mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-17 23:51:10 +00:00
36f391653a
Added Color Picker plugin Point, Flicker and Pulse light animation should now look almost exactly as seen in GZDoom. Fixed a bug when editing thing properties in Visual mode didn't update visual thing. Fixed incorrect doom-style walls shading when sector has "lightcolor" property set. Fixed "Index was outside the bounds of the array in CalculateNormalsAndShading()" error. GZDoomBuilder will now show error message prior to failing.
1266 lines
51 KiB
C#
1266 lines
51 KiB
C#
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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;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using System.ComponentModel;
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using SlimDX;
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using CodeImp.DoomBuilder.Geometry;
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using SlimDX.Direct3D9;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Map;
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//mxd
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using ColladaDotNet.Pipeline.MD3;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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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 int RENDER_PASSES = 4;
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private const float PROJ_NEAR_PLANE = 1f;
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private const float CROSSHAIR_SCALE = 0.06f;
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private const float FOG_RANGE = 0.9f;
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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 worldviewproj;
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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 int shaderpass;
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// Options
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private bool fullbrightness;
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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 VertexBuffer thingcage;
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private bool renderthingcages;
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//mxd
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private ThingBoundingBox bbox;
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private List<VisualThing> thingsWithLight;
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private int[] lightOffsets;
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private Dictionary<Texture, List<VisualGeometry>> litGeometry;
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private Dictionary<ModelDefEntry, List<VisualThing>> thingsWithModel;
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//dbg
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//int geoSkipped = 0;
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//int totalGeo = 0;
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//int totalThings = 0;
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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 ColorImage highlightimage;
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private ColorImage selectionimage;
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private bool showselection;
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private bool showhighlight;
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// Geometry to be rendered.
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// Each Dictionary in the array is a render pass.
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// Each BinaryHeap in the Dictionary contains all geometry that needs
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// to be rendered with the associated ImageData.
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// The BinaryHeap sorts the geometry by sector to minimize stream switchs.
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private Dictionary<ImageData, BinaryHeap<VisualGeometry>>[] geometry;
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// Things to be rendered.
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// Each Dictionary in the array is a render pass.
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// Each VisualThing is inserted in the Dictionary by their texture image.
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private Dictionary<ImageData, List<VisualThing>>[] things;
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// Things to be rendered, sorted by distance from camera
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private BinaryHeap<VisualThing> thingsbydistance;
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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 FullBrightness { get { return fullbrightness; } set { fullbrightness = 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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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal Renderer3D(D3DDevice graphics) : base(graphics)
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{
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// Initialize
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CreateProjection();
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CreateMatrices2D();
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SetupThingCage();
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SetupTextures();
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renderthingcages = true;
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showselection = true;
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showhighlight = true;
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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, Angle2D.DegToRad((float)General.Settings.VisualFOV));
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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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internal 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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//mxd
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//if(thingcage != null) thingcage.Dispose();
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if (bbox != null) bbox.Dispose();
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if(selectionimage != null) selectionimage.Dispose();
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if(highlightimage != null) highlightimage.Dispose();
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//mxd
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//thingcage = null;
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bbox = null;
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selectionimage = null;
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highlightimage = null;
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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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//mxd
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//if(thingcage != null) thingcage.Dispose();
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if (bbox != null) bbox.Dispose();
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if(selectionimage != null) selectionimage.Dispose();
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if(highlightimage != null) highlightimage.Dispose();
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//mxd
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//thingcage = null;
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bbox = null;
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selectionimage = null;
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highlightimage = 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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SetupThingCage();
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SetupTextures();
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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 = (float)windowsize.Width;
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float height = (float)windowsize.Height;
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float size = (float)height * CROSSHAIR_SCALE;
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RectangleF rect = new RectangleF((width - size) / 2, (height - size) / 2, size, size);
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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[0].u = 1f / texturesize.Width;
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crosshairverts[0].v = 1f / texturesize.Height;
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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 = 1f - 1f / texturesize.Width;
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crosshairverts[1].v = 1f / texturesize.Height;
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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].u = 1f / texturesize.Width;
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crosshairverts[2].v = 1f - 1f / texturesize.Height;
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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 = 1f - 1f / texturesize.Width;
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crosshairverts[3].v = 1f - 1f / texturesize.Height;
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}
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#endregion
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#region ================== Resources
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// This loads the textures for highlight and selection if we need them
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private void SetupTextures()
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{
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if(!graphics.Shaders.Enabled)
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{
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highlightimage = new ColorImage(General.Colors.Highlight, 32, 32);
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highlightimage.LoadImage();
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highlightimage.CreateTexture();
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selectionimage = new ColorImage(General.Colors.Selection, 32, 32);
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selectionimage.LoadImage();
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selectionimage.CreateTexture();
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}
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}
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// This sets up the thing cage
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/*private void SetupThingCage()
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{
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const int totalvertices = 36;
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WorldVertex[] tv = new WorldVertex[totalvertices];
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float x0 = -1.0f;
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float x1 = 1.0f;
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float y0 = -1.0f;
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float y1 = 1.0f;
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float z0 = 0.0f;
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float z1 = 1.0f;
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float u0 = 0.0f;
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float u1 = 1.0f;
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float v0 = 0.0f;
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float v1 = 1.0f;
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int c = -1;
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// Front
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tv[0] = new WorldVertex(x0, y0, z0, c, u0, v0);
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tv[1] = new WorldVertex(x0, y0, z1, c, u0, v1);
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tv[2] = new WorldVertex(x1, y0, z0, c, u1, v0);
