mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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2011 lines
72 KiB
C#
Executable file
2011 lines
72 KiB
C#
Executable file
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using CodeImp.DoomBuilder.GZBuilder.Models;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.GZBuilder;
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using ColorMap = System.Drawing.Imaging.ColorMap;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal sealed class Renderer3D : Renderer, IRenderer3D
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{
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#region ================== Constants
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private const float PROJ_NEAR_PLANE = 1f;
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private const float FOG_RANGE = 0.9f;
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private const int MAX_DYNLIGHTS_PER_SURFACE = 64;
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#endregion
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#region ================== Variables
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// Matrices
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private Matrix projection;
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private Matrix view3d;
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private Matrix billboard;
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private Matrix view2d;
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private Matrix world;
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private Vector3D cameraposition;
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private Vector3D cameravector;
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private ShaderName shaderpass;
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// Window size
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private Size windowsize;
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// Frustum
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private ProjectedFrustum2D frustum;
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// Thing cage
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private bool renderthingcages;
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//mxd
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private VisualVertexHandle vertexhandle;
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private int[] lightOffsets;
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private Data.ColorMap classicLightingColorMap = null;
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private Texture classicLightingColorMapTex = null;
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// Slope handle
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private VisualSlopeHandle visualslopehandle;
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// Crosshair
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private FlatVertex[] crosshairverts;
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private bool crosshairbusy;
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// Highlighting
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private IVisualPickable highlighted;
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private float highlightglow;
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private float highlightglowinv;
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private bool showselection;
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private bool showhighlight;
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//mxd. Solid geometry to be rendered. Must be sorted by sector.
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private Dictionary<ImageData, List<VisualGeometry>> solidgeo;
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//mxd. Masked geometry to be rendered. Must be sorted by sector.
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private Dictionary<ImageData, List<VisualGeometry>> maskedgeo;
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//mxd. Translucent geometry to be rendered. Must be sorted by camera distance.
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private List<VisualGeometry> translucentgeo;
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//mxd. Geometry to be rendered as skybox.
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private List<VisualGeometry> skygeo;
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//mxd. Solid things to be rendered (currently(?) there won't be any). Must be sorted by sector.
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private Dictionary<ImageData, List<VisualThing>> solidthings;
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//mxd. Masked things to be rendered. Must be sorted by sector.
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private Dictionary<ImageData, List<VisualThing>> maskedthings;
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//mxd. Translucent things to be rendered. Must be sorted by camera distance.
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private List<VisualThing> translucentthings;
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//mxd. Things with attached dynamic lights
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private List<VisualThing> lightthings;
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//mxd. Things, which should be rendered as models
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private Dictionary<ModelData, List<VisualThing>> maskedmodelthings;
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//mxd. Things, which should be rendered as translucent models
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private List<VisualThing> translucentmodelthings;
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//mxd. All things. Used to render thing cages
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private List<VisualThing> allthings;
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//mxd. Visual vertices
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private List<VisualVertex> visualvertices;
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// Visual slope handles
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private ICollection<VisualSlope> visualslopehandles;
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//mxd. Event lines
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private List<Line3D> eventlines;
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// FPS-related
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private int fps = 0;
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private System.Diagnostics.Stopwatch fpsWatch;
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private TextLabel fpsLabel;
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#endregion
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#region ================== Properties
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public ProjectedFrustum2D Frustum2D { get { return frustum; } }
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public bool DrawThingCages { get { return renderthingcages; } set { renderthingcages = value; } }
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public bool ShowSelection { get { return showselection; } set { showselection = value; } }
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public bool ShowHighlight { get { return showhighlight; } set { showhighlight = value; } }
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protected bool UseIndexedTexture
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{
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get { return General.Settings.ClassicRendering && !fullbrightness; }
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}
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal Renderer3D(RenderDevice graphics) : base(graphics)
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{
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// Initialize
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//CreateProjection(); // [ZZ] don't do undefined things once not even ready
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CreateMatrices2D();
