Z = v;
+ W = v;
+ }
+
+ public Vector4i(Vector2i xy, int z, int w)
+ {
+ X = xy.X;
+ Y = xy.Y;
+ Z = z;
+ W = w;
+ }
+
+ public Vector4i(Vector3i xyz, int w)
+ {
+ X = xyz.X;
+ Y = xyz.Y;
+ Z = xyz.Z;
+ W = w;
+ }
+
+ public Vector4i(int x, int y, int z, int w)
+ {
+ X = x;
+ Y = y;
+ Z = z;
+ W = w;
+ }
+
+ public int X;
+ public int Y;
+ public int Z;
+ public int W;
+
+ public override bool Equals(object o)
+ {
+ if (o is Vector4i)
+ {
+ Vector4i v = (Vector4i)o;
+ return this == v;
+ }
+ else
+ {
+ return false;
+ }
+ }
+
+ public static Vector4i operator +(Vector4i left, Vector4i right)
+ {
+ return new Vector4i(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W);
+ }
+
+ public static Vector4i operator -(Vector4i left, Vector4i right)
+ {
+ return new Vector4i(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W);
+ }
+
+ public static Vector4i operator -(Vector4i v)
+ {
+ return new Vector4i(-v.X, -v.Y, -v.Z, -v.W);
+ }
+
+ public override int GetHashCode()
+ {
+ return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode() + W.GetHashCode();
+ }
+
+ public static bool operator ==(Vector4i left, Vector4i right)
+ {
+ return left.X == right.X && left.Y == right.Y && left.Z == right.Z && left.W == right.W;
+ }
+
+ public static bool operator !=(Vector4i left, Vector4i right)
{
return left.X != right.X || left.Y != right.Y || left.Z != right.Z || left.W != right.W;
}
diff --git a/Source/Core/Resources/display2d.shader b/Source/Core/Resources/display2d.shader
new file mode 100755
index 00000000..8acf625b
--- /dev/null
+++ b/Source/Core/Resources/display2d.shader
@@ -0,0 +1,118 @@
+uniforms
+{
+ mat4 projection;
+
+ // Render settings
+ // x = texel width
+ // y = texel height
+ // z = FSAA blend factor
+ // w = transparency
+ vec4 rendersettings;
+ float desaturation;
+
+ sampler2D texture1;
+ vec4 texturefactor;
+}
+
+functions
+{
+ vec3 desaturate(vec3 texel)
+ {
+ float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
+ return mix(texel, vec3(gray), desaturation);
+ }
+
+ // This blends the max of 2 pixels
+ vec4 addcolor(vec4 c1, vec4 c2)
+ {
+ return vec4(
+ max(c1.r, c2.r),
+ max(c1.g, c2.g),
+ max(c1.b, c2.b),
+ clamp(c1.a + c2.a * 0.5, 0.0, 1.0));
+ }
+}
+
+shader display2d_normal
+{
+ in
+ {
+ vec3 Position;
+ vec4 Color;
+ vec2 TextureCoordinate;
+ }
+
+ v2f
+ {
+ vec4 Color;
+ vec2 UV;
+ }
+
+ out
+ {
+ vec4 FragColor;
+ }
+
+ vertex
+ {
+ gl_Position = projection * vec4(in.Position, 1.0);
+ v2f.Color = in.Color;
+ v2f.UV = in.TextureCoordinate;
+ }
+
+ fragment
+ {
+ vec4 c = texture(texture1, v2f.UV);
+ out.FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * v2f.Color;
+ out.FragColor *= texturefactor;
+
+ #if defined(ALPHA_TEST)
+ if (out.FragColor.a < 0.5) discard;
+ #endif
+ }
+}
+
+shader display2d_fullbright extends display2d_normal
+{
+ fragment
+ {
+ vec4 c = texture(texture1, v2f.UV);
+ out.FragColor = vec4(c.rgb, c.a * rendersettings.w);
+ out.FragColor *= texturefactor;
+
+ #if defined(ALPHA_TEST)
+ if (out.FragColor.a < 0.5) discard;
+ #endif
+ }
+}
+
+shader display2d_fsaa extends display2d_normal
+{
+ fragment
+ {
+ vec4 c = texture(texture1, v2f.UV);
+
+ // If this pixel is not drawn on...
+ if(c.a < 0.1)
+ {
+ // Mix the colors of nearby pixels
+ vec4 n = vec4(0.0);
+ n = addcolor(n, texture(texture1, vec2(v2f.UV.x + rendersettings.x, v2f.UV.y)));
+ n = addcolor(n, texture(texture1, vec2(v2f.UV.x - rendersettings.x, v2f.UV.y)));
+ n = addcolor(n, texture(texture1, vec2(v2f.UV.x, v2f.UV.y + rendersettings.y)));
+ n = addcolor(n, texture(texture1, vec2(v2f.UV.x, v2f.UV.y - rendersettings.y)));
+
+ out.FragColor = vec4(desaturate(n.rgb), n.a * rendersettings.z * rendersettings.w);
+ }
+ else
+ {
+ out.FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * v2f.Color;
+ }
+
+ out.FragColor *= texturefactor;
+
+ #if defined(ALPHA_TEST)
+ if (out.FragColor.a < 0.5) discard;
+ #endif
+ }
+}
\ No newline at end of file
diff --git a/Source/Core/Resources/display2d.vp b/Source/Core/Resources/display2d.vp
deleted file mode 100644
index 4d00806c..00000000
--- a/Source/Core/Resources/display2d.vp
+++ /dev/null
@@ -1,16 +0,0 @@
-
-in vec3 AttrPosition;
-in vec4 AttrColor;
-in vec2 AttrUV;
-
-out vec4 Color;
-out vec2 UV;
-
-uniform mat4 projection;
-
-void main()
-{
- gl_Position = projection * vec4(AttrPosition, 1.0);
- Color = AttrColor;
- UV = AttrUV;
-}
diff --git a/Source/Core/Resources/display2d_fsaa.fp b/Source/Core/Resources/display2d_fsaa.fp
deleted file mode 100644
index 59cec51b..00000000
--- a/Source/Core/Resources/display2d_fsaa.fp
+++ /dev/null
@@ -1,60 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-
-out vec4 FragColor;
-
-// Render settings
-// x = texel width
-// y = texel height
-// z = FSAA blend factor
-// w = transparency
-uniform vec4 rendersettings;
-uniform float desaturation;
-
-uniform sampler2D texture1;
-uniform vec4 texturefactor;
-
-// This blends the max of 2 pixels
-vec4 addcolor(vec4 c1, vec4 c2)
-{
- return vec4(
- max(c1.r, c2.r),
- max(c1.g, c2.g),
- max(c1.b, c2.b),
- clamp(c1.a + c2.a * 0.5, 0.0, 1.0));
-}
-
-vec3 desaturate(vec3 texel)
-{
- float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
- return mix(texel, vec3(gray), desaturation);
-}
-
-void main()
-{
- vec4 c = texture(texture1, UV);
-
- // If this pixel is not drawn on...
- if(c.a < 0.1)
- {
- // Mix the colors of nearby pixels
- vec4 n = vec4(0.0);
- n = addcolor(n, texture(texture1, vec2(UV.x + rendersettings.x, UV.y)));
- n = addcolor(n, texture(texture1, vec2(UV.x - rendersettings.x, UV.y)));
- n = addcolor(n, texture(texture1, vec2(UV.x, UV.y + rendersettings.y)));
- n = addcolor(n, texture(texture1, vec2(UV.x, UV.y - rendersettings.y)));
-
- FragColor = vec4(desaturate(n.rgb), n.a * rendersettings.z * rendersettings.w);
- }
- else
- {
- FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * Color;
- }
-
- FragColor *= texturefactor;
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-}
diff --git a/Source/Core/Resources/display2d_fullbright.fp b/Source/Core/Resources/display2d_fullbright.fp
deleted file mode 100644
index c6d973b1..00000000
--- a/Source/Core/Resources/display2d_fullbright.fp
+++ /dev/null
@@ -1,26 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-
-out vec4 FragColor;
-
-// Render settings
-// x = texel width
-// y = texel height
-// z = FSAA blend factor
-// w = transparency
-uniform vec4 rendersettings;
-
-uniform sampler2D texture1;
-uniform vec4 texturefactor;
-
-void main()
-{
- vec4 c = texture(texture1, UV);
- FragColor = vec4(c.rgb, c.a * rendersettings.w);
- FragColor *= texturefactor;
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-}
diff --git a/Source/Core/Resources/display2d_normal.fp b/Source/Core/Resources/display2d_normal.fp
deleted file mode 100644
index a58cb381..00000000
--- a/Source/Core/Resources/display2d_normal.fp
+++ /dev/null
@@ -1,33 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-
-out vec4 FragColor;
-
-// Render settings
-// x = texel width
-// y = texel height
-// z = FSAA blend factor
-// w = transparency
-uniform vec4 rendersettings;
-uniform float desaturation;
-
-uniform sampler2D texture1;
-uniform vec4 texturefactor;
-
-vec3 desaturate(vec3 texel)
-{
- float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
- return mix(texel, vec3(gray), desaturation);
-}
-
-void main()
-{
- vec4 c = texture(texture1, UV);
- FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * Color;
- FragColor *= texturefactor;
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-}
diff --git a/Source/Core/Resources/plotter.fp b/Source/Core/Resources/plotter.fp
