#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Text; using System.Windows.Forms; using System.IO; using System.Reflection; using System.Drawing; using System.ComponentModel; using SlimDX; using CodeImp.DoomBuilder.Geometry; using SlimDX.Direct3D9; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.VisualModes; using CodeImp.DoomBuilder.Map; #endregion namespace CodeImp.DoomBuilder.Rendering { internal sealed class Renderer3D : Renderer, IRenderer3D { #region ================== Constants private const int RENDER_PASSES = 4; private const float PROJ_NEAR_PLANE = 1f; private const float CROSSHAIR_SCALE = 0.06f; private const float FOG_RANGE = 0.9f; #endregion #region ================== Variables // Matrices private Matrix projection; private Matrix view3d; private Matrix billboard; private Matrix worldviewproj; private Matrix view2d; private Matrix world; private Vector3D cameraposition; private int shaderpass; // Options private bool fullbrightness; // Window size private Size windowsize; // Frustum private ProjectedFrustum2D frustum; // Thing cage private VertexBuffer thingcage; private bool renderthingcages; // Crosshair private FlatVertex[] crosshairverts; private bool crosshairbusy; // Highlighting private IVisualPickable highlighted; private float highlightglow; private float highlightglowinv; private ColorImage highlightimage; private ColorImage selectionimage; private bool showselection; private bool showhighlight; // Geometry to be rendered. // Each Dictionary in the array is a render pass. // Each BinaryHeap in the Dictionary contains all geometry that needs // to be rendered with the associated ImageData. // The BinaryHeap sorts the geometry by sector to minimize stream switchs. private Dictionary>[] geometry; // Things to be rendered. // Each Dictionary in the array is a render pass. // Each VisualThing is inserted in the Dictionary by their texture image. private Dictionary>[] things; // Things to be rendered, sorted by distance from camera private BinaryHeap thingsbydistance; #endregion #region ================== Properties public ProjectedFrustum2D Frustum2D { get { return frustum; } } public bool DrawThingCages { get { return renderthingcages; } set { renderthingcages = value; } } public bool FullBrightness { get { return fullbrightness; } set { fullbrightness = value; } } public bool ShowSelection { get { return showselection; } set { showselection = value; } } public bool ShowHighlight { get { return showhighlight; } set { showhighlight = value; } } #endregion #region ================== Constructor / Disposer // Constructor internal Renderer3D(D3DDevice graphics) : base(graphics) { // Initialize CreateProjection(); CreateMatrices2D(); SetupThingCage(); SetupTextures(); renderthingcages = true; showselection = true; showhighlight = true; // Dummy frustum frustum = new ProjectedFrustum2D(new Vector2D(), 0.0f, 0.0f, PROJ_NEAR_PLANE, General.Settings.ViewDistance, Angle2D.DegToRad((float)General.Settings.VisualFOV)); // We have no destructor GC.SuppressFinalize(this); } // Disposer internal override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up if(thingcage != null) thingcage.Dispose(); if(selectionimage != null) selectionimage.Dispose(); if(highlightimage != null) highlightimage.Dispose(); thingcage = null; selectionimage = null; highlightimage = null; // Done base.Dispose(); } } #endregion #region ================== Management // This is called before a device is reset // (when resized or display adapter was changed) public override void UnloadResource() { crosshairverts = null; if(thingcage != null) thingcage.Dispose(); if(selectionimage != null) selectionimage.Dispose(); if(highlightimage != null) highlightimage.Dispose(); thingcage = null; selectionimage = null; highlightimage = null; } // This is called resets when the device is reset // (when resized or display adapter was changed) public override void ReloadResource() { CreateMatrices2D(); SetupThingCage(); SetupTextures(); } // This makes screen vertices for display private void CreateCrosshairVerts(Size