#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Text; using System.Windows.Forms; using System.IO; using System.Reflection; using System.Drawing; using System.ComponentModel; using SlimDX; using CodeImp.DoomBuilder.Geometry; using SlimDX.Direct3D9; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.VisualModes; #endregion namespace CodeImp.DoomBuilder.Rendering { internal sealed class Renderer3D : Renderer, IRenderer3D { #region ================== Constants private const float PROJ_NEAR_PLANE = 1f; private const float PROJ_FAR_PLANE = 2000f; #endregion #region ================== Variables // Matrices private Matrix projection; private Matrix view; private Matrix billboard; private Matrix viewproj; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor internal Renderer3D(D3DDevice graphics) : base(graphics) { // Initialize CreateProjection(); // We have no destructor GC.SuppressFinalize(this); } // Disposer internal override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Done base.Dispose(); } } #endregion #region ================== Methods // This is called before a device is reset // (when resized or display adapter was changed) public override void UnloadResource() { } // This is called resets when the device is reset // (when resized or display adapter was changed) public override void ReloadResource() { } #endregion #region ================== General // This creates the projection internal void CreateProjection() { // Calculate FOV float fov = Angle2D.DegToRad((float)General.Settings.VisualFOV); // Calculate aspect float aspect = (float)General.Map.Graphics.RenderTarget.ClientSize.Width / (float)General.Map.Graphics.RenderTarget.ClientSize.Height; // Make the projection matrix projection = Matrix.PerspectiveFovRH(fov, aspect, PROJ_NEAR_PLANE, PROJ_FAR_PLANE); // Apply matrices ApplyMatrices(); } // This creates matrices for a camera view public void PositionAndLookAt(Vector3D pos, Vector3D lookat) { Vector3D delta; float anglexy, anglez; // Calculate delta vector delta = lookat - pos; anglexy = delta.GetAngleXY(); anglez = delta.GetAngleZ(); // Make the view matrix view = Matrix.LookAtRH(D3DDevice.V3(pos), D3DDevice.V3(lookat), new Vector3(0f, 0f, 1f)); // Make the billboard matrix billboard = Matrix.RotationYawPitchRoll(0f, anglexy, anglez - Angle2D.PIHALF); } // This applies the matrices private void ApplyMatrices() { viewproj = view * projection; graphics.Device.SetTransform(TransformState.World, Matrix.Identity); graphics.Device.SetTransform(TransformState.Projection, projection); graphics.Device.SetTransform(TransformState.View, view); } #endregion #region ================== Presenting // 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.TextureFactor, -1); // Matrices ApplyMatrices(); // Ready return true; } else { // Can't render now return false; } } // This begins rendering world geometry public void StartGeometry() { // 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, true); graphics.Device.SetRenderState(RenderState.TextureFactor, -1); // Setup shader graphics.Shaders.World3D.Begin(); graphics.Shaders.World3D.WorldViewProj = viewproj; graphics.Shaders.World3D.BeginPass(0); } // This ends rendering world geometry public void FinishGeometry() { // Done graphics.Shaders.World3D.EndPass(); graphics.Shaders.World3D.End(); } // This finishes rendering public void Finish() { // Done graphics.FinishRendering(); graphics.Present(); } #endregion #region ================== Geometry // This renders a visual sector's geometry public void RenderGeometry(VisualSector s) { ImageData lasttexture = null; // Update the sector if needed if(s.NeedsUpdateGeo) s.Update(); // Only render when a vertexbuffer exists if(s.GeometryBuffer != null) { // Set the buffer graphics.Device.SetStreamSource(0, s.GeometryBuffer, 0, WorldVertex.Stride); // Go for all geometry in this sector foreach(VisualGeometry g in s.GeometryList) { ImageData curtexture; // What texture to use? if((g.Texture != null) && g.Texture.IsImageLoaded && !g.Texture.IsDisposed) curtexture = g.Texture; else curtexture = General.Map.Data.Hourglass3D; // Change texture? if(curtexture != lasttexture) { // Now using this texture lasttexture = curtexture; // Create Direct3D texture if still needed if((curtexture.Texture == null) || curtexture.Texture.Disposed) curtexture.CreateTexture(); // Apply texture graphics.Device.SetTexture(0, curtexture.Texture); graphics.Shaders.World3D.Texture1 = curtexture.Texture; graphics.Shaders.World3D.ApplySettings(); } // Render it! graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles); } // Remove references graphics.Shaders.World3D.Texture1 = null; } } #endregion } }