deleted file mode 100644
index e0fff0cc..00000000
--- a/Source/Core/Resources/plotter.fp
+++ /dev/null
@@ -1,20 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-
-out vec4 FragColor;
-
-void main()
-{
- // line stipple
- if (mod(UV.x, 2.0) > 1.0)
- discard;
-
- // line smoothing
- float linewidth = 3.0;
- float falloff = 1.8; //1.5..2.5
- float centerdist = abs(UV.y);
- float a = pow(clamp((linewidth - centerdist) / linewidth, 0.0, 1.0), falloff);
-
- FragColor = vec4(Color.rgb, Color.a * a);
-}
diff --git a/Source/Core/Resources/plotter.vp b/Source/Core/Resources/plotter.vp
deleted file mode 100644
index 478e82eb..00000000
--- a/Source/Core/Resources/plotter.vp
+++ /dev/null
@@ -1,16 +0,0 @@
-
-in vec3 AttrPosition;
-in vec4 AttrColor;
-in vec2 AttrUV;
-
-out vec4 Color;
-out vec2 UV;
-
-uniform mat4 projection;
-
-void main()
-{
- gl_Position = projection * vec4(AttrPosition, 1.0f);
- Color = AttrColor;
- UV = AttrUV;
-}
diff --git a/Source/Core/Resources/things2d.shader b/Source/Core/Resources/things2d.shader
new file mode 100755
index 00000000..f94ea9bc
--- /dev/null
+++ b/Source/Core/Resources/things2d.shader
@@ -0,0 +1,105 @@
+uniforms
+{
+ mat4 projection;
+
+ // Render settings
+ // w = transparency
+ vec4 rendersettings;
+ float desaturation;
+
+ sampler2D texture1;
+ vec4 texturefactor;
+
+ vec4 fillColor;
+}
+
+functions
+{
+ vec3 desaturate(vec3 texel)
+ {
+ float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
+ return mix(texel, vec3(gray), desaturation);
+ }
+}
+
+shader things2d
+{
+ in
+ {
+ vec3 Position;
+ vec4 Color;
+ vec2 TextureCoordinate;
+ }
+
+ v2f
+ {
+ vec4 Color;
+ vec2 UV;
+ }
+
+ out
+ {
+ vec4 FragColor;
+ }
+
+ vertex
+ {
+ gl_Position = projection * vec4(in.Position, 1.0);
+ v2f.Color = in.Color;
+ v2f.UV = in.TextureCoordinate;
+ }
+}
+
+shader things2d_fill extends things2d
+{
+ fragment
+ {
+ out.FragColor = fillColor;
+
+ #if defined(ALPHA_TEST)
+ if (out.FragColor.a < 0.5) discard;
+ #endif
+ }
+}
+
+shader things2d_thing extends things2d
+{
+ fragment
+ {
+ vec4 c = texture(texture1, v2f.UV);
+ out.FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * v2f.Color;
+
+ out.FragColor *= texturefactor;
+
+ #if defined(ALPHA_TEST)
+ if (out.FragColor.a < 0.5) discard;
+ #endif
+ }
+}
+
+shader things2d_sprite extends things2d
+{
+ fragment
+ {
+ // Take this pixel's color
+ vec4 c = texture(texture1, v2f.UV);
+
+ // Modulate it by selection color
+ if (v2f.Color.a > 0.0)
+ {
+ vec3 cr = desaturate(c.rgb);
+ out.FragColor = vec4((cr.r + v2f.Color.r) / 2.0, (cr.g + v2f.Color.g) / 2.0, (cr.b + v2f.Color.b) / 2.0, c.a * rendersettings.w * v2f.Color.a);
+ }
+ else
+ {
+ // Or leave it as it is
+ out.FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w);
+ }
+
+ out.FragColor *= texturefactor;
+
+ #if defined(ALPHA_TEST)
+ if (out.FragColor.a < 0.5) discard;
+ #endif
+ }
+}
\ No newline at end of file
diff --git a/Source/Core/Resources/things2d.vp b/Source/Core/Resources/things2d.vp
deleted file mode 100644
index 4d00806c..00000000
--- a/Source/Core/Resources/things2d.vp
+++ /dev/null
@@ -1,16 +0,0 @@
-
-in vec3 AttrPosition;
-in vec4 AttrColor;
-in vec2 AttrUV;
-
-out vec4 Color;
-out vec2 UV;
-
-uniform mat4 projection;
-
-void main()
-{
- gl_Position = projection * vec4(AttrPosition, 1.0);
- Color = AttrColor;
- UV = AttrUV;
-}
diff --git a/Source/Core/Resources/things2d_fill.fp b/Source/Core/Resources/things2d_fill.fp
deleted file mode 100644
index 8f984384..00000000
--- a/Source/Core/Resources/things2d_fill.fp
+++ /dev/null
@@ -1,16 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-
-out vec4 FragColor;
-
-uniform vec4 fillColor;
-
-void main()
-{
- FragColor = fillColor;
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-}
diff --git a/Source/Core/Resources/things2d_sprite.fp b/Source/Core/Resources/things2d_sprite.fp
deleted file mode 100644
index bd26a71f..00000000
--- a/Source/Core/Resources/things2d_sprite.fp
+++ /dev/null
@@ -1,43 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-
-out vec4 FragColor;
-
-// Render settings
-// w = transparency
-uniform vec4 rendersettings;
-uniform float desaturation;
-
-uniform sampler2D texture1;
-uniform vec4 texturefactor;
-
-vec3 desaturate(vec3 texel)
-{
- float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
- return mix(texel, vec3(gray), desaturation);
-}
-
-void main()
-{
- // Take this pixel's color
- vec4 c = texture(texture1, UV);
-
- // Modulate it by selection color
- if (Color.a > 0.0)
- {
- vec3 cr = desaturate(c.rgb);
- FragColor = vec4((cr.r + Color.r) / 2.0, (cr.g + Color.g) / 2.0, (cr.b + Color.b) / 2.0, c.a * rendersettings.w * Color.a);
- }
- else
- {
- // Or leave it as it is
- FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w);
- }
-
- FragColor *= texturefactor;
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-}
diff --git a/Source/Core/Resources/things2d_thing.fp b/Source/Core/Resources/things2d_thing.fp
deleted file mode 100644
index 6e0a8106..00000000
--- a/Source/Core/Resources/things2d_thing.fp
+++ /dev/null
@@ -1,31 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-
-out vec4 FragColor;
-
-// Render settings
-// w = transparency
-uniform vec4 rendersettings;
-uniform float desaturation;
-
-uniform sampler2D texture1;
-uniform vec4 texturefactor;
-
-vec3 desaturate(vec3 texel)
-{
- float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
- return mix(texel, vec3(gray), desaturation);
-}
-
-void main()
-{
- vec4 c = texture(texture1, UV);
- FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * Color;
-
- FragColor *= texturefactor;
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-}
diff --git a/Source/Core/Resources/world3d.shader b/Source/Core/Resources/world3d.shader
new file mode 100755
index 00000000..d4ee1edb
--- /dev/null
+++ b/Source/Core/Resources/world3d.shader
@@ -0,0 +1,373 @@
+uniforms
+{
+ mat4 world;
+ mat4 view;
+ mat4 projection;
+ mat4 modelnormal;
+ vec4 campos;
+
+ vec4 highlightcolor;
+ vec4 stencilColor;
+ float desaturation;
+
+ vec4 fogsettings;
+ vec4 fogcolor;
+ vec4 sectorfogcolor;
+ vec4 vertexColor;
+
+ sampler2D texture1;
+
+ // dynamic light related
+ vec4 lightPosAndRadius[64];
+ vec4 lightOrientation[64]; // this is a vector that points in light's direction
+ vec2 light2Radius[64]; // this is used with spotlights
+ vec4 lightColor[64];
+ float ignoreNormals;
+ float lightsEnabled;
+
+ // Slope handle length
+ float slopeHandleLength;
+
+}
+
+functions
+{
+ // This adds fog color to current pixel color
+ vec4 getFogColor(vec3 PosW, vec4 color)
+ {
+ float fogdist = max(16.0, distance(PosW, campos.xyz));
+ float fogfactor = exp2(campos.w * fogdist);
+
+ color.rgb = mix(sectorfogcolor.rgb, color.rgb, fogfactor);
+ return color;
+ }
+
+ vec4 desaturate(vec4 texel)
+ {
+ float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
+ return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
+ }
+
+ vec3 getOneDynLightContribution(vec3 PosW, vec3 Normal, vec3 light, vec4 lColor, vec4 lPosAndRadius, vec4 lOrientation, vec2 l2Radius)
+ {
+
+ //is face facing away from light source?
+ // update 01.02.2017: offset the equation by 3px back to try to emulate GZDoom's broken visibility check.
+ float diffuseContribution = dot(Normal, normalize(lPosAndRadius.xyz - PosW + Normal * 3.0));
+ if (diffuseContribution < 0.0 && (ignoreNormals == 0 || (lColor.a > 0.979 && lColor.a < 0.981))) // attenuated light and facing away
+ return light;
+
+ diffuseContribution = max(diffuseContribution, 0.0); // to make sure
+
+ //is pixel in light range?