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tv[3] = new WorldVertex(x1, y0, z0, c, u1, v0);
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tv[4] = new WorldVertex(x0, y0, z1, c, u0, v1);
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tv[5] = new WorldVertex(x1, y0, z1, c, u1, v1);
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// Right
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tv[6] = new WorldVertex(x1, y0, z0, c, u0, v0);
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tv[7] = new WorldVertex(x1, y0, z1, c, u0, v1);
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tv[8] = new WorldVertex(x1, y1, z0, c, u1, v0);
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tv[9] = new WorldVertex(x1, y1, z0, c, u1, v0);
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tv[10] = new WorldVertex(x1, y0, z1, c, u0, v1);
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tv[11] = new WorldVertex(x1, y1, z1, c, u1, v1);
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// Back
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tv[12] = new WorldVertex(x1, y1, z0, c, u0, v0);
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tv[13] = new WorldVertex(x1, y1, z1, c, u0, v1);
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tv[14] = new WorldVertex(x0, y1, z0, c, u1, v0);
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tv[15] = new WorldVertex(x0, y1, z0, c, u1, v0);
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tv[16] = new WorldVertex(x1, y1, z1, c, u0, v1);
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tv[17] = new WorldVertex(x0, y1, z1, c, u1, v1);
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// Left
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tv[18] = new WorldVertex(x0, y1, z0, c, u0, v1);
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tv[19] = new WorldVertex(x0, y1, z1, c, u0, v0);
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tv[20] = new WorldVertex(x0, y0, z1, c, u1, v0);
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tv[21] = new WorldVertex(x0, y1, z0, c, u1, v0);
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tv[22] = new WorldVertex(x0, y0, z1, c, u0, v1);
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tv[23] = new WorldVertex(x0, y0, z0, c, u1, v1);
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// Top
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tv[24] = new WorldVertex(x0, y0, z1, c, u0, v0);
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tv[25] = new WorldVertex(x0, y1, z1, c, u0, v1);
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tv[26] = new WorldVertex(x1, y0, z1, c, u1, v0);
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tv[27] = new WorldVertex(x1, y0, z1, c, u1, v0);
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tv[28] = new WorldVertex(x0, y1, z1, c, u0, v1);
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tv[29] = new WorldVertex(x1, y1, z1, c, u1, v1);
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// Bottom
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tv[30] = new WorldVertex(x1, y0, z0, c, u1, v0);
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tv[31] = new WorldVertex(x0, y1, z0, c, u0, v1);
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tv[32] = new WorldVertex(x0, y0, z0, c, u0, v0);
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tv[33] = new WorldVertex(x1, y0, z0, c, u1, v0);
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tv[34] = new WorldVertex(x1, y1, z0, c, u1, v1);
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tv[35] = new WorldVertex(x0, y1, z0, c, u0, v1);
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// Create vertexbuffer
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thingcage = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * totalvertices,
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Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
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DataStream bufferstream = thingcage.Lock(0, WorldVertex.Stride * totalvertices, LockFlags.Discard);
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bufferstream.WriteRange<WorldVertex>(tv);
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thingcage.Unlock();
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bufferstream.Dispose();
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}*/
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//mxd
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private void SetupThingCage() {
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bbox = new ThingBoundingBox(General.Map.Graphics.Device);
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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 aspect = (float)General.Map.Graphics.RenderTarget.ClientSize.Width /
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(float)General.Map.Graphics.RenderTarget.ClientSize.Height;
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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 = Angle2D.DegToRad((float)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) * 2.0f;
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// Make the projection matrix
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projection = Matrix.PerspectiveFovRH(fovy, aspect, PROJ_NEAR_PLANE, General.Settings.ViewDistance);
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// Apply matrices
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ApplyMatrices3D();
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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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Vector3D delta;
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float anglexy, anglez;
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// Calculate delta vector
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cameraposition = pos;
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delta = lookat - pos;
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anglexy = delta.GetAngleXY();
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anglez = delta.GetAngleZ();
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// Create frustum
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frustum = new ProjectedFrustum2D(pos, anglexy, anglez, PROJ_NEAR_PLANE,
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General.Settings.ViewDistance, Angle2D.DegToRad((float)General.Settings.VisualFOV));
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// Make the view matrix
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view3d = Matrix.LookAtRH(D3DDevice.V3(pos), D3DDevice.V3(lookat), new Vector3(0f, 0f, 1f));
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// Make the billboard matrix
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billboard = Matrix.RotationZ(anglexy + Angle2D.PI);
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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 / (float)windowsize.Width) * 2f, (1f / (float)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 = Matrix.Multiply(translate, scaling);
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}
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// This applies the matrices
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private void ApplyMatrices3D()
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{
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worldviewproj = world * view3d * projection;
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graphics.Shaders.World3D.WorldViewProj = worldviewproj;
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graphics.Device.SetTransform(TransformState.World, world);
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graphics.Device.SetTransform(TransformState.Projection, projection);
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graphics.Device.SetTransform(TransformState.View, view3d);
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}
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// This sets the appropriate view matrix
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public void ApplyMatrices2D()
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{
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graphics.Device.SetTransform(TransformState.World, world);
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graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity);
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graphics.Device.SetTransform(TransformState.View, view2d);
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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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// Create texture
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//mxd
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//if(General.Map.Data.ThingBox.Texture == null)
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//General.Map.Data.ThingBox.CreateTexture();
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// Start drawing
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if(graphics.StartRendering(true, General.Colors.Background.ToColorValue(), graphics.BackBuffer, graphics.DepthBuffer))
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{
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// Beginning renderstates
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graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
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graphics.Device.SetRenderState(RenderState.ZEnable, false);
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graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
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graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
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graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
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graphics.Device.SetRenderState(RenderState.FogEnable, false);
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graphics.Device.SetRenderState(RenderState.FogDensity, 1.0f);
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graphics.Device.SetRenderState(RenderState.FogColor, General.Colors.Background.ToInt());
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graphics.Device.SetRenderState(RenderState.FogStart, General.Settings.ViewDistance * FOG_RANGE);
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graphics.Device.SetRenderState(RenderState.FogEnd, General.Settings.ViewDistance);
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graphics.Device.SetRenderState(RenderState.FogTableMode, FogMode.Linear);
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graphics.Device.SetRenderState(RenderState.RangeFogEnable, false);
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graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
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graphics.Shaders.World3D.SetModulateColor(-1);
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graphics.Shaders.World3D.SetHighlightColor(0);
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// Texture addressing
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graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap);
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graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap);
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graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap);
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// Matrices
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world = Matrix.Identity;
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ApplyMatrices3D();
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// Highlight
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if(General.Settings.AnimateVisualSelection)
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{
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double time = General.Clock.GetCurrentTime();
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highlightglow = (float)Math.Sin(time / 100.0f) * 0.1f + 0.4f;
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//mxd. WHY?!
