#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.Data; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.GZBuilder.Data; using CodeImp.DoomBuilder.GZBuilder.MD3; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.VisualModes; using CodeImp.DoomBuilder.GZBuilder; #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; #endregion #region ================== Variables // Matrices private Matrix projection; private Matrix view3d; private Matrix billboard; private Matrix view2d; private Matrix world; private Vector3D cameraposition; private Vector3D cameravector; private ShaderName 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 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. Geometry to be rendered as skybox. private List skygeo; //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(RenderDevice graphics) : base(graphics) { // Initialize //CreateProjection(); // [ZZ] don't do undefined things once not even ready CreateMatrices2D(); 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 public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up if(vertexhandle != 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; } // This is called resets when the device is reset // (when resized or display adapter was changed) public override void ReloadResource() { CreateMatrices2D(); } // 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 //mxd internal void UpdateVertexHandle() { if(vertexhandle != null) { 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 ? General.Map.Data.InvertedVerticalViewStretch : 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); // Make the projection matrix projection = Matrix.PerspectiveFov(fovy, aspect, PROJ_NEAR_PLANE, General.Settings.ViewDistance); } // This creates matrices for a camera view public void PositionAndLookAt(Vector3D pos, Vector3D lookat) { // Calculate delta vector cameraposition = pos; Vector3D delta = lookat - pos; cameravector = delta.GetNormal(); 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.LookAt(RenderDevice.V3(pos), RenderDevice.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 / 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.SetUniform(UniformName.projection, projection); graphics.SetUniform(UniformName.world, world); graphics.SetUniform(UniformName.view, view3d); } #endregion #region ================== Start / Finish // This starts rendering public bool Start() { // Start drawing graphics.StartRendering(true, General.Colors.Background.ToColorValue()); // Beginning renderstates graphics.SetCullMode(Cull.None); graphics.SetZEnable(false); graphics.SetAlphaBlendEnable(false); graphics.SetAlphaTestEnable(false); graphics.SetSourceBlend(Blend.SourceAlpha); graphics.SetDestinationBlend(Blend.InverseSourceAlpha); graphics.SetUniform(UniformName.fogsettings, new Vector4(-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 graphics.SetSamplerFilter(General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.Point); // Texture addressing graphics.SetSamplerState(TextureAddress.Wrap); // Matrices world = Matrix.Identity; ApplyMatrices3D(); // Highlight if(General.Settings.AnimateVisualSelection) { highlightglow = (float)Math.Sin(Clock.CurrentTime / 100.0f) * 0.1f + 0.4f; highlightglowinv = -highlightglow + 0.8f; } else { highlightglow = 0.4f; highlightglowinv = 0.3f; } // Determine shader pass to use shaderpass = (fullbrightness ? ShaderName.world3d_fullbright : ShaderName.world3d_main); // Create crosshair vertices if(crosshairverts == null) CreateCrosshairVerts(new Size(General.Map.Data.Crosshair3D.Width, General.Map.Data.Crosshair3D.Height)); //mxd. Crate vertex handle if(vertexhandle == null) vertexhandle = new VisualVertexHandle(); // Ready return true; } // This begins rendering world geometry public void StartGeometry() { // Make collections solidgeo = new Dictionary>(); //mxd maskedgeo = new Dictionary>(); //mxd translucentgeo = new List(); //mxd skygeo = 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.SetCullMode(Cull.Clockwise); graphics.SetZEnable(true); graphics.SetZWriteEnable(true); graphics.SetAlphaBlendEnable(false); graphics.SetAlphaTestEnable(false); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); //mxd. SKY PASS if (skygeo.Count > 0) { world = Matrix.Identity; ApplyMatrices3D(); RenderSky(skygeo); } // SOLID PASS world = Matrix.Identity; ApplyMatrices3D(); RenderSinglePass(solidgeo, solidthings); //mxd. Render models, without backface culling if(maskedmodelthings.Count > 