+ float dist = distance(PosW, lPosAndRadius.xyz);
+
+ if (dist > lPosAndRadius.w)
+ return light;
+
+ float power = 1.0;
+ power *= max(lPosAndRadius.w - dist, 0.0) / lPosAndRadius.w;
+
+ if (lOrientation.w > 0.5)
+ {
+ vec3 lightDirection = normalize(lPosAndRadius.xyz - PosW);
+ float cosDir = dot(lightDirection, lOrientation.xyz);
+ float df = smoothstep(l2Radius.y, l2Radius.x, cosDir);
+ power *= df;
+ }
+
+ if (lColor.a > 0.979 && lColor.a < 0.981) // attenuated light 98%
+ power *= diffuseContribution;
+
+ // for w/e reason GZDoom also does this
+ power *= lColor.a;
+
+ if (lColor.a >= 1)
+ return light.rgb - lColor.rgb * power;
+
+ return light.rgb + lColor.rgb * power;
+
+ }
+
+ vec4 getDynLightContribution(vec4 tcolor, vec4 baselight, vec3 PosW, vec3 Normal)
+ {
+ vec3 light = vec3(0, 0, 0);
+ vec3 addlight = vec3(0, 0, 0);
+
+ if (lightsEnabled != 0)
+ {
+ for (int i = 0; i < 64; i++)
+ {
+ if (lightColor[i].a == 0)
+ break;
+ if (lightColor[i].a < 0.4) // additive
+ addlight = getOneDynLightContribution(PosW, Normal, addlight, lightColor[i], lightPosAndRadius[i], lightOrientation[i], light2Radius[i]);
+ else light = getOneDynLightContribution(PosW, Normal, light, lightColor[i], lightPosAndRadius[i], lightOrientation[i], light2Radius[i]);
+ }
+ }
+
+ return vec4(tcolor.rgb*(baselight.rgb+light)+addlight, tcolor.a*baselight.a);
+ }
+}
+
+shader world3d_main
+{
+ in
+ {
+ vec3 Position;
+ vec4 Color;
+ vec2 TextureCoordinate;
+ vec3 Normal;
+ }
+
+ v2f
+ {
+ vec4 Color;
+ vec2 UV;
+ vec3 PosW;
+ vec3 Normal;
+ vec4 viewpos;
+ }
+
+ out
+ {
+ vec4 FragColor;
+ }
+
+ vertex
+ {
+ v2f.viewpos = view * world * vec4(in.Position, 1.0);
+ gl_Position = projection * v2f.viewpos;
+ v2f.PosW = (world * vec4(in.Position, 1.0)).xyz;
+ v2f.Color = in.Color;
+ v2f.UV = in.TextureCoordinate;
+ v2f.Normal = normalize((modelnormal * vec4(in.Normal, 1.0)).xyz);
+ }
+
+ fragment
+ {
+ vec4 tcolor = texture(texture1, v2f.UV);
+ tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
+ tcolor = getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal);
+ out.FragColor = desaturate(tcolor);
+
+ #if defined(ALPHA_TEST)
+ if (out.FragColor.a < 0.5) discard;
+ #endif
+
+ if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
+ }
+}
+
+shader world3d_fullbright extends world3d_main
+{
+ fragment
+ {
+ vec4 tcolor = texture(texture1, v2f.UV);
+ tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
+ tcolor.a *= v2f.Color.a;
+ out.FragColor = tcolor;
+
+ #if defined(ALPHA_TEST)
+ if (out.FragColor.a < 0.5) discard;
+ #endif
+
+ if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
+ }
+}
+
+shader world3d_main_highlight extends world3d_main
+{
+ fragment
+ {
+ vec4 tcolor = texture(texture1, v2f.UV);
+ tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
+ tcolor = getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal);
+ if (tcolor.a == 0.0)
+ {
+ out.FragColor = tcolor;
+ }
+ else
+ {
+ // Blend texture color and vertex color
+ vec4 ncolor = desaturate(tcolor);
+
+ out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(v2f.Color.a + 0.25, 0.5));
+ }
+
+ #if defined(ALPHA_TEST)
+ if (out.FragColor.a < 0.5) discard;
+ #endif
+
+ if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
+ }
+}
+
+shader world3d_fullbright_highlight extends world3d_fullbright
+{
+ fragment
+ {
+ vec4 tcolor = texture(texture1, v2f.UV);
+ tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
+ if(tcolor.a == 0.0)
+ {
+ out.FragColor = tcolor;
+ }
+ else
+ {
+ // Blend texture color and vertex color
+ vec4 ncolor = tcolor * v2f.Color;
+
+ out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (tcolor.rgb - 0.4 * highlightcolor.a), max(v2f.Color.a + 0.25, 0.5));
+ }
+
+ #if defined(ALPHA_TEST)
+ if (out.FragColor.a < 0.5) discard;
+ #endif
+
+ if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
+ }
+}
+
+shader world3d_vertex_color extends world3d_main
+{
+ fragment
+ {
+ out.FragColor = v2f.Color;
+
+ #if defined(ALPHA_TEST)
+ if (out.FragColor.a < 0.5) discard;
+ #endif
+
+ if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
+ }
+}
+
+shader world3d_main_vertexcolor extends world3d_main
+{
+ vertex
+ {
+ v2f.viewpos = view * world * vec4(in.Position, 1.0);
+ gl_Position = projection * v2f.viewpos;
+ v2f.Color = vertexColor;
+ v2f.UV = in.TextureCoordinate;
+ }
+}
+
+shader world3d_constant_color extends world3d_main_vertexcolor
+{
+ fragment
+ {
+ out.FragColor = vertexColor;
+
+ #if defined(ALPHA_TEST)
+ if (out.FragColor.a < 0.5) discard;
+ #endif
+
+ if (fogsettings.x >= 0.0f) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
+ }
+}
+
+// world3d_main_highlight with vertex program from world3d_vertexcolor
+// to-do: rewrite into a function
+shader world3d_highlight_vertexcolor extends world3d_main_highlight
+{
+ vertex
+ {
+ v2f.viewpos = view * world * vec4(in.Position, 1.0);
+ gl_Position = projection * v2f.viewpos;
+ v2f.Color = vertexColor;
+ v2f.UV = in.TextureCoordinate;
+ }
+}
+
+shader world3d_main_fog extends world3d_main
+{
+ fragment
+ {
+ vec4 tcolor = texture(texture1, v2f.UV);
+ tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
+ tcolor = getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal);
+ if (tcolor.a == 0.0)
+ {
+ out.FragColor = tcolor;
+ }
+ else
+ {
+ out.FragColor = desaturate(getFogColor(v2f.PosW, tcolor));
+ }
+
+ #if defined(ALPHA_TEST)
+ if (out.FragColor.a < 0.5) discard;
+ #endif
+
+ if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
+ }
+}
+
+shader world3d_main_highlight_fog extends world3d_main_fog
+{
+ fragment
+ {
+ vec4 tcolor = texture(texture1, v2f.UV);
+ tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
+ tcolor = getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal);
+ if (tcolor.a == 0.0)
+ {
+ out.FragColor = tcolor;
+ }
+ else
+ {
+ // Blend texture color and vertex color
+ vec4 ncolor = desaturate(getFogColor(v2f.PosW, tcolor));
+
+ out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(ncolor.a + 0.25, 0.5));
+ }
+
+ #if defined(ALPHA_TEST)
+ if (out.FragColor.a < 0.5) discard;
+ #endif
+
+ if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
+ }
+}
+
+// world3d_fog, but with vertex shader from customvertexcolor_fog
+// to-do: rewrite into a function
+shader world3d_main_fog_vertexcolor extends world3d_main_fog
+{
+ vertex
+ {
+ v2f.viewpos = view * world * vec4(in.Position, 1.0);
+ gl_Position = projection * v2f.viewpos;
+ v2f.PosW = (world * vec4(in.Position, 1.0)).xyz;
+ v2f.Color = vertexColor;
+ v2f.UV = in.TextureCoordinate;
+ v2f.Normal = normalize((modelnormal * vec4(in.Normal, 1.0)).xyz);
+ }
+}
+
+shader world3d_main_highlight_fog_vertexcolor extends world3d_main_highlight_fog
+{
+ vertex
+ {
+ v2f.viewpos = view * world * vec4(in.Position, 1.0);
+ gl_Position = projection * v2f.viewpos;
+ v2f.PosW = (world * vec4(in.Position, 1.0)).xyz;
+ v2f.Color = vertexColor;
+ v2f.UV = in.TextureCoordinate;
+ v2f.Normal = normalize((modelnormal * vec4(in.Normal, 1.0)).xyz);
+ }
+}
+
+// Slope handle shader
+shader world3d_slope_handle extends world3d_vertex_color
+{
+ vertex
+ {
+ v2f.viewpos = view * world * vec4(in.Position.x * slopeHandleLength, in.Position.y, in.Position.z, 1.0);
+ gl_Position = projection * v2f.viewpos;
+ v2f.Color = in.Color * vertexColor;
+ v2f.UV = in.TextureCoordinate;
+ }
+}
\ No newline at end of file
diff --git a/Source/Core/Resources/world3d_constant_color.fp b/Source/Core/Resources/world3d_constant_color.fp
deleted file mode 100644
index 8e50abcf..00000000
--- a/Source/Core/Resources/world3d_constant_color.fp
+++ /dev/null
@@ -1,22 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-in vec4 viewpos;
-
-out vec4 FragColor;
-
-uniform vec4 vertexColor;
-
-uniform vec4 fogsettings;
-uniform vec4 fogcolor;
-
-void main()
-{
- FragColor = vertexColor;
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-
- if (fogsettings.x >= 0.0f) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
-}
diff --git a/Source/Core/Resources/world3d_customvertexcolor.vp b/Source/Core/Resources/world3d_customvertexcolor.vp
deleted file mode 100644
index 05758195..00000000
--- a/Source/Core/Resources/world3d_customvertexcolor.vp
+++ /dev/null
@@ -1,23 +0,0 @@
-
-in vec3 AttrPosition;
-in vec4 AttrColor;
-in vec2 AttrUV;
-in vec3 AttrNormal;
-
-out vec4 Color;
-out vec2 UV;
-out vec4 viewpos;
-
-uniform mat4 world;
-uniform mat4 view;
-uniform mat4 projection;
-
-uniform vec4 vertexColor;
-
-void main()
-{
- viewpos = view * world * vec4(AttrPosition, 1.0);
- gl_Position = projection * viewpos;
- Color = vertexColor;
- UV = AttrUV;
-}
diff --git a/Source/Core/Resources/world3d_customvertexcolor_fog.vp b/Source/Core/Resources/world3d_customvertexcolor_fog.vp
deleted file mode 100644
index 252f1867..00000000
--- a/Source/Core/Resources/world3d_customvertexcolor_fog.vp
+++ /dev/null
@@ -1,28 +0,0 @@
-
-in vec3 AttrPosition;
-in vec4 AttrColor;
-in vec2 AttrUV;
-in vec3 AttrNormal;
-
-out vec4 Color;
-out vec2 UV;
-out vec3 PosW;
-out vec3 Normal;
-out vec4 viewpos;
-
-uniform mat4 world;
-uniform mat4 view;
-uniform mat4 projection;
-uniform mat4 modelnormal;
-
-uniform vec4 vertexColor;
-
-void main()
-{
- viewpos = view * world * vec4(AttrPosition, 1.0);
- gl_Position = projection * viewpos;
- PosW = (world * vec4(AttrPosition, 1.0)).xyz;
- Color = vertexColor;
- UV = AttrUV;
- Normal = normalize((modelnormal * vec4(AttrNormal, 1.0)).xyz);
-}
diff --git a/Source/Core/Resources/world3d_fullbright.fp b/Source/Core/Resources/world3d_fullbright.fp
deleted file mode 100644
index 0be00c5f..00000000
--- a/Source/Core/Resources/world3d_fullbright.fp
+++ /dev/null
@@ -1,27 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-in vec4 viewpos;
-
-out vec4 FragColor;
-
-uniform vec4 stencilColor;
-
-uniform vec4 fogsettings;
-uniform vec4 fogcolor;
-
-uniform sampler2D texture1;
-
-void main()
-{
- vec4 tcolor = texture(texture1, UV);
- tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
- tcolor.a *= Color.a;
- FragColor = tcolor;
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-
- if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
-}
diff --git a/Source/Core/Resources/world3d_fullbright_highlight.fp b/Source/Core/Resources/world3d_fullbright_highlight.fp
deleted file mode 100644
index 1da98e35..00000000
--- a/Source/Core/Resources/world3d_fullbright_highlight.fp
+++ /dev/null
@@ -1,37 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-in vec4 viewpos;
-
-out vec4 FragColor;
-
-uniform vec4 highlightcolor;
-uniform vec4 stencilColor;
-
-uniform sampler2D texture1;
-
-uniform vec4 fogsettings;
-uniform vec4 fogcolor;
-
-void main()
-{
- vec4 tcolor = texture(texture1, UV);
- tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
- if(tcolor.a == 0.0)
- {
- FragColor = tcolor;
- }
- else
- {
- // Blend texture color and vertex color
- vec4 ncolor = tcolor * Color;
-
- FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (tcolor.rgb - 0.4 * highlightcolor.a), max(Color.a + 0.25, 0.5));
- }
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-
- if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
-}
diff --git a/Source/Core/Resources/world3d_lightpass.fp b/Source/Core/Resources/world3d_lightpass.fp
deleted file mode 100644
index c0fc3ba4..00000000
--- a/Source/Core/Resources/world3d_lightpass.fp
+++ /dev/null
@@ -1,74 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-in vec3 PosW;
-in vec3 Normal;
-
-out vec4 FragColor;
-
-uniform vec4 stencilColor;
-uniform vec4 lightPosAndRadius;
-uniform vec3 lightOrientation; // this is a vector that points in light's direction
-uniform vec2 light2Radius; // this is used with spotlights
-uniform vec4 lightColor;
-uniform float ignoreNormals; // ignore normals in lighting equation. used for non-attenuated lights on models.