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//highlightglowinv = -(float)Math.Sin(time / 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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{
|
|
highlightglow = 0.4f;
|
|
highlightglowinv = 0.3f;
|
|
}
|
|
|
|
// Determine shader pass to use
|
|
if(fullbrightness) shaderpass = 1; else shaderpass = 0;
|
|
|
|
// Create crosshair vertices
|
|
if(crosshairverts == null)
|
|
CreateCrosshairVerts(new Size(General.Map.Data.Crosshair3D.Width, General.Map.Data.Crosshair3D.Height));
|
|
|
|
// Ready
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Can't render now
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// This begins rendering world geometry
|
|
public void StartGeometry()
|
|
{
|
|
// Make collection
|
|
geometry = new Dictionary<ImageData, BinaryHeap<VisualGeometry>>[RENDER_PASSES];
|
|
things = new Dictionary<ImageData, List<VisualThing>>[RENDER_PASSES];
|
|
thingsbydistance = new BinaryHeap<VisualThing>();
|
|
//mxd
|
|
thingsWithModel = new Dictionary<ModelDefEntry, List<VisualThing>>();
|
|
litGeometry = new Dictionary<Texture, List<VisualGeometry>>();
|
|
|
|
for(int i = 0; i < RENDER_PASSES; i++)
|
|
{
|
|
geometry[i] = new Dictionary<ImageData, BinaryHeap<VisualGeometry>>();
|
|
things[i] = new Dictionary<ImageData, List<VisualThing>>();
|
|
}
|
|
|
|
//mxd
|
|
if (General.Settings.GZDrawLights) {
|
|
thingsWithLight = new List<VisualThing>();
|
|
|
|
//dbg
|
|
//GZBuilder.GZGeneral.ClearTrace();
|
|
//geoSkipped = 0;
|
|
//totalGeo = 0;
|
|
//totalThings = 0;
|
|
}
|
|
}
|
|
|
|
// This ends rendering world geometry
|
|
public void FinishGeometry()
|
|
{
|
|
//mxd. sort lights
|
|
if (General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0)
|
|
updateLights();
|
|
|
|
// Initial 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, false);
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
|
graphics.Shaders.World3D.Begin();
|
|
|
|
// SOLID PASS
|
|
world = Matrix.Identity;
|
|
ApplyMatrices3D();
|
|
RenderSinglePass((int)RenderPass.Solid);
|
|
|
|
//mxd. Render models
|
|
RenderModels();
|
|
|
|
// MASK PASS
|
|
world = Matrix.Identity;
|
|
ApplyMatrices3D();
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true);
|
|
RenderSinglePass((int)RenderPass.Mask);
|
|
|
|
// ALPHA PASS
|
|
world = Matrix.Identity;
|
|
ApplyMatrices3D();
|
|
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.ZWriteEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
|
|
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
|
|
RenderSinglePass((int)RenderPass.Alpha);
|
|
|
|
// THINGS
|
|
if(renderthingcages) RenderThingCages();
|
|
|
|
// ADDITIVE PASS
|
|
world = Matrix.Identity;
|
|
ApplyMatrices3D();
|
|
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One);
|
|
RenderSinglePass((int)RenderPass.Additive);
|
|
|
|
//mxd. LIGHT PASS
|
|
if (General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0 && litGeometry.Count > 0)
|
|
RenderLights(litGeometry, thingsWithLight);
|
|
|
|
// Remove references
|
|
graphics.Shaders.World3D.Texture1 = null;
|
|
|
|
// Done
|
|
graphics.Shaders.World3D.End();
|
|
geometry = null;
|
|
|
|
//dbg
|
|
//GZBuilder.GZGeneral.TraceLine("Affected by lights: "+totalGeo+"; skipped: "+geoSkipped+"; total things:"+totalThings);
|
|
//GZBuilder.GZGeneral.TraceInHeader("FPS:" + calculateFrameRate());
|
|
}
|
|
|
|
//mxd
|
|
private void updateLights() {
|
|
thingsWithLight.Sort(sortThingsByCameraDistance);
|
|
if (thingsWithLight.Count > General.Settings.GZMaxDynamicLights) {
|
|
List<VisualThing> tl = new List<VisualThing>();
|
|
for (int i = 0; i < General.Settings.GZMaxDynamicLights; i++)
|
|
tl.Add(thingsWithLight[i]);
|
|
thingsWithLight = tl;
|
|
}
|
|
|
|
thingsWithLight.Sort(sortThingsByLightRenderStyle);
|
|
lightOffsets = new int[3];
|
|
foreach (VisualThing t in thingsWithLight) {
|
|
//add light to apropriate array.