0) { graphics.SetAlphaTestEnable(true); graphics.SetCullMode(Cull.None); RenderModels(false, false); graphics.SetCullMode(Cull.Clockwise); } // MASK PASS if(maskedgeo.Count > 0 || maskedthings.Count > 0) { world = Matrix.Identity; ApplyMatrices3D(); graphics.SetAlphaTestEnable(true); RenderSinglePass(maskedgeo, maskedthings); } //mxd. LIGHT PASS if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0) { world = Matrix.Identity; ApplyMatrices3D(); 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) { world = Matrix.Identity; ApplyMatrices3D(); graphics.SetAlphaBlendEnable(true); graphics.SetAlphaTestEnable(false); graphics.SetZWriteEnable(false); graphics.SetSourceBlend(Blend.SourceAlpha); RenderTranslucentPass(translucentgeo, translucentthings); } // [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; ApplyMatrices3D(); 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) { graphics.SetAlphaBlendEnable(true); 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); } // 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.SetTexture(null); //mxd. Trash collections solidgeo = null; maskedgeo = null; translucentgeo = null; skygeo = null; solidthings = null; maskedthings = null; translucentthings = null; allthings = null; lightthings = null; maskedmodelthings = null; translucentmodelthings = null; visualvertices = null; } // [ZZ] black renderer magic here. // todo maybe implement proper frustum culling eventually? // Frustum2D.IntersectCircle doesn't seem to work here. private bool CullLight(VisualThing t) { Vector3D lightToCamera = (cameraposition - t.CenterV3D).GetNormal(); double angdiff = Vector3D.DotProduct(lightToCamera, cameravector); if (angdiff <= 0) return true; // light in front of the camera. it's not negative because I don't want to calculate things twice and need the vector to point at camera. // otherwise check light size: large lights might have center on the back, but radius in front of the camera. Vector3D lightToCameraWithRadius = (cameraposition - (t.CenterV3D + lightToCamera * t.LightRadius)).GetNormal(); double angdiffWithRadius = Vector3D.DotProduct(lightToCameraWithRadius, cameravector); if (angdiffWithRadius <= 0) return true; // light's radius extension is in front of the camera. return false; } //mxd private void UpdateLights() { // 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(lightthings.Count); // Break on either end of things of max dynamic lights reached for (int i = 0; i < lightthings.Count && tl.Count < General.Settings.GZMaxDynamicLights; i++) { // Make sure we can see this light at all if (!CullLight(lightthings[i])) continue; tl.Add(lightthings[i]); } // Update the array lightthings = tl; // Sort things by light render style lightthings.Sort((t1, t2) => Math.Sign(t1.LightType.LightRenderStyle - t2.LightType.LightRenderStyle)); lightOffsets = new int[4]; foreach(VisualThing t in lightthings) { //add light to apropriate array. switch(t.LightType.LightRenderStyle) { case GZGeneral.LightRenderStyle.NORMAL: case GZGeneral.LightRenderStyle.VAVOOM: lightOffsets[0]++; break; case GZGeneral.LightRenderStyle.ADDITIVE: lightOffsets[2]++; break; case GZGeneral.LightRenderStyle.SUBTRACTIVE: lightOffsets[3]++; break; default: lightOffsets[1]++; break; // attenuated } } } //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.SetAlphaBlendEnable(true); graphics.SetAlphaTestEnable(false); graphics.SetZWriteEnable(false); graphics.SetSourceBlend(Blend.SourceAlpha); graphics.SetDestinationBlend(Blend.SourceAlpha); graphics.SetShader(ShaderName.world3d_constant_color); 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.SetUniform(UniformName.vertexColor, thingcolor); //Render cage graphics.SetVertexBuffer(t.CageBuffer); graphics.Draw(PrimitiveType.LineList, 0, t.CageLength); } // Done graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); } //mxd private void RenderVertices() { if(visualvertices == null) return; graphics.SetAlphaBlendEnable(true); graphics.SetAlphaTestEnable(false); graphics.SetZWriteEnable(false); graphics.SetSourceBlend(Blend.SourceAlpha); graphics.SetDestinationBlend(Blend.SourceAlpha); graphics.SetShader(ShaderName.world3d_constant_color); 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.SetUniform(UniformName.vertexColor, color); //Commence drawing!!11 graphics.SetVertexBuffer(v.CeilingVertex ? vertexhandle.Upper : vertexhandle.Lower); graphics.Draw(PrimitiveType.LineList, 0, 8); } // Done graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); } //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(); graphics.SetBufferData(vb, verts); //begin rendering graphics.SetAlphaBlendEnable(true); graphics.SetAlphaTestEnable(false); graphics.SetZWriteEnable(false); graphics.SetSourceBlend(Blend.SourceAlpha); graphics.SetDestinationBlend(Blend.SourceAlpha); graphics.SetShader(ShaderName.world3d_vertex_color); world = Matrix.Identity; ApplyMatrices3D(); //render graphics.SetVertexBuffer(vb); graphics.Draw(PrimitiveType.LineList, 0, pointscount / 2); // Done graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); vb.Dispose(); } // This performs a single render pass private void RenderSinglePass(Dictionary> geopass, Dictionary> thingspass) { ImageData curtexture; ShaderName currentshaderpass = shaderpass; ShaderName highshaderpass = (ShaderName)(shaderpass + 2); // Begin rendering with this shader graphics.SetShader(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.SetTexture(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(graphics); // 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; } } graphics.SetUniform(UniformName.desaturation, 0.0f); if (sector != null) { // Determine the shader pass we want to use for this object ShaderName wantedshaderpass = (((g == highlighted) && showhighlight) || (g.Selected && showselection)) ? highshaderpass : shaderpass; //mxd. Render fog? if(General.Settings.GZDrawFog && !fullbrightness && sector.Sector.FogMode != SectorFogMode.NONE) wantedshaderpass += 8; // Switch shader pass? if(currentshaderpass != wantedshaderpass) { graphics.SetShader(wantedshaderpass); currentshaderpass = wantedshaderpass; //mxd. Set variables for fog rendering? if(wantedshaderpass > ShaderName.world3d_p7) { graphics.SetUniform(UniformName.modelnormal, Matrix.Identity); } } //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); } // Set the colors to use graphics.SetUniform(UniformName.highlightcolor, CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection))); // [ZZ] include desaturation factor graphics.SetUniform(UniformName.desaturation, sector.Sector.Desaturation); // Render! graphics.Draw(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles); } } } // Get things for this pass if(thingspass.Count > 0) { // Texture addressing graphics.SetSamplerState(TextureAddress.Clamp); graphics.SetCullMode(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.SetTexture(curtexture.Texture); // Render all things with this texture foreach(VisualThing t in group.Value) { // Update buffer if needed t.Update(); //mxd. Check 3D distance if (t.Info.DistanceCheckSq < int.MaxValue && (t.Thing.Position - cameraposition).GetLengthSq() > t.Info.DistanceCheckSq) continue; // Only do this sector when a vertexbuffer is created if(t.GeometryBuffer != null) { // Determine the shader pass we want to use for this object ShaderName 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.FogMode != SectorFogMode.NONE) wantedshaderpass += 8; //mxd. Create the matrix for positioning world = CreateThingPositionMatrix(t); //mxd. If current thing is light - set it's color to light color if(t.LightType != null && t.LightType.LightInternal && !fullbrightness) { wantedshaderpass += 4; // Render using one of passes, which uses World3D.VertexColor 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) { Color4 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 { vertexcolor = new Color4(); } // Switch shader pass? if(currentshaderpass != wantedshaderpass) { graphics.SetShader(wantedshaderpass); currentshaderpass = wantedshaderpass; } //mxd. Set variables for fog 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)); } // Set the colors to use if(t.Thing.Sector != null) graphics.SetUniform(UniformName.lightColor, t.Thing.Sector.FogColor); graphics.SetUniform(UniformName.vertexColor, vertexcolor); graphics.SetUniform(UniformName.highlightcolor, CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection))); // [ZZ] check if we want stencil graphics.SetUniform(UniformName.stencilColor, t.StencilColor.ToColorValue()); // [ZZ] apply desaturation if (t.Thing.Sector != null) graphics.SetUniform(UniformName.desaturation, t.Thing.Sector.Desaturation); else graphics.SetUniform(UniformName.desaturation, 0.0f); // Apply changes ApplyMatrices3D(); // Apply buffer graphics.SetVertexBuffer(t.GeometryBuffer); // Render! graphics.Draw(PrimitiveType.TriangleList, 0, t.Triangles); } } // [ZZ] graphics.SetUniform(UniformName.stencilColor, new Color4(1f, 1f, 1f, 0f)); } // Texture