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renderthingcages = true;
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showselection = true;
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showhighlight = true;
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eventlines = new List<Line3D>(); //mxd
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// Dummy frustum
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frustum = new ProjectedFrustum2D(new Vector2D(), 0.0f, 0.0f, PROJ_NEAR_PLANE,
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General.Settings.ViewDistance, (float)Angle2D.DegToRad(General.Settings.VisualFOV));
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fpsLabel = new TextLabel();
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fpsLabel.AlignX = TextAlignmentX.Left;
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fpsLabel.AlignY = TextAlignmentY.Top;
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fpsLabel.Text = "(FPS unavailable)";
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fpsWatch = new System.Diagnostics.Stopwatch();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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if(vertexhandle != null) vertexhandle.Dispose(); //mxd
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if (visualslopehandle != null) visualslopehandle.Dispose();
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Management
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// This is called before a device is reset
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// (when resized or display adapter was changed)
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public override void UnloadResource()
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{
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crosshairverts = null;
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}
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// This is called resets when the device is reset
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// (when resized or display adapter was changed)
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public override void ReloadResource()
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{
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CreateMatrices2D();
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}
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// This makes screen vertices for display
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private void CreateCrosshairVerts(Size texturesize)
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{
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// Determine coordinates
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float width = windowsize.Width;
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float height = windowsize.Height;
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RectangleF rect = new RectangleF((float)Math.Round((width - texturesize.Width) * 0.5f), (float)Math.Round((height - texturesize.Height) * 0.5f), texturesize.Width, texturesize.Height);
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// Make vertices
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crosshairverts = new FlatVertex[4];
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crosshairverts[0].x = rect.Left;
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crosshairverts[0].y = rect.Top;
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crosshairverts[0].c = -1;
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crosshairverts[1].x = rect.Right;
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crosshairverts[1].y = rect.Top;
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crosshairverts[1].c = -1;
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crosshairverts[1].u = 1.0f;
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crosshairverts[2].x = rect.Left;
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crosshairverts[2].y = rect.Bottom;
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crosshairverts[2].c = -1;
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crosshairverts[2].v = 1.0f;
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crosshairverts[3].x = rect.Right;
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crosshairverts[3].y = rect.Bottom;
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crosshairverts[3].c = -1;
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crosshairverts[3].u = 1.0f;
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crosshairverts[3].v = 1.0f;
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}
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#endregion
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#region ================== Resources
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//mxd
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internal void UpdateVertexHandle()
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{
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if(vertexhandle != null)
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{
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vertexhandle.UnloadResource();
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vertexhandle.ReloadResource();
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}
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}
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internal void UpdateVisualSlopeHandle()
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{
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if (visualslopehandle != null)
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{
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visualslopehandle.UnloadResource();
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visualslopehandle.ReloadResource();
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}
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}
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#endregion
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#region ================== Presentation
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// This creates the projection
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internal void CreateProjection()
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{
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// Calculate aspect
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float screenheight = General.Map.Graphics.RenderTarget.ClientSize.Height * (General.Settings.GZStretchView ? General.Map.Data.InvertedVerticalViewStretch : 1.0f); //mxd
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float aspect = General.Map.Graphics.RenderTarget.ClientSize.Width / screenheight;
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// The DirectX PerspectiveFovRH matrix method calculates the scaling in X and Y as follows:
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// yscale = 1 / tan(fovY / 2)
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// xscale = yscale / aspect
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// The fov specified in the method is the FOV over Y, but we want the user to specify the FOV
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// over X, so calculate what it would be over Y first;
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float fov = (float)Angle2D.DegToRad(General.Settings.VisualFOV);
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float reversefov = 1.0f / (float)Math.Tan(fov / 2.0f);
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float reversefovy = reversefov * aspect;
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float fovy = (float)Math.Atan(1.0f / reversefovy);
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// Make the projection matrix
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projection = Matrix.PerspectiveFov(fovy, aspect, PROJ_NEAR_PLANE, General.Settings.ViewDistance);
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// We also need to re-create the 2D matrices, otherwise the corsshair will be distorted after the viewport is resized. See
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// https://github.com/jewalky/UltimateDoomBuilder/issues/321
