#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 CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.GZBuilder.Data; //mxd using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using SlimDX; using SlimDX.Direct3D9; using Plane = CodeImp.DoomBuilder.Geometry.Plane; #endregion namespace CodeImp.DoomBuilder.VisualModes { public abstract class VisualThing : IVisualPickable, ID3DResource, IComparable { #region ================== Constants protected const int FIXED_RADIUS = 8; //mxd. Used to render things with zero width and radius #endregion #region ================== Variables // Thing private readonly Thing thing; //mxd. Info protected ThingTypeInfo info; // Texture private ImageData texture; // Geometry private WorldVertex[] vertices; private VertexBuffer geobuffer; private bool updategeo; private int triangles; // Rendering private int renderpass; private Matrix position; private Matrix cagescales; private Vector2D pos2d; private float cameradistance; private int cagecolor; protected bool sizeless; //mxd. Used to render visual things with 0 width and height protected float fogdistance; //mxd. Distance, at which fog color completely replaces texture color of this thing // Selected? protected bool selected; // Disposing private bool isdisposed; //mxd private int cameraDistance3D; private int thingheight; //mxd. light properties private DynamicLightType lightType; private DynamicLightRenderStyle lightRenderStyle; private Color4 lightColor; private float lightRadius; //current radius. used in light animation private float lightPrimaryRadius; private float lightSecondaryRadius; private Vector3 position_v3; private float lightDelta; //used in light animation private Vector3[] boundingBox; //gldefs light private Vector3 lightOffset; private int lightInterval; private bool isGldefsLight; #endregion #region ================== Properties internal VertexBuffer GeometryBuffer { get { return geobuffer; } } internal bool NeedsUpdateGeo { get { return updategeo; } } internal int Triangles { get { return triangles; } } internal int RenderPassInt { get { return renderpass; } } internal Matrix Position { get { return position; } } internal Matrix CageScales { get { return cagescales; } } internal int CageColor { get { return cagecolor; } } public ThingTypeInfo Info { get { return info; } } //mxd //mxd internal int VertexColor { get { return vertices.Length > 0 ? vertices[0].c : 0;} } public int CameraDistance3D { get { return cameraDistance3D; } } public bool Sizeless { get { return sizeless; } } public float FogDistance { get { return fogdistance; } } public Vector3 Center { get { if (isGldefsLight) return position_v3 + lightOffset; return new Vector3(position_v3.X, position_v3.Y, position_v3.Z + thingheight / 2f); } } public Vector3D CenterV3D { get { return D3DDevice.V3D(Center); } } public float LocalCenterZ { get { return thingheight / 2f; } } //mxd public Vector3 PositionV3 { get { return position_v3; } } public Vector3[] BoundingBox { get { return boundingBox; } } //mxd. light properties public DynamicLightType LightType { get { return lightType; } } public float LightRadius { get { return lightRadius; } } public DynamicLightRenderStyle LightRenderStyle { get { return lightRenderStyle; } } public Color4 LightColor { get { return lightColor; } } /// /// Returns the Thing that this VisualThing is created for. /// public Thing Thing { get { return thing; } } /// /// Render pass in which this geometry must be rendered. Default is Solid. /// public RenderPass RenderPass { get { return (RenderPass)renderpass; } set { renderpass = (int)value; } } /// /// Image to use as texture on the geometry. /// public ImageData Texture { get { return texture; } set { texture = value; } } /// /// Disposed or not? /// public bool IsDisposed { get { return isdisposed; } } /// /// Selected or not? This is only used by the core to determine what color to draw it with. /// public bool Selected { get { return selected; } set { selected = value; } } #endregion #region ================== Constructor / Destructor // Constructor protected VisualThing(Thing t) { // Initialize this.thing = t; this.renderpass = (int)RenderPass.Mask; this.position = Matrix.Identity; this.cagescales = Matrix.Identity; //mxd lightType = DynamicLightType.NONE; lightRenderStyle = DynamicLightRenderStyle.NONE; lightPrimaryRadius = -1; lightSecondaryRadius = -1; lightInterval = -1; lightColor = new Color4(); boundingBox = new Vector3[9]; // Register as resource General.Map.Graphics.RegisterResource(this); } // Disposer