-uniform float spotLight; // use lightOrientation
-uniform float desaturation;
-
-uniform sampler2D texture1;
-
-vec4 desaturate(vec4 texel)
-{
- float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
- return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
-}
-
-void main()
-{
- //is face facing away from light source?
- // update 01.02.2017: offset the equation by 3px back to try to emulate GZDoom's broken visibility check.
- float diffuseContribution = dot(Normal, normalize(lightPosAndRadius.xyz - PosW + Normal * 3.0));
- if (diffuseContribution < 0.0 && ignoreNormals < 0.5)
- discard;
- diffuseContribution = max(diffuseContribution, 0.0); // to make sure
-
- //is pixel in light range?
- float dist = distance(PosW, lightPosAndRadius.xyz);
- if (dist > lightPosAndRadius.w)
- discard;
-
- //is pixel tranparent?
- vec4 tcolor = texture(texture1, UV);
- tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
- if (tcolor.a == 0.0)
- discard;
-
- //if it is - calculate color at current pixel
- vec4 lightColorMod = vec4(0.0, 0.0, 0.0, 1.0);
-
- lightColorMod.rgb = lightColor.rgb * max(lightPosAndRadius.w - dist, 0.0) / lightPosAndRadius.w;
-
- if (spotLight > 0.5)
- {
- vec3 lightDirection = normalize(lightPosAndRadius.xyz - PosW);
- float cosDir = dot(lightDirection, lightOrientation);
- float df = smoothstep(light2Radius.y, light2Radius.x, cosDir);
- lightColorMod.rgb *= df;
- }
-
- if (lightColor.a > 0.979 && lightColor.a < 0.981) // attenuated light 98%
- lightColorMod.rgb *= diffuseContribution;
-
- if (lightColorMod.r <= 0.0 && lightColorMod.g <= 0.0 && lightColorMod.b <= 0.0)
- discard;
-
- lightColorMod.rgb *= lightColor.a;
- if (lightColor.a > 0.4) //Normal, vavoom or negative light (or attenuated)
- lightColorMod *= tcolor;
-
- FragColor = desaturate(lightColorMod); //Additive light
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-}
diff --git a/Source/Core/Resources/world3d_lightpass.vp b/Source/Core/Resources/world3d_lightpass.vp
deleted file mode 100644
index 94bb4633..00000000
--- a/Source/Core/Resources/world3d_lightpass.vp
+++ /dev/null
@@ -1,26 +0,0 @@
-
-in vec3 AttrPosition;
-in vec4 AttrColor;
-in vec2 AttrUV;
-in vec3 AttrNormal;
-
-out vec4 Color;
-out vec2 UV;
-out vec3 PosW;
-out vec3 Normal;
-out vec4 viewpos;
-
-uniform mat4 world;
-uniform mat4 view;
-uniform mat4 projection;
-uniform mat4 modelnormal;
-
-void main()
-{
- viewpos = view * world * vec4(AttrPosition, 1.0);
- gl_Position = projection * viewpos;
- PosW = (world * vec4(AttrPosition, 1.0)).xyz;
- Color = AttrColor;
- UV = AttrUV;
- Normal = normalize((modelnormal * vec4(AttrNormal, 1.0)).xyz);
-}
diff --git a/Source/Core/Resources/world3d_main.fp b/Source/Core/Resources/world3d_main.fp
deleted file mode 100644
index 0c3bd48d..00000000
--- a/Source/Core/Resources/world3d_main.fp
+++ /dev/null
@@ -1,33 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-in vec4 viewpos;
-
-out vec4 FragColor;
-
-uniform vec4 stencilColor;
-uniform float desaturation;
-
-uniform vec4 fogsettings;
-uniform vec4 fogcolor;
-
-uniform sampler2D texture1;
-
-vec4 desaturate(vec4 texel)
-{
- float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
- return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
-}
-
-void main()
-{
- vec4 tcolor = texture(texture1, UV);
- tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
- FragColor = desaturate(tcolor * Color);
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-
- if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
-}
diff --git a/Source/Core/Resources/world3d_main.vp b/Source/Core/Resources/world3d_main.vp
deleted file mode 100644
index 7e8ec866..00000000
--- a/Source/Core/Resources/world3d_main.vp
+++ /dev/null
@@ -1,21 +0,0 @@
-
-in vec3 AttrPosition;
-in vec4 AttrColor;
-in vec2 AttrUV;
-in vec3 AttrNormal;
-
-out vec4 Color;
-out vec2 UV;
-out vec4 viewpos;
-
-uniform mat4 world;
-uniform mat4 view;
-uniform mat4 projection;
-
-void main()
-{
- viewpos = view * world * vec4(AttrPosition, 1.0);
- gl_Position = projection * viewpos;
- Color = AttrColor;
- UV = AttrUV;
-}
diff --git a/Source/Core/Resources/world3d_main_fog.fp b/Source/Core/Resources/world3d_main_fog.fp
deleted file mode 100644
index 73d2a99e..00000000
--- a/Source/Core/Resources/world3d_main_fog.fp
+++ /dev/null
@@ -1,54 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-in vec3 PosW;
-in vec3 Normal;
-in vec4 viewpos;
-
-out vec4 FragColor;
-
-uniform vec4 stencilColor;
-uniform vec4 lightColor;
-uniform float desaturation;
-uniform vec4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
-
-uniform vec4 fogsettings;
-uniform vec4 fogcolor;
-
-uniform sampler2D texture1;
-
-// This adds fog color to current pixel color
-vec4 getFogColor(vec4 color)
-{
- float fogdist = max(16.0, distance(PosW, campos.xyz));
- float fogfactor = exp2(campos.w * fogdist);
-
- color.rgb = mix(lightColor.rgb, color.rgb, fogfactor);
- return color;
-}
-
-vec4 desaturate(vec4 texel)
-{
- float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
- return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
-}
-
-void main()
-{
- vec4 tcolor = texture(texture1, UV);
- tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
- if (tcolor.a == 0.0)
- {
- FragColor = tcolor;
- }
- else
- {
- FragColor = desaturate(getFogColor(tcolor * Color));
- }
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-
- if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
-}
diff --git a/Source/Core/Resources/world3d_main_highlight.fp b/Source/Core/Resources/world3d_main_highlight.fp
deleted file mode 100644
index 5d2a76f6..00000000
--- a/Source/Core/Resources/world3d_main_highlight.fp
+++ /dev/null
@@ -1,44 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-in vec4 viewpos;
-
-out vec4 FragColor;
-
-uniform vec4 highlightcolor;
-uniform vec4 stencilColor;
-uniform float desaturation;
-
-uniform vec4 fogsettings;
-uniform vec4 fogcolor;
-
-uniform sampler2D texture1;
-
-vec4 desaturate(vec4 texel)
-{
- float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
- return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
-}
-
-void main()
-{
- vec4 tcolor = texture(texture1, UV);
- tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
- if (tcolor.a == 0.0)
- {
- FragColor = tcolor;
- }
- else
- {
- // Blend texture color and vertex color
- vec4 ncolor = desaturate(tcolor * Color);
-
- FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(Color.a + 0.25, 0.5));
- }
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-
- if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
-}
diff --git a/Source/Core/Resources/world3d_main_highlight_fog.fp b/Source/Core/Resources/world3d_main_highlight_fog.fp
deleted file mode 100644
index 486436ae..00000000
--- a/Source/Core/Resources/world3d_main_highlight_fog.fp
+++ /dev/null
@@ -1,58 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-in vec3 PosW;
-in vec3 Normal;
-in vec4 viewpos;
-
-out vec4 FragColor;
-
-uniform vec4 highlightcolor;
-uniform vec4 stencilColor;
-uniform vec4 lightColor;
-uniform float desaturation;
-uniform vec4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
-
-uniform vec4 fogsettings;
-uniform vec4 fogcolor;
-
-uniform sampler2D texture1;
-
-// This adds fog color to current pixel color
-vec4 getFogColor(vec4 color)
-{
- float fogdist = max(16.0, distance(PosW, campos.xyz));
- float fogfactor = exp2(campos.w * fogdist);
-
- color.rgb = mix(lightColor.rgb, color.rgb, fogfactor);
- return color;
-}
-
-vec4 desaturate(vec4 texel)
-{
- float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
- return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
-}
-
-void main()
-{
- vec4 tcolor = texture(texture1, UV);
- tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
- if (tcolor.a == 0.0)
- {
- FragColor = tcolor;
- }
- else
- {
- // Blend texture color and vertex color
- vec4 ncolor = desaturate(getFogColor(tcolor * Color));
-
- FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(ncolor.a + 0.25, 0.5));
- }
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-