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// and
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// https://github.com/jewalky/UltimateDoomBuilder/issues/777
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CreateMatrices2D();
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crosshairverts = null;
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}
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// This creates matrices for a camera view
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public void PositionAndLookAt(Vector3D pos, Vector3D lookat)
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{
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// Calculate delta vector
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cameraposition = pos;
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Vector3D delta = lookat - pos;
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cameravector = delta.GetNormal();
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double anglexy = delta.GetAngleXY();
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double anglez = delta.GetAngleZ();
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// Create frustum
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frustum = new ProjectedFrustum2D(pos, (float)anglexy, (float)anglez, PROJ_NEAR_PLANE,
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General.Settings.ViewDistance, (float)Angle2D.DegToRad(General.Settings.VisualFOV));
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// Make the view matrix
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view3d = Matrix.LookAt(RenderDevice.V3(pos), RenderDevice.V3(lookat), new Vector3f(0f, 0f, 1f));
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// Make the billboard matrix
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billboard = Matrix.RotationZ((float)(anglexy + Angle2D.PI));
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}
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// volte: Set the active colormap for classic lighting
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public void SetClassicLightingColorMap(Data.ColorMap colormap)
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{
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if (colormap == classicLightingColorMap)
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{
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return;
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}
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classicLightingColorMap = colormap;
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if (classicLightingColorMap == null)
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{
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classicLightingColorMapTex = null;
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}
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else
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{
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classicLightingColorMapTex = new Texture(graphics, classicLightingColorMap.CreateBitmap());
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}
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}
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// This creates 2D view matrix
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private void CreateMatrices2D()
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{
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windowsize = graphics.RenderTarget.ClientSize;
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Matrix scaling = Matrix.Scaling((1f / windowsize.Width) * 2f, (1f / windowsize.Height) * -2f, 1f);
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Matrix translate = Matrix.Translation(-(float)windowsize.Width * 0.5f, -(float)windowsize.Height * 0.5f, 0f);
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view2d = translate * scaling;
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}
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#endregion
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#region ================== Start / Finish
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// This starts rendering
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public bool Start()
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{
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if (General.Settings.ShowFPS && !fpsWatch.IsRunning)
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fpsWatch.Start();
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// Start drawing
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graphics.StartRendering(true, General.Colors.Background.ToColorValue());
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// Beginning renderstates
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graphics.SetCullMode(Cull.None);
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graphics.SetZEnable(false);
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graphics.SetAlphaBlendEnable(false);
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graphics.SetAlphaTestEnable(false);
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graphics.SetSourceBlend(Blend.SourceAlpha);
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graphics.SetDestinationBlend(Blend.InverseSourceAlpha);
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graphics.SetUniform(UniformName.fogsettings, new Vector4f(-1.0f));
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graphics.SetUniform(UniformName.fogcolor, General.Colors.Background.ToColorValue());
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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graphics.SetUniform(UniformName.doomlightlevels, General.Map.Config.DoomLightLevels);
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graphics.SetUniform(UniformName.highlightcolor, new Color4()); //mxd
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TextureFilter texFilter = (!General.Settings.ClassicRendering && General.Settings.VisualBilinear) ? TextureFilter.Linear : TextureFilter.Nearest;
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MipmapFilter mipFilter = General.Settings.ClassicRendering ? MipmapFilter.None : MipmapFilter.Linear;
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float aniso = General.Settings.ClassicRendering ? 0 : General.Settings.FilterAnisotropy;
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graphics.SetSamplerFilter(texFilter, texFilter, mipFilter, aniso);
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// Texture addressing
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graphics.SetSamplerState(TextureAddress.Wrap);
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// Matrices
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world = Matrix.Identity;
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graphics.SetUniform(UniformName.projection, ref projection);
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graphics.SetUniform(UniformName.world, ref world);
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graphics.SetUniform(UniformName.view, ref view3d);
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// Highlight
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if(General.Settings.AnimateVisualSelection)
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{
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highlightglow = (float)Math.Sin(Clock.CurrentTime / 100.0f) * 0.1f + 0.4f;
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highlightglowinv = -highlightglow + 0.8f;
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}
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else
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{
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highlightglow = 0.4f;
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highlightglowinv = 0.3f;
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}
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// Determine shader pass to use
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if (fullbrightness)
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{
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shaderpass = ShaderName.world3d_fullbright;
