#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections.Generic; using System.Drawing; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.GZBuilder.Data; using CodeImp.DoomBuilder.GZBuilder.Geometry; using CodeImp.DoomBuilder.GZBuilder.MD3; using CodeImp.DoomBuilder.GZBuilder.Rendering; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.VisualModes; using SlimDX; using SlimDX.Direct3D9; #endregion namespace CodeImp.DoomBuilder.Rendering { internal sealed class Renderer3D : Renderer, IRenderer3D { #region ================== Constants private const float PROJ_NEAR_PLANE = 1f; private const float FOG_RANGE = 0.9f; internal const float GZDOOM_VERTICAL_VIEW_STRETCH = 1.2f; internal const float GZDOOM_INVERTED_VERTICAL_VIEW_STRETCH = 1.0f / GZDOOM_VERTICAL_VIEW_STRETCH; #endregion #region ================== Variables // Matrices private Matrix projection; private Matrix view3d; private Matrix viewproj; //mxd private Matrix billboard; private Matrix view2d; private Matrix world; private Vector3D cameraposition; private int shaderpass; // Window size private Size windowsize; // Frustum private ProjectedFrustum2D frustum; // Thing cage private bool renderthingcages; //mxd private VisualVertexHandle vertexHandle; private int[] lightOffsets; // Crosshair private FlatVertex[] crosshairverts; private bool crosshairbusy; // Highlighting private IVisualPickable highlighted; private float highlightglow; private float highlightglowinv; private ColorImage highlightimage; private ColorImage selectionimage; private bool showselection; private bool showhighlight; //mxd. Solid geometry to be rendered. Must be sorted by sector. private Dictionary> solidgeo; //mxd. Masked geometry to be rendered. Must be sorted by sector. private Dictionary> maskedgeo; //mxd. Translucent geometry to be rendered. Must be sorted by camera distance. private List translucentgeo; //mxd. Solid things to be rendered (currently(?) there won't be any). Must be sorted by sector. private Dictionary> solidthings; //mxd. Masked things to be rendered. Must be sorted by sector. private Dictionary> maskedthings; //mxd. Translucent things to be rendered. Must be sorted by camera distance. private List translucentthings; //mxd. Things with attached dynamic lights private List lightthings; //mxd. Things, which should be rendered as models private Dictionary> maskedmodelthings; //mxd. Things, which should be rendered as translucent models private List translucentmodelthings; //mxd. All things. Used to render thing cages private List allthings; //mxd. Visual vertices private List visualvertices; //mxd. Event lines private List eventlines; #endregion #region ================== Properties public ProjectedFrustum2D Frustum2D { get { return frustum; } } public bool DrawThingCages { get { return renderthingcages; } set { renderthingcages = value; } } public bool ShowSelection { get { return showselection; } set { showselection = value; } } public bool ShowHighlight { get { return showhighlight; } set { showhighlight = value; } } #endregion #region ================== Constructor / Disposer // Constructor internal Renderer3D(D3DDevice graphics) : base(graphics) { // Initialize CreateProjection(); CreateMatrices2D(); SetupHelperObjects(); //mxd SetupTextures(); renderthingcages = true; showselection = true; showhighlight = true; eventlines = new List(); //mxd // Dummy frustum frustum = new ProjectedFrustum2D(new Vector2D(), 0.0f, 0.0f, PROJ_NEAR_PLANE, General.Settings.ViewDistance, Angle2D.DegToRad(General.Settings.VisualFOV)); // We have no destructor GC.SuppressFinalize(this); } // Disposer internal override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up if(selectionimage != null) selectionimage.Dispose(); if(highlightimage != null) highlightimage.Dispose(); selectionimage = null; highlightimage = null; vertexHandle.Dispose(); //mxd // Done base.Dispose(); } } #endregion #region ================== Management // This is called before a device is reset // (when resized or display adapter was changed) public override void UnloadResource() { crosshairverts = null; if(selectionimage != null) selectionimage.Dispose(); if(highlightimage != null) highlightimage.Dispose(); 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(); SetupTextures(); } // This makes screen vertices for display private void CreateCrosshairVerts(Size texturesize) { // Determine coordinates float width = windowsize.Width; float height = windowsize.Height; RectangleF rect = new RectangleF((float)Math.Round((width - texturesize.Width) * 0.5f), (float)Math.Round((height - texturesize.Height) * 0.5f), texturesize.Width, texturesize.Height); // Make vertices crosshairverts = new FlatVertex[4]; crosshairverts[0].x = rect.Left; crosshairverts[0].y = rect.Top; crosshairverts[0].c = -1; crosshairverts[1].x = rect.Right; crosshairverts[1].y = rect.Top; crosshairverts[1].c = -1; crosshairverts[1].u = 1.0f; crosshairverts[2].x = rect.Left; crosshairverts[2].y = rect.Bottom; crosshairverts[2].c = -1; crosshairverts[2].v = 1.0f; crosshairverts[3].x = rect.Right; crosshairverts[3].y = rect.Bottom; crosshairverts[3].c = -1; crosshairverts[3].u = 1.0f; crosshairverts[3].v = 1.0f; } #endregion #region ================== Resources // 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(); } } //mxd private void SetupHelperObjects() { vertexHandle = new VisualVertexHandle(); } //mxd internal void UpdateVertexHandle() { vertexHandle.UnloadResource(); vertexHandle.ReloadResource(); } #endregion #region ================== Presentation // This creates the projection internal void CreateProjection() { // Calculate aspect float screenheight = General.Map.Graphics.RenderTarget.ClientSize.Height * (General.Settings.GZStretchView ? GZDOOM_INVERTED_VERTICAL_VIEW_STRETCH : 1.0f); //mxd float aspect = General.Map.Graphics.RenderTarget.ClientSize.Width / screenheight; // The DirectX PerspectiveFovRH matrix method calculates the scaling in X and Y as follows: // yscale = 1 / tan(fovY / 2) // xscale = yscale / aspect // The fov specified in the method is the FOV over Y, but we want the user to specify the FOV // over X, so calculate what it would be over Y first; float fov = Angle2D.DegToRad(General.Settings.VisualFOV); float reversefov = 1.0f / (float)Math.Tan(fov / 2.0f); float reversefovy = reversefov * aspect; float fovy = (float)Math.Atan(1.0f / reversefovy) * 2.0f; // Make the projection matrix projection = Matrix.PerspectiveFovRH(fovy, aspect, PROJ_NEAR_PLANE, General.Settings.ViewDistance); // Apply matrices ApplyMatrices3D(); } // This creates matrices for a camera view public void PositionAndLookAt(Vector3D pos, Vector3D lookat) { // Calculate delta vector cameraposition = pos; Vector3D delta = lookat - pos; float anglexy = delta.GetAngleXY(); float anglez = delta.GetAngleZ(); // Create frustum frustum = new ProjectedFrustum2D(pos, anglexy, anglez, PROJ_NEAR_PLANE, General.Settings.ViewDistance, Angle2D.DegToRad(General.Settings.VisualFOV)); // Make the view matrix view3d = Matrix.LookAtRH(D3DDevice.V3(pos), D3DDevice.V3(lookat), new Vector3(0f, 0f, 1f)); viewproj = view3d * projection; //mxd // Make the billboard matrix billboard = Matrix.RotationZ(anglexy + Angle2D.PI); } // This creates 2D view matrix private void CreateMatrices2D() { windowsize = graphics.RenderTarget.ClientSize; Matrix scaling = Matrix.Scaling((1f / windowsize.Width) * 2f, (1f / windowsize.Height) * -2f, 1f); Matrix translate = Matrix.Translation(-(float)windowsize.Width * 0.5f, -(float)windowsize.Height * 0.5f, 0f); view2d = translate * scaling; } // This applies the matrices private void ApplyMatrices3D() { graphics.Shaders.World3D.WorldViewProj = world * viewproj; //mxd. Multiplication is ~2x faster than "world * view3d * projection"; } // This sets the appropriate view matrix public void ApplyMatrices2D() { graphics.Device.SetTransform(TransformState.World, world); graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity); graphics.Device.SetTransform(TransformState.View, view2d); } #endregion #region ================== Start / Finish // This starts rendering public bool Start() { // Start drawing if(graphics.StartRendering(true, General.Colors.Background.ToColorValue(), graphics.BackBuffer, graphics.DepthBuffer)) { // Beginning renderstates graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); graphics.Device.SetRenderState(RenderState.ZEnable, false); graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); graphics.Device.SetRenderState(RenderState.FogEnable, false); graphics.Device.SetRenderState(RenderState.FogDensity, 1.0f); graphics.Device.SetRenderState(RenderState.FogColor, General.Colors.Background.ToInt()); graphics.Device.SetRenderState(RenderState.FogStart, General.Settings.ViewDistance * FOG_RANGE); graphics.Device.SetRenderState(RenderState.FogEnd, General.Settings.ViewDistance); graphics.Device.SetRenderState(RenderState.FogTableMode, FogMode.Linear); graphics.Device.SetRenderState(RenderState.RangeFogEnable, false); graphics.Device.SetRenderState(RenderState.TextureFactor, -1); graphics.Shaders.World3D.HighlightColor = new Color4(); //mxd // Texture addressing graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap); graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap); graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap); // Matrices world = Matrix.Identity; ApplyMatrices3D(); // Highlight if(General.Settings.AnimateVisualSelection) { float time = Clock.CurrentTime; highlightglow = (float)Math.Sin(time / 100.0f) * 0.1f + 0.4f; highlightglowinv = -highlightglow + 0.8f; } else { highlightglow = 0.4f; highlightglowinv = 0.3f; } // Determine shader pass to use shaderpass = (fullbrightness ? 1 : 0); // Create crosshair vertices if(crosshairverts == null) CreateCrosshairVerts(new Size(General.Map.Data.Crosshair3D.Width, General.Map.Data.Crosshair3D.Height)); // Ready return true; } else { // Can't render now return false; } } // This begins rendering world geometry public void StartGeometry() { // Make collections solidgeo = new Dictionary>(); //mxd maskedgeo = new Dictionary>(); //mxd translucentgeo = new List(); //mxd solidthings = new Dictionary>(); //mxd maskedthings = new Dictionary>(); //mxd translucentthings = new List(); //mxd maskedmodelthings = new Dictionary>(); //mxd translucentmodelthings = new List(); //mxd lightthings = new List(); //mxd allthings = new List(); //mxd } // This ends rendering world geometry public void FinishGeometry() { //mxd. Sort lights if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0) UpdateLights(); // Initial renderstates graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); graphics.Device.SetRenderState(RenderState.ZEnable, true); graphics.Device.SetRenderState(RenderState.ZWriteEnable, true); graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.TextureFactor, -1); graphics.Shaders.World3D.Begin(); // SOLID PASS world = Matrix.Identity; ApplyMatrices3D(); RenderSinglePass(solidgeo, solidthings); //mxd. Render models, without backface culling if(maskedmodelthings.Count > 0) { graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true); graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); RenderModels(); graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); } // MASK PASS if(maskedgeo.Count > 0 || maskedthings.Count > 0) { world = Matrix.Identity; ApplyMatrices3D(); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true); RenderSinglePass(maskedgeo, maskedthings); } //mxd. LIGHT PASS if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0) { world = Matrix.Identity; ApplyMatrices3D(); graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.ZWriteEnable, false); graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One); RenderLights(solidgeo, lightthings); RenderLights(maskedgeo, lightthings); } // ALPHA AND ADDITIVE PASS if(translucentgeo.Count > 0 || translucentthings.Count > 0) { world = Matrix.Identity; ApplyMatrices3D(); graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.ZWriteEnable, false); graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); RenderTranslucentPass(translucentgeo, translucentthings); } //mxd. Render translucent models, with backface culling if(translucentmodelthings.Count > 0) { graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.ZWriteEnable, false); graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); RenderTranslucentModels(); } // THING CAGES if(renderthingcages) { world = Matrix.Identity; ApplyMatrices3D(); RenderThingCages(); } //mxd. Visual vertices RenderVertices(); //mxd. Event lines if(General.Settings.GZShowEventLines) RenderArrows(eventlines); // Remove references graphics.Shaders.World3D.Texture1 = null; // Done graphics.Shaders.World3D.End(); //mxd. Trash collections solidgeo = null; maskedgeo = null; translucentgeo = null; solidthings = null; maskedthings = null; translucentthings = null; allthings = null; lightthings = null; maskedmodelthings = null; translucentmodelthings = null; visualvertices = null; } //mxd private void UpdateLights() { if(lightthings.Count > General.Settings.GZMaxDynamicLights) { // Calculate distance to camera foreach(VisualThing t in lightthings) t.CalculateCameraDistance(cameraposition); // Sort by it, closer ones first lightthings.Sort((t1, t2) => Math.Sign(t1.CameraDistance - t2.CameraDistance)); // Gather the closest List tl = new List(General.Settings.GZMaxDynamicLights); for(int i = 0; i < General.Settings.GZMaxDynamicLights; i++) tl.Add(lightthings[i]); lightthings = tl; } // Sort things by light render style lightthings.Sort((t1, t2) => Math.Sign(t1.LightRenderStyle - t2.LightRenderStyle)); lightOffsets = new int[3]; foreach(VisualThing t in lightthings) { //add light to apropriate array. switch(t.LightRenderStyle) { case DynamicLightRenderStyle.NORMAL: case DynamicLightRenderStyle.VAVOOM: lightOffsets[0]++; break; case DynamicLightRenderStyle.ADDITIVE: lightOffsets[1]++; break; default: lightOffsets[2]++; break; } } } //mxd. //I never particularly liked old ThingCages, so I wrote this instead. //It should render faster and it has fancy arrow! :) private void RenderThingCages() { graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.ZWriteEnable, false); graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.SourceAlpha); graphics.Shaders.World3D.BeginPass(16); foreach(VisualThing t in allthings) { // Setup color Color4 thingcolor; if(t.Selected && showselection) { thingcolor = General.Colors.Selection3D.ToColorValue(); } else { thingcolor = t.CageColor; if(t != highlighted) thingcolor.Alpha = 0.6f; } graphics.Shaders.World3D.VertexColor = thingcolor; //Render cage graphics.Shaders.World3D.ApplySettings(); graphics.Device.SetStreamSource(0, t.CageBuffer, 0, WorldVertex.Stride); graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, t.CageLength); } // Done graphics.Shaders.World3D.EndPass(); graphics.Device.SetRenderState(RenderState.TextureFactor, -1); } //mxd private void RenderVertices() { if(visualvertices == null) return; graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.ZWriteEnable, false); graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.SourceAlpha); graphics.Shaders.World3D.BeginPass(16); foreach(VisualVertex v in visualvertices) { world = v.Position; ApplyMatrices3D(); // Setup color Color4 color; if(v.Selected && showselection) { color = General.Colors.Selection3D.ToColorValue(); } else { color = v.HaveHeightOffset ? General.Colors.InfoLine.ToColorValue() : General.Colors.Vertices.ToColorValue(); if(v != highlighted) color.Alpha = 0.6f; } graphics.Shaders.World3D.VertexColor = color; //Commence drawing!!11 graphics.Shaders.World3D.ApplySettings(); graphics.Device.SetStreamSource(0, v.CeilingVertex ? vertexHandle.Upper : vertexHandle.Lower, 0, WorldVertex.Stride); graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, 8); } // Done graphics.Shaders.World3D.EndPass(); graphics.Device.SetRenderState(RenderState.TextureFactor, -1); } //mxd private void RenderArrows(ICollection lines) { // Calculate required points count if(lines.Count == 0) return; int pointscount = 0; foreach(Line3D line in lines) pointscount += (line.RenderArrowhead ? 6 : 2); // 4 extra points for the arrowhead if(pointscount < 2) return; //create vertices WorldVertex[] verts = new WorldVertex[pointscount]; const float scaler = 20f; pointscount = 0; foreach(Line3D line in lines) { int color = line.Color.ToInt(); // Add regular points verts[pointscount].x = line.Start.x; verts[pointscount].y = line.Start.y; verts[pointscount].z = line.Start.z; verts[pointscount].c = color; pointscount++; verts[pointscount].x = line.End.x; verts[pointscount].y = line.End.y; verts[pointscount].z = line.End.z; verts[pointscount].c = color; pointscount++; // Add arrowhead if(line.RenderArrowhead) { float nz = line.GetDelta().GetNormal().z * scaler; float angle = line.GetAngle(); Vector3D a1 = new Vector3D(line.End.x - scaler * (float)Math.Sin(angle - 0.46f), line.End.y + scaler * (float)Math.Cos(angle - 0.46f), line.End.z - nz); Vector3D a2 = new Vector3D(line.End.x - scaler * (float)Math.Sin(angle + 0.46f), line.End.y + scaler * (float)Math.Cos(angle + 0.46f), line.End.z - nz); verts[pointscount] = verts[pointscount - 1]; verts[pointscount + 1].x = a1.x; verts[pointscount + 1].y = a1.y; verts[pointscount + 1].z = a1.z; verts[pointscount + 1].c = color; verts[pointscount + 2] = verts[pointscount - 1]; verts[pointscount + 3].x = a2.x; verts[pointscount + 3].y = a2.y; verts[pointscount + 3].z = a2.z; verts[pointscount + 3].c = color; pointscount += 4; } } VertexBuffer vb = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * verts.