addressing graphics.SetSamplerState(TextureAddress.Wrap); graphics.SetCullMode(Cull.Clockwise); //mxd } } //mxd private void RenderTranslucentPass(List geopass, List thingspass) { ShaderName currentshaderpass = shaderpass; ShaderName highshaderpass = (ShaderName)(shaderpass + 2); // 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; double dist1, dist2; Vector3D cameraPos = General.Map.VisualCamera.Position; Vector2D cameraPos2 = new Vector2D(cameraPos); // if one of the things being compared is a plane, use easier formula. (3d floor compatibility) if (vg1.GeometryType == VisualGeometryType.FLOOR || vg1.GeometryType == VisualGeometryType.CEILING || vg2.GeometryType == VisualGeometryType.FLOOR || vg2.GeometryType == VisualGeometryType.CEILING) { // more magic dist1 = Math.Abs(vg1.BoundingBox[0].z - cameraPos.z); dist2 = Math.Abs(vg2.BoundingBox[0].z - cameraPos.z); } else { dist1 = (General.Map.VisualCamera.Position - vg1.BoundingBox[0]).GetLengthSq(); dist2 = (General.Map.VisualCamera.Position - vg2.BoundingBox[0]).GetLengthSq(); } return (int)(dist2 - dist1); }); ImageData curtexture; VisualSector sector = null; RenderPass currentpass = RenderPass.Solid; long curtexturename = 0; float fogfactor = -1; // Begin rendering with this shader graphics.SetShader(shaderpass); // Go for all geometry foreach(VisualGeometry g in geopass) { // Change blend mode? if(g.RenderPass != currentpass) { switch(g.RenderPass) { case RenderPass.Additive: graphics.SetDestinationBlend(Blend.One); break; case RenderPass.Alpha: graphics.SetDestinationBlend(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.SetTexture(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(graphics); // 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) { // Determine the shader pass we want to use for this object ShaderName wantedshaderpass = (((g == highlighted) && showhighlight) || (g.Selected && showselection)) ? highshaderpass : shaderpass; //mxd. Render fog? if (General.Settings.GZDrawFog && !fullbrightness && sector.Sector.FogMode != SectorFogMode.NONE) wantedshaderpass += 8; // Switch shader pass? if (currentshaderpass != wantedshaderpass) { graphics.SetShader(wantedshaderpass); currentshaderpass = wantedshaderpass; //mxd. Set variables for fog rendering? if (wantedshaderpass > ShaderName.world3d_p7) { graphics.SetUniform(UniformName.modelnormal, Matrix.Identity); } } // 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)); fogfactor = g.FogFactor; } // graphics.SetUniform(UniformName.desaturation, sector.Sector.Desaturation); // Set the colors to use graphics.SetUniform(UniformName.lightColor, sector.Sector.FogColor); graphics.SetUniform(UniformName.highlightcolor, CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection))); // Render! graphics.Draw(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles); } else graphics.SetUniform(UniformName.desaturation, 0.0f); } // Get things for this pass if(thingspass.Count > 0) { // Texture addressing graphics.SetSamplerState(TextureAddress.Clamp); graphics.SetCullMode(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(delegate(VisualThing vt1, VisualThing vt2) { if(vt1 == vt2) return 0; return (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) { // Update buffer if needed t.Update(); //mxd. Check 3D distance if(t.Info.DistanceCheckSq < int.MaxValue && (t.Thing.Position - cameraposition).GetLengthSq() > t.Info.DistanceCheckSq) continue; t.UpdateSpriteFrame(); // Set correct texture, geobuffer and triangles count if(t.Texture is UnknownImage) continue; // Change blend mode? if(t.RenderPass != currentpass) { switch(t.RenderPass) { case RenderPass.Additive: graphics.SetDestinationBlend(Blend.One); break; case RenderPass.Alpha: graphics.SetDestinationBlend(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.SetTexture(curtexture.Texture); curtexturename = t.Texture.LongName; } // Only do this sector when a vertexbuffer is created if(t.GeometryBuffer != null) { // Determine the shader pass we want to use for this object ShaderName 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.FogMode != SectorFogMode.NONE) wantedshaderpass += 8; //mxd. Create the matrix for positioning world = CreateThingPositionMatrix(t); //mxd. If current thing is light - set it's color to light color if(t.LightType != null && t.LightType.LightInternal && !fullbrightness) { wantedshaderpass += 4; // Render using one of passes, which uses World3D.VertexColor 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) { Color4 