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}
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else if (General.Settings.ClassicRendering)
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{
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shaderpass = ShaderName.world3d_classic;
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}
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else
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{
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shaderpass = ShaderName.world3d_main;
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}
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// Create crosshair vertices
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if(crosshairverts == null)
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CreateCrosshairVerts(new Size(General.Map.Data.Crosshair3D.Width, General.Map.Data.Crosshair3D.Height));
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//mxd. Crate vertex handle
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if(vertexhandle == null) vertexhandle = new VisualVertexHandle();
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// Create slope handle
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if (visualslopehandle == null) visualslopehandle = new VisualSlopeHandle();
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// Ready
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return true;
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}
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// This begins rendering world geometry
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public void StartGeometry()
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{
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// Make collections
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solidgeo = new Dictionary<ImageData, List<VisualGeometry>>(); //mxd
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maskedgeo = new Dictionary<ImageData, List<VisualGeometry>>(); //mxd
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translucentgeo = new List<VisualGeometry>(); //mxd
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skygeo = new List<VisualGeometry>(); //mxd
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solidthings = new Dictionary<ImageData, List<VisualThing>>(); //mxd
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maskedthings = new Dictionary<ImageData, List<VisualThing>>(); //mxd
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translucentthings = new List<VisualThing>(); //mxd
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maskedmodelthings = new Dictionary<ModelData, List<VisualThing>>(); //mxd
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translucentmodelthings = new List<VisualThing>(); //mxd
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lightthings = new List<VisualThing>(); //mxd
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allthings = new List<VisualThing>(); //mxd
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}
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// This ends rendering world geometry
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public void FinishGeometry()
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{
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//mxd. Sort lights
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if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0)
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UpdateLights();
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// Initial renderstates
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graphics.SetCullMode(Cull.Clockwise);
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graphics.SetZEnable(true);
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graphics.SetZWriteEnable(true);
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graphics.SetAlphaBlendEnable(false);
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graphics.SetAlphaTestEnable(false);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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//mxd. SKY PASS
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if (skygeo.Count > 0)
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{
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world = Matrix.Identity;
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graphics.SetUniform(UniformName.world, ref world);
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RenderSky(skygeo);
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}
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// SOLID PASS
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world = Matrix.Identity;
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graphics.SetUniform(UniformName.world, ref world);
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RenderSinglePass(solidgeo, solidthings, lightthings);
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//mxd. Render models, without backface culling
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if(maskedmodelthings.Count > 0)
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{
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graphics.SetAlphaTestEnable(true);
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graphics.SetCullMode(Cull.None);
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RenderModels(false, lightthings);
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graphics.SetCullMode(Cull.Clockwise);
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}
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// MASK PASS
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if(maskedgeo.Count > 0 || maskedthings.Count > 0)
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{
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world = Matrix.Identity;
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graphics.SetUniform(UniformName.world, ref world);
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graphics.SetAlphaTestEnable(true);
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RenderSinglePass(maskedgeo, maskedthings, lightthings);
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}
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// ALPHA AND ADDITIVE PASS
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if(translucentgeo.Count > 0 || translucentthings.Count > 0)
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{
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world = Matrix.Identity;
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graphics.SetUniform(UniformName.world, ref world);
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graphics.SetAlphaBlendEnable(true);
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graphics.SetAlphaTestEnable(false);
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graphics.SetZWriteEnable(false);
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graphics.SetSourceBlend(Blend.SourceAlpha);
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RenderTranslucentPass(translucentgeo, translucentthings, lightthings);
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}
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//mxd. Render translucent models, with backface culling
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if(translucentmodelthings.Count > 0)
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{
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graphics.SetAlphaBlendEnable(true);
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graphics.SetAlphaTestEnable(false);
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graphics.SetZWriteEnable(false);
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graphics.SetSourceBlend(Blend.SourceAlpha);
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RenderModels(true, lightthings);
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}
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// THING CAGES
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if (renderthingcages)
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{
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world = Matrix.Identity;
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graphics.SetUniform(UniformName.world, ref world);
