UltimateZoneBuilder/Source/Core/VisualModes/VisualThing.cs
MaxED c90d10c08c General interface: dynamic lights rendering mode and model rendering mode are now selected via drop-downs.
Renamed "Toggle dynamic lights rendering" action to "Show dynamic lights".
Changed: "Show dynamic lights" action now toggles between available dynamic light rendering modes.
Renamed "Toggle models rendering" action to "Show models".
Changed: "Show models" action now toggles between available model rendering modes.
Removed "Toggle dynamic lights animation" and "Render selected/all models" actions.
Fixed, Randomize Sectors form: selection highlight was not updated after applying the changes when the form was shown in Sectors mode.
Consistency: selection is now cleared after applying changes done in Randomize Things and Randomize Vertices forms.
Fixed, Classic modes: sprites of things with attached models were not rendered when model rendering was disabled.
Updated documentation.
2014-10-20 12:16:51 +00:00

526 lines
17 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Map;
using SlimDX.Direct3D9;
using SlimDX;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.GZBuilder.Data; //mxd
#endregion
namespace CodeImp.DoomBuilder.VisualModes
{
public abstract class VisualThing : IVisualPickable, ID3DResource, IComparable<VisualThing>
{
#region ================== Constants
protected const int FIXED_RADIUS = 8; //mxd. Used to render things with zero width and radius
#endregion
#region ================== Variables
// Thing
private Thing thing;
// Texture
private ImageData texture;
// Geometry
private WorldVertex[] vertices;
private VertexBuffer geobuffer;
private bool updategeo;
private int triangles;
// Rendering
private int renderpass;
private Matrix position;
private Matrix cagescales;
private Vector2D pos2d;
private float cameradistance;
private int cagecolor;
protected bool sizeless; //mxd. Used to render visual things with 0 width and height
// Selected?
protected bool selected;
// Disposing
private bool isdisposed;
//mxd
private int cameraDistance3D;
private int thingHeight;
//mxd. light properties
private DynamicLightType lightType;
private DynamicLightRenderStyle lightRenderStyle;
private Color4 lightColor;
private float lightRadius; //current radius. used in light animation
private float lightPrimaryRadius;
private float lightSecondaryRadius;
private Vector3 position_v3;
private float lightDelta; //used in light animation
private Vector3[] boundingBox;
//gldefs light
private Vector3 lightOffset;
private int lightInterval;
private bool isGldefsLight;
#endregion
#region ================== Properties
internal VertexBuffer GeometryBuffer { get { return geobuffer; } }
internal bool NeedsUpdateGeo { get { return updategeo; } }
internal int Triangles { get { return triangles; } }
internal int RenderPassInt { get { return renderpass; } }
internal Matrix Position { get { return position; } }
internal Matrix CageScales { get { return cagescales; } }
internal int CageColor { get { return cagecolor; } }
//mxd
internal int VertexColor { get { return vertices.Length > 0 ? vertices[0].c : 0;} }
public int CameraDistance3D { get { return cameraDistance3D; } }
public bool Sizeless { get { return sizeless; } }
public Vector3 Center {
get {
if (isGldefsLight) return position_v3 + lightOffset;
return new Vector3(position_v3.X, position_v3.Y, position_v3.Z + thingHeight / 2);
}
}
public Vector3D CenterV3D { get { return D3DDevice.V3D(Center); } }
public Vector3 PositionV3 { get { return position_v3; } }
public Vector3[] BoundingBox { get { return boundingBox; } }
//mxd. light properties
public DynamicLightType LightType { get { return lightType; } }
public float LightRadius { get { return lightRadius; } }
public DynamicLightRenderStyle LightRenderStyle { get { return lightRenderStyle; } }
public Color4 LightColor { get { return lightColor; } }
/// <summary>
/// Returns the Thing that this VisualThing is created for.
/// </summary>
public Thing Thing { get { return thing; } }
/// <summary>
/// Render pass in which this geometry must be rendered. Default is Solid.
/// </summary>
public RenderPass RenderPass { get { return (RenderPass)renderpass; } set { renderpass = (int)value; } }
/// <summary>
/// Image to use as texture on the geometry.
/// </summary>
public ImageData Texture { get { return texture; } set { texture = value; } }
/// <summary>
/// Disposed or not?