public virtual void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up if(geobuffer != null) geobuffer.Dispose(); geobuffer = null; // Unregister resource General.Map.Graphics.UnregisterResource(this); // Done isdisposed = true; } } #endregion #region ================== Methods // This sets the distance from the camera internal void CalculateCameraDistance(Vector2D campos) { cameradistance = Vector2D.DistanceSq(pos2d, campos); } //mxd internal void CalculateCameraDistance3D(Vector3 campos) { cameraDistance3D = (int)Vector3.DistanceSquared(PositionV3, campos); } // This is called before a device is reset // (when resized or display adapter was changed) public void UnloadResource() { // Trash geometry buffer if(geobuffer != null) geobuffer.Dispose(); geobuffer = null; updategeo = true; } // This is called resets when the device is reset // (when resized or display adapter was changed) public void ReloadResource() { // Make new geometry //Update(); } /// /// Sets the size of the cage around the thing geometry. /// public void SetCageSize(float radius, float height) { cagescales = Matrix.Scaling(radius, radius, height); thingheight = (int)height; //mxd } /// /// Sets the color of the cage around the thing geometry. /// public void SetCageColor(PixelColor color) { cagecolor = color.ToInt(); } /// /// This sets the position to use for the thing geometry. /// public void SetPosition(Vector3D pos) { pos2d = new Vector2D(pos); position_v3 = D3DDevice.V3(pos); //mxd position = Matrix.Translation(position_v3); //mxd. update bounding box? if(lightType != DynamicLightType.NONE && lightRadius > thing.Size) { UpdateBoundingBox(lightRadius, lightRadius * 2); } } // This sets the vertices for the thing sprite protected void SetVertices(ICollection verts, Plane floor, Plane ceiling) { // Copy vertices vertices = new WorldVertex[verts.Count]; verts.CopyTo(vertices, 0); triangles = vertices.Length / 3; updategeo = true; //mxd. Do some GLOOME shenanigans... int localcenterz = (int)(Thing.Height / 2); Matrix m; switch(info.RenderMode) { // Appied only when ROLLSPRITE flag is set (?) case Thing.SpriteRenderMode.WALL_SPRITE: m = Matrix.Translation(0f, 0f, -localcenterz) * Matrix.RotationY(Thing.RollRad) * Matrix.RotationZ(thing.Angle) * Matrix.Translation(0f, 0f, localcenterz); for(int i = 0; i < vertices.Length; i++) { Vector4 transformed = Vector3.Transform(new Vector3(vertices[i].x, vertices[i].y, vertices[i].z), m); vertices[i].x = transformed.X; vertices[i].y = transformed.Y; vertices[i].z = transformed.Z; } break; case Thing.SpriteRenderMode.FLOOR_SPRITE: // TODO: thing angle is involved in this... somehow Matrix floorrotation = (info.RollSprite ? Matrix.RotationY(Thing.RollRad) * Matrix.RotationX(Angle2D.PIHALF) : Matrix.RotationX(Angle2D.PIHALF)); m = Matrix.Translation(0f, 0f, -localcenterz) * floorrotation * Matrix.Translation(0f, 0f, localcenterz); for(int i = 0; i < vertices.Length; i++) { Vector4 transformed = Vector3.Transform(new Vector3(vertices[i].x, vertices[i].y, vertices[i].z), m); vertices[i].x = transformed.X; vertices[i].y = transformed.Y; vertices[i].z = transformed.Z; } // TODO: this won't work on things with AbsoluteZ flag if(info.StickToPlane) { // Calculate vertical offset float floorz = floor.GetZ(Thing.Position); float ceilz = ceiling.GetZ(Thing.Position); if(!float.IsNaN(floorz) && !float.IsNaN(ceilz)) { float voffset; if(info.Hangs) { float thingz = ceilz - Thing.Position.z + Thing.Height; voffset = 0.01f - floorz - General.Clamp(thingz, 0, ceilz - floorz); } else { voffset = 0.01f - floorz - General.Clamp(Thing.Position.z, 0, ceilz - floorz); } // Apply it for(int i = 0; i < vertices.Length; i++) vertices[i].z = floor.GetZ(vertices[i].x + Thing.Position.x, vertices[i].y + Thing.Position.y) + voffset; } } break; case Thing.SpriteRenderMode.CEILING_SPRITE: // TODO: thing angle is involved in this... somehow Matrix ceilrotation = (info.RollSprite ? Matrix.RotationY(Thing.RollRad) * Matrix.RotationX(-Angle2D.PIHALF) : Matrix.RotationX(-Angle2D.PIHALF)); m = Matrix.Translation(0f, 0f, -localcenterz) * ceilrotation * Matrix.Translation(0f, 0f, localcenterz); for(int i = 0; i < vertices.Length; i++) { Vector4 transformed = Vector3.Transform(new Vector3(vertices[i].x, vertices[i].y, vertices[i].z), m); vertices[i].x = transformed.X; vertices[i].y = transformed.Y; vertices[i].z = transformed.Z; } // TODO: this won't work on things with AbsoluteZ flag if(info.StickToPlane) { // Calculate vertical offset float floorz = floor.GetZ(Thing.Position); float ceilz = ceiling.GetZ(Thing.Position); if(!float.IsNaN(floorz) && !float.IsNaN(ceilz)) { float voffset; if(info.Hangs) { float thingz = ceilz - Math.Max(0, Thing.Position.z) - Thing.Height; voffset = -0.01f - General.Clamp(thingz, 0, ceilz - floorz); } else { voffset = -0.01f - floorz - General.Clamp(Thing.Position.z, 0, ceilz - floorz); } // Apply it for(int i = 0; i < vertices.Length; i++) vertices[i].z = ceiling.GetZ(vertices[i].x + Thing.Position.x, vertices[i].y + Thing.Position.y) + voffset; } } break; default: if(info.RollSprite) { m = Matrix.Translation(0f, 0f, -localcenterz) * Matrix.RotationY(Thing.RollRad) * Matrix.Translation(0f, 0f, localcenterz); for(int i = 0; i < vertices.Length; i++) { Vector4 transformed = Vector3.Transform(new Vector3(vertices[i].x, vertices[i].y, vertices[i].z), m); vertices[i].x = transformed.X; vertices[i].y = transformed.Y; vertices[i].z = transformed.Z; } } break; } } // This updates the visual thing public virtual void Update() { // Do we need to update the geometry buffer? if (updategeo) { // Trash geometry buffer if (geobuffer != null) geobuffer.Dispose(); geobuffer = null; // Any vertics? if (vertices.Length > 0) { // Make a new buffer geobuffer = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * vertices.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default); // Fill the buffer DataStream bufferstream = geobuffer.Lock(0, WorldVertex.Stride * vertices.Length, LockFlags.Discard); bufferstream.WriteRange(vertices); geobuffer.Unlock(); bufferstream.Dispose(); } //mxd. Check if thing is light CheckLightState(); // Done updategeo = false; } } //mxd protected void CheckLightState() { //mxd. Check if thing is light int light_id = Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, thing.Type); if (light_id != -1) { isGldefsLight = false; lightInterval = -1; UpdateLight(light_id); UpdateBoundingBox(lightRadius, lightRadius * 2); } //check if we have light from GLDEFS else if (General.Map.Data.GldefsEntries.ContainsKey(thing.Type)) { isGldefsLight = true; UpdateGldefsLight(); UpdateBoundingBox(lightRadius, lightRadius * 2); } else { UpdateBoundingBox((int)thing.Size, thingheight); lightType = DynamicLightType.NONE; lightRadius = -1; lightPrimaryRadius = -1; lightSecondaryRadius = -1; lightRenderStyle = DynamicLightRenderStyle.NONE; lightInterval = -1; isGldefsLight = false; } } //used in ColorPicker to update light public void UpdateLight() { int light_id = Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, thing.Type); if (light_id != -1) { UpdateLight(light_id); UpdateBoundingBox(lightRadius, lightRadius * 2); } } //mxd update light info private void UpdateLight(int lightId) { float scaled_intensity = 255.0f / General.Settings.GZDynamicLightIntensity; if (lightId < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[2]) //if it's gzdoom light { int n; if (lightId < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[0]) { n = 0; lightRenderStyle = DynamicLightRenderStyle.NORMAL; //lightColor.Alpha used in shader to perform some calculations based on light type lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[0] / scaled_intensity, thing.Args[1] / scaled_intensity, thing.Args[2] / scaled_intensity); } else if (lightId < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[1]) { n = 10; lightRenderStyle = DynamicLightRenderStyle.ADDITIVE; lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[0] / scaled_intensity, thing.Args[1] / scaled_intensity, thing.Args[2] / scaled_intensity); } else { n = 20; lightRenderStyle = DynamicLightRenderStyle.NEGATIVE; lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[0] / scaled_intensity, thing.Args[1] / scaled_intensity, thing.Args[2] / scaled_intensity); } lightType = (DynamicLightType)(thing.Type - 9800 - n); if (lightType == DynamicLightType.SECTOR) { int scaler = 1; if (thing.Sector != null) scaler = thing.Sector.Brightness / 4; lightPrimaryRadius = (thing.Args[3] * scaler) * General.Settings.GZDynamicLightRadius; } else { lightPrimaryRadius = (thing.Args[3] * 2) * General.Settings.GZDynamicLightRadius; //works... that.. way in GZDoom if (lightType > 0) lightSecondaryRadius = (thing.Args[4] * 2) * General.Settings.GZDynamicLightRadius; } } else //it's one of vavoom lights { lightRenderStyle = DynamicLightRenderStyle.VAVOOM; lightType = (DynamicLightType)thing.Type; if (lightType == DynamicLightType.VAVOOM_COLORED) lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[1] / scaled_intensity, thing.Args[2] / scaled_intensity, thing.Args[3] / scaled_intensity); else