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RenderThingCages();
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}
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//mxd. Visual vertices
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RenderVertices();
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// Slope handles
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if (General.Map.UDMF /* && General.Settings.ShowVisualSlopeHandles */)
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RenderSlopeHandles();
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|
|
//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;
|
|
|
|
if (General.Settings.ShowFPS)
|
|
{
|
|
fps++;
|
|
if (fpsWatch.ElapsedMilliseconds > 1000)
|
|
{
|
|
fpsLabel.Text = string.Format("{0} FPS", fps);
|
|
fps = 0;
|
|
fpsWatch.Restart();
|
|
}
|
|
}
|
|
}
|
|
|
|
// [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<VisualThing> tl = new List<VisualThing>(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;
|
|
case GZGeneral.LightRenderStyle.LIGHTMAP: // Static lights look the same as attenuated lights
|
|
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;
|
|
graphics.SetUniform(UniformName.world, ref world);
|
|
|
|
// 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));
|
|
}
|
|
|
|
private void RenderSlopeHandles()
|
|
{
|
|
if (visualslopehandles == null || !showselection) return;
|
|
|
|
graphics.SetAlphaBlendEnable(true);
|
|
graphics.SetAlphaTestEnable(false);
|
|
graphics.SetZWriteEnable(false);
|
|
graphics.SetSourceBlend(Blend.SourceAlpha);
|
|
graphics.SetDestinationBlend(Blend.InverseSourceAlpha);
|
|
|
|
graphics.SetShader(ShaderName.world3d_slope_handle);
|
|
|
|
foreach (VisualSlope handle in visualslopehandles)
|
|
{
|
|
PixelColor color = General.Colors.Vertices;
|
|
|
|
if (handle.Pivot)
|
|
color = General.Colors.Guideline;
|
|
else if (handle.Selected)
|
|
color = General.Colors.Selection3D;
|
|
else if (handle == highlighted)
|
|
color = General.Colors.Highlight3D;
|
|
else if (handle.SmartPivot)
|
|
color = General.Colors.Vertices;
|
|
|
|
world = handle.Position;
|
|
graphics.SetUniform(UniformName.world, ref world);
|
|
graphics.SetUniform(UniformName.vertexColor, color.ToColorValue());
|
|
|
|
if (handle.Type == VisualSlopeType.Line)
|
|
{
|
|
graphics.SetUniform(UniformName.slopeHandleLength, (float)handle.Length);
|
|
graphics.SetVertexBuffer(visualslopehandle.LineGeometry);
|
|
graphics.Draw(PrimitiveType.TriangleList, 0, 2);
|
|
}
|
|
else if (handle.Type == VisualSlopeType.Vertex)
|
|
{
|
|
graphics.SetUniform(UniformName.slopeHandleLength, 1.0f);
|
|
graphics.SetVertexBuffer(visualslopehandle.VertexGeometry);
|
|
graphics.Draw(PrimitiveType.TriangleList, 0, 1);
|
|
}
|
|
}
|
|
|
|
// Done
|
|
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
|
|
}
|
|
|
|
//mxd
|
|
private void RenderArrows(ICollection<Line3D> 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 = (float)line.Start.x;
|
|
verts[pointscount].y = (float)line.Start.y;
|
|
verts[pointscount].z = (float)line.Start.z;
|
|
verts[pointscount].c = color;
|
|
pointscount++;
|
|
|
|
verts[pointscount].x = (float)line.End.x;
|
|
verts[pointscount].y = (float)line.End.y;
|
|
verts[pointscount].z = (float)line.End.z;
|
|
verts[pointscount].c = color;
|
|
pointscount++;
|
|
|
|
// Add arrowhead
|
|
if(line.RenderArrowhead)
|
|
{
|
|
double nz = line.GetDelta().GetNormal().z * scaler;
|
|
double angle = line.GetAngle();
|
|
Vector3D a1 = new Vector3D(line.End.x - scaler * Math.Sin(angle - 0.46f), line.End.y + scaler * Math.Cos(angle - 0.46f), line.End.z - nz);
|
|
Vector3D a2 = new Vector3D(line.End.x - scaler * Math.Sin(angle + 0.46f), line.End.y + scaler * Math.Cos(angle + 0.46f), line.End.z - nz);
|
|
|
|
verts[pointscount] = verts[pointscount - 1];
|
|
verts[pointscount + 1].x = (float)a1.x;
|
|
verts[pointscount + 1].y = (float)a1.y;
|
|
verts[pointscount + 1].z = (float)a1.z;
|
|
verts[pointscount + 1].c = color;
|
|
|
|
verts[pointscount + 2] = verts[pointscount - 1];
|
|
verts[pointscount + 3].x = (float)a2.x;
|
|
verts[pointscount + 3].y = (float)a2.y;
|
|
verts[pointscount + 3].z = (float)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;
|
|
graphics.SetUniform(UniformName.world, ref world);
|
|
|
|
//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<ImageData, List<VisualGeometry>> geopass, Dictionary<ImageData, List<VisualThing>> thingspass, List<VisualThing> lights)
|
|
{
|
|
ImageData curtexture;
|
|
ShaderName currentshaderpass = shaderpass;
|
|
ShaderName highshaderpass = (ShaderName)(shaderpass + 2);
|
|
|
|
// Begin rendering with this shader
|
|
graphics.SetShader(shaderpass);
|
|
|
|
// Light data arrays
|
|
Vector4f[] lightColor = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
|
|
Vector4f[] lightPosAndRadius = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
|
|
Vector4f[] lightOrientation = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
|
|
Vector2f[] light2Radius = new Vector2f[MAX_DYNLIGHTS_PER_SURFACE];
|
|
|
|
graphics.SetUniform(UniformName.lightsEnabled, lights.Count > 0);
|
|
graphics.SetUniform(UniformName.ignoreNormals, false);
|
|
|
|
bool hadlights = false;
|
|
|
|
// volte: Set textures for classic lighting
|
|
if (classicLightingColorMap != null)
|
|
{
|
|
graphics.SetUniform(UniformName.colormapSize, new Vector2i(classicLightingColorMapTex.Width, classicLightingColorMapTex.Height));
|
|
graphics.SetTexture(classicLightingColorMapTex, 1);
|
|
graphics.SetSamplerFilter(TextureFilter.Nearest, TextureFilter.Nearest, MipmapFilter.None, 0, 1);
|
|
graphics.SetSamplerState(TextureAddress.Clamp, 1);
|
|
}
|
|
|
|
// Render the geometry collected
|
|
foreach (KeyValuePair<ImageData, List<VisualGeometry>> group in geopass)
|
|
{
|
|
curtexture = group.Key;
|
|
|
|
// Apply texture
|
|
Texture texture = UseIndexedTexture ? curtexture.IndexedTexture : curtexture.Texture;
|
|
graphics.SetTexture(texture);
|
|
graphics.SetUniform(UniformName.drawPaletted, texture.UserData == ImageData.TEXTURE_INDEXED);
|
|
|
|
//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)
|
|
{
|
|
|
|
int lightIndex = 0;
|
|
|
|
foreach (VisualThing light in lights)
|
|
{
|
|
if (BoundingBoxesIntersect(g.BoundingBox, light.BoundingBox))
|
|
{
|
|
|
|
//t.LightType.LightRenderStyle
|
|
//Vector4f lightColor, lightPosAndRadius, lightOrientation, light2Radius;
|
|
|
|
lightColor[lightIndex] = light.LightColor.ToVector();
|
|
lightPosAndRadius[lightIndex] = new Vector4f(light.Center, light.LightRadius);
|
|
|
|
// set type of light
|
|
if (light.LightType.LightType == GZGeneral.LightType.SPOT)
|
|
{
|
|
lightOrientation[lightIndex] = new Vector4f(light.VectorLookAt, 1f);
|
|
light2Radius[lightIndex] = new Vector2f(CosDeg(light.LightSpotRadius1), CosDeg(light.LightSpotRadius2));
|
|
}
|
|
else lightOrientation[lightIndex].W = 0f;
|
|
|
|
lightIndex++;
|
|
|
|
if (lightIndex >= lightColor.Length)
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
bool havelights = (lightIndex > 0);
|
|
|
|
for (int i = lightIndex; i < lightColor.Length; i++)
|
|
lightColor[i].W = 0;
|
|
|
|
if (havelights != hadlights || havelights)
|
|
{
|
|
graphics.SetUniform(UniformName.lightColor, lightColor);
|
|
if (havelights)
|
|
{
|
|
graphics.SetUniform(UniformName.lightPosAndRadius, lightPosAndRadius);
|
|
graphics.SetUniform(UniformName.lightOrientation, lightOrientation);
|
|
graphics.SetUniform(UniformName.light2Radius, light2Radius);
|
|
}
|
|
}
|
|
|
|
hadlights = havelights;
|
|
|
|
// 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 && !General.Settings.ClassicRendering && 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);
|
|
}
|
|
}
|
|
|
|
// volte: set sector light level for classic rendering mode
|
|
graphics.SetUniform(UniformName.sectorLightLevel, sector.Sector.Brightness);
|
|
|
|
//mxd. Set variables for fog rendering?
|
|
if(wantedshaderpass > ShaderName.world3d_p7)
|
|
{
|
|
graphics.SetUniform(UniformName.campos, new Vector4f((float)cameraposition.x, (float)cameraposition.y, (float)cameraposition.z, g.FogFactor));
|
|
graphics.SetUniform(UniformName.sectorfogcolor, 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, (float)sector.Sector.Desaturation);
|
|
|
|
// Skew
|
|
graphics.SetUniform(UniformName.skew, g.Skew);
|
|
|
|
// Render!