- if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
-}
diff --git a/Source/Core/Resources/world3d_skybox.fp b/Source/Core/Resources/world3d_skybox.fp
deleted file mode 100644
index 14f0bf43..00000000
--- a/Source/Core/Resources/world3d_skybox.fp
+++ /dev/null
@@ -1,24 +0,0 @@
-
-in vec3 Tex;
-in vec4 viewpos;
-
-out vec4 FragColor;
-
-uniform vec4 highlightcolor;
-
-uniform vec4 fogsettings;
-uniform vec4 fogcolor;
-
-uniform samplerCube texture1;
-
-void main()
-{
- vec4 ncolor = texture(texture1, Tex);
- FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), 1.0);
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-
- if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
-}
diff --git a/Source/Core/Resources/world3d_skybox.shader b/Source/Core/Resources/world3d_skybox.shader
new file mode 100755
index 00000000..a2d11725
--- /dev/null
+++ b/Source/Core/Resources/world3d_skybox.shader
@@ -0,0 +1,59 @@
+uniforms
+{
+ mat4 world;
+ mat4 view;
+ mat4 projection;
+
+ vec4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
+
+ vec4 highlightcolor;
+
+ vec4 fogsettings;
+ vec4 fogcolor;
+
+ samplerCube texture1;
+}
+
+shader world3d_skybox
+{
+ in
+ {
+ vec3 Position;
+ vec4 Color;
+ vec2 TextureCoordinate;
+ vec3 Normal;
+ }
+
+ v2f
+ {
+ vec3 Tex;
+ vec4 viewpos;
+ }
+
+ out
+ {
+ vec4 FragColor;
+ }
+
+ vertex
+ {
+ v2f.viewpos = view * world * vec4(in.Position, 1.0);
+ gl_Position = projection * v2f.viewpos;
+ vec3 worldpos = (world * vec4(in.Position, 1.0)).xyz;
+ vec4 skynormal = vec4(0.0, 1.0, 0.0, 0.0);
+ vec3 normal = normalize((world * skynormal).xyz);
+ v2f.Tex = reflect(worldpos - campos.xyz, normal);
+ }
+
+ fragment
+ {
+ vec4 ncolor = texture(texture1, v2f.Tex);
+ out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), 1.0);
+
+ #if defined(ALPHA_TEST)
+ if (out.FragColor.a < 0.5) discard;
+ #endif
+
+ if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
+ }
+}
\ No newline at end of file
diff --git a/Source/Core/Resources/world3d_skybox.vp b/Source/Core/Resources/world3d_skybox.vp
deleted file mode 100644
index c8ecf91d..00000000
--- a/Source/Core/Resources/world3d_skybox.vp
+++ /dev/null
@@ -1,22 +0,0 @@
-
-in vec3 AttrPosition;
-in vec2 AttrUV;
-
-out vec3 Tex;
-out vec4 viewpos;
-
-uniform mat4 world;
-uniform mat4 view;
-uniform mat4 projection;
-
-uniform vec4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
-
-void main()
-{
- viewpos = view * world * vec4(AttrPosition, 1.0);
- gl_Position = projection * viewpos;
- vec3 worldpos = (world * vec4(AttrPosition, 1.0)).xyz;
- vec4 skynormal = vec4(0.0, 1.0, 0.0, 0.0);
- vec3 normal = normalize((world * skynormal).xyz);
- Tex = reflect(worldpos - campos.xyz, normal);
-}
diff --git a/Source/Core/Resources/world3d_vertex_color.fp b/Source/Core/Resources/world3d_vertex_color.fp
deleted file mode 100644
index 3100ef13..00000000
--- a/Source/Core/Resources/world3d_vertex_color.fp
+++ /dev/null
@@ -1,20 +0,0 @@
-
-in vec4 Color;
-in vec2 UV;
-in vec4 viewpos;
-
-out vec4 FragColor;
-
-uniform vec4 fogsettings;
-uniform vec4 fogcolor;
-
-void main()
-{
- FragColor = Color;
-
- #if defined(ALPHA_TEST)
- if (FragColor.a < 0.5) discard;
- #endif
-
- if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
-}
diff --git a/Source/Core/VisualModes/VisualGeometry.cs b/Source/Core/VisualModes/VisualGeometry.cs
index d5e1b8b0..40a8ee1b 100755
--- a/Source/Core/VisualModes/VisualGeometry.cs
+++ b/Source/Core/VisualModes/VisualGeometry.cs
@@ -179,8 +179,8 @@ namespace CodeImp.DoomBuilder.VisualModes
WorldVertex p2 = vertices[startindex + 1];
WorldVertex p3 = vertices[startindex + 2];
- Vector3 U = new Vector3(p2.x - p1.x, p2.y - p1.y, p2.z - p1.z);
- Vector3 V = new Vector3(p3.x - p1.x, p3.y - p1.y, p3.z - p1.z);
+ Vector3f U = new Vector3f(p2.x - p1.x, p2.y - p1.y, p2.z - p1.z);
+ Vector3f V = new Vector3f(p3.x - p1.x, p3.y - p1.y, p3.z - p1.z);
p1.nx = p2.nx = p3.nx = -(U.Y * V.Z - U.Z * V.Y);
p1.ny = p2.ny = p3.ny = -(U.Z * V.X - U.X * V.Z);
diff --git a/Source/Core/VisualModes/VisualSlope.cs b/Source/Core/VisualModes/VisualSlope.cs
index 48d1b83e..9461a432 100644
--- a/Source/Core/VisualModes/VisualSlope.cs
+++ b/Source/Core/VisualModes/VisualSlope.cs
@@ -109,15 +109,18 @@ namespace CodeImp.DoomBuilder.VisualModes
public virtual void Update() {}
- public void SetPosition(Vector3D pos, Geometry.Plane plane, float angle)
+ public void SetPosition(Vector3D pos, Plane plane, float angle)
{
-
+ Vector3D lookatpoint = new Vector3D(pos.x+128.0f, pos.y+128.0f, plane.GetZ(pos.x + 128.0f, pos.y + 128.0f));
Matrix translate = Matrix.Translation(pos.x, pos.y, pos.z);
Matrix rotate = Matrix.RotationZ(angle);
- Vector3 v = new Vector3(plane.Normal.x, plane.Normal.y, plane.Normal.z);
+ Matrix planerotate = Matrix.LookAt(new Vector3f(pos.x, pos.y, pos.z), new Vector3f(lookatpoint.x, lookatpoint.y, lookatpoint.z+0.1f), new Vector3f(0.0f, 1.0f, 0.0f));
+
+ Matrix xrotate = Matrix.RotationX(90.0f);
+ //Vector3 v = new Vector3(plane.Normal.x, plane.Normal.y, plane.Normal.z);
// Matrix rotate = Matrix.RotationAxis(v, angle);
- //position = Matrix.Multiply(rotate, translate);
- position = Matrix.Multiply(rotate, translate);
+ //position = Matrix.Multiply(translate, planerotate);
+ position = planerotate;
}
#endregion
diff --git a/Source/Core/VisualModes/VisualThing.cs b/Source/Core/VisualModes/VisualThing.cs
index 955e41ad..7a184501 100755
--- a/Source/Core/VisualModes/VisualThing.cs
+++ b/Source/Core/VisualModes/VisualThing.cs
@@ -26,6 +26,7 @@ using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using Plane = CodeImp.DoomBuilder.Geometry.Plane;
using CodeImp.DoomBuilder.GZBuilder;
+using CodeImp.DoomBuilder.GZBuilder.MD3;
#endregion
@@ -87,12 +88,12 @@ namespace CodeImp.DoomBuilder.VisualModes
private float lightSpotRadius2;
private float lightPrimaryRadius;
private float lightSecondaryRadius;
- private Vector3 position_v3;
+ private Vector3f position_v3;
private float lightDelta; //used in light animation
private Vector3D[] boundingBox;
//gldefs light
- private Vector3 lightOffset;
+ private Vector3f lightOffset;
private int lightInterval;
private bool isGldefsLight;
@@ -116,18 +117,18 @@ namespace CodeImp.DoomBuilder.VisualModes
internal int VertexColor { get { return vertices.Length > 0 && vertices[0].Length > 0 ? vertices[0][0].c : 0; } }
public int CameraDistance { get { return cameradistance; } }
public float FogFactor { get { return fogfactor; } }
- public Vector3 Center
+ public Vector3f Center
{
get
{
if (isGldefsLight) return position_v3 + lightOffset;
else if (Thing.DynamicLightType != null) return position_v3; // fixes GZDoomBuilder-Bugfix#137
- return new Vector3(position_v3.X, position_v3.Y, position_v3.Z + thingheight / 2f);
+ return new Vector3f(position_v3.X, position_v3.Y, position_v3.Z + thingheight / 2f);
}
}
public Vector3D CenterV3D { get { return RenderDevice.V3D(Center); } }
public float LocalCenterZ { get { return thingheight / 2f; } } //mxd
- public Vector3 PositionV3 { get { return position_v3; } }
+ public Vector3f PositionV3 { get { return position_v3; } }
public Vector3D[] BoundingBox { get { return boundingBox; } }
//mxd. light properties
@@ -141,12 +142,12 @@ namespace CodeImp.DoomBuilder.VisualModes
public PixelColor StencilColor { get { return stencilColor; } }
// [ZZ] this is used for spotlights
- public Vector3 VectorLookAt
+ public Vector3f VectorLookAt
{
get
{
// this esoteric value (1.5708) is 90 degrees but in radians
- return new Vector3((float)(Math.Cos(Thing.Angle+1.5708) * Math.Cos(Angle2D.DegToRad(Thing.Pitch))), (float)(Math.Sin(Thing.Angle+1.5708) * Math.Cos(Angle2D.DegToRad(Thing.Pitch))), (float)Math.Sin(Angle2D.DegToRad(Thing.Pitch)));
+ return new Vector3f((float)(Math.Cos(Thing.Angle+1.5708) * Math.Cos(Angle2D.DegToRad(Thing.Pitch))), (float)(Math.Sin(Thing.Angle+1.5708) * Math.Cos(Angle2D.DegToRad(Thing.Pitch))), (float)Math.Sin(Angle2D.DegToRad(Thing.Pitch)));
}
}
@@ -357,7 +358,7 @@ namespace CodeImp.DoomBuilder.VisualModes
float zoffset = ((thing.Pitch == 0f && thing.Position.z == 0f) ? 0.1f : 0f); // Slight offset to avoid z-fighting...