/// </summary>
public bool IsDisposed { get { return isdisposed; } }
/// <summary>
/// Selected or not? This is only used by the core to determine what color to draw it with.
/// </summary>
public bool Selected { get { return selected; } set { selected = value; } }
#endregion
#region ================== Constructor / Destructor
// Constructor
public VisualThing(Thing t)
{
// Initialize
this.thing = t;
this.renderpass = (int)RenderPass.Mask;
this.position = Matrix.Identity;
this.cagescales = Matrix.Identity;
//mxd
lightType = DynamicLightType.NONE;
lightRenderStyle = DynamicLightRenderStyle.NONE;
lightPrimaryRadius = -1;
lightSecondaryRadius = -1;
lightInterval = -1;
lightColor = new Color4();
boundingBox = new Vector3[9];
// Register as resource
General.Map.Graphics.RegisterResource(this);
}
// Disposer
public virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
if(geobuffer != null) geobuffer.Dispose();
geobuffer = null;
// Unregister resource
General.Map.Graphics.UnregisterResource(this);
// Done
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This sets the distance from the camera
internal void CalculateCameraDistance(Vector2D campos)
{
cameradistance = Vector2D.DistanceSq(pos2d, campos);
}
//mxd
internal void CalculateCameraDistance3D(Vector3 campos) {
cameraDistance3D = (int)Vector3.DistanceSquared(PositionV3, campos);
}
// This is called before a device is reset
// (when resized or display adapter was changed)
public void UnloadResource()
{
// Trash geometry buffer
if(geobuffer != null) geobuffer.Dispose();
geobuffer = null;
updategeo = true;
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public void ReloadResource()
{
// Make new geometry
//Update();
}
/// <summary>
/// Sets the size of the cage around the thing geometry.
/// </summary>
public void SetCageSize(float radius, float height)
{
cagescales = Matrix.Scaling(radius, radius, height);
//mxd
thingHeight = (int)height;
}
/// <summary>
/// Sets the color of the cage around the thing geometry.
/// </summary>
public void SetCageColor(PixelColor color)
{
cagecolor = color.ToInt();
}
/// <summary>
/// This sets the position to use for the thing geometry.
/// </summary>
public void SetPosition(Vector3D pos)
{
pos2d = new Vector2D(pos);
//mxd
position_v3 = D3DDevice.V3(pos);
position = Matrix.Translation(position_v3);
//mxd. update bounding box
if (thing.IsModel) {
updateBoundingBoxForModel();
} else if (lightType != DynamicLightType.NONE && lightRadius > thing.Size) {
updateBoundingBox(lightRadius, lightRadius * 2);
} else {
updateBoundingBox((int)thing.Size, thingHeight);
}
}
// This sets the vertices for the thing sprite
protected void SetVertices(ICollection<WorldVertex> verts)
{
// Copy vertices
vertices = new WorldVertex[verts.Count];
verts.CopyTo(vertices, 0);
triangles = vertices.Length / 3;
updategeo = true;
}
// This updates the visual thing
public virtual void Update()
{
// Do we need to update the geometry buffer?
if (updategeo)
{
// Trash geometry buffer
if (geobuffer != null) geobuffer.Dispose();
geobuffer = null;
// Any vertics?