|
|
graphics.Draw(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Done with geometry, reset potentially lingering skew setting
|
|
graphics.SetUniform(UniformName.skew, new Vector2f(0.0f, 0.0f));
|
|
|
|
graphics.SetUniform(UniformName.lightsEnabled, false);
|
|
|
|
// 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<ImageData, List<VisualThing>> group in thingspass)
|
|
{
|
|
if(group.Key is UnknownImage) continue;
|
|
|
|
curtexture = group.Key;
|
|
|
|
// Apply texture
|
|
Texture texture = UseIndexedTexture ? curtexture.IndexedTexture : curtexture.Texture;
|
|
graphics.SetTexture(texture);
|
|
graphics.SetUniform(UniformName.drawPaletted, texture.UserData == ImageData.TEXTURE_INDEXED);
|
|
|
|
// Render all things with this texture
|
|
foreach(VisualThing t in group.Value)
|
|
{
|
|
// Update buffer if needed
|
|
t.Update();
|
|
|
|
//mxd. Check 3D distance. Check against MaxValue to save doing GetLenthSq if there's not DistanceCheck defined
|
|
if (t.Info.DistanceCheckSq < double.MaxValue)
|
|
{
|
|
t.CalculateCameraDistance(cameraposition);
|
|
|
|
if (t.CameraDistance > 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 && !General.Settings.ClassicRendering && 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 && t.LightType.LightType != GZGeneral.LightType.SUN && !fullbrightness && !General.Settings.ClassicRendering)
|
|
{
|
|
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 && !General.Settings.ClassicRendering && 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 Vector4f((float)cameraposition.x, (float)cameraposition.y, (float)cameraposition.z, t.FogFactor));
|
|
}
|
|
|
|
// Set the colors to use
|
|
if (t.Thing.Sector != null)
|
|
{
|
|
graphics.SetUniform(UniformName.sectorLightLevel, t.Thing.Sector.Brightness);
|
|
graphics.SetUniform(UniformName.sectorfogcolor, 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, (float)t.Thing.Sector.Desaturation);
|
|
else graphics.SetUniform(UniformName.desaturation, 0.0f);
|
|
|
|
// Apply changes
|
|
graphics.SetUniform(UniformName.world, world);
|
|
|
|
// 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<VisualGeometry> geopass, List<VisualThing> thingspass, List<VisualThing> lights)
|
|
{
|
|
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;
|
|
|
|
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);
|
|
|
|
|
|
// Light data arrays
|
|
Vector4f[] lightColor = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
|
|
Vector4f[] lightPosAndRadius = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
|
|
Vector4f[] lightOrientation = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
|
|
Vector2f[] light2Radius = new Vector2f[MAX_DYNLIGHTS_PER_SURFACE];
|
|
|
|
graphics.SetUniform(UniformName.lightsEnabled, lights.Count > 0);
|
|
graphics.SetUniform(UniformName.ignoreNormals, false);
|
|
|
|
bool hadlights = false;
|
|
|
|
// Go for all geometry
|
|
foreach (VisualGeometry g in geopass)
|
|
{
|
|
|
|
int lightIndex = 0;
|
|
|
|
foreach (VisualThing light in lights)
|
|
{
|
|
if (BoundingBoxesIntersect(g.BoundingBox, light.BoundingBox))
|
|
{
|
|
|
|
//t.LightType.LightRenderStyle
|
|
//Vector4f lightColor, lightPosAndRadius, lightOrientation, light2Radius;
|
|
|
|
lightColor[lightIndex] = light.LightColor.ToVector();
|
|
lightPosAndRadius[lightIndex] = new Vector4f(light.Center, light.LightRadius);
|
|
|
|
// set type of light
|
|
if (light.LightType.LightType == GZGeneral.LightType.SPOT)
|
|
{
|
|
lightOrientation[lightIndex] = new Vector4f(light.VectorLookAt, 1f);
|
|
light2Radius[lightIndex] = new Vector2f(CosDeg(light.LightSpotRadius1), CosDeg(light.LightSpotRadius2));
|
|
}
|
|
else lightOrientation[lightIndex].W = 0f;
|
|
|
|
lightIndex++;
|
|
|
|
if (lightIndex >= lightColor.Length)
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
bool havelights = (lightIndex > 0);
|
|
|
|
for (int i = lightIndex; i < lightColor.Length; i++)
|
|
lightColor[i].W = 0;
|
|
|
|
if (havelights != hadlights || havelights)
|
|
{
|
|
graphics.SetUniform(UniformName.lightColor, lightColor);
|
|
if (havelights)
|
|
{
|
|
graphics.SetUniform(UniformName.lightPosAndRadius, lightPosAndRadius);
|
|
graphics.SetUniform(UniformName.lightOrientation, lightOrientation);
|
|
graphics.SetUniform(UniformName.light2Radius, light2Radius);
|
|
}
|
|
}
|
|
|
|
hadlights = havelights;
|
|
|
|
// 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)
|
|
{
|
|
curtexture = g.Texture;
|
|
|
|
// Apply texture
|
|
Texture texture = UseIndexedTexture ? curtexture.IndexedTexture : curtexture.Texture;
|
|
graphics.SetTexture(texture);
|
|
graphics.SetUniform(UniformName.drawPaletted, texture.UserData == ImageData.TEXTURE_INDEXED);
|
|
|
|
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 && !General.Settings.ClassicRendering && 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 Vector4f((float)cameraposition.x, (float)cameraposition.y, (float)cameraposition.z, g.FogFactor));
|
|
fogfactor = g.FogFactor;
|
|
}
|
|
|
|
//
|
|
graphics.SetUniform(UniformName.desaturation, (float)sector.Sector.Desaturation);
|
|
|
|
// Skew
|
|
graphics.SetUniform(UniformName.skew, g.Skew);
|
|
|
|
// Set the colors to use
|
|
graphics.SetUniform(UniformName.sectorfogcolor, 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);
|
|
}
|
|
|
|
// Done with geometry, reset potentially lingering skew setting
|
|
graphics.SetUniform(UniformName.skew, new Vector2f(0.0f, 0.0f));
|
|
|
|
graphics.SetUniform(UniformName.lightsEnabled, false);
|
|
|
|
// 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. Check against MaxValue to save doing GetLenthSq if there's not DistanceCheck defined
|
|