for(int i = 0; i < vertices[c].Length; i++)
{
- Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
+ Vector4f transformed = Vector3f.Transform(new Vector3f(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
vertices[c][i].x = transformed.X;
vertices[c][i].y = transformed.Y;
vertices[c][i].z = transformed.Z + zoffset;
@@ -385,7 +386,7 @@ namespace CodeImp.DoomBuilder.VisualModes
// Apply transform
for(int i = 0; i < vertices[c].Length; i++)
{
- Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
+ Vector4f transformed = Vector3f.Transform(new Vector3f(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
vertices[c][i].x = transformed.X;
vertices[c][i].y = transformed.Y;
vertices[c][i].z = transformed.Z;
@@ -496,7 +497,7 @@ namespace CodeImp.DoomBuilder.VisualModes
// Apply transform
for(int i = 0; i < vertices[c].Length; i++)
{
- Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
+ Vector4f transformed = Vector3f.Transform(new Vector3f(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
vertices[c][i].x = transformed.X;
vertices[c][i].y = transformed.Y;
vertices[c][i].z = transformed.Z;
@@ -769,7 +770,7 @@ namespace CodeImp.DoomBuilder.VisualModes
//apply settings
lightColor = new Color4(light.Color.Red, light.Color.Green, light.Color.Blue, (float)ld.LightRenderStyle / 100.0f);
Vector2D o = new Vector2D(light.Offset.X, light.Offset.Y).GetRotated(thing.Angle - Angle2D.PIHALF);
- lightOffset = new Vector3(o.x, o.y, light.Offset.Z);
+ lightOffset = new Vector3f(o.x, o.y, light.Offset.Z);
lightType = light.Type;
if(ld.LightModifier == GZGeneral.LightModifier.SECTOR)
@@ -851,17 +852,50 @@ namespace CodeImp.DoomBuilder.VisualModes
{
boundingBox = new Vector3D[9];
boundingBox[0] = CenterV3D;
- float h2 = height / 2.0f;
- boundingBox[1] = new Vector3D(position_v3.X - width, position_v3.Y - width, Center.Z - h2);
- boundingBox[2] = new Vector3D(position_v3.X + width, position_v3.Y - width, Center.Z - h2);
- boundingBox[3] = new Vector3D(position_v3.X - width, position_v3.Y + width, Center.Z - h2);
- boundingBox[4] = new Vector3D(position_v3.X + width, position_v3.Y + width, Center.Z - h2);
+ if (Thing.RenderMode != ThingRenderMode.MODEL && Thing.RenderMode != ThingRenderMode.VOXEL)
+ {
- boundingBox[5] = new Vector3D(position_v3.X - width, position_v3.Y - width, Center.Z + h2);
- boundingBox[6] = new Vector3D(position_v3.X + width, position_v3.Y - width, Center.Z + h2);
- boundingBox[7] = new Vector3D(position_v3.X - width, position_v3.Y + width, Center.Z + h2);
- boundingBox[8] = new Vector3D(position_v3.X + width, position_v3.Y + width, Center.Z + h2);
+ float h2 = height / 2.0f;
+
+ boundingBox[1] = new Vector3D(position_v3.X - width, position_v3.Y - width, Center.Z - h2);
+ boundingBox[2] = new Vector3D(position_v3.X + width, position_v3.Y - width, Center.Z - h2);
+ boundingBox[3] = new Vector3D(position_v3.X - width, position_v3.Y + width, Center.Z - h2);
+ boundingBox[4] = new Vector3D(position_v3.X + width, position_v3.Y + width, Center.Z - h2);
+
+ boundingBox[5] = new Vector3D(position_v3.X - width, position_v3.Y - width, Center.Z + h2);
+ boundingBox[6] = new Vector3D(position_v3.X + width, position_v3.Y - width, Center.Z + h2);
+ boundingBox[7] = new Vector3D(position_v3.X - width, position_v3.Y + width, Center.Z + h2);
+ boundingBox[8] = new Vector3D(position_v3.X + width, position_v3.Y + width, Center.Z + h2);
+
+ }
+ else
+ {
+
+ GZModel model = General.Map?.Data?.ModeldefEntries[Thing.Type]?.Model;
+
+ if (model != null)
+ {
+
+ Vector3D offs = new Vector3D(position_v3.X, position_v3.Y, position_v3.Z);
+
+ boundingBox[5] = new Vector3D(model.BBox.MinX, model.BBox.MinY, model.BBox.MaxZ) + offs;
+ boundingBox[6] = new Vector3D(model.BBox.MaxX, model.BBox.MinY, model.BBox.MaxZ) + offs;
+ boundingBox[7] = new Vector3D(model.BBox.MinX, model.BBox.MaxY, model.BBox.MaxZ) + offs;
+ boundingBox[8] = new Vector3D(model.BBox.MaxX, model.BBox.MaxY, model.BBox.MaxZ) + offs;
+
+ boundingBox[1] = new Vector3D(model.BBox.MinX, model.BBox.MinY, model.BBox.MinZ) + offs;
+ boundingBox[2] = new Vector3D(model.BBox.MaxX, model.BBox.MinY, model.BBox.MinZ) + offs;
+ boundingBox[3] = new Vector3D(model.BBox.MinX, model.BBox.MaxY, model.BBox.MinZ) + offs;
+ boundingBox[4] = new Vector3D(model.BBox.MaxX, model.BBox.MaxY, model.BBox.MinZ) + offs;
+
+ boundingBox[0] = new Vector3D(0.5f * (model.BBox.MinX + model.BBox.MaxX),
+ 0.5f * (model.BBox.MinY + model.BBox.MaxY),
+ 0.5f * (model.BBox.MinZ + model.BBox.MaxZ)) + offs;
+
+ }
+
+ }
}
//mxd. This updates the sprite frame to be rendered
@@ -894,3 +928,4 @@ namespace CodeImp.DoomBuilder.VisualModes
#endregion
}
}
+
diff --git a/Source/Core/ZDoom/ModeldefStructure.cs b/Source/Core/ZDoom/ModeldefStructure.cs
index 8705afde..088f9491 100755
--- a/Source/Core/ZDoom/ModeldefStructure.cs
+++ b/Source/Core/ZDoom/ModeldefStructure.cs
@@ -37,8 +37,8 @@ namespace CodeImp.DoomBuilder.ZDoom
private Dictionary[] surfaceskinenames;
private string[] modelnames;
private string path;
- private Vector3 scale;
- private Vector3 offset;
+ private Vector3f scale;
+ private Vector3f offset;
private float angleoffset;
private float pitchoffset;
private float rolloffset;
@@ -55,8 +55,8 @@ namespace CodeImp.DoomBuilder.ZDoom
public string[] SkinNames { get { return skinnames; } }
public Dictionary[] SurfaceSkinNames { get { return surfaceskinenames; } }
public string[] ModelNames { get { return modelnames; } }
- public Vector3 Scale { get { return scale; } }
- public Vector3 Offset { get { return offset; } }
+ public Vector3f Scale { get { return scale; } }
+ public Vector3f Offset { get { return offset; } }
public float AngleOffset { get { return angleoffset; } }
public float PitchOffset { get { return pitchoffset; } }
public float RollOffset { get { return rolloffset; } }
@@ -77,7 +77,7 @@ namespace CodeImp.DoomBuilder.ZDoom
skinnames = new string[MAX_MODELS];
modelnames = new string[MAX_MODELS];
frames = new Dictionary>(StringComparer.OrdinalIgnoreCase);
- scale = new Vector3(1.0f, 1.0f, 1.0f);
+ scale = new Vector3f(1.0f, 1.0f, 1.0f);
surfaceskinenames = new Dictionary[MAX_MODELS];
for(int i = 0; i < MAX_MODELS; i++)
{
diff --git a/Source/Core/ZDoom/VoxeldefParser.cs b/Source/Core/ZDoom/VoxeldefParser.cs
index 1b964906..36c7f214 100755
--- a/Source/Core/ZDoom/VoxeldefParser.cs
+++ b/Source/Core/ZDoom/VoxeldefParser.cs
@@ -78,7 +78,7 @@ namespace CodeImp.DoomBuilder.ZDoom
if(!string.IsNullOrEmpty(modelName) && spriteNames.Count > 0)
{
mde.ModelNames.Add(modelName);
- mde.SetTransform(Matrix.RotationZ(Angle2D.DegToRad(mde.AngleOffset)), Matrix.Identity, new Vector3(scale));
+ mde.SetTransform(Matrix.RotationZ(Angle2D.DegToRad(mde.AngleOffset)), Matrix.Identity, new Vector3f(scale));
foreach(string s in spriteNames)
{
diff --git a/Source/Core/ZDoom/ZScriptTokenizer.cs b/Source/Core/ZDoom/ZScriptTokenizer.cs
index 891fe3f4..33fd3231 100755
--- a/Source/Core/ZDoom/ZScriptTokenizer.cs
+++ b/Source/Core/ZDoom/ZScriptTokenizer.cs
@@ -104,12 +104,24 @@ namespace CodeImp.DoomBuilder.ZDoom
WarningMessage = String.Empty;
}
+ public ZScriptToken(ZScriptToken other)
+ {
+ Type = other.Type;
+ Value = other.Value;
+ ValueInt = other.ValueInt;
+ ValueDouble = other.ValueDouble;
+ IsValid = other.IsValid;
+ WarningMessage = other.WarningMessage;
+ Position = other.Position;
+ }
+
public ZScriptTokenType Type { get; internal set; }
public string Value { get; internal set; }
public int ValueInt { get; internal set; }
public double ValueDouble { get; internal set; }
public bool IsValid { get; internal set; }
public string WarningMessage { get; internal set; }
+ public long Position { get; internal set; }
public override string ToString()
{
@@ -128,10 +140,23 @@ namespace CodeImp.DoomBuilder.ZDoom
public BinaryReader Reader { get { return reader; } }
public long LastPosition { get; private set; }
+ private List LinePositions;
+
public ZScriptTokenizer(BinaryReader br)
{
reader = br;
+ long cpos = br.BaseStream.Position;
+ LinePositions = new List();
+ br.BaseStream.Position = 0;
+ while (br.BaseStream.Position < br.BaseStream.Length)
+ {
+ byte b = br.ReadByte();
+ if (b == '\n')
+ LinePositions.Add(br.BaseStream.Position);
+ }
+ br.BaseStream.Position = cpos;
+
if (SB == null)
SB = new StringBuilder();
@@ -165,6 +190,14 @@ namespace CodeImp.DoomBuilder.ZDoom
}
}
+ public int PositionToLine(long pos)
+ {
+ for (int i = 0; i < LinePositions.Count; i++)
+ if (pos <= LinePositions[i])
+ return i+1;
+ return LinePositions.Count;
+ }
+
public void SkipWhitespace() // note that this skips both whitespace, newlines AND comments
{
while (true)
@@ -202,6 +235,7 @@ namespace CodeImp.DoomBuilder.ZDoom
}
ZScriptToken tok = new ZScriptToken();
+ tok.Position = cpos;
tok.Type = ZScriptTokenType.Whitespace;
tok.Value = SB.ToString();
return tok;
@@ -240,6 +274,7 @@ namespace CodeImp.DoomBuilder.ZDoom
}
ZScriptToken tok = new ZScriptToken();
+ tok.Position = cpos;
tok.Type = ZScriptTokenType.Identifier;
tok.Value = SB.ToString();
return tok;
@@ -313,6 +348,7 @@ namespace CodeImp.DoomBuilder.ZDoom
}
ZScriptToken tok = new ZScriptToken();
+ tok.Position = cpos;
tok.Type = (isdouble ? ZScriptTokenType.Double : ZScriptTokenType.Integer);
tok.Value = SB.ToString();
try
@@ -400,6 +436,7 @@ namespace CodeImp.DoomBuilder.ZDoom
}
ZScriptToken tok = new ZScriptToken();
+ tok.Position = cpos;
tok.Type = ZScriptTokenType.LineComment;
tok.Value = SB.ToString();
return tok;
@@ -425,6 +462,7 @@ namespace CodeImp.DoomBuilder.ZDoom
}
ZScriptToken tok = new ZScriptToken();
+ tok.Position = cpos;
tok.Type = ZScriptTokenType.BlockComment;
tok.Value = SB.ToString();
return tok;
@@ -450,6 +488,7 @@ namespace CodeImp.DoomBuilder.ZDoom
else if (cnext == c)
{
ZScriptToken tok = new ZScriptToken();
+ tok.Position = cpos;
tok.Type = type;
tok.Value = SB.ToString();
return tok;
@@ -478,6 +517,7 @@ namespace CodeImp.DoomBuilder.ZDoom
// found the token.
reader.BaseStream.Position = cpos + namedtokentype.Length;
ZScriptToken tok = new ZScriptToken();
+ tok.Position = cpos;
tok.Type = namedtokentypes[namedtokentype];
tok.Value = namedtokentype;
return tok;
@@ -542,6 +582,7 @@ namespace CodeImp.DoomBuilder.ZDoom
// found the token.
reader.BaseStream.Position = cpos + namedtokentype.Length;
ZScriptToken tok = new ZScriptToken();
+ tok.Position = cpos;
tok.Type = namedtokentypes[namedtokentype];
tok.Value = namedtokentype;
return tok;
diff --git a/Source/Native/Backend.cpp b/Source/Native/Backend.cpp
index 7304a11b..b7581ca5 100644
--- a/Source/Native/Backend.cpp
+++ b/Source/Native/Backend.cpp
@@ -23,6 +23,33 @@
#include "Backend.h"
#include "OpenGL/GLBackend.h"
+namespace
+{
+ std::string mLastError;
+ std::string mReturnError;
+ char mSetErrorBuffer[4096];
+}
+
+void SetError(const char* fmt, ...)