texturesize) { // Determine coordinates float width = (float)windowsize.Width; float height = (float)windowsize.Height; float size = (float)height * CROSSHAIR_SCALE; RectangleF rect = new RectangleF((width - size) / 2, (height - size) / 2, size, size); // Make vertices crosshairverts = new FlatVertex[4]; crosshairverts[0].x = rect.Left; crosshairverts[0].y = rect.Top; crosshairverts[0].c = -1; crosshairverts[0].u = 1f / texturesize.Width; crosshairverts[0].v = 1f / texturesize.Height; crosshairverts[1].x = rect.Right; crosshairverts[1].y = rect.Top; crosshairverts[1].c = -1; crosshairverts[1].u = 1f - 1f / texturesize.Width; crosshairverts[1].v = 1f / texturesize.Height; crosshairverts[2].x = rect.Left; crosshairverts[2].y = rect.Bottom; crosshairverts[2].c = -1; crosshairverts[2].u = 1f / texturesize.Width; crosshairverts[2].v = 1f - 1f / texturesize.Height; crosshairverts[3].x = rect.Right; crosshairverts[3].y = rect.Bottom; crosshairverts[3].c = -1; crosshairverts[3].u = 1f - 1f / texturesize.Width; crosshairverts[3].v = 1f - 1f / texturesize.Height; } #endregion #region ================== Resources // This loads the textures for highlight and selection if we need them private void SetupTextures() { if(!graphics.Shaders.Enabled) { highlightimage = new ColorImage(General.Colors.Highlight, 32, 32); highlightimage.LoadImage(); highlightimage.CreateTexture(); selectionimage = new ColorImage(General.Colors.Selection, 32, 32); selectionimage.LoadImage(); selectionimage.CreateTexture(); } } // This sets up the thing cage private void SetupThingCage() { const int totalvertices = 36; WorldVertex[] tv = new WorldVertex[totalvertices]; float x0 = -1.0f; float x1 = 1.0f; float y0 = -1.0f; float y1 = 1.0f; float z0 = 0.0f; float z1 = 1.0f; float u0 = 0.0f; float u1 = 1.0f; float v0 = 0.0f; float v1 = 1.0f; int c = -1; // Front tv[0] = new WorldVertex(x0, y0, z0, c, u0, v0); tv[1] = new WorldVertex(x0, y0, z1, c, u0, v1); tv[2] = new WorldVertex(x1, y0, z0, c, u1, v0); tv[3] = new WorldVertex(x1, y0, z0, c, u1, v0); tv[4] = new WorldVertex(x0, y0, z1, c, u0, v1); tv[5] = new WorldVertex(x1, y0, z1, c, u1, v1); // Right tv[6] = new WorldVertex(x1, y0, z0, c, u0, v0); tv[7] = new WorldVertex(x1, y0, z1, c, u0, v1); tv[8] = new WorldVertex(x1, y1, z0, c, u1, v0); tv[9] = new WorldVertex(x1, y1, z0, c, u1, v0); tv[10] = new WorldVertex(x1, y0, z1, c, u0, v1); tv[11] = new WorldVertex(x1, y1, z1, c, u1, v1); // Back tv[12] = new WorldVertex(x1, y1, z0, c, u0, v0); tv[13] = new WorldVertex(x1, y1, z1, c, u0, v1); tv[14] = new WorldVertex(x0, y1, z0, c, u1, v0); tv[15] = new WorldVertex(x0, y1, z0, c, u1, v0); tv[16] = new WorldVertex(x1, y1, z1, c, u0, v1); tv[17] = new WorldVertex(x0, y1, z1, c, u1, v1); // Left tv[18] = new WorldVertex(x0, y1, z0, c, u0, v1); tv[19] = new WorldVertex(x0, y1, z1, c, u0, v0); tv[20] = new WorldVertex(x0, y0, z1, c, u1, v0); tv[21] = new WorldVertex(x0, y1, z0, c, u1, v0); tv[22] = new WorldVertex(x0, y0, z1, c, u0, v1); tv[23] = new WorldVertex(x0, y0, z0, c, u1, v1); // Top tv[24] = new WorldVertex(x0, y0, z1, c, u0, v0); tv[25] = new WorldVertex(x0, y1, z1, c, u0, v1); tv[26] = new WorldVertex(x1, y0, z1, c, u1, v0); tv[27] = new WorldVertex(x1, y0, z1, c, u1, v0); tv[28] = new WorldVertex(x0, y1, z1, c, u0, v1); tv[29] = new WorldVertex(x1, y1, z1, c, u1, v1); // Bottom tv[30] = new WorldVertex(x1, y0, z0, c, u1, v0); tv[31] = new WorldVertex(x0, y1, z0, c, u0, v1); tv[32] = new WorldVertex(x0, y0, z0, c, u0, v0); tv[33] = new WorldVertex(x1, y0, z0, c, u1, v0); tv[34] = new WorldVertex(x1, y1, z0, c, u1, v1); tv[35] = new WorldVertex(x0, y1, z0, c, u0, v1); // Create vertexbuffer thingcage = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * totalvertices, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default); DataStream bufferstream = thingcage.Lock(0, WorldVertex.Stride * totalvertices, LockFlags.Discard); bufferstream.WriteRange(tv); thingcage.Unlock(); bufferstream.Dispose(); } #endregion #region ================== Presentation // This