|
|
if (t.LightRenderStyle == (int)GZDoomLightRenderStyle.NORMAL || t.LightRenderStyle == (int)GZDoomLightRenderStyle.VAVOOM)
|
|
lightOffsets[0]++;
|
|
else if (t.LightRenderStyle == (int)GZDoomLightRenderStyle.ADDITIVE)
|
|
lightOffsets[1]++;
|
|
else
|
|
lightOffsets[2]++;
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
private int sortThingsByCameraDistance(VisualThing t1, VisualThing t2) {
|
|
if (t1.CameraDistance3D == t2.CameraDistance3D) return 0;
|
|
if (t1.CameraDistance3D > t2.CameraDistance3D) return 1;
|
|
return -1;
|
|
}
|
|
//mxd
|
|
private int sortThingsByLightRenderStyle(VisualThing t1, VisualThing t2) {
|
|
if (t1.LightRenderStyle == t2.LightRenderStyle) return 0;
|
|
if (t1.LightRenderStyle > t2.LightRenderStyle) return 1;
|
|
return -1;
|
|
}
|
|
|
|
//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.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.ZWriteEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
|
|
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.SourceAlpha);
|
|
|
|
//mxd. Doesn't look nearly as good as I expected :(
|
|
//graphics.Device.SetRenderState(RenderState.AntialiasedLineEnable, General.Settings.QualityDisplay);
|
|
|
|
graphics.Shaders.World3D.BeginPass(8);
|
|
|
|
foreach (VisualThing t in thingsbydistance) {
|
|
// Setup matrix
|
|
world = Matrix.Multiply(t.CageScales, t.Position);
|
|
ApplyMatrices3D();
|
|
|
|
// Setup color
|
|
Color4 thingColor = new Color4();
|
|
if (t.Selected && showselection) {
|
|
thingColor = General.Colors.Selection3D.ToColorValue();
|
|
} else {
|
|
//thingColor = Color4.Modulate(t.Thing.Color.ToColorValue(), new Color4(t.VertexColor));
|
|
thingColor = t.Thing.Color.ToColorValue();
|
|
if (t != highlighted) thingColor.Alpha = 0.6f;
|
|
}
|
|
graphics.Shaders.World3D.VertexColor = thingColor;
|
|
|
|
//Render cage
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
graphics.Device.SetStreamSource(0, bbox.cage, 0, WorldVertex.Stride);
|
|
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, 12);
|
|
|
|
//and arrow
|
|
float sx = t.CageScales.M11;
|
|
Matrix arrowScaler = Matrix.Scaling(sx, sx, sx); //scale arrow evenly based on thing width\depth
|
|
world = Matrix.Multiply(arrowScaler, t.Position * Matrix.Translation(0.0f, 0.0f, t.CageScales.M33 / 2));
|
|
Matrix rot = Matrix.RotationZ(t.Thing.Angle - Angle2D.PI / 2);
|
|
world = Matrix.Multiply(rot, world);
|
|
ApplyMatrices3D();
|
|
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
graphics.Device.SetStreamSource(0, bbox.arrow, 0, WorldVertex.Stride);
|
|
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, 5);
|
|
}
|
|
|
|
// Done
|
|
graphics.Shaders.World3D.EndPass();
|
|
graphics.Shaders.World3D.SetModulateColor(-1);
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
|
}
|
|
|
|
// This performs a single render pass
|
|
private void RenderSinglePass(int pass)
|
|
{
|
|
int currentshaderpass = shaderpass;
|
|
int highshaderpass = shaderpass + 2;
|
|
|
|
// Get geometry for this pass
|
|
Dictionary<ImageData, BinaryHeap<VisualGeometry>> geopass = geometry[pass];
|
|
|
|
// Begin rendering with this shader
|
|
graphics.Shaders.World3D.BeginPass(shaderpass);
|
|
|
|
// Render the geometry collected
|
|
foreach(KeyValuePair<ImageData, BinaryHeap<VisualGeometry>> group in geopass)
|
|
{
|
|
ImageData curtexture;
|
|
|
|
// What texture to use?
|
|
if(group.Key is UnknownImage)
|
|
curtexture = General.Map.Data.UnknownTexture3D;
|
|
else if((group.Key != null) && group.Key.IsImageLoaded && !group.Key.IsDisposed)
|
|
curtexture = group.Key;
|
|
else
|
|
curtexture = General.Map.Data.Hourglass3D;
|
|
|
|
// Create Direct3D texture if still needed
|
|
if((curtexture.Texture == null) || curtexture.Texture.Disposed)
|
|
curtexture.CreateTexture();
|
|
|
|
// Apply texture
|
|
if(!graphics.Shaders.Enabled) graphics.Device.SetTexture(0, curtexture.Texture);
|
|
graphics.Shaders.World3D.Texture1 = curtexture.Texture;
|
|
|
|
// Go for all geometry that uses this texture
|
|
VisualSector sector = null;
|
|
|
|
foreach(VisualGeometry g in group.Value)
|
|
{
|
|
// Changing sector?