if (vertices.Length > 0) {
// Make a new buffer
geobuffer = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * vertices.Length,
Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
// Fill the buffer
DataStream bufferstream = geobuffer.Lock(0, WorldVertex.Stride * vertices.Length, LockFlags.Discard);
bufferstream.WriteRange(vertices);
geobuffer.Unlock();
bufferstream.Dispose();
}
//mxd. Check if thing is light
checkLightState();
// Done
updategeo = false;
}
}
//mxd
protected void checkLightState() {
//mxd. Check if thing is light
int light_id = Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, thing.Type);
if (light_id != -1) {
isGldefsLight = false;
lightInterval = -1;
updateLight(light_id);
updateBoundingBox(lightRadius, lightRadius * 2);
//check if we have light from GLDEFS
} else if (General.Map.Data.GldefsEntries.ContainsKey(thing.Type)) {
isGldefsLight = true;
updateGldefsLight();
updateBoundingBox(lightRadius, lightRadius * 2);
} else {
if (thing.IsModel) {
updateBoundingBoxForModel();
} else {
updateBoundingBox((int)thing.Size, thingHeight);
}
lightType = DynamicLightType.NONE;
lightRadius = -1;
lightPrimaryRadius = -1;
lightSecondaryRadius = -1;
lightRenderStyle = DynamicLightRenderStyle.NONE;
lightInterval = -1;
isGldefsLight = false;
}
}
//used in ColorPicker to update light
public void UpdateLight() {
int light_id = Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, thing.Type);
if (light_id != -1) {
updateLight(light_id);
updateBoundingBox(lightRadius, lightRadius * 2);
}
}
//mxd update light info
private void updateLight(int light_id) {
float scaled_intensity = 255.0f / General.Settings.GZDynamicLightIntensity;
if (light_id < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[2]) { //if it's gzdoom light
int n;
if (light_id < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[0]) {
n = 0;
lightRenderStyle = DynamicLightRenderStyle.NORMAL;
//lightColor.Alpha used in shader to perform some calculations based on light type
lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[0] / scaled_intensity, thing.Args[1] / scaled_intensity, thing.Args[2] / scaled_intensity);
} else if (light_id < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[1]) {
n = 10;
lightRenderStyle = DynamicLightRenderStyle.ADDITIVE;
lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[0] / scaled_intensity, thing.Args[1] / scaled_intensity, thing.Args[2] / scaled_intensity);
} else {
n = 20;
lightRenderStyle = DynamicLightRenderStyle.NEGATIVE;
lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[0] / scaled_intensity, thing.Args[1] / scaled_intensity, thing.Args[2] / scaled_intensity);
}
lightType = (DynamicLightType)(thing.Type - 9800 - n);
if (lightType == DynamicLightType.SECTOR) {
int scaler = 1;
if (thing.Sector != null)
scaler = thing.Sector.Brightness / 4;
lightPrimaryRadius = (thing.Args[3] * scaler) * General.Settings.GZDynamicLightRadius;
} else {
lightPrimaryRadius = (thing.Args[3] * 2) * General.Settings.GZDynamicLightRadius; //works... that.. way in GZDoom
if (lightType > 0)
lightSecondaryRadius = (thing.Args[4] * 2) * General.Settings.GZDynamicLightRadius;
}
} else { //it's one of vavoom lights
lightRenderStyle = DynamicLightRenderStyle.VAVOOM;
lightType = (DynamicLightType)thing.Type;
if (lightType == DynamicLightType.VAVOOM_COLORED)
lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[1] / scaled_intensity, thing.Args[2] / scaled_intensity, thing.Args[3] / scaled_intensity);
else
lightColor = new Color4((float)lightRenderStyle / 100.0f, General.Settings.GZDynamicLightIntensity, General.Settings.GZDynamicLightIntensity, General.Settings.GZDynamicLightIntensity);
lightPrimaryRadius = (thing.Args[0] * 8) * General.Settings.GZDynamicLightRadius;
}
UpdateLightRadius();
}
//mxd
private void updateGldefsLight() {
DynamicLightData light = General.Map.Data.GldefsEntries[thing.Type];
float intensity_mod = General.Settings.GZDynamicLightIntensity;
float scale_mod = General.Settings.GZDynamicLightRadius;
//apply settings
lightRenderStyle = light.Subtractive ? DynamicLightRenderStyle.NEGATIVE : DynamicLightRenderStyle.NORMAL;
lightColor = new Color4((float)lightRenderStyle / 100.0f, light.Color.Red * intensity_mod, light.Color.Green * intensity_mod, light.Color.Blue * intensity_mod);
lightOffset = light.Offset;
lightType = light.Type;
if (lightType == DynamicLightType.SECTOR) {
lightPrimaryRadius = light.Interval * thing.Sector.Brightness / 5;
} else {
lightPrimaryRadius = light.PrimaryRadius * scale_mod;
lightSecondaryRadius = light.SecondaryRadius * scale_mod;
}
lightInterval = light.Interval;
updateLightRadius(lightInterval);
}
//mxd
public void UpdateLightRadius() {
updateLightRadius( (lightInterval != -1 ? lightInterval : thing.AngleDoom) );
}
//mxd
private void updateLightRadius(int interval) {
if (lightType == DynamicLightType.NONE) {
General.ErrorLogger.Add(ErrorType.Error, "Please check that thing is light before accessing it's PositionAndRadius! You can use lightType, which is -1 if thing isn't light");
return;
}
if (General.Settings.GZDrawLightsMode == LightRenderMode.ALL || Array.IndexOf(GZBuilder.GZGeneral.GZ_ANIMATED_LIGHT_TYPES, lightType) == -1) {
lightRadius = lightPrimaryRadius;
return;
}
if(interval == 0) {
lightRadius = 0;
return;
}
float time = Clock.CurrentTime;
float rMin = Math.Min(lightPrimaryRadius, lightSecondaryRadius);
float rMax = Math.Max(lightPrimaryRadius, lightSecondaryRadius);
float diff = rMax - rMin;
switch (lightType) {
case DynamicLightType.PULSE:
lightDelta = ((float)Math.Sin(time / (interval * 4.0f)) + 1.0f) / 2.0f; //just playing by the eye here... in [0.0 ... 1.0] interval
lightRadius = rMin + diff * lightDelta;
break;
case DynamicLightType.FLICKER:
float fdelta = (float)Math.Sin(time / 0.1f); //just playing by the eye here...
if (Math.Sign(fdelta) != Math.Sign(lightDelta)) {
lightDelta = fdelta;
lightRadius = (General.Random(0, 359) < interval ? rMax : rMin);
}
break;
case DynamicLightType.RANDOM:
float rdelta = (float)Math.Sin(time / (interval * 9.0f)); //just playing by the eye here...
if (Math.Sign(rdelta) != Math.Sign(lightDelta)) {
lightRadius = rMin + (General.Random(0, (int) (diff * 10))) / 10.0f;
}
lightDelta = rdelta;
break;
}
}
//mxd. update bounding box
public void UpdateBoundingBox() {
if (thing.IsModel) {
updateBoundingBoxForModel();
} else if (lightType != DynamicLightType.NONE && lightRadius > thing.Size) {
updateBoundingBox(lightRadius, lightRadius * 2);
} else {
updateBoundingBox((int)thing.Size, thingHeight);
}
}
private void updateBoundingBox(float width, float height) {
boundingBox = new Vector3[9];
boundingBox[0] = Center;
float h2 = height / 2.0f;
boundingBox[1] = new Vector3(position_v3.X - width, position_v3.Y - width, Center.Z - h2);
boundingBox[2] = new Vector3(position_v3.X + width, position_v3.Y - width, Center.Z - h2);
boundingBox[3] = new Vector3(position_v3.X - width, position_v3.Y + width, Center.Z - h2);
boundingBox[4] = new Vector3(position_v3.X + width, position_v3.Y + width, Center.Z - h2);
boundingBox[5] = new Vector3(position_v3.X - width, position_v3.Y - width, Center.Z + h2);
boundingBox[6] = new Vector3(position_v3.X + width, position_v3.Y - width, Center.Z + h2);
boundingBox[7] = new Vector3(position_v3.X - width, position_v3.Y + width, Center.Z + h2);
boundingBox[8] = new Vector3(position_v3.X + width, position_v3.Y + width, Center.Z + h2);
}
//mxd. update bounding box from model bounding box
private void updateBoundingBoxForModel() {
ModelData mde = General.Map.Data.ModeldefEntries[thing.Type];
int len = mde.Model.BoundingBox.Length;
boundingBox = new Vector3[len];
for (int i = 0; i < len; i++) {
Vector3 v = mde.Model.BoundingBox[i];
boundingBox[i] = new Vector3(v.X + position_v3.X, v.Y + position_v3.Y, v.Z + position_v3.Z);
}
}
/// <summary>
/// This is called when the thing must be tested for line intersection. This should reject
/// as fast as possible to rule out all geometry that certainly does not touch the line.
/// </summary>
public virtual bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
return false;
}
/// <summary>
/// This is called when the thing must be tested for line intersection. This should perform
/// accurate hit detection and set u_ray to the position on the ray where this hits the geometry.
/// </summary>
public virtual bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
return false;
}
/// <summary>
/// This sorts things by distance from the camera. Farthest first.
/// </summary>
public int CompareTo(VisualThing other)
{
return Math.Sign(other.cameradistance - this.cameradistance);
}
#endregion
}
}