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default); DataStream s = vb.Lock(0, WorldVertex.Stride * verts.Length, LockFlags.Discard); s.WriteRange(verts); vb.Unlock(); s.Dispose(); //begin rendering graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.ZWriteEnable, false); graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.SourceAlpha); graphics.Shaders.World3D.BeginPass(15); world = Matrix.Identity; ApplyMatrices3D(); //render graphics.Shaders.World3D.ApplySettings(); graphics.Device.SetStreamSource(0, vb, 0, WorldVertex.Stride); graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, pointscount / 2); // Done graphics.Shaders.World3D.EndPass(); graphics.Device.SetRenderState(RenderState.TextureFactor, -1); vb.Dispose(); } // This performs a single render pass private void RenderSinglePass(Dictionary> geopass, Dictionary> thingspass) { ImageData curtexture; int currentshaderpass = shaderpass; int highshaderpass = shaderpass + 2; // Begin rendering with this shader graphics.Shaders.World3D.BeginPass(shaderpass); // Render the geometry collected foreach(KeyValuePair> group in geopass) { // What texture to use? if(group.Key is UnknownImage) curtexture = General.Map.Data.UnknownTexture3D; else if(group.Key.IsImageLoaded && !group.Key.IsDisposed) curtexture = group.Key; else curtexture = General.Map.Data.Hourglass3D; // Create Direct3D texture if still needed if((curtexture.Texture == null) || curtexture.Texture.Disposed) curtexture.CreateTexture(); // Apply texture graphics.Shaders.World3D.Texture1 = curtexture.Texture; //mxd. Sort geometry by sector index group.Value.Sort((g1, g2) => g1.Sector.Sector.FixedIndex - g2.Sector.Sector.FixedIndex); // Go for all geometry that uses this texture VisualSector sector = null; foreach(VisualGeometry g in group.Value) { // Changing sector? if(!object.ReferenceEquals(g.Sector, sector)) { // Update the sector if needed if(g.Sector.NeedsUpdateGeo) g.Sector.Update(); // Only do this sector when a vertexbuffer is created //mxd. No Map means that sector was deleted recently, I suppose if(g.Sector.GeometryBuffer != null && g.Sector.Sector.Map != null) { // Change current sector sector = g.Sector; // Set stream source graphics.Device.SetStreamSource(0, sector.GeometryBuffer, 0, WorldVertex.Stride); } else { sector = null; } } if(sector != null) { // Determine the shader pass we want to use for this object int wantedshaderpass = (((g == highlighted) && showhighlight) || (g.Selected && showselection)) ? highshaderpass : shaderpass; //mxd. Render fog? if(General.Settings.GZDrawFog && !fullbrightness && sector.Sector.Brightness < 248) wantedshaderpass += 8; // Switch shader pass? if(currentshaderpass != wantedshaderpass) { graphics.Shaders.World3D.EndPass(); graphics.Shaders.World3D.BeginPass(wantedshaderpass); currentshaderpass = wantedshaderpass; //mxd. Set variables for fog rendering? if(wantedshaderpass > 7) { graphics.Shaders.World3D.World = world; } } //mxd. Set variables for fog rendering? if(wantedshaderpass > 7) { graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, g.FogFactor); graphics.Shaders.World3D.LightColor = sector.Sector.FogColor; } // Set the colors to use graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection)); // Apply changes graphics.Shaders.World3D.ApplySettings(); // Render! graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles); } } } // Get things for this pass if(thingspass.Count > 0) { // Texture addressing graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Clamp); graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Clamp); graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Clamp); graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); //mxd. Disable backside culling, because otherwise sprites with positive ScaleY and negative ScaleX will be facing away from the camera... Color4 vertexcolor = new Color4(); //mxd // Render things collected foreach(KeyValuePair> group in thingspass) { if(group.Key is UnknownImage) continue; // What texture to use? if(!group.Key.IsImageLoaded || group.Key.IsDisposed) curtexture = General.Map.Data.Hourglass3D; else curtexture = group.Key; // Create Direct3D texture if still needed if((curtexture.Texture == null) || curtexture.Texture.Disposed) curtexture.CreateTexture(); // Apply texture graphics.Shaders.World3D.Texture1 = curtexture.Texture; // Render all things with this texture foreach(VisualThing t in group.Value) { // Update buffer if needed t.Update(); // Only do this sector when a vertexbuffer is created if(t.GeometryBuffer != null) { // Determine the shader pass we want to use for this object int wantedshaderpass = (((t == highlighted) && showhighlight) || (t.Selected && showselection)) ? highshaderpass : shaderpass; //mxd. If fog is enagled, switch to shader, which calculates it if(General.Settings.GZDrawFog && !fullbrightness && t.Thing.Sector != null && (t.Thing.Sector.HasFogColor || t.Thing.Sector.Brightness < 248)) wantedshaderpass += 8; //mxd. Create the matrix for positioning world = CreateThingPositionMatrix(t); //mxd. If current thing is light - set it's color to light color Color4 litcolor; if(Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, t.Thing.Type) != -1 && !fullbrightness) { wantedshaderpass += 4; // Render using one of passes, which uses World3D.VertexColor litcolor = t.LightColor; vertexcolor = t.LightColor; } //mxd. Check if Thing is affected by dynamic lights and set color accordingly else if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0) { litcolor = GetLitColorForThing(t); if(litcolor.ToArgb() != 0) { wantedshaderpass += 4; // Render using one of passes, which uses World3D.VertexColor vertexcolor = new Color4(t.VertexColor) + litcolor; } } else { litcolor = new Color4(); vertexcolor = new Color4(); } // Switch shader pass? if(currentshaderpass != wantedshaderpass) { graphics.Shaders.World3D.EndPass(); graphics.Shaders.World3D.BeginPass(wantedshaderpass); currentshaderpass = wantedshaderpass; } //mxd. Set variables for fog rendering? if(wantedshaderpass > 7) { graphics.Shaders.World3D.World = world; float fogfactor = (litcolor.ToArgb() != 0 ? VisualThing.LIT_FOG_DENSITY_SCALER : t.FogFactor); graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, fogfactor); } // Set the colors to use if(t.Thing.Sector != null) graphics.Shaders.World3D.LightColor = t.Thing.Sector.FogColor; graphics.Shaders.World3D.VertexColor = vertexcolor; graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection)); // Apply changes ApplyMatrices3D(); graphics.Shaders.World3D.ApplySettings(); // Apply buffer graphics.Device.SetStreamSource(0, t.GeometryBuffer, 0, WorldVertex.Stride); // Render! graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, t.Triangles); } } } // Texture addressing graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap); graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap); graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap); graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); //mxd } // Done rendering with this shader graphics.Shaders.World3D.EndPass(); } //mxd private void RenderTranslucentPass(List geopass, List thingspass) { int currentshaderpass = shaderpass; int highshaderpass = shaderpass + 2; // Sort geometry by camera distance. First vertex of the BoundingBox is it's center if(General.Map.VisualCamera.Sector != null) { // If the camera is inside a sector, compare z coordinates translucentgeo.Sort(delegate(VisualGeometry vg1, VisualGeometry vg2) { float camdist1, camdist2; if((vg1.GeometryType == VisualGeometryType.FLOOR || vg1.GeometryType == VisualGeometryType.CEILING) && General.Map.VisualCamera.Sector.Index == vg1.Sector.Sector.Index) { camdist1 = Math.Abs(General.Map.VisualCamera.Position.z - vg1.BoundingBox[0].z); } else { camdist1 = (General.Map.VisualCamera.Position - vg1.BoundingBox[0]).GetLengthSq(); } if((vg2.GeometryType == VisualGeometryType.FLOOR || vg2.GeometryType == VisualGeometryType.CEILING) && General.Map.VisualCamera.Sector.Index == vg2.Sector.Sector.Index) { camdist2 = Math.Abs(General.Map.VisualCamera.Position.z - vg2.BoundingBox[0].z); } else { camdist2 = (General.Map.VisualCamera.Position - vg2.BoundingBox[0]).GetLengthSq(); } return (int)(camdist2 - camdist1); }); } else { translucentgeo.Sort((vg1, vg2) => (int)((General.Map.VisualCamera.Position - vg2.BoundingBox[0]).GetLengthSq() - (General.Map.VisualCamera.Position - vg1.BoundingBox[0]).GetLengthSq())); } ImageData curtexture; VisualSector sector = null; RenderPass currentpass = RenderPass.Solid; long curtexturename = 0; float fogfactor = -1; // Begin rendering with this shader graphics.Shaders.World3D.BeginPass(shaderpass); // Go for all geometry foreach(VisualGeometry g in geopass) { // Change blend mode? if(g.RenderPass != currentpass) { switch(g.RenderPass) { case RenderPass.Additive: graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One); break; case RenderPass.Alpha: graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); break; } currentpass = g.RenderPass; } // Change texture? if(g.Texture.LongName != curtexturename) { // What texture to use? if(g.Texture is UnknownImage) curtexture = General.Map.Data.UnknownTexture3D; else if(g.Texture.IsImageLoaded && !g.Texture.IsDisposed) curtexture = g.Texture; else curtexture = General.Map.Data.Hourglass3D; // Create Direct3D texture if still needed if((curtexture.Texture == null) || curtexture.Texture.Disposed) curtexture.CreateTexture(); // Apply texture graphics.Shaders.World3D.Texture1 = curtexture.Texture; curtexturename = g.Texture.LongName; } // Changing sector? if(!object.ReferenceEquals(g.Sector, sector)) { // Update the sector if needed if(g.Sector.NeedsUpdateGeo) g.Sector.Update(); // Only do this sector when a vertexbuffer is created //mxd. No Map means that sector was deleted recently, I suppose if(g.Sector.GeometryBuffer != null && g.Sector.Sector.Map != null) { // Change current sector sector = g.Sector; // Set stream source graphics.Device.SetStreamSource(0, sector.GeometryBuffer, 0, WorldVertex.Stride); } else { sector = null; } } if(sector != null) { // Determine the shader pass we want to use for this object int wantedshaderpass = (((g == highlighted) && showhighlight) || (g.Selected && showselection)) ? highshaderpass : shaderpass; //mxd. Render fog? if(General.Settings.GZDrawFog && !fullbrightness && sector.Sector.Brightness < 248) wantedshaderpass += 8; // Switch shader pass? if(currentshaderpass != wantedshaderpass) { graphics.Shaders.World3D.EndPass(); graphics.Shaders.World3D.BeginPass(wantedshaderpass); currentshaderpass = wantedshaderpass; //mxd. Set variables for fog rendering? if(wantedshaderpass > 7) { graphics.Shaders.World3D.World = world; } } // Set variables for fog rendering? if(wantedshaderpass > 7 && g.FogFactor != fogfactor) { graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, g.FogFactor); fogfactor = g.FogFactor; } // Set the colors to use graphics.Shaders.World3D.LightColor = sector.Sector.FogColor; graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection)); // Apply changes graphics.Shaders.World3D.ApplySettings(); // Render! graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles); } } // Get things for this pass if(thingspass.Count > 0) { // Texture addressing graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Clamp); graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Clamp); graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Clamp); graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); //mxd. Disable backside culling, because otherwise sprites with positive ScaleY and negative ScaleX will be facing away from the camera... // Sort geometry by camera distance. First vertex of the BoundingBox is it's center thingspass.Sort((vt1, vt2) => (int)((General.Map.VisualCamera.Position - vt2.BoundingBox[0]).GetLengthSq() - (General.Map.VisualCamera.Position - vt1.BoundingBox[0]).GetLengthSq())); // Reset vars currentpass = RenderPass.Solid; curtexturename = 0; Color4 vertexcolor = new Color4(); fogfactor = -1; // Render things collected foreach(VisualThing t in thingspass) { if(t.Texture is UnknownImage) continue; // Change blend mode? if(t.RenderPass != currentpass) { switch(t.RenderPass) { case RenderPass.Additive: graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One); break; case