|
|
if(!object.ReferenceEquals(g.Sector, sector))
|
|
{
|
|
// Update the sector if needed
|
|
if(g.Sector.NeedsUpdateGeo) g.Sector.Update();
|
|
|
|
// Only do this sector when a vertexbuffer is created
|
|
if(g.Sector.GeometryBuffer != null)
|
|
{
|
|
// Change current sector
|
|
sector = g.Sector;
|
|
|
|
// Set stream source
|
|
graphics.Device.SetStreamSource(0, sector.GeometryBuffer, 0, WorldVertex.Stride);
|
|
}
|
|
else
|
|
{
|
|
sector = null;
|
|
}
|
|
}
|
|
|
|
if(sector != null)
|
|
{
|
|
// Determine the shader pass we want to use for this object
|
|
int wantedshaderpass = (((g == highlighted) && showhighlight) || (g.Selected && showselection)) ? highshaderpass : shaderpass;
|
|
|
|
//mxd. Seems that translucent lines aren't affected by dynamic lights in GZDoom
|
|
if (g.RenderPass != RenderPass.Alpha && General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0) {
|
|
if (curtexture.Texture != null) {
|
|
if (!litGeometry.ContainsKey(curtexture.Texture))
|
|
litGeometry[curtexture.Texture] = new List<VisualGeometry>();
|
|
litGeometry[curtexture.Texture].Add(g);
|
|
}
|
|
}
|
|
|
|
// Switch shader pass?
|
|
if(currentshaderpass != wantedshaderpass)
|
|
{
|
|
graphics.Shaders.World3D.EndPass();
|
|
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
|
|
currentshaderpass = wantedshaderpass;
|
|
}
|
|
|
|
// Set the colors to use
|
|
if(!graphics.Shaders.Enabled)
|
|
{
|
|
graphics.Device.SetTexture(2, (g.Selected && showselection) ? selectionimage.Texture : null);
|
|
graphics.Device.SetTexture(3, ((g == highlighted) && showhighlight) ? highlightimage.Texture : null);
|
|
}
|
|
else
|
|
{
|
|
graphics.Shaders.World3D.SetHighlightColor(CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection)).ToArgb());
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
}
|
|
|
|
// Render!
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get things for this pass
|
|
Dictionary<ImageData, List<VisualThing>> thingspass = things[pass];
|
|
if(thingspass.Count > 0)
|
|
{
|
|
// Texture addressing
|
|
graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Clamp);
|
|
graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Clamp);
|
|
graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Clamp);
|
|
|
|
// Render things collected
|
|
foreach(KeyValuePair<ImageData, List<VisualThing>> group in thingspass)
|
|
{
|
|
ImageData curtexture;
|
|
|
|
if(!(group.Key is UnknownImage))
|
|
{
|
|
// What texture to use?
|
|
if((group.Key != null) && group.Key.IsImageLoaded && !group.Key.IsDisposed)
|
|
curtexture = group.Key;
|
|
else
|
|
curtexture = General.Map.Data.Hourglass3D;
|
|
|
|
// Create Direct3D texture if still needed
|
|
if((curtexture.Texture == null) || curtexture.Texture.Disposed)
|
|
curtexture.CreateTexture();
|
|
|
|
// Apply texture
|
|
if(!graphics.Shaders.Enabled) graphics.Device.SetTexture(0, curtexture.Texture);
|
|
graphics.Shaders.World3D.Texture1 = curtexture.Texture;
|
|
|
|
// Render all things with this texture
|
|
foreach(VisualThing t in group.Value)
|
|
{
|
|
//mxd
|
|
if (General.Settings.GZDrawModels && (!General.Settings.GZDrawSelectedModelsOnly || t.Selected) && t.Thing.IsModel)
|
|
continue;
|
|
|
|
// Update buffer if needed
|
|
t.Update();
|
|
|
|
// Only do this sector when a vertexbuffer is created
|
|
if (t.GeometryBuffer != null) {
|
|
// Determine the shader pass we want to use for this object
|
|
int wantedshaderpass = (((t == highlighted) && showhighlight) || (t.Selected && showselection)) ? highshaderpass : shaderpass;
|
|
|
|
//mxd. if current thing is light - set it's color to light color
|
|
if (t.LightType != -1) {
|
|
wantedshaderpass += 4; //render using one of passes, which uses World3D.VertexColor
|
|
/*Color4 c = t.LightColor;
|
|
if (t.LightRenderStyle == (int)GZDoomLightRenderStyle.NEGATIVE) {
|
|
c.Red = 1.0f - t.LightColor.Blue;
|
|
c.Green = 1.0f - t.LightColor.Green;
|
|
c.Blue = 1.0f - t.LightColor.Red;
|
|
} */
|
|
graphics.Shaders.World3D.VertexColor = t.LightColor;
|
|
//mxd. check if Thing is affected by dynamic lights and set color accordingly
|
|
}else if (General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0) {
|
|
Color4 litColor = getLitColor(t.PositionV3);
|
|
if (litColor.ToArgb() != 0) {
|
|
wantedshaderpass += 4; //render using one of passes, which uses World3D.VertexColor
|
|
graphics.Shaders.World3D.VertexColor = new Color4(t.VertexColor) + litColor;
|
|
}
|
|
}
|
|
|
|
// Switch shader pass?
|
|
if (currentshaderpass != wantedshaderpass) {
|
|
graphics.Shaders.World3D.EndPass();
|
|
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
|
|
currentshaderpass = wantedshaderpass;
|
|
}
|
|
|
|
// Set the colors to use
|
|
if (!graphics.Shaders.Enabled) {
|
|
graphics.Device.SetTexture(2, (t.Selected && showselection) ? selectionimage.Texture : null);
|
|
graphics.Device.SetTexture(3, ((t == highlighted) && showhighlight) ? highlightimage.Texture : null);
|
|
} else {
|
|
graphics.Shaders.World3D.SetHighlightColor(CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection)).ToArgb());
|
|
}
|
|
|
|
// Create the matrix for positioning / rotation
|
|
world = t.Orientation;
|
|
if (t.Billboard) world = Matrix.Multiply(world, billboard);
|
|
world = Matrix.Multiply(world, t.Position);
|
|
ApplyMatrices3D();
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
|
|
// Apply buffer
|
|
graphics.Device.SetStreamSource(0, t.GeometryBuffer, 0, WorldVertex.Stride);
|
|
|
|
// Render!