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 { vertexcolor = new Color4(); } // Switch shader pass? if(currentshaderpass != wantedshaderpass) { graphics.SetShader(wantedshaderpass); currentshaderpass = wantedshaderpass; } //mxd. Set variables for fog rendering? if(wantedshaderpass > ShaderName.world3d_p7) { graphics.SetUniform(UniformName.modelnormal, Matrix.Identity); if (t.FogFactor != fogfactor) { graphics.SetUniform(UniformName.campos, new Vector4(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.vertexColor, vertexcolor); graphics.SetUniform(UniformName.highlightcolor, CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection))); // [ZZ] check if we want stencil graphics.SetUniform(UniformName.stencilColor, t.StencilColor.ToColorValue()); // graphics.SetUniform(UniformName.desaturation, t.Thing.Sector.Desaturation); // Apply changes ApplyMatrices3D(); // Apply buffer graphics.SetVertexBuffer(t.GeometryBuffer); // Render! graphics.Draw(PrimitiveType.TriangleList, 0, t.Triangles); } } // [ZZ] check if we want stencil graphics.SetUniform(UniformName.stencilColor, new Color4(1f, 1f, 1f, 0f)); // Texture addressing graphics.SetSamplerState(TextureAddress.Wrap); graphics.SetCullMode(Cull.Clockwise); //mxd } } //mxd private Matrix CreateThingPositionMatrix(VisualThing t) { // Use normal ThingRenderMode when model rendering is disabled for this thing ThingRenderMode rendermode = t.Thing.RenderMode; if((t.Thing.RenderMode == ThingRenderMode.MODEL || t.Thing.RenderMode == ThingRenderMode.VOXEL) && (General.Settings.GZDrawModelsMode == ModelRenderMode.NONE || (General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && !t.Selected))) { rendermode = ThingRenderMode.NORMAL; } // Create the matrix for positioning switch(rendermode) { case ThingRenderMode.NORMAL: if(t.Info.XYBillboard) // Apply billboarding? { return Matrix.Translation(0f, 0f, -t.LocalCenterZ) * Matrix.RotationX(Angle2D.PI - General.Map.VisualCamera.AngleZ) * Matrix.Translation(0f, 0f, t.LocalCenterZ) * billboard * t.Position; } return billboard * t.Position; case ThingRenderMode.FLATSPRITE: case ThingRenderMode.WALLSPRITE: case ThingRenderMode.MODEL: case ThingRenderMode.VOXEL: return t.Position; default: throw new NotImplementedException("Unknown ThingRenderMode"); } } private float CosDeg(float angle) { 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) { ShaderName shaderpass = (fullbrightness ? ShaderName.world3d_fullbright : ShaderName.world3d_main_vertexcolor); ShaderName currentshaderpass = shaderpass; ShaderName highshaderpass = (ShaderName)(shaderpass + 2); RenderPass currentpass = RenderPass.Solid; // Begin rendering with this shader if (!lightpass) { graphics.SetShader(currentshaderpass); } else { graphics.SetShader(ShaderName.world3d_lightpass); graphics.SetAlphaBlendEnable(true); } List things; if (trans) { // 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())); things = translucentmodelthings; } else { things = new List(); foreach (KeyValuePair> group in maskedmodelthings) foreach (VisualThing t in group.Value) things.Add(t); } foreach(VisualThing t in things) { if (trans) { // Change blend mode? if (t.RenderPass != currentpass) { switch (t.RenderPass) { case RenderPass.Additive: graphics.SetDestinationBlend(Blend.One); break; case RenderPass.Alpha: graphics.SetDestinationBlend(Blend.InverseSourceAlpha); break; } currentpass = t.RenderPass; } } // Update buffer if needed t.Update(); // Check 3D distance if(t.Info.DistanceCheckSq < int.MaxValue && (t.Thing.Position - cameraposition).GetLengthSq() > t.Info.DistanceCheckSq) continue; Color4 vertexcolor = new Color4(t.VertexColor); // Check if model is affected by dynamic lights and set color accordingly graphics.SetUniform(UniformName.vertexColor, vertexcolor); // Determine the shader pass we want to use for this object ShaderName wantedshaderpass = ((((t == highlighted) && showhighlight) || (t.Selected && showselection)) ? highshaderpass : shaderpass); // If fog is enagled, switch to shader, which calculates it if (General.Settings.GZDrawFog && !fullbrightness && t.Thing.Sector != null && t.Thing.Sector.FogMode != SectorFogMode.NONE) wantedshaderpass += 8; // Switch shader pass? if (!lightpass && currentshaderpass != wantedshaderpass) { graphics.SetShader(wantedshaderpass); currentshaderpass = wantedshaderpass; } // Set the colors to use graphics.SetUniform(UniformName.