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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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dcf899a3c4
Increased dynamic lights rendering performance (currently I'm getting around 25 FPS in Spawn's MAP01 with 32 dynamic lights and rendering distance set to 3000, was getting 4-6 FPS in GZDoomBuilder 1.02). Several fixes in animated lights rendering (secondary light radius can now be smaller than primary light radius, Pulse Light's maximum radius was rendered twise bigger than in GZDoom).
97 lines
3.9 KiB
C#
97 lines
3.9 KiB
C#
using CodeImp.DoomBuilder.Rendering;
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using SlimDX;
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namespace CodeImp.DoomBuilder.GZBuilder.Data
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{
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public struct BoundingBoxSizes
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{
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public short MinX;
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public short MaxX;
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public short MinY;
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public short MaxY;
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public short MinZ;
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public short MaxZ;
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//we need some reference here
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public BoundingBoxSizes(WorldVertex v) {
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MinX = MaxX = (short)v.x;
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MinY = MaxY = (short)v.y;
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MinZ = MaxZ = (short)v.z;
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}
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}
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public class BoundingBoxTools
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{
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//this creates array of vectors resembling bounding box
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public static Vector3[] CalculateBoundingBox(BoundingBoxSizes bbs) {
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//center
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Vector3 v0 = new Vector3(bbs.MinX + (bbs.MaxX - bbs.MinX) / 2, bbs.MinY + (bbs.MaxY - bbs.MinY) / 2, bbs.MinZ + (bbs.MaxZ - bbs.MinZ) / 2);
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//corners
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Vector3 v1 = new Vector3(bbs.MinX, bbs.MinY, bbs.MinZ);
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Vector3 v2 = new Vector3(bbs.MaxX, bbs.MinY, bbs.MinZ);
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Vector3 v3 = new Vector3(bbs.MinX, bbs.MaxY, bbs.MinZ);
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Vector3 v4 = new Vector3(bbs.MaxX, bbs.MaxY, bbs.MinZ);
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Vector3 v5 = new Vector3(bbs.MinX, bbs.MinY, bbs.MaxZ);
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Vector3 v6 = new Vector3(bbs.MaxX, bbs.MinY, bbs.MaxZ);
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Vector3 v7 = new Vector3(bbs.MinX, bbs.MaxY, bbs.MaxZ);
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Vector3 v8 = new Vector3(bbs.MaxX, bbs.MaxY, bbs.MaxZ);
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return new Vector3[] { v0, v1, v2, v3, v4, v5, v6, v7, v8 };
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}
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public static Vector3[] CalculateBoundingPlane(BoundingBoxSizes bbs) {
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//mxd. looks like I need only these 2 points, so...
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//center
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Vector3 v0 = new Vector3(bbs.MinX + (bbs.MaxX - bbs.MinX) / 2, bbs.MinY + (bbs.MaxY - bbs.MinY) / 2, bbs.MinZ + (bbs.MaxZ - bbs.MinZ) / 2);
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Vector3 v1 = new Vector3(bbs.MinX, bbs.MinY, bbs.MinZ);
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return new Vector3[] { v0, v1 };
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}
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/*public static Vector3[] CalculateBoundingPlane(BoundingBoxSizes bbs) {
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if(bbs.MinX != bbs.MaxX && bbs.MinY != bbs.MaxY && bbs.MinZ != bbs.MaxZ)
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return CalculateBoundingBox(bbs);
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//center
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Vector3 v0 = new Vector3(bbs.MinX + (bbs.MaxX - bbs.MinX) / 2, bbs.MinY + (bbs.MaxY - bbs.MinY) / 2, bbs.MinZ + (bbs.MaxZ - bbs.MinZ) / 2);
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Vector3 v1, v2, v3, v4;
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//corners
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if (bbs.MinX == bbs.MaxX) {
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v1 = new Vector3(bbs.MinX, bbs.MinY, bbs.MinZ);
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v2 = new Vector3(bbs.MinX, bbs.MaxY, bbs.MinZ);
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v3 = new Vector3(bbs.MinX, bbs.MinY, bbs.MaxZ);
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v4 = new Vector3(bbs.MinX, bbs.MaxY, bbs.MaxZ);
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} else if (bbs.MinY == bbs.MaxY) {
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v1 = new Vector3(bbs.MinX, bbs.MinY, bbs.MinZ);
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v2 = new Vector3(bbs.MaxX, bbs.MinY, bbs.MinZ);
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v3 = new Vector3(bbs.MinX, bbs.MinY, bbs.MaxZ);
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v4 = new Vector3(bbs.MaxX, bbs.MinY, bbs.MaxZ);
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} else {
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v1 = new Vector3(bbs.MinX, bbs.MinY, bbs.MinZ);
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v2 = new Vector3(bbs.MaxX, bbs.MinY, bbs.MinZ);
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v3 = new Vector3(bbs.MinX, bbs.MaxY, bbs.MinZ);
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v4 = new Vector3(bbs.MaxX, bbs.MaxY, bbs.MinZ);
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}
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return new Vector3[] { v0, v1, v2, v3, v4 };
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}*/
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public static void UpdateBoundingBoxSizes(ref BoundingBoxSizes bbs, WorldVertex v) {
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if (v.x < bbs.MinX)
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bbs.MinX = (short)v.x;
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else if (v.x > bbs.MaxX)
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bbs.MaxX = (short)v.x;
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if (v.z < bbs.MinZ)
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bbs.MinZ = (short)v.z;
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else if (v.z > bbs.MaxZ)
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bbs.MaxZ = (short)v.z;
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if (v.y < bbs.MinY)
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bbs.MinY = (short)v.y;
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else if (v.y > bbs.MaxY)
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bbs.MaxY = (short)v.y;
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}
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}
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}
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