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, t.Triangles);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Texture addressing
|
|
graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap);
|
|
graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap);
|
|
graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap);
|
|
}
|
|
|
|
// Done rendering with this shader
|
|
graphics.Shaders.World3D.EndPass();
|
|
}
|
|
|
|
//mxd. Dynamic lights pass!
|
|
private void RenderLights(Dictionary<Texture, List<VisualGeometry>> geometry_to_lit, List<VisualThing> lights) {
|
|
graphics.Shaders.World3D.World = world;
|
|
graphics.Shaders.World3D.BeginPass(9);
|
|
|
|
int i, count;
|
|
Vector4 lpr;
|
|
|
|
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.One);
|
|
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.BlendFactor);
|
|
|
|
foreach (KeyValuePair<Texture, List<VisualGeometry>> group in geometry_to_lit) {
|
|
graphics.Shaders.World3D.Texture1 = group.Key;
|
|
|
|
foreach (VisualGeometry g in group.Value) {
|
|
i = 0;
|
|
count = 0;
|
|
|
|
graphics.Device.SetStreamSource(0, g.Sector.GeometryBuffer, 0, WorldVertex.Stride);
|
|
|
|
//normal lights
|
|
count = lightOffsets[0];
|
|
if (lightOffsets[0] > 0) {
|
|
graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.Add);
|
|
|
|
for (i = 0; i < count; i++) {
|
|
if (checkBBoxIntersection(g.BoundingBox, lights[i].BoundingBox)) {
|
|
lpr = lights[i].LightPositionAndRadius;
|
|
if (lpr.W == 0)
|
|
continue;
|
|
graphics.Shaders.World3D.LightColor = lights[i].LightColor;
|
|
graphics.Shaders.World3D.LightPositionAndRadius = lights[i].LightPositionAndRadius;
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
|
|
}
|
|
}
|
|
}
|
|
|
|
//additive lights.
|
|
if (lightOffsets[1] > 0) {
|
|
count += lightOffsets[1];
|
|
graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.Add);
|
|
|
|
for (i = lightOffsets[0]; i < count; i++) {
|
|
if (checkBBoxIntersection(g.BoundingBox, lights[i].BoundingBox)) {
|
|
lpr = lights[i].LightPositionAndRadius;
|
|
if (lpr.W == 0)
|
|
continue;
|
|
graphics.Shaders.World3D.LightColor = lights[i].LightColor;
|
|
graphics.Shaders.World3D.LightPositionAndRadius = lights[i].LightPositionAndRadius;
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
|
|
}
|
|
}
|
|
}
|
|
|
|
//negative lights
|
|
if (lightOffsets[2] > 0) {
|
|
count += lightOffsets[2];
|
|
graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.ReverseSubtract);
|
|
|
|
for (i = lightOffsets[0] + lightOffsets[1]; i < count; i++) {
|
|
if (checkBBoxIntersection(g.BoundingBox, lights[i].BoundingBox)) {
|
|
lpr = lights[i].LightPositionAndRadius;
|
|
if (lpr.W == 0)
|
|
continue;
|
|
Color4 lc = lights[i].LightColor;
|
|
graphics.Shaders.World3D.LightColor = new Color4(lc.Alpha, (lc.Green + lc.Blue) / 2, (lc.Red + lc.Blue) / 2, (lc.Green + lc.Red) / 2);
|
|
graphics.Shaders.World3D.LightPositionAndRadius = lights[i].LightPositionAndRadius;
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
graphics.Shaders.World3D.EndPass();
|
|
graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.Add);
|
|
|
|
//dbg
|
|
//GZBuilder.GZGeneral.TraceLine("Lit " + gcount + " geometries; Lights: [" + lightOffsets[0] + ";" + lightOffsets[1] + ";" + lightOffsets[2] + "]" + Environment.NewLine + "Models count: " + thingsWithModel.Count);
|
|
}
|
|
|
|
//mxd. render models
|
|
private void RenderModels() {
|
|
int shaderpass = 4;
|
|
if (fullbrightness) shaderpass++;
|
|
int currentshaderpass = shaderpass;
|
|
int highshaderpass = shaderpass + 2;
|
|
|
|
// Begin rendering with this shader
|
|
graphics.Shaders.World3D.BeginPass(currentshaderpass);
|
|
|
|
foreach (KeyValuePair<ModelDefEntry, List<VisualThing>> group in thingsWithModel) {
|
|
foreach (VisualThing t in group.Value) {
|
|
Color4 vertexColor = new Color4(t.VertexColor);
|
|
vertexColor.Alpha = 1.0f;
|
|
//check if model is affected by dynamic lights and set color accordingly
|
|
if (General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0) {
|
|
Color4 litColor = getLitColor(t.PositionV3);
|
|
graphics.Shaders.World3D.VertexColor = vertexColor + litColor;
|
|
} else {
|
|
graphics.Shaders.World3D.VertexColor = vertexColor;
|
|
}
|
|
|
|
// Determine the shader pass we want to use for this object
|
|
int wantedshaderpass = ((((t == highlighted) && showhighlight) || (t.Selected && showselection)) ? highshaderpass : shaderpass);
|
|
|
|
// Switch shader pass?