creates the projection internal void CreateProjection() { // Calculate aspect float aspect = (float)General.Map.Graphics.RenderTarget.ClientSize.Width / (float)General.Map.Graphics.RenderTarget.ClientSize.Height; // The DirectX PerspectiveFovRH matrix method calculates the scaling in X and Y as follows: // yscale = 1 / tan(fovY / 2) // xscale = yscale / aspect // The fov specified in the method is the FOV over Y, but we want the user to specify the FOV // over X, so calculate what it would be over Y first; float fov = Angle2D.DegToRad((float)General.Settings.VisualFOV); float reversefov = 1.0f / (float)Math.Tan(fov / 2.0f); float reversefovy = reversefov * aspect; float fovy = (float)Math.Atan(1.0f / reversefovy) * 2.0f; // Make the projection matrix projection = Matrix.PerspectiveFovRH(fovy, aspect, PROJ_NEAR_PLANE, General.Settings.ViewDistance); // Apply matrices ApplyMatrices3D(); } // This creates matrices for a camera view public void PositionAndLookAt(Vector3D pos, Vector3D lookat) { Vector3D delta; float anglexy, anglez; // Calculate delta vector cameraposition = pos; delta = lookat - pos; anglexy = delta.GetAngleXY(); anglez = delta.GetAngleZ(); // Create frustum frustum = new ProjectedFrustum2D(pos, anglexy, anglez, PROJ_NEAR_PLANE, General.Settings.ViewDistance, Angle2D.DegToRad((float)General.Settings.VisualFOV)); // Make the view matrix view3d = Matrix.LookAtRH(D3DDevice.V3(pos), D3DDevice.V3(lookat), new Vector3(0f, 0f, 1f)); // Make the billboard matrix billboard = Matrix.RotationZ(anglexy + Angle2D.PI); } // This creates 2D view matrix private void CreateMatrices2D() { windowsize = graphics.RenderTarget.ClientSize; Matrix scaling = Matrix.Scaling((1f / (float)windowsize.Width) * 2f, (1f / (float)windowsize.Height) * -2f, 1f); Matrix translate = Matrix.Translation(-(float)windowsize.Width * 0.5f, -(float)windowsize.Height * 0.5f, 0f); view2d = Matrix.Multiply(translate, scaling); } // This applies the matrices private void ApplyMatrices3D() { worldviewproj = world * view3d * projection; graphics.Shaders.World3D.WorldViewProj = worldviewproj; graphics.Device.SetTransform(TransformState.World, world); graphics.Device.SetTransform(TransformState.Projection, projection); graphics.Device.SetTransform(TransformState.View, view3d); } // This sets the appropriate view matrix public void ApplyMatrices2D() { graphics.Device.SetTransform(TransformState.World, world); graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity); graphics.Device.SetTransform(TransformState.View, view2d); } #endregion #region ================== Start / Finish // This starts rendering public bool Start() { // Create texture if(General.Map.Data.ThingBox.Texture == null) General.Map.Data.ThingBox.CreateTexture(); // Start drawing if(graphics.StartRendering(true, General.Colors.Background.ToColorValue(), graphics.BackBuffer, graphics.DepthBuffer)) { // Beginning renderstates graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); graphics.Device.SetRenderState(RenderState.ZEnable, false); graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); graphics.Device.SetRenderState(RenderState.FogEnable, false); graphics.Device.SetRenderState(RenderState.FogDensity, 1.0f); graphics.Device.SetRenderState(RenderState.FogColor, General.Colors.Background.ToInt()); graphics.Device.SetRenderState(RenderState.FogStart, General.Settings.ViewDistance * FOG_RANGE); graphics.Device.SetRenderState(RenderState.FogEnd, General.Settings.ViewDistance); graphics.Device.SetRenderState(RenderState.FogTableMode, FogMode.Linear); graphics.Device.SetRenderState(RenderState.RangeFogEnable, false); graphics.Device.SetRenderState(RenderState.TextureFactor, -1); graphics.Shaders.World3D.SetModulateColor(-1); graphics.Shaders.World3D.SetHighlightColor(0); // Texture addressing graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap); graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap); graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap); // Matrices world = Matrix.Identity; ApplyMatrices3D(); // Highlight