lightColor = new Color4((float)lightRenderStyle / 100.0f, General.Settings.GZDynamicLightIntensity, General.Settings.GZDynamicLightIntensity, General.Settings.GZDynamicLightIntensity); lightPrimaryRadius = (thing.Args[0] * 8) * General.Settings.GZDynamicLightRadius; } UpdateLightRadius(); } //mxd private void UpdateGldefsLight() { DynamicLightData light = General.Map.Data.GldefsEntries[thing.Type]; float intensity_mod = General.Settings.GZDynamicLightIntensity; float scale_mod = General.Settings.GZDynamicLightRadius; //apply settings lightRenderStyle = light.Subtractive ? DynamicLightRenderStyle.NEGATIVE : DynamicLightRenderStyle.NORMAL; lightColor = new Color4((float)lightRenderStyle / 100.0f, light.Color.Red * intensity_mod, light.Color.Green * intensity_mod, light.Color.Blue * intensity_mod); lightOffset = light.Offset; lightType = light.Type; if (lightType == DynamicLightType.SECTOR) { lightPrimaryRadius = light.Interval * thing.Sector.Brightness / 5; } else { lightPrimaryRadius = light.PrimaryRadius * scale_mod; lightSecondaryRadius = light.SecondaryRadius * scale_mod; } lightInterval = light.Interval; UpdateLightRadius(lightInterval); } //mxd public void UpdateLightRadius() { UpdateLightRadius( (lightInterval != -1 ? lightInterval : thing.AngleDoom) ); } //mxd private void UpdateLightRadius(int interval) { if (lightType == DynamicLightType.NONE) { General.ErrorLogger.Add(ErrorType.Error, "Please check that thing is light before accessing it's PositionAndRadius! You can use lightType, which is -1 if thing isn't light"); return; } if (General.Settings.GZDrawLightsMode == LightRenderMode.ALL || Array.IndexOf(GZBuilder.GZGeneral.GZ_ANIMATED_LIGHT_TYPES, lightType) == -1) { lightRadius = lightPrimaryRadius; return; } if(interval == 0) { lightRadius = 0; return; } float time = Clock.CurrentTime; float rMin = Math.Min(lightPrimaryRadius, lightSecondaryRadius); float rMax = Math.Max(lightPrimaryRadius, lightSecondaryRadius); float diff = rMax - rMin; switch (lightType) { case DynamicLightType.PULSE: lightDelta = ((float)Math.Sin(time / (interval * 4.0f)) + 1.0f) / 2.0f; //just playing by the eye here... in [0.0 ... 1.0] interval lightRadius = rMin + diff * lightDelta; break; case DynamicLightType.FLICKER: float fdelta = (float)Math.Sin(time / 0.1f); //just playing by the eye here... if (Math.Sign(fdelta) != Math.Sign(lightDelta)) { lightDelta = fdelta; lightRadius = (General.Random(0, 359) < interval ? rMax : rMin); } break; case DynamicLightType.RANDOM: float rdelta = (float)Math.Sin(time / (interval * 9.0f)); //just playing by the eye here... if (Math.Sign(rdelta) != Math.Sign(lightDelta)) { lightRadius = rMin + (General.Random(0, (int) (diff * 10))) / 10.0f; } lightDelta = rdelta; break; } } //mxd. update bounding box public void UpdateBoundingBox() { if(lightType != DynamicLightType.NONE && lightRadius > thing.Size) UpdateBoundingBox(lightRadius, lightRadius * 2); } private void UpdateBoundingBox(float width, float height) { boundingBox = new Vector3[9]; boundingBox[0] = Center; float h2 = height / 2.0f; boundingBox[1] = new Vector3(position_v3.X - width, position_v3.Y - width, Center.Z - h2); boundingBox[2] = new Vector3(position_v3.X + width, position_v3.Y - width, Center.Z - h2); boundingBox[3] = new Vector3(position_v3.X - width, position_v3.Y + width, Center.Z - h2); boundingBox[4] = new Vector3(position_v3.X + width, position_v3.Y + width, Center.Z - h2); boundingBox[5] = new Vector3(position_v3.X - width, position_v3.Y - width, Center.Z + h2); boundingBox[6] = new Vector3(position_v3.X + width, position_v3.Y - width, Center.Z + h2); boundingBox[7] = new Vector3(position_v3.X - width, position_v3.Y + width, Center.Z + h2); boundingBox[8] = new Vector3(position_v3.X + width, position_v3.Y + width, Center.Z + h2); } /// /// This is called when the thing must be tested for line intersection. This should reject /// as fast as possible to rule out all geometry that certainly does not touch the line. /// public virtual bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { return false; } /// /// This is called when the thing must be tested for line intersection. This should perform /// accurate hit detection and set u_ray to the position on the ray where this hits the geometry. /// public virtual bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray) { return false; } /// /// This sorts things by distance from the camera. Farthest first. /// public int CompareTo(VisualThing other) { return Math.Sign(other.cameradistance - this.cameradistance); } #endregion } }