if (t.Info.DistanceCheckSq < double.MaxValue)
|
|
{
|
|
t.CalculateCameraDistance(cameraposition);
|
|
|
|
if (t.CameraDistance > 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)
|
|
{
|
|
curtexture = t.Texture;
|
|
|
|
// Apply texture
|
|
Texture texture = UseIndexedTexture ? curtexture.IndexedTexture : curtexture.Texture;
|
|
graphics.SetTexture(texture);
|
|
graphics.SetUniform(UniformName.drawPaletted, texture.UserData == ImageData.TEXTURE_INDEXED);
|
|
|
|
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 && !General.Settings.ClassicRendering && 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 && !General.Settings.ClassicRendering)
|
|
{
|
|
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 && !General.Settings.ClassicRendering && 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 Vector4f((float)cameraposition.x, (float)cameraposition.y, (float)cameraposition.z, t.FogFactor));
|
|
fogfactor = t.FogFactor;
|
|
}
|
|
}
|
|
|
|
// Set the colors to use
|
|
graphics.SetUniform(UniformName.sectorfogcolor, 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, (float)t.Thing.Sector.Desaturation);
|
|
|
|
// Apply changes
|
|
graphics.SetUniform(UniformName.world, world);
|
|
|
|
// 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((float)(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. Render models
|
|
private void RenderModels(bool trans, List<VisualThing> lights)
|
|
{
|
|
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
|
|
graphics.SetShader(currentshaderpass);
|
|
|
|
// Light data arrays
|
|
Vector4f[] lightColor = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
|
|
Vector4f[] lightPosAndRadius = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
|
|
Vector4f[] lightOrientation = new Vector4f[MAX_DYNLIGHTS_PER_SURFACE];
|
|
Vector2f[] light2Radius = new Vector2f[MAX_DYNLIGHTS_PER_SURFACE];
|
|
|
|
graphics.SetUniform(UniformName.lightsEnabled, lights.Count > 0);
|
|
graphics.SetUniform(UniformName.ignoreNormals, true);
|
|
|
|
bool hadlights = false;
|
|
|
|
List<VisualThing> 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<VisualThing>();
|
|
foreach (KeyValuePair<ModelData, List<VisualThing>> 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. Check against MaxValue to save doing GetLenthSq if there's not DistanceCheck defined
|
|
if (t.Info.DistanceCheckSq < double.MaxValue)
|
|
{
|
|
t.CalculateCameraDistance(cameraposition);
|
|
|
|
if (t.CameraDistance > 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 && !General.Settings.ClassicRendering && t.Thing.Sector != null && t.Thing.Sector.FogMode != SectorFogMode.NONE)
|
|
wantedshaderpass += 8;
|
|
|
|
// Switch shader pass?
|
|
if (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
|
|
double sx = t.Thing.ScaleX * t.Thing.ActorScale.Width;
|
|
double sy = t.Thing.ScaleY * t.Thing.ActorScale.Height;
|
|
|
|
Matrix modelscale = Matrix.Scaling((float)sx, (float)sx, (float)sy);
|
|
Matrix modelrotation = Matrix.RotationY((float)-t.Thing.RollRad) * Matrix.RotationX((float)-t.Thing.PitchRad) * Matrix.RotationZ((float)t.Thing.Angle);
|
|
|
|
if(General.Map.Data.ModeldefEntries[t.Thing.Type].UseRotationCenter)
|
|
world = General.Map.Data.ModeldefEntries[t.Thing.Type].Transform * modelscale * Matrix.Translation(-General.Map.Data.ModeldefEntries[t.Thing.Type].RotationCenter) * modelrotation * Matrix.Translation(General.Map.Data.ModeldefEntries[t.Thing.Type].RotationCenter) * t.Position;
|
|
else
|
|
world = General.Map.Data.ModeldefEntries[t.Thing.Type].Transform * modelscale * modelrotation * t.Position;
|
|
graphics.SetUniform(UniformName.world, world);
|
|
|
|
// 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.sectorfogcolor, t.Thing.Sector.FogColor);
|
|
graphics.SetUniform(UniformName.campos, new Vector4f((float)cameraposition.x, (float)cameraposition.y, (float)cameraposition.z, t.FogFactor));
|
|
}
|
|
|
|
if (t.Thing.Sector != null)
|
|
graphics.SetUniform(UniformName.desaturation, (float)t.Thing.Sector.Desaturation);
|
|
else graphics.SetUniform(UniformName.desaturation, 0.0f);
|
|
|
|
int lightIndex = 0;
|
|
|
|
foreach (VisualThing light in lights)
|
|
{
|
|
if (BoundingBoxesIntersect(t.BoundingBox, light.BoundingBox))
|
|
{
|
|
|
|
//t.LightType.LightRenderStyle
|
|
//Vector4f lightColor, lightPosAndRadius, lightOrientation, light2Radius;
|
|
|
|
lightColor[lightIndex] = light.LightColor.ToVector();
|
|
lightPosAndRadius[lightIndex] = new Vector4f(light.Center, light.LightRadius);
|
|
|
|
// set type of light
|
|
if (light.LightType.LightType == GZGeneral.LightType.SPOT)
|
|
{
|
|
lightOrientation[lightIndex] = new Vector4f(light.VectorLookAt, 1f);
|
|
light2Radius[lightIndex] = new Vector2f(CosDeg(light.LightSpotRadius1), CosDeg(light.LightSpotRadius2));
|
|
}
|
|
else lightOrientation[lightIndex].W = 0f;
|
|
|
|
lightIndex++;
|
|
|
|
if (lightIndex >= lightColor.Length)
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
bool havelights = (lightIndex > 0);
|
|
|
|
for (int i = lightIndex; i < lightColor.Length; i++)
|
|
lightColor[i].W = 0;
|
|
|
|
if (hadlights != havelights || havelights)
|
|
{
|
|
graphics.SetUniform(UniformName.lightColor, lightColor);
|
|
if (havelights)
|
|
{
|
|
graphics.SetUniform(UniformName.lightPosAndRadius, lightPosAndRadius);
|
|
graphics.SetUniform(UniformName.lightOrientation, lightOrientation);
|
|
graphics.SetUniform(UniformName.light2Radius, light2Radius);
|
|
}
|
|
}
|
|
|
|
hadlights = havelights;
|
|
|
|
GZModel model = General.Map.Data.ModeldefEntries[t.Thing.Type].Model;
|
|
for (int j = 0; j < model.Meshes.Count; j++)
|
|
{
|
|
graphics.SetTexture(model.Textures[j]);
|
|
|
|
// Render!