|
|
if (currentshaderpass != wantedshaderpass) {
|
|
graphics.Shaders.World3D.EndPass();
|
|
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
|
|
currentshaderpass = wantedshaderpass;
|
|
}
|
|
|
|
// Set the colors to use
|
|
if (!graphics.Shaders.Enabled) {
|
|
graphics.Device.SetTexture(2, (t.Selected && showselection) ? selectionimage.Texture : null);
|
|
graphics.Device.SetTexture(3, ((t == highlighted) && showhighlight) ? highlightimage.Texture : null);
|
|
} else {
|
|
graphics.Shaders.World3D.SetHighlightColor(CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection)).ToArgb());
|
|
}
|
|
|
|
// Create the matrix for positioning / rotation
|
|
world = Matrix.Multiply(t.Orientation, Matrix.RotationZ(t.Thing.Angle));
|
|
world = Matrix.Multiply(world, t.Position);
|
|
ApplyMatrices3D();
|
|
|
|
for (int i = 0; i < group.Key.Model.NUM_MESHES; i++) {
|
|
if (!graphics.Shaders.Enabled) graphics.Device.SetTexture(0, group.Key.Model.Textures[i]);
|
|
graphics.Shaders.World3D.Texture1 = group.Key.Model.Textures[i];
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
|
|
// Render!
|
|
group.Key.Model.Meshes[i].DrawSubset(0);
|
|
}
|
|
}
|
|
}
|
|
graphics.Shaders.World3D.EndPass();
|
|
}
|
|
|
|
//mxd. This gets color from dynamic lights based on distance to thing.
|
|
//WARNING: thing position must be in absolute cordinates
|
|
//(thing.Position.Z value is relative to floor of the sector the thing is in)
|
|
//so use visualThing.PositionV3 instead
|
|
private Color4 getLitColor(Vector3 thingPosition) {
|
|
Color4 litColor = new Color4();
|
|
float radius, radiusSquared, distSquared, scaler;
|
|
int sign;
|
|
|
|
for (int i = 0; i < thingsWithLight.Count; i++ ) {
|
|
distSquared = Vector3.DistanceSquared(thingsWithLight[i].Center, thingPosition);
|
|
radius = thingsWithLight[i].LightRadius;
|
|
radiusSquared = radius * radius;
|
|
if (distSquared < radiusSquared) {
|
|
sign = thingsWithLight[i].LightRenderStyle == (int)GZDoomLightRenderStyle.NEGATIVE ? -1 : 1;
|
|
scaler = 1 - distSquared / radiusSquared * thingsWithLight[i].LightColor.Alpha;
|
|
litColor.Red += thingsWithLight[i].LightColor.Red * scaler * sign;
|
|
litColor.Green += thingsWithLight[i].LightColor.Green * scaler * sign;
|
|
litColor.Blue += thingsWithLight[i].LightColor.Blue * scaler * sign;
|
|
}
|
|
}
|
|
return litColor;
|
|
}
|
|
|
|
// This calculates the highlight/selection color
|
|
public Color4 CalculateHighlightColor(bool ishighlighted, bool isselected)
|
|
{
|
|
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))
|
|
{
|
|
// Texture group not yet collected?
|
|
if(!geometry[g.RenderPassInt].ContainsKey(g.Texture))
|
|
{
|
|
// Create texture group
|
|
geometry[g.RenderPassInt].Add(g.Texture, new BinaryHeap<VisualGeometry>());
|
|
}
|
|
|
|
// Add geometry to texture group
|
|
geometry[g.RenderPassInt][g.Texture].Add(g);
|
|
}
|
|
}
|
|
|
|
// This collects a visual sector's geometry for rendering
|
|
public void AddThingGeometry(VisualThing t)
|
|
{
|
|
//mxd. gater lights
|
|
if (General.Settings.GZDrawLights && !fullbrightness && t.LightType != -1) {
|
|
t.UpdateLightRadius();
|
|
|
|
if (t.LightRadius > 0) {
|
|
t.CalculateCameraDistance3D(D3DDevice.V3(cameraposition));
|
|
//t.CameraDistance3D is actually squared distance, hence (t.LightRadius * t.LightRadius)
|
|
if (t.CameraDistance3D < (t.LightRadius * t.LightRadius) || isThingOnScreen(t.BoundingBox)) { //always render light if camera is within it's radius
|
|
if (Array.IndexOf(GZBuilder.GZGeneral.GZ_ANIMATED_LIGHT_TYPES, t.LightType) != -1)
|
|
t.UpdateBoundingBox(t.LightRadius, t.LightRadius * 2);
|
|
thingsWithLight.Add(t);
|
|
}
|
|
}
|
|
//mxd. gather models
|
|
} else if (General.Settings.GZDrawModels && (!General.Settings.GZDrawSelectedModelsOnly || t.Selected) && t.Thing.IsModel) {
|
|
ModelDefEntry mde = GZBuilder.GZGeneral.ModelDefEntries[t.Thing.Type];
|
|
|
|
if (!isThingOnScreen(t.BoundingBox))
|
|
return;
|
|
|
|
if (!thingsWithModel.ContainsKey(mde))
|
|
thingsWithModel.Add(mde, new List<VisualThing>());
|
|
thingsWithModel[mde].Add(t);
|
|
}else if (!isThingOnScreen(t.BoundingBox)) {
|
|
return;
|
|
}
|
|
|
|
// Make sure the distance to camera is calculated
|
|
t.CalculateCameraDistance(cameraposition);
|
|
thingsbydistance.Add(t);
|
|
|
|
// Must have a texture!