+{
+ va_list va;
+ va_start(va, fmt);
+ mSetErrorBuffer[0] = 0;
+ _vsnprintf(mSetErrorBuffer, sizeof(mSetErrorBuffer) - 1, fmt, va);
+ va_end(va);
+ mSetErrorBuffer[sizeof(mSetErrorBuffer) - 1] = 0;
+ mLastError = mSetErrorBuffer;
+}
+
+const char* GetError()
+{
+ mReturnError.swap(mLastError);
+ mLastError.clear();
+ return mReturnError.c_str();
+}
+
+/////////////////////////////////////////////////////////////////////////////
+
Backend* Backend::Get()
{
static std::unique_ptr backend;
@@ -45,9 +72,9 @@ extern "C"
Backend::Get()->DeleteRenderDevice(device);
}
- const char* RenderDevice_GetError(RenderDevice* device)
+ const char* BuilderNative_GetError()
{
- return device->GetError();
+ return GetError();
}
void RenderDevice_DeclareUniform(RenderDevice* device, UniformName name, const char* variablename, UniformType type)
@@ -65,9 +92,9 @@ extern "C"
device->SetShader(name);
}
- void RenderDevice_SetUniform(RenderDevice* device, UniformName name, const void* values, int count)
+ void RenderDevice_SetUniform(RenderDevice* device, UniformName name, const void* values, int count, int bytesize)
{
- device->SetUniform(name, values, count);
+ device->SetUniform(name, values, count, bytesize);
}
void RenderDevice_SetVertexBuffer(RenderDevice* device, VertexBuffer* buffer)
diff --git a/Source/Native/Backend.h b/Source/Native/Backend.h
index c2944cfe..028de035 100644
--- a/Source/Native/Backend.h
+++ b/Source/Native/Backend.h
@@ -37,7 +37,7 @@ enum class ShaderFlags : int { None, Debug };
enum class PrimitiveType : int { LineList, TriangleList, TriangleStrip };
enum class TextureFilter : int { Nearest, Linear };
enum class MipmapFilter : int { None, Nearest, Linear };
-enum class UniformType : int { Vec4f, Vec3f, Vec2f, Float, Mat4 };
+enum class UniformType : int { Vec4f, Vec3f, Vec2f, Float, Mat4, Vec4i, Vec3i, Vec2i, Int, Vec4fArray, Vec3fArray, Vec2fArray };
typedef int UniformName;
typedef int ShaderName;
@@ -51,12 +51,10 @@ class RenderDevice
public:
virtual ~RenderDevice() = default;
- virtual const char* GetError() = 0;
-
virtual void DeclareUniform(UniformName name, const char* glslname, UniformType type) = 0;
virtual void DeclareShader(ShaderName index, const char* name, const char* vertexshader, const char* fragmentshader) = 0;
virtual void SetShader(ShaderName name) = 0;
- virtual void SetUniform(UniformName name, const void* values, int count) = 0;
+ virtual void SetUniform(UniformName name, const void* values, int count, int bytesize) = 0;
virtual void SetVertexBuffer(VertexBuffer* buffer) = 0;
virtual void SetIndexBuffer(IndexBuffer* buffer) = 0;
virtual void SetAlphaBlendEnable(bool value) = 0;
@@ -129,3 +127,6 @@ public:
virtual Texture* NewTexture() = 0;
virtual void DeleteTexture(Texture* texture) = 0;
};
+
+void SetError(const char* fmt, ...);
+const char* GetError();
diff --git a/Source/Native/OpenGL/GLRenderDevice.cpp b/Source/Native/OpenGL/GLRenderDevice.cpp
index 2777f8d4..2d9277ed 100644
--- a/Source/Native/OpenGL/GLRenderDevice.cpp
+++ b/Source/Native/OpenGL/GLRenderDevice.cpp
@@ -679,24 +679,6 @@ bool GLRenderDevice::CheckGLError()
return false;
}
-void GLRenderDevice::SetError(const char* fmt, ...)
-{
- va_list va;
- va_start(va, fmt);
- mSetErrorBuffer[0] = 0;
- mSetErrorBuffer[sizeof(mSetErrorBuffer) - 1] = 0;
- _vsnprintf(mSetErrorBuffer, sizeof(mSetErrorBuffer)-1, fmt, va);
- va_end(va);
- mLastError = mSetErrorBuffer;
-}
-
-const char* GLRenderDevice::GetError()
-{
- mReturnError.swap(mLastError);
- mLastError.clear();
- return mReturnError.c_str();
-}
-
GLShader* GLRenderDevice::GetActiveShader()
{
if (mAlphaTest)
@@ -716,12 +698,16 @@ void GLRenderDevice::SetShader(ShaderName name)
}
}
-void GLRenderDevice::SetUniform(UniformName name, const void* values, int count)
+void GLRenderDevice::SetUniform(UniformName name, const void* values, int count, int bytesize)
{
- float* dest = mUniformData.data() + mUniformInfo[(int)name].Offset;
- if (memcmp(dest, values, sizeof(float) * count) != 0)
+ // "count" should be in bytes now
+ UniformInfo& info = mUniformInfo[(int)name];
+ info.Count = count;
+ info.Data.resize(bytesize);
+ uint8_t* dest = info.Data.data();
+ if (memcmp(dest, values, bytesize) != 0)
{
- memcpy(dest, values, sizeof(float) * count);
+ memcpy(dest, values, bytesize);
mUniformInfo[(int)name].LastUpdate++;
mNeedApply = true;
mUniformsChanged = true;
@@ -858,9 +844,6 @@ void GLRenderDevice::DeclareUniform(UniformName name, const char* glslname, Unif
UniformInfo& info = mUniformInfo[index];
info.Name = glslname;
info.Type = type;
- info.Offset = (int)mUniformData.size();
-
- mUniformData.resize(mUniformData.size() + (type == UniformType::Mat4 ? 16 : 4));
}
bool GLRenderDevice::ApplyUniforms()
@@ -872,18 +855,27 @@ bool GLRenderDevice::ApplyUniforms()
int count = (int)mUniformInfo.size();
for (int i = 0; i < count; i++)
{
- if (lastupdates[i] != mUniformInfo.data()[i].LastUpdate)
+ UniformInfo& info = mUniformInfo.data()[i];
+ if (lastupdates[i] != info.LastUpdate)
{
- float* data = mUniformData.data() + mUniformInfo[i].Offset;
+ float* data = (float*)info.Data.data();
+ int* idata = (int*)info.Data.data();
GLuint location = locations[i];
switch (mUniformInfo[i].Type)
{
- default:
+ default: break;
case UniformType::Vec4f: glUniform4fv(location, 1, data); break;
case UniformType::Vec3f: glUniform3fv(location, 1, data); break;
case UniformType::Vec2f: glUniform2fv(location, 1, data); break;
case UniformType::Float: glUniform1fv(location, 1, data); break;
case UniformType::Mat4: glUniformMatrix4fv(location, 1, GL_FALSE, data); break;
+ case UniformType::Vec4i: glUniform4iv(location, 1, idata); break;
+ case UniformType::Vec3i: glUniform3iv(location, 1, idata); break;
+ case UniformType::Vec2i: glUniform2iv(location, 1, idata); break;
+ case UniformType::Int: glUniform1iv(location, 1, idata); break;
+ case UniformType::Vec4fArray: glUniform4fv(location, info.Count, data); break;
+ case UniformType::Vec3fArray: glUniform3fv(location, info.Count, data); break;
+ case UniformType::Vec2fArray: glUniform2fv(location, info.Count, data); break;
}
lastupdates[i] = mUniformInfo[i].LastUpdate;
}
diff --git a/Source/Native/OpenGL/GLRenderDevice.h b/Source/Native/OpenGL/GLRenderDevice.h
index cbe1d90e..e91ac9fa 100644
--- a/Source/Native/OpenGL/GLRenderDevice.h
+++ b/Source/Native/OpenGL/GLRenderDevice.h
@@ -41,7 +41,7 @@ public:
void DeclareUniform(UniformName name, const char* glslname, UniformType type) override;
void DeclareShader(ShaderName index, const char* name, const char* vertexshader, const char* fragmentshader) override;
void SetShader(ShaderName name) override;
- void SetUniform(UniformName name, const void* values, int count) override;
+ void SetUniform(UniformName name, const void* values, int count, int bytesize) override;
void SetVertexBuffer(VertexBuffer* buffer) override;
void SetIndexBuffer(IndexBuffer* buffer) override;
void SetAlphaBlendEnable(bool value) override;
@@ -94,8 +94,6 @@ public:
void RequireContext();
bool CheckGLError();
- void SetError(const char* fmt, ...);
- const char* GetError();
GLShader* GetActiveShader();
@@ -161,12 +159,12 @@ public:
{
std::string Name;
UniformType Type = {};
- int Offset = 0;
int LastUpdate = 0;
+ int Count = 0;
+ std::vector Data;
};
std::vector mUniformInfo;
- std::vector mUniformData;
GLuint mStreamVertexBuffer = 0;
GLuint mStreamVAO = 0;
@@ -195,10 +193,6 @@ public:
bool mContextIsCurrent = false;
- std::string mLastError;
- std::string mReturnError;
- char mSetErrorBuffer[4096];
-
int mViewportWidth = 0;
int mViewportHeight = 0;
};
diff --git a/Source/Native/OpenGL/GLShader.cpp b/Source/Native/OpenGL/GLShader.cpp
index 2160dcf1..f819562c 100644
--- a/Source/Native/OpenGL/GLShader.cpp
+++ b/Source/Native/OpenGL/GLShader.cpp
@@ -77,11 +77,11 @@ void GLShader::Bind()
void GLShader::CreateProgram(GLRenderDevice* device)
{
const char* prefixNAT = R"(