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(); // Set variables for fog rendering if(wantedshaderpass > ShaderName.world3d_p7) { // 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.desaturation, t.Thing.Sector.Desaturation); else graphics.SetUniform(UniformName.desaturation, 0.0f); 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); } } } } } } if (lightpass) { graphics.SetBlendOperation(BlendOperation.Add); graphics.SetAlphaBlendEnable(false); } } //mxd private void RenderSky(IEnumerable geo) { VisualSector sector = null; // 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)); foreach(VisualGeometry g in geo) { // Changing sector? if(!object.ReferenceEquals(g.Sector, sector)) { // Update the sector if needed if(g.Sector.NeedsUpdateGeo) g.Sector.Update(graphics); // 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) { graphics.SetUniform(UniformName.highlightcolor, CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection))); graphics.Draw(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles); } } } // [ZZ] this is copied from GZDoom private float Smoothstep(float edge0, float edge1, float x) { double t = Math.Min(Math.Max((x - edge0) / (edge1 - edge0), 0.0), 1.0); return (float)(t * t * (3.0 - 2.0 * t)); } //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.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); float dist = L.Length(); float scaler = 1 - dist / lt.LightRadius * lt.LightColor.Alpha; if (lt.LightType.LightType == GZGeneral.LightType.SPOT) { Vector3 lookAt = lt.VectorLookAt; L.Normalize(); float cosDir = Vector3.Dot(-L, lookAt); scaler *= (float)Smoothstep(CosDeg(lt.LightSpotRadius2), CosDeg(lt.LightSpotRadius1), cosDir); } if (scaler > 0) { 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) { if(!ishighlighted && !isselected) return new Color4(); //mxd 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) { if(g.RenderAsSky && General.Settings.GZDrawSky) { skygeo.Add(g); } else { 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 != null) { t.UpdateLightRadius(); if (t.LightRadius > 0) { if (t.LightType != null && t.LightType.LightAnimated) t.UpdateBoundingBox(); lightthings.Add(t); } } //mxd. Gather models if((t.Thing.RenderMode == ThingRenderMode.MODEL || t.Thing.RenderMode == ThingRenderMode.VOXEL) && (General.Settings.GZDrawModelsMode == ModelRenderMode.ALL || General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER || (General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && t.Selected))) { if (t.RenderPass == RenderPass.Mask || t.RenderPass == RenderPass.Solid || (t.RenderPass == RenderPass.Alpha && (t.VertexColor & 0xFF000000) == 0xFF000000)) { ModelData mde = General.Map.Data.ModeldefEntries[t.Thing.Type]; if (!maskedmodelthings.ContainsKey(mde)) maskedmodelthings.Add(mde, new List()); maskedmodelthings[mde].Add(t); } else if (t.RenderPass == RenderPass.Alpha || t.RenderPass == RenderPass.Additive) { translucentmodelthings.Add(t); } else { throw new NotImplementedException("Thing model rendering of " + t.RenderPass + " render pass is not implemented!"); } } // Gather regular things else { //mxd. Set correct texture, geobuffer and triangles count t.UpdateSpriteFrame(); //Must have a texture! if(t.Texture != null) { //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.SetCullMode(Cull.None); graphics.SetZEnable(false); graphics.SetAlphaBlendEnable(true); graphics.SetAlphaTestEnable(false); graphics.SetSourceBlend(Blend.SourceAlpha); graphics.SetDestinationBlend(Blend.InverseSourceAlpha); 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.SetSamplerFilter(General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.Point); // Texture if (crosshairbusy) { if(General.Map.Data.CrosshairBusy3D.Texture == null) General.Map.Data.CrosshairBusy3D.CreateTexture(); graphics.SetTexture(General.Map.Data.CrosshairBusy3D.Texture); } else { if(General.Map.Data.Crosshair3D.Texture == null) General.Map.Data.Crosshair3D.CreateTexture(); graphics.SetTexture(General.Map.Data.Crosshair3D.Texture); } // Draw graphics.Draw(PrimitiveType.TriangleStrip, 0, 2, crosshairverts); } // This switches fog on and off public void SetFogMode(bool usefog) { if (usefog) { graphics.SetUniform(UniformName.fogsettings, new Vector4(General.Settings.ViewDistance * FOG_RANGE, General.Settings.ViewDistance, 0.0f, 0.0f)); } else { graphics.SetUniform(UniformName.fogsettings, new Vector4(-1.0f)); } } // This siwtches crosshair busy icon on and off public void SetCrosshairBusy(bool busy) { crosshairbusy = busy; } #endregion } }