|
|
if(t.Texture != null)
|
|
{
|
|
// Texture group not yet collected?
|
|
if(!things[t.RenderPassInt].ContainsKey(t.Texture))
|
|
{
|
|
// Create texture group
|
|
things[t.RenderPassInt].Add(t.Texture, new List<VisualThing>());
|
|
}
|
|
|
|
// Add geometry to texture group
|
|
things[t.RenderPassInt][t.Texture].Add(t);
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
private bool isThingOnScreen(Vector3[] bbox) {
|
|
Vector3D camNormal = Vector3D.FromAngleXYZ(General.Map.VisualCamera.AngleXY, General.Map.VisualCamera.AngleZ);
|
|
Vector3D thingNormal = D3DDevice.V3D(bbox[0]) - cameraposition; //bbox[0] is always thing center
|
|
|
|
if (Vector3D.DotProduct(camNormal, thingNormal) < 0) { //behind camera plane
|
|
//GZBuilder.GZGeneral.TraceLine("Skipped geo. Vector3D.DotProduct(camNormal, thingNormal) < 0");
|
|
return false;
|
|
}
|
|
|
|
int len = bbox.Length;
|
|
Vector3 screenPos;
|
|
int behingCount = 0;
|
|
int leftCount = 0;
|
|
int rightCount = 0;
|
|
int topCount = 0;
|
|
int bottomCount = 0;
|
|
|
|
for (int i = 0; i < len; i++) {
|
|
//check visibility
|
|
screenPos = Vector3.Project(bbox[i], 0, 0, 1, 1, PROJ_NEAR_PLANE, General.Settings.ViewDistance, worldviewproj);
|
|
|
|
if (screenPos.X > 0 && screenPos.X < 1 && screenPos.Y > 0 && screenPos.Y < 1)
|
|
return true;
|
|
|
|
if (screenPos.Z < 0)
|
|
behingCount++;
|
|
|
|
if (screenPos.X < 0)
|
|
leftCount++;
|
|
else if (screenPos.X > 1)
|
|
rightCount++;
|
|
if (screenPos.Y < 0)
|
|
topCount++;
|
|
else if (screenPos.Y > 1)
|
|
bottomCount++;
|
|
}
|
|
|
|
if (behingCount == len || leftCount == len || rightCount == len || topCount == len || bottomCount == len)
|
|
return false; //Not on screen
|
|
return true;
|
|
}
|
|
|
|
//mxd
|
|
private static bool checkBBoxIntersection(Vector3[] bbox1, Vector3[] bbox2) {
|
|
Vector3 dist = bbox1[0] - bbox2[0];
|
|
|
|
Vector3 halfSize1 = bbox1[0] - bbox1[1];
|
|
Vector3 halfSize2 = bbox2[0] - bbox2[1];
|
|
|
|
if (halfSize1.X + halfSize2.X >= Math.Abs(dist.X) && halfSize1.Y + halfSize2.Y >= Math.Abs(dist.Y) && halfSize1.Z + halfSize2.Z >= Math.Abs(dist.Z))
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
// This renders the crosshair
|
|
public void RenderCrosshair()
|
|
{
|
|
// Set renderstates
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
|
|
graphics.Device.SetRenderState(RenderState.ZEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
|
|
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
|
graphics.Device.SetTransform(TransformState.World, Matrix.Identity);
|
|
graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity);
|
|
ApplyMatrices2D();
|
|
|
|
// Texture
|
|
if(crosshairbusy)
|
|
{
|
|
if(General.Map.Data.CrosshairBusy3D.Texture == null) General.Map.Data.CrosshairBusy3D.CreateTexture();
|
|
graphics.Device.SetTexture(0, General.Map.Data.CrosshairBusy3D.Texture);
|
|
graphics.Shaders.Display2D.Texture1 = General.Map.Data.CrosshairBusy3D.Texture;
|
|
}
|
|
else
|
|
{
|
|
if(General.Map.Data.Crosshair3D.Texture == null) General.Map.Data.Crosshair3D.CreateTexture();
|
|
graphics.Device.SetTexture(0, General.Map.Data.Crosshair3D.Texture);
|
|
graphics.Shaders.Display2D.Texture1 = General.Map.Data.Crosshair3D.Texture;
|
|
}
|
|
|
|
// Draw
|
|
graphics.Shaders.Display2D.Begin();
|
|
graphics.Shaders.Display2D.SetSettings(1.0f, 1.0f, 0.0f, 1.0f, true);
|
|
graphics.Shaders.Display2D.BeginPass(1);
|
|
graphics.Device.DrawUserPrimitives<FlatVertex>(PrimitiveType.TriangleStrip, 0, 2, crosshairverts);
|
|
graphics.Shaders.Display2D.EndPass();
|
|
graphics.Shaders.Display2D.End();
|
|
}
|
|
|
|
// This switches fog on and off
|
|
public void SetFogMode(bool usefog)
|
|
{
|
|
graphics.Device.SetRenderState(RenderState.FogEnable, usefog);
|
|
}
|
|
|
|
// This siwtches crosshair busy icon on and off
|
|
public void SetCrosshairBusy(bool busy)
|
|
{
|
|
crosshairbusy = busy;
|
|
}
|
|
|
|
//dbg
|
|
//private int lastTick, lastFrameRate, frameRate;
|
|
|
|
/*private int calculateFrameRate() {
|
|
if (System.Environment.TickCount - lastTick >= 1000) {
|
|
lastFrameRate = frameRate;
|
|
frameRate = 0;
|
|
lastTick = System.Environment.TickCount;
|
|
}
|
|
frameRate++;
|
|
return lastFrameRate;
|