|
|
model.Meshes[j].Draw(graphics);
|
|
}
|
|
}
|
|
|
|
graphics.SetUniform(UniformName.lightsEnabled, false);
|
|
|
|
}
|
|
|
|
//mxd
|
|
private void RenderSky(IEnumerable<VisualGeometry> geo)
|
|
{
|
|
VisualSector sector = null;
|
|
|
|
// Set render settings
|
|
graphics.SetShader(ShaderName.world3d_skybox);
|
|
graphics.SetTexture(General.Map.Data.SkyBox);
|
|
graphics.SetUniform(UniformName.campos, new Vector4f((float)cameraposition.x, (float)cameraposition.y, (float)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 = Vector3f.DistanceSquared(lt.Center, t.Center);
|
|
float radiusSquared = lt.LightRadius * lt.LightRadius;
|
|
if(distSquared < radiusSquared)
|
|
{
|
|
int sign = (lt.LightType.LightRenderStyle == GZGeneral.LightRenderStyle.SUBTRACTIVE ? -1 : 1);
|
|
Vector3f 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)
|
|
{
|
|
Vector3f lookAt = lt.VectorLookAt;
|
|
L.Normalize();
|
|
float cosDir = Vector3f.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<VisualGeometry>());
|
|
solidgeo[g.Texture].Add(g);
|
|
break;
|
|
|
|
case RenderPass.Mask:
|
|
if(!maskedgeo.ContainsKey(g.Texture))
|
|
maskedgeo.Add(g.Texture, new List<VisualGeometry>());
|
|
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)
|
|
{
|
|
// The thing might have changed, especially when doing realtime editing from the edit thing dialog, so update it if necessary
|
|
t.Update();
|
|
|
|
//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<VisualThing>());
|
|
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<VisualThing>());
|
|
solidthings[t.Texture].Add(t);
|
|
break;
|
|
|
|
case RenderPass.Mask:
|
|
if(!maskedthings.ContainsKey(t.Texture)) maskedthings.Add(t.Texture, new List<VisualThing>());
|
|
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<VisualVertex> verts) { visualvertices = verts; }
|
|
|
|
public void SetVisualSlopeHandles(ICollection<VisualSlope> handles) { visualslopehandles = handles; }
|
|
|
|
//mxd
|
|
public void SetEventLines(List<Line3D> 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;
|
|
graphics.SetUniform(UniformName.world, world);
|
|
|
|
// 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 Vector4f(1.0f, 1.0f, 0.0f, 1.0f));
|
|
graphics.SetSamplerFilter(General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.Nearest);
|
|
|
|
// Texture
|
|
if (crosshairbusy)
|
|
{
|
|
graphics.SetTexture(General.Map.Data.CrosshairBusy3D.Texture);
|
|
}
|
|
else
|
|
{
|
|
graphics.SetTexture(General.Map.Data.Crosshair3D.Texture);
|
|
}
|
|
|
|
// Draw
|
|
graphics.Draw(PrimitiveType.TriangleStrip, 0, 2, crosshairverts);
|
|
|
|
if (General.Settings.ShowFPS)
|
|
General.Map.Renderer2D.RenderText(fpsLabel);
|
|
}
|
|
|
|
// This switches fog on and off
|
|
public void SetFogMode(bool usefog)
|
|
{
|
|
if (usefog)
|
|
{
|
|
graphics.SetUniform(UniformName.fogsettings, new Vector4f(General.Settings.ViewDistance * FOG_RANGE, General.Settings.ViewDistance, 0.0f, 0.0f));
|
|
}
|
|
else
|
|
{
|
|
graphics.SetUniform(UniformName.fogsettings, new Vector4f(-1.0f));
|
|
}
|
|
}
|
|
|
|
// This siwtches crosshair busy icon on and off
|
|
public void SetCrosshairBusy(bool busy)
|
|
{
|
|
crosshairbusy = busy;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|