RenderPass.Alpha: graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); break; } currentpass = t.RenderPass; } // Change texture? if(t.Texture.LongName != curtexturename) { // What texture to use? if(t.Texture.IsImageLoaded && !t.Texture.IsDisposed) curtexture = t.Texture; else curtexture = General.Map.Data.Hourglass3D; // Create Direct3D texture if still needed if((curtexture.Texture == null) || curtexture.Texture.Disposed) curtexture.CreateTexture(); // Apply texture graphics.Shaders.World3D.Texture1 = curtexture.Texture; curtexturename = t.Texture.LongName; } // Update buffer if needed t.Update(); // Only do this sector when a vertexbuffer is created if(t.GeometryBuffer != null) { // Determine the shader pass we want to use for this object int wantedshaderpass = (((t == highlighted) && showhighlight) || (t.Selected && showselection)) ? highshaderpass : shaderpass; //mxd. if fog is enagled, switch to shader, which calculates it if(General.Settings.GZDrawFog && !fullbrightness && t.Thing.Sector != null && (t.Thing.Sector.HasFogColor || t.Thing.Sector.Brightness < 248)) wantedshaderpass += 8; //mxd. Create the matrix for positioning world = CreateThingPositionMatrix(t); //mxd. If current thing is light - set it's color to light color Color4 litcolor; if(Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, t.Thing.Type) != -1 && !fullbrightness) { wantedshaderpass += 4; // Render using one of passes, which uses World3D.VertexColor litcolor = t.LightColor; vertexcolor = t.LightColor; } //mxd. Check if Thing is affected by dynamic lights and set color accordingly else if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0) { litcolor = GetLitColorForThing(t); if(litcolor.ToArgb() != 0) { wantedshaderpass += 4; // Render using one of passes, which uses World3D.VertexColor vertexcolor = new Color4(t.VertexColor) + litcolor; } } else { litcolor = new Color4(); vertexcolor = new Color4(); } // Switch shader pass? if(currentshaderpass != wantedshaderpass) { graphics.Shaders.World3D.EndPass(); graphics.Shaders.World3D.BeginPass(wantedshaderpass); currentshaderpass = wantedshaderpass; } //mxd. set variables for fog rendering? if(wantedshaderpass > 7) { graphics.Shaders.World3D.World = world; float curfogfactor = (litcolor.ToArgb() != 0 ? VisualThing.LIT_FOG_DENSITY_SCALER : t.FogFactor); if(curfogfactor != fogfactor) { graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, curfogfactor); fogfactor = curfogfactor; } } // Set the colors to use graphics.Shaders.World3D.LightColor = t.Thing.Sector.FogColor; graphics.Shaders.World3D.VertexColor = vertexcolor; graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection)); // Apply changes ApplyMatrices3D(); graphics.Shaders.World3D.ApplySettings(); // Apply buffer graphics.Device.SetStreamSource(0, t.GeometryBuffer, 0, WorldVertex.Stride); // Render! graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, t.Triangles); } } // Texture addressing graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap); graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap); graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap); graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); //mxd } // Done rendering with this shader graphics.Shaders.World3D.EndPass(); } //mxd private Matrix CreateThingPositionMatrix(VisualThing t) { //mxd. Create the matrix for positioning if(t.Info.RenderMode == Thing.SpriteRenderMode.NORMAL) // Apply billboarding? { if(t.Info.XYBillboard) { return Matrix.Translation(0f, 0f, -t.LocalCenterZ) * Matrix.RotationX(Angle2D.PI - General.Map.VisualCamera.AngleZ) * Matrix.Translation(0f, 0f, t.LocalCenterZ) * billboard * Matrix.Scaling(t.Thing.ScaleX, t.Thing.ScaleX, t.Thing.ScaleY) * t.Position; } else { return billboard * Matrix.Scaling(t.Thing.ScaleX, t.Thing.ScaleX, t.Thing.ScaleY) * t.Position; } } else { return Matrix.Scaling(t.Thing.ScaleX, t.Thing.ScaleX, t.Thing.ScaleY) * t.Position; } } //mxd. Dynamic lights pass! private void RenderLights(Dictionary> geometrytolit, List lights) { // Anything to do? if(geometrytolit.Count == 0) return; graphics.Shaders.World3D.World = Matrix.Identity; graphics.Shaders.World3D.BeginPass(17); VisualSector sector = null; graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.One); graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.BlendFactor); foreach(KeyValuePair> group in geometrytolit) { if(group.Key.Texture == null) continue; graphics.Shaders.World3D.Texture1 = group.Key.Texture; foreach(VisualGeometry g in group.Value) { // Changing sector? if(!object.ReferenceEquals(g.Sector, sector)) { // Only do this sector when a vertexbuffer is created // mxd. no Map means that sector was deleted recently, I suppose if(g.Sector.GeometryBuffer != null && g.Sector.Sector.Map != null) { // Change current sector sector = g.Sector; // Set stream source graphics.Device.SetStreamSource(0, sector.GeometryBuffer, 0, WorldVertex.Stride); } else { sector = null; } } if(sector == null) continue; //normal lights int count = lightOffsets[0]; Vector4 lpr; if(lightOffsets[0] > 0) { graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.Add); for(int i = 0; i < count; i++) { if(BoundingBoxesIntersect(g.BoundingBox, lights[i].BoundingBox)) { lpr = new Vector4(lights[i].Center, lights[i].LightRadius); if(lpr.W == 0) continue; graphics.Shaders.World3D.LightColor = lights[i].LightColor; graphics.Shaders.World3D.LightPositionAndRadius = lpr; graphics.Shaders.World3D.ApplySettings(); graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles); } } } //additive lights if(lightOffsets[1] > 0) { count += lightOffsets[1]; graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.Add); for(int i = lightOffsets[0]; i < count; i++) { if(BoundingBoxesIntersect(g.BoundingBox, lights[i].BoundingBox)) { lpr = new Vector4(lights[i].Center, lights[i].LightRadius); if(lpr.W == 0) continue; graphics.Shaders.World3D.LightColor = lights[i].LightColor; graphics.Shaders.World3D.LightPositionAndRadius = lpr; graphics.Shaders.World3D.ApplySettings(); graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles); } } } //negative lights if(lightOffsets[2] > 0) { count += lightOffsets[2]; graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.ReverseSubtract); for(int i = lightOffsets[0] + lightOffsets[1]; i < count; i++) { if(BoundingBoxesIntersect(g.BoundingBox, lights[i].BoundingBox)) { lpr = new Vector4(lights[i].Center, lights[i].LightRadius); if(lpr.W == 0) continue; Color4 lc = lights[i].LightColor; graphics.Shaders.World3D.LightColor = new Color4(lc.Alpha, (lc.Green + lc.Blue) / 2, (lc.Red + lc.Blue) / 2, (lc.Green + lc.Red) / 2); graphics.Shaders.World3D.LightPositionAndRadius = lpr; graphics.Shaders.World3D.ApplySettings(); graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles); } } } } } graphics.Shaders.World3D.EndPass(); graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.Add); } //mxd. render models private void RenderModels() { int shaderpass = (fullbrightness ? 1 : 4); int currentshaderpass = shaderpass; int highshaderpass = shaderpass + 2; // Begin rendering with this shader graphics.Shaders.World3D.BeginPass(currentshaderpass); foreach(KeyValuePair> group in maskedmodelthings) { foreach(VisualThing t in group.Value) { t.Update(); Color4 vertexcolor = new Color4(t.VertexColor); //check if model is affected by dynamic lights and set color accordingly Color4 litcolor; if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0) { litcolor = GetLitColorForThing(t); graphics.Shaders.World3D.VertexColor = vertexcolor + litcolor; } else { graphics.Shaders.World3D.VertexColor = vertexcolor; litcolor = new Color4(); } // Determine the shader pass we want to use for this object int wantedshaderpass = ((((t == highlighted) && showhighlight) || (t.Selected && showselection)) ? highshaderpass : shaderpass); //mxd. if fog is enagled, switch to shader, which calculates it if(General.Settings.GZDrawFog && !fullbrightness && t.Thing.Sector != null && (t.Thing.Sector.HasFogColor || t.Thing.Sector.Brightness < 248)) wantedshaderpass += 8; // Switch shader pass? if(currentshaderpass != wantedshaderpass) { graphics.Shaders.World3D.EndPass(); graphics.Shaders.World3D.BeginPass(wantedshaderpass); currentshaderpass = wantedshaderpass; } // Set the colors to use graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection)); // Create the matrix for positioning / rotation float sx = t.Thing.ScaleX * t.Thing.ActorScale.Width; float sy = t.Thing.ScaleY * t.Thing.ActorScale.Height; Matrix modelscale = Matrix.Scaling(sx, sx, sy); Matrix modelrotation = Matrix.RotationY(-t.Thing.RollRad) * Matrix.RotationX(-t.Thing.PitchRad) * Matrix.RotationZ(t.Thing.Angle); world = General.Map.Data.ModeldefEntries[t.Thing.Type].Transform * modelscale * modelrotation * t.Position; ApplyMatrices3D(); //mxd. set variables for fog rendering if(wantedshaderpass > 7) { graphics.Shaders.World3D.World = world; if(t.Thing.Sector != null) graphics.Shaders.World3D.LightColor = t.Thing.Sector.FogColor; float fogfactor = (litcolor.ToArgb() != 0 ? VisualThing.LIT_FOG_DENSITY_SCALER : t.FogFactor); graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, fogfactor); } for(int i = 0; i < group.Key.Model.Meshes.Count; i++) { graphics.Shaders.World3D.Texture1 = group.Key.Model.Textures[i]; graphics.Shaders.World3D.ApplySettings(); // Render! group.Key.Model.Meshes[i].DrawSubset(0); } } } graphics.Shaders.World3D.EndPass(); } //mxd. Render additive/translucent models private void RenderTranslucentModels() { int shaderpass = (fullbrightness ? 1 : 4); int currentshaderpass = shaderpass; int highshaderpass = shaderpass + 2; RenderPass currentpass = RenderPass.Solid; // Sort models by camera distance. First vertex of the BoundingBox is it's center translucentmodelthings.Sort((vt1, vt2) => (int)((General.Map.VisualCamera.Position - vt2.BoundingBox[0]).GetLengthSq() - (General.Map.VisualCamera.Position - vt1.BoundingBox[0]).GetLengthSq())); // Begin rendering with this shader graphics.Shaders.World3D.BeginPass(currentshaderpass); foreach(VisualThing t in translucentmodelthings) { // Change blend mode? if(t.RenderPass != currentpass) { switch(t.RenderPass) { case RenderPass.Additive: graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One); break; case RenderPass.Alpha: graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); break; } currentpass = t.RenderPass; } t.Update(); Color4 vertexcolor = new Color4(t.VertexColor); //check if model is affected by dynamic lights and set color accordingly Color4 litcolor; if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0) { litcolor = GetLitColorForThing(t); graphics.Shaders.World3D.VertexColor = vertexcolor + litcolor; } else { graphics.Shaders.World3D.VertexColor = vertexcolor; litcolor = new Color4(); } // Determine the shader pass we want to use for this object int wantedshaderpass = ((((t == highlighted) && showhighlight) || (t.Selected && showselection)) ? highshaderpass : shaderpass); //mxd. if fog is enagled, switch to shader, which calculates it if(General.Settings.GZDrawFog && !fullbrightness && t.Thing.Sector != null && (t.Thing.Sector.HasFogColor || t.Thing.Sector.Brightness < 248)) wantedshaderpass += 8; // Switch shader pass? if(currentshaderpass != wantedshaderpass) { graphics.Shaders.World3D.EndPass(); graphics.Shaders.World3D.BeginPass(wantedshaderpass); currentshaderpass = wantedshaderpass; } // Set the colors to use graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection)); // Create the matrix for positioning / rotation float sx = t.Thing.ScaleX * t.Thing.ActorScale.Width; float sy = t.Thing.ScaleY * t.Thing.ActorScale.Height; Matrix modelscale = Matrix.Scaling(sx, sx, sy); Matrix modelrotation = Matrix.RotationY(-t.Thing.RollRad) * Matrix.RotationX(-t.Thing.PitchRad) * Matrix.RotationZ(t.Thing.Angle); world = General.Map.Data.ModeldefEntries[t.Thing.Type].Transform * modelscale * modelrotation * t.Position; ApplyMatrices3D(); //mxd. set variables for fog