if(General.Settings.AnimateVisualSelection) { double time = General.Clock.GetCurrentTime(); highlightglow = (float)Math.Sin(time / 100.0f) * 0.1f + 0.4f; highlightglowinv = -(float)Math.Sin(time / 100.0f) * 0.1f + 0.4f; } else { highlightglow = 0.4f; highlightglowinv = 0.3f; } // Determine shader pass to use if(fullbrightness) shaderpass = 1; else shaderpass = 0; // Create crosshair vertices if(crosshairverts == null) CreateCrosshairVerts(new Size(General.Map.Data.Crosshair3D.Width, General.Map.Data.Crosshair3D.Height)); // Ready return true; } else { // Can't render now return false; } } // This begins rendering world geometry public void StartGeometry() { // Make collection geometry = new Dictionary>[RENDER_PASSES]; things = new Dictionary>[RENDER_PASSES]; thingsbydistance = new BinaryHeap(); for(int i = 0; i < RENDER_PASSES; i++) { geometry[i] = new Dictionary>(); things[i] = new Dictionary>(); } } // This ends rendering world geometry public void FinishGeometry() { // Initial renderstates graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); graphics.Device.SetRenderState(RenderState.ZEnable, true); graphics.Device.SetRenderState(RenderState.ZWriteEnable, true); graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.TextureFactor, -1); graphics.Shaders.World3D.Begin(); // SOLID PASS world = Matrix.Identity; ApplyMatrices3D(); RenderSinglePass((int)RenderPass.Solid); // MASK PASS world = Matrix.Identity; ApplyMatrices3D(); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true); RenderSinglePass((int)RenderPass.Mask); // ALPHA PASS world = Matrix.Identity; ApplyMatrices3D(); graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.ZWriteEnable, false); graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); RenderSinglePass((int)RenderPass.Alpha); // THINGS if(renderthingcages) RenderThingCages(); // ADDITIVE PASS world = Matrix.Identity; ApplyMatrices3D(); graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One); RenderSinglePass((int)RenderPass.Additive); // Remove references graphics.Shaders.World3D.Texture1 = null; // Done graphics.Shaders.World3D.End(); geometry = null; } // This renders all thing cages private void RenderThingCages() { int currentshaderpass = shaderpass; int highshaderpass = shaderpass + 2; // Set renderstates graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.ZWriteEnable, false); graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); graphics.Device.SetStreamSource(0, thingcage, 0, WorldVertex.Stride); graphics.Device.SetTexture(0, General.Map.Data.ThingBox.Texture); graphics.Shaders.World3D.Texture1 = General.Map.Data.ThingBox.Texture; graphics.Shaders.World3D.BeginPass(shaderpass); foreach(VisualThing t in thingsbydistance) { // Determine the shader pass we want to use for this object int wantedshaderpass = (((t == highlighted) && showhighlight) || (t.Selected && showselection)) ? highshaderpass : shaderpass; // Switch shader pass? if(currentshaderpass != wantedshaderpass) { graphics.Shaders.World3D.EndPass(); graphics.Shaders.World3D.BeginPass(wantedshaderpass); currentshaderpass = wantedshaderpass; } // Setup matrix world = Matrix.Multiply(t.CageScales, t.Position); ApplyMatrices3D(); // Setup color if(currentshaderpass == highshaderpass) { Color4 highcolor = CalculateHighlightColor((t == highlighted) && showhighlight, t.Selected && showselection); graphics.Shaders.World3D.SetHighlightColor(highcolor.ToArgb()); highcolor.Alpha = 1.0f; graphics.Shaders.World3D.SetModulateColor(highcolor.ToArgb()); graphics.Device.SetRenderState(RenderState.TextureFactor, highcolor.ToArgb()); } else { graphics.Shaders.World3D.SetModulateColor(t.CageColor); graphics.Device.SetRenderState(RenderState.TextureFactor, t.CageColor); } // Render! graphics.Shaders.World3D.ApplySettings(); graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, 12); } // Done graphics.Shaders.World3D.EndPass(); graphics.Shaders.World3D.SetModulateColor(-1); graphics.Device.SetRenderState(RenderState.TextureFactor, -1); } // This performs a single render pass private