- #version 150
+ #version 330
#line 1
)";
const char* prefixAT = R"(
- #version 150
+ #version 330
#define ALPHA_TEST
#line 1
)";
diff --git a/Source/Native/OpenGL/OpenGLContext.cpp b/Source/Native/OpenGL/OpenGLContext.cpp
index 870bbfd3..2e70e3b9 100644
--- a/Source/Native/OpenGL/OpenGLContext.cpp
+++ b/Source/Native/OpenGL/OpenGLContext.cpp
@@ -21,6 +21,7 @@
#include "Precomp.h"
#include "OpenGLContext.h"
+#include "../Backend.h"
#include
class OpenGLLoadFunctions
@@ -119,7 +120,7 @@ public:
OpenGLCreationHelper(HWND window);
~OpenGLCreationHelper();
- HGLRC CreateContext(HDC hdc, int major_version, int minor_version, HGLRC share_context = 0);
+ HGLRC CreateContext(HDC hdc, HGLRC share_context = 0);
private:
HWND window;
@@ -142,7 +143,7 @@ OpenGLContext::OpenGLContext(void* windowptr) : window((HWND)windowptr)
{
dc = GetDC(window);
OpenGLCreationHelper helper(window);
- context = helper.CreateContext(dc, 3, 2);
+ context = helper.CreateContext(dc);
if (context)
{
MakeCurrent();
@@ -229,9 +230,11 @@ OpenGLCreationHelper::OpenGLCreationHelper(HWND window) : window(window)
memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion = 1;
- pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;
+ pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
- pfd.cColorBits = 24;
+ pfd.cColorBits = 32;
+ pfd.cDepthBits = 16;
+ pfd.cStencilBits = 8;
int pixelformat = ChoosePixelFormat(query_dc, &pfd);
SetPixelFormat(query_dc, pixelformat, &pfd);
@@ -253,7 +256,7 @@ OpenGLCreationHelper::~OpenGLCreationHelper()
DestroyWindow(query_window);
}
-HGLRC OpenGLCreationHelper::CreateContext(HDC hdc, int major_version, int minor_version, HGLRC share_context)
+HGLRC OpenGLCreationHelper::CreateContext(HDC hdc, HGLRC share_context)
{
if (query_context == 0)
return 0;
@@ -264,13 +267,10 @@ HGLRC OpenGLCreationHelper::CreateContext(HDC hdc, int major_version, int minor_
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
- pfd.cColorBits = 24;
- pfd.cRedBits = 8;
- pfd.cGreenBits = 8;
- pfd.cBlueBits = 8;
- pfd.cAlphaBits = 8;
- pfd.cDepthBits = 24;
+ pfd.cColorBits = 32;
+ pfd.cDepthBits = 16;
pfd.cStencilBits = 8;
+
int pixelformat = ChoosePixelFormat(hdc, &pfd);
SetPixelFormat(hdc, pixelformat, &pfd);
@@ -278,25 +278,43 @@ HGLRC OpenGLCreationHelper::CreateContext(HDC hdc, int major_version, int minor_
ptr_wglCreateContextAttribsARB wglCreateContextAttribsARB = (ptr_wglCreateContextAttribsARB)wglGetProcAddress("wglCreateContextAttribsARB");
+ typedef GLenum(WINAPI* glErrorPtr)();
+ glErrorPtr error = reinterpret_cast(GetProcAddress(LoadLibrary("opengl32.dll"), "glGetError"));
+
HGLRC opengl3_context = 0;
if (wglCreateContextAttribsARB)
{
- std::vector int_attributes;
+ for (int profile : { 1/*WGL_CONTEXT_CORE_PROFILE_BIT_ARB*/, 2 /*WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB*/ })
+ {
+ for (int version : { 46, 45, 44, 43, 42, 41, 40, 33, 32 })
+ {
+ std::vector int_attributes;
+ int_attributes.push_back(WGL_CONTEXT_MAJOR_VERSION_ARB);
+ int_attributes.push_back(version / 10);
+ int_attributes.push_back(WGL_CONTEXT_MINOR_VERSION_ARB);
+ int_attributes.push_back(version % 10);
+ int_attributes.push_back(0x9126); // WGL_CONTEXT_PROFILE_MASK_ARB
+ int_attributes.push_back(profile);
+ int_attributes.push_back(0);
+ opengl3_context = wglCreateContextAttribsARB(hdc, share_context, int_attributes.data());
- int_attributes.push_back(WGL_CONTEXT_MAJOR_VERSION_ARB);
- int_attributes.push_back(major_version);
- int_attributes.push_back(WGL_CONTEXT_MINOR_VERSION_ARB);
- int_attributes.push_back(minor_version);
+ if (opengl3_context)
+ break;
+ }
- int_attributes.push_back(0x2094); // WGL_CONTEXT_FLAGS_ARB
- int_attributes.push_back(0x2); // WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
+ if (opengl3_context)
+ break;
+ }
- int_attributes.push_back(0x9126); // WGL_CONTEXT_PROFILE_MASK_ARB
- int_attributes.push_back(0x1); // WGL_CONTEXT_CORE_PROFILE_BIT_ARB
-
- int_attributes.push_back(0);
-
- opengl3_context = wglCreateContextAttribsARB(hdc, share_context, int_attributes.data());
+ // Grab the error from the last create attempt
+ if (!opengl3_context)
+ {
+ SetError("No OpenGL 3.2 support found (error code %d)", (int)error());
+ }
+ }
+ else
+ {
+ SetError("No OpenGL driver supporting OpenGL 3 found");
}
wglMakeCurrent(0, 0);
@@ -809,32 +827,36 @@ GLXContext OpenGLContext::create_context_glx_1_3(GLXContext shared_context)
// threads issuing X commands while this code is running.
int (*oldHandler)(::Display*, XErrorEvent*) = XSetErrorHandler(&cl_ctxErrorHandler);
- std::vector int_attributes;
-
- int_attributes.push_back(0x2091); // GLX_CONTEXT_MAJOR_VERSION_ARB
- int_attributes.push_back(major_version);
- int_attributes.push_back(0x2092); // GLX_CONTEXT_MINOR_VERSION_ARB
- int_attributes.push_back(minor_version);
-
- int_attributes.push_back(0x2094); // GLX_CONTEXT_FLAGS_ARB
- int_attributes.push_back(0x2); // GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
-
- int_attributes.push_back(0x9126); // GLX_CONTEXT_PROFILE_MASK_ARB
- int_attributes.push_back(0x1); // GLX_CONTEXT_CORE_PROFILE_BIT_ARB
-
- int_attributes.push_back(None);
-
- cl_ctxErrorOccurred = false;
-
- GLXContext context_gl3 = glXCreateContextAttribs(disp, fbconfig, shared_context, True, &int_attributes[0]);
-
- if (cl_ctxErrorOccurred)
+ GLXContext context_gl3 = 0;
+ for (int profile : { 1/*GLX_CONTEXT_CORE_PROFILE_BIT_ARB*/, 2 /*GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB*/ })
{
- if (context_gl3)
+ for (int version : { 46, 45, 44, 43, 42, 41, 40, 33, 32 })
{
- glx.glXDestroyContext(disp, context_gl3);
- context_gl3 = nullptr;
+ std::vector int_attributes;
+ int_attributes.push_back(0x2091); // GLX_CONTEXT_MAJOR_VERSION_ARB
+ int_attributes.push_back(version / 10);
+ int_attributes.push_back(0x2092); // GLX_CONTEXT_MINOR_VERSION_ARB
+ int_attributes.push_back(version % 10);
+ int_attributes.push_back(0x9126); // GLX_CONTEXT_PROFILE_MASK_ARB
+ int_attributes.push_back(profile);
+ int_attributes.push_back(None);
+
+ cl_ctxErrorOccurred = false;
+
+ context_gl3 = glXCreateContextAttribs(disp, fbconfig, shared_context, True, int_attributes.data());
+
+ if (cl_ctxErrorOccurred && context_gl3)
+ {
+ glx.glXDestroyContext(disp, context_gl3);
+ context_gl3 = nullptr;
+ }
+
+ if (context_gl3)
+ break;
}
+
+ if (context_gl3)
+ break;
}
// Restore the original error handler
diff --git a/Source/Native/exports.def b/Source/Native/exports.def
index 40a8c28b..84dcc0aa 100644
--- a/Source/Native/exports.def
+++ b/Source/Native/exports.def
@@ -1,9 +1,9 @@
EXPORTS
+ BuilderNative_GetError
RenderDevice_New
RenderDevice_Delete
- RenderDevice_GetError
RenderDevice_DeclareUniform
RenderDevice_DeclareShader
RenderDevice_SetShader
diff --git a/Source/Plugins/BuilderModes/VisualModes/BaseVisualMode.cs b/Source/Plugins/BuilderModes/VisualModes/BaseVisualMode.cs
index 4d2953b9..e59a3765 100755
--- a/Source/Plugins/BuilderModes/VisualModes/BaseVisualMode.cs
+++ b/Source/Plugins/BuilderModes/VisualModes/BaseVisualMode.cs
@@ -4332,7 +4332,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
float offset;
if (!texture.WorldPanning && !General.Map.Data.MapInfo.ForceWorldPanning)
- offset = ((start.Sidedef.Sector.CeilHeight - j.ceilingHeight) / scaley) * j.scaleY + ystartalign - j.sidedef.OffsetY; //mxd
+ offset = ((start.Sidedef.Sector.CeilHeight - j.ceilingHeight) / scaley) * Math.Abs(j.scaleY) + ystartalign - j.sidedef.OffsetY; //mxd
else
offset = (start.Sidedef.Sector.CeilHeight - j.ceilingHeight + ystartalign - j.sidedef.OffsetY);
@@ -4474,7 +4474,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
if(aligny)
{
- float offset = ((start.Sidedef.Sector.CeilHeight - j.ceilingHeight) / scaley) * j.scaleY + ystartalign; //mxd
+ float offset = ((start.Sidedef.Sector.CeilHeight - j.ceilingHeight) / scaley) * Math.Abs(j.scaleY) + ystartalign; //mxd
offset -= j.sidedef.OffsetY; //mxd
if(matchtop)