rendering if(wantedshaderpass > 7) { graphics.Shaders.World3D.World = world; if(t.Thing.Sector != null) graphics.Shaders.World3D.LightColor = t.Thing.Sector.FogColor; float fogfactor = (litcolor.ToArgb() != 0 ? VisualThing.LIT_FOG_DENSITY_SCALER : t.FogFactor); graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, fogfactor); } GZModel model = General.Map.Data.ModeldefEntries[t.Thing.Type].Model; for(int i = 0; i < model.Meshes.Count; i++) { graphics.Shaders.World3D.Texture1 = model.Textures[i]; graphics.Shaders.World3D.ApplySettings(); // Render! model.Meshes[i].DrawSubset(0); } } graphics.Shaders.World3D.EndPass(); } //mxd. This gets color from dynamic lights based on distance to thing. //thing position must be in absolute cordinates //(thing.Position.Z value is relative to floor of the sector the thing is in) private Color4 GetLitColorForThing(VisualThing t) { Color4 litColor = new Color4(); foreach(VisualThing lt in lightthings) { // Don't light self if(General.Map.Data.GldefsEntries.ContainsKey(t.Thing.Type) && General.Map.Data.GldefsEntries[t.Thing.Type].DontLightSelf && t.Thing.Index == lt.Thing.Index) continue; float distSquared = Vector3.DistanceSquared(lt.Center, t.PositionV3); float radiusSquared = lt.LightRadius * lt.LightRadius; if(distSquared < radiusSquared) { int sign = (lt.LightRenderStyle == DynamicLightRenderStyle.NEGATIVE ? -1 : 1); float scaler = 1 - distSquared / radiusSquared * lt.LightColor.Alpha; litColor.Red += lt.LightColor.Red * scaler * sign; litColor.Green += lt.LightColor.Green * scaler * sign; litColor.Blue += lt.LightColor.Blue * scaler * sign; } } return litColor; } // This calculates the highlight/selection color private Color4 CalculateHighlightColor(bool ishighlighted, bool isselected) { Color4 highlightcolor = isselected ? General.Colors.Selection.ToColorValue() : General.Colors.Highlight.ToColorValue(); highlightcolor.Alpha = ishighlighted ? highlightglowinv : highlightglow; return highlightcolor; } // This finishes rendering public void Finish() { General.Plugins.OnPresentDisplayBegin(); // Done graphics.FinishRendering(); graphics.Present(); highlighted = null; } #endregion #region ================== Rendering // This sets the highlighted object for the rendering public void SetHighlightedObject(IVisualPickable obj) { highlighted = obj; } // This collects a visual sector's geometry for rendering public void AddSectorGeometry(VisualGeometry g) { // Must have a texture and vertices if(g.Texture != null && g.Triangles > 0) { switch(g.RenderPass) { case RenderPass.Solid: if(!solidgeo.ContainsKey(g.Texture)) solidgeo.Add(g.Texture, new List()); solidgeo[g.Texture].Add(g); break; case RenderPass.Mask: if(!maskedgeo.ContainsKey(g.Texture)) maskedgeo.Add(g.Texture, new List()); maskedgeo[g.Texture].Add(g); break; case RenderPass.Additive: case RenderPass.Alpha: translucentgeo.Add(g); break; default: throw new NotImplementedException("Geometry rendering of " + g.RenderPass + " render pass is not implemented!"); } } } // This collects a visual sector's geometry for rendering public void AddThingGeometry(VisualThing t) { //mxd. Gather lights if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && t.LightType != DynamicLightType.NONE) { t.UpdateLightRadius(); if(t.LightRadius > 0) { if(Array.IndexOf(GZBuilder.GZGeneral.GZ_ANIMATED_LIGHT_TYPES, t.LightType) != -1) t.UpdateBoundingBox(); lightthings.Add(t); } } //mxd. Gather models if(t.Thing.IsModel && (General.Settings.GZDrawModelsMode == ModelRenderMode.ALL || General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER || (General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && t.Selected))) { switch(t.RenderPass) { case RenderPass.Mask: case RenderPass.Solid: ModelData mde = General.Map.Data.ModeldefEntries[t.Thing.Type]; if(!maskedmodelthings.ContainsKey(mde)) maskedmodelthings.Add(mde, new List()); maskedmodelthings[mde].Add(t); break; case RenderPass.Additive: case RenderPass.Alpha: translucentmodelthings.Add(t); break; default: throw new NotImplementedException("Thing model rendering of " + t.RenderPass + " render pass is not implemented!"); } } // Gather regular things else if(t.Texture != null) //Must have a texture! { //mxd switch(t.RenderPass) { case RenderPass.Solid: if(!solidthings.ContainsKey(t.Texture)) solidthings.Add(t.Texture, new List()); solidthings[t.Texture].Add(t); break; case RenderPass.Mask: if(!maskedthings.ContainsKey(t.Texture)) maskedthings.Add(t.Texture, new List()); maskedthings[t.Texture].Add(t); break; case RenderPass.Additive: case RenderPass.Alpha: translucentthings.Add(t); break; default: throw new NotImplementedException("Thing rendering of " + t.RenderPass + " render pass is not implemented!"); } } //mxd. Add to the plain list allthings.Add(t); } //mxd public void SetVisualVertices(List verts) { visualvertices = verts; } //mxd public void SetEventLines(List lines) { eventlines = lines; } //mxd private static bool BoundingBoxesIntersect(Vector3D[] bbox1, Vector3D[] bbox2) { Vector3D dist = bbox1[0] - bbox2[0]; Vector3D halfSize1 = bbox1[0] - bbox1[1]; Vector3D halfSize2 = bbox2[0] - bbox2[1]; return (halfSize1.x + halfSize2.x >= Math.Abs(dist.x) && halfSize1.y + halfSize2.y >= Math.Abs(dist.y) && halfSize1.z + halfSize2.z >= Math.Abs(dist.z)); } // This renders the crosshair public void RenderCrosshair() { //mxd world = Matrix.Identity; ApplyMatrices3D(); // Set renderstates graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); graphics.Device.SetRenderState(RenderState.ZEnable, false); graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); graphics.Device.SetRenderState(RenderState.TextureFactor, -1); graphics.Device.SetTransform(TransformState.World, Matrix.Identity); graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity); ApplyMatrices2D(); // Texture if(crosshairbusy) { if(General.Map.Data.CrosshairBusy3D.Texture == null) General.Map.Data.CrosshairBusy3D.CreateTexture(); graphics.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 } }