void RenderSinglePass(int pass) { int currentshaderpass = shaderpass; int highshaderpass = shaderpass + 2; // Get geometry for this pass Dictionary> geopass = geometry[pass]; // Begin rendering with this shader graphics.Shaders.World3D.BeginPass(shaderpass); // Render the geometry collected foreach(KeyValuePair> group in geopass) { ImageData curtexture; // What texture to use? if(group.Key is UnknownImage) curtexture = General.Map.Data.UnknownTexture3D; else if((group.Key != null) && group.Key.IsImageLoaded && !group.Key.IsDisposed) curtexture = group.Key; else curtexture = General.Map.Data.Hourglass3D; // Create Direct3D texture if still needed if((curtexture.Texture == null) || curtexture.Texture.Disposed) curtexture.CreateTexture(); // Apply texture if(!graphics.Shaders.Enabled) graphics.Device.SetTexture(0, curtexture.Texture); graphics.Shaders.World3D.Texture1 = curtexture.Texture; // Go for all geometry that uses this texture VisualSector sector = null; foreach(VisualGeometry g in group.Value) { // Changing sector? if(!object.ReferenceEquals(g.Sector, sector)) { // Update the sector if needed if(g.Sector.NeedsUpdateGeo) g.Sector.Update(); // Only do this sector when a vertexbuffer is created if(g.Sector.GeometryBuffer != null) { // Change current sector sector = g.Sector; // Set stream source graphics.Device.SetStreamSource(0, sector.GeometryBuffer, 0, WorldVertex.Stride); } else { sector = null; } } if(sector != null) { // Determine the shader pass we want to use for this object int wantedshaderpass = (((g == highlighted) && showhighlight) || (g.Selected && showselection)) ? highshaderpass : shaderpass; // Switch shader pass? if(currentshaderpass != wantedshaderpass) { graphics.Shaders.World3D.EndPass(); graphics.Shaders.World3D.BeginPass(wantedshaderpass); currentshaderpass = wantedshaderpass; } // Set the colors to use if(!graphics.Shaders.Enabled) { graphics.Device.SetTexture(2, (g.Selected && showselection) ? selectionimage.Texture : null); graphics.Device.SetTexture(3, ((g == highlighted) && showhighlight) ? highlightimage.Texture : null); } else { graphics.Shaders.World3D.SetHighlightColor(CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection)).ToArgb()); graphics.Shaders.World3D.ApplySettings(); } // Render! graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles); } } } // Get things for this pass Dictionary> thingspass = things[pass]; if(thingspass.Count > 0) { // Texture addressing graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Clamp); graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Clamp); graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Clamp); // Render things collected foreach(KeyValuePair> group in thingspass) { ImageData curtexture; if(!(group.Key is UnknownImage)) { // What texture to use? if((group.Key != null) && group.Key.IsImageLoaded && !group.Key.IsDisposed) curtexture = group.Key; else curtexture = General.Map.Data.Hourglass3D; // Create Direct3D texture if still needed if((curtexture.Texture == null) || curtexture.Texture.Disposed) curtexture.CreateTexture(); // Apply texture if(!graphics.Shaders.Enabled) graphics.Device.SetTexture(0, curtexture.Texture); graphics.Shaders.World3D.Texture1 = curtexture.Texture; // Render all things with this texture foreach(VisualThing t in group.Value) { // Update buffer if needed t.Update(); // Only do this sector when a vertexbuffer is created if(t.GeometryBuffer != null) { // Determine the shader pass we want to use for this object int wantedshaderpass = (((t == highlighted) && showhighlight) || (t.Selected && showselection)) ? highshaderpass : shaderpass; // Switch shader pass? if(currentshaderpass != wantedshaderpass) { graphics.Shaders.World3D.EndPass(); graphics.Shaders.World3D.BeginPass(wantedshaderpass); currentshaderpass = wantedshaderpass; } // Set the colors to use if(!graphics.Shaders.Enabled) { graphics.Device.SetTexture(2, (t.Selected && showselection) ? selectionimage.Texture : null); graphics.Device.SetTexture(3, ((t == highlighted) && showhighlight) ? highlightimage.Texture : null); } else { graphics.Shaders.World3D.SetHighlightColor(CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection)).ToArgb()); } // Create the matrix for positioning / rotation world = t.Orientation; if(t.Billboard) world = Matrix.Multiply(world, billboard); world = Matrix.Multiply(world, t.Position); ApplyMatrices3D(); graphics.Shaders.World3D.ApplySettings(); // Apply buffer graphics.Device.SetStreamSource(0, t.GeometryBuffer, 0, WorldVertex.Stride); // Render! graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, t.Triangles); } } } } // Texture addressing graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap); graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap); graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap); } // Done rendering with this shader graphics.Shaders.World3D.EndPass(); } // This calculates the highlight/selection color public Color4 CalculateHighlightColor(bool ishighlighted, bool isselected) { Color4 highlightcolor = isselected ? General.Colors.Selection.ToColorValue() : General.Colors.Highlight.ToColorValue(); highlightcolor.Alpha = ishighlighted ? highlightglowinv : highlightglow; return highlightcolor; } // This finishes rendering public void Finish() { // Done graphics.FinishRendering(); graphics.Present(); highlighted = null; } #endregion #region ================== Rendering // This sets the highlighted object for the rendering public void SetHighlightedObject(IVisualPickable obj) { highlighted = obj; } // This collects a visual sector's geometry for rendering public void AddSectorGeometry(VisualGeometry g) { // Must have a texture and vertices if((g.Texture != null) && (g.Triangles > 0)) { // Texture group not yet collected? if(!geometry[g.RenderPassInt].ContainsKey(g.Texture)) { // Create texture group geometry[g.RenderPassInt].Add(g.Texture, new BinaryHeap()); } // Add geometry to texture group geometry[g.RenderPassInt][g.Texture].Add(g); } } // This collects a visual sector's geometry for rendering public void AddThingGeometry(VisualThing t) { // Make sure the distance to camera is calculated t.CalculateCameraDistance(cameraposition); thingsbydistance.Add(t); // Must have a texture! if(t.Texture != null) { // Texture group not yet collected? if(!things[t.RenderPassInt].ContainsKey(t.Texture)) { // Create texture group things[t.RenderPassInt].Add(t.Texture, new List()); } // Add geometry to texture group things[t.RenderPassInt][t.Texture].Add(t); } } // This renders the crosshair public void RenderCrosshair() { // Set renderstates graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); graphics.Device.SetRenderState(RenderState.ZEnable, false); graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); graphics.Device.SetRenderState(RenderState.TextureFactor, -1); graphics.Device.SetTransform(TransformState.World, Matrix.Identity); graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity); ApplyMatrices2D(); // Texture if(crosshairbusy) { if(General.Map.Data.CrosshairBusy3D.Texture == null) General.Map.Data.CrosshairBusy3D.CreateTexture(); graphics.Device.SetTexture(0, General.Map.Data.CrosshairBusy3D.Texture); graphics.Shaders.Display2D.Texture1 = General.Map.Data.CrosshairBusy3D.Texture; } else { if(General.Map.Data.Crosshair3D.Texture == null) General.Map.Data.Crosshair3D.CreateTexture(); graphics.Device.SetTexture(0, General.Map.Data.Crosshair3D.Texture); graphics.Shaders.Display2D.Texture1 = General.Map.Data.Crosshair3D.Texture; } // Draw graphics.Shaders.Display2D.Begin(); graphics.Shaders.Display2D.SetSettings(1.0f, 1.0f, 0.0f, 1.0f, true); graphics.Shaders.Display2D.BeginPass(1); graphics.Device.DrawUserPrimitives(PrimitiveType.TriangleStrip, 0, 2, crosshairverts); graphics.Shaders.Display2D.EndPass(); graphics.Shaders.Display2D.End(); } // This switches fog on and off public void SetFogMode(bool usefog) { graphics.Device.SetRenderState(RenderState.FogEnable, usefog); } // This siwtches crosshair busy icon on and off public void SetCrosshairBusy(bool busy) { crosshairbusy = busy; } #endregion } }