mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-25 21:31:14 +00:00
264 lines
6.7 KiB
C#
264 lines
6.7 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;
|
|
using System.Collections.Generic;
|
|
using System.Globalization;
|
|
using System.Text;
|
|
using System.Windows.Forms;
|
|
using System.IO;
|
|
using System.Reflection;
|
|
using System.Drawing;
|
|
using SlimDX.Direct3D;
|
|
using System.ComponentModel;
|
|
using SlimDX;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using SlimDX.Direct3D9;
|
|
using CodeImp.DoomBuilder.Data;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.Rendering
|
|
{
|
|
internal sealed class Renderer3D : Renderer, IRenderer3D
|
|
{
|
|
#region ================== Constants
|
|
|
|
private const float PROJ_NEAR_PLANE = 0.5f;
|
|
private const float PROJ_FAR_PLANE = 1000f;
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
// Matrices
|
|
private Matrix projection;
|
|
private Matrix view;
|
|
private Matrix billboard;
|
|
private Matrix viewproj;
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Disposer
|
|
|
|
// Constructor
|
|
internal Renderer3D(D3DDevice graphics) : base(graphics)
|
|
{
|
|
// Initialize
|
|
CreateProjection();
|
|
|
|
// We have no destructor
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
// Disposer
|
|
internal override void Dispose()
|
|
{
|
|
// Not already disposed?
|
|
if(!isdisposed)
|
|
{
|
|
// Clean up
|
|
|
|
// Done
|
|
base.Dispose();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// This is called before a device is reset
|
|
// (when resized or display adapter was changed)
|
|
public override void UnloadResource()
|
|
{
|
|
}
|
|
|
|
// This is called resets when the device is reset
|
|
// (when resized or display adapter was changed)
|
|
public override void ReloadResource()
|
|
{
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== General
|
|
|
|
// This creates the projection
|
|
internal void CreateProjection()
|
|
{
|
|
// Read the FOV from configuration
|
|
float fov = General.Settings.VisualFOV;
|
|
|
|
// Calculate aspect
|
|
float aspect = (float)General.Map.Graphics.RenderTarget.ClientSize.Width /
|
|
(float)General.Map.Graphics.RenderTarget.ClientSize.Height;
|
|
|
|
// Make the projection matrix
|
|
projection = Matrix.PerspectiveFovRH(fov, aspect, PROJ_NEAR_PLANE, PROJ_FAR_PLANE);
|
|
|
|
// Apply matrices
|
|
ApplyMatrices();
|
|
}
|
|
|
|
// This creates matrices for a camera view
|
|
public void PositionAndLookAt(Vector3D pos, Vector3D lookat)
|
|
{
|
|
Vector3D delta;
|
|
float anglexy, anglez;
|
|
|
|
// Calculate delta vector
|
|
delta = lookat - pos;
|
|
anglexy = delta.GetAngleXY();
|
|
anglez = delta.GetAngleZ();
|
|
|
|
// Make the view matrix
|
|
view = Matrix.LookAtRH(D3DDevice.V3(pos), D3DDevice.V3(lookat), new Vector3(0f, 0f, -1f));
|
|
|
|
// Make the billboard matrix
|
|
billboard = Matrix.RotationYawPitchRoll(0f, anglexy, anglez - Angle2D.PIHALF);
|
|
|
|
// Apply matrices
|
|
ApplyMatrices();
|
|
}
|
|
|
|
// This applies the matrices
|
|
private void ApplyMatrices()
|
|
{
|
|
viewproj = view * projection;
|
|
graphics.Device.SetTransform(TransformState.World, Matrix.Identity);
|
|
graphics.Device.SetTransform(TransformState.Projection, projection);
|
|
graphics.Device.SetTransform(TransformState.View, view);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Presenting
|
|
|
|
// This starts rendering
|
|
public bool Start()
|
|
{
|
|
// Start drawing
|
|
if(graphics.StartRendering(true, General.Colors.Background.ToInt(), graphics.BackBuffer, graphics.DepthBuffer))
|
|
{
|
|
// Beginning renderstates
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
|
|
graphics.Device.SetRenderState(RenderState.ZEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
|
|
graphics.Device.SetRenderState(RenderState.DestBlend, Blend.InvSourceAlpha);
|
|
|
|
// Ready
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Can't render now
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// This begins rendering world geometry
|
|
public void StartGeometry()
|
|
{
|
|
// Renderstates
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.CounterClockwise);
|
|
graphics.Device.SetRenderState(RenderState.ZEnable, true);
|
|
graphics.Device.SetRenderState(RenderState.ZWriteEnable, true);
|
|
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true);
|
|
|
|
// Setup shader
|
|
graphics.Shaders.World3D.Begin();
|
|
graphics.Shaders.World3D.WorldViewProj = viewproj;
|
|
graphics.Shaders.World3D.BeginPass(0);
|
|
}
|
|
|
|
// This ends rendering world geometry
|
|
public void FinishGeometry()
|
|
{
|
|
// Done
|
|
graphics.Shaders.World3D.EndPass();
|
|
graphics.Shaders.World3D.End();
|
|
}
|
|
|
|
// This finishes rendering
|
|
public void Finish()
|
|
{
|
|
// Done
|
|
graphics.FinishRendering();
|
|
graphics.Present();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Geometry
|
|
|
|
// This renders a visual sector's geometry
|
|
public void RenderGeometry(VisualSector s)
|
|
{
|
|
ImageData lasttexture = null;
|
|
|
|
// Update the sector if needed
|
|
if(s.NeedsUpdateGeo) s.Update();
|
|
|
|
// Only render when a vertexbuffer exists
|
|
if(s.GeometryBuffer != null)
|
|
{
|
|
// Set the buffer
|
|
graphics.Device.SetStreamSource(0, s.GeometryBuffer, 0, WorldVertex.Stride);
|
|
|
|
// Go for all geometry in this sector
|
|
foreach(VisualGeometry g in s.GeometryList)
|
|
{
|
|
// Change texture?
|
|
if(g.Texture != lasttexture)
|
|
{
|
|
// Now using this texture
|
|
lasttexture = g.Texture;
|
|
if(lasttexture != null)
|
|
{
|
|
// Load image and make texture
|
|
if(!lasttexture.IsLoaded) lasttexture.LoadImage();
|
|
if((lasttexture.Texture == null) || lasttexture.Texture.Disposed)
|
|
lasttexture.CreateTexture();
|
|
|
|
// Apply texture
|
|
graphics.Shaders.World3D.Texture1 = lasttexture.Texture;
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
}
|
|
}
|
|
|
|
// Render it!
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
|
|
}
|
|
|
|
// Remove references
|
|
graphics.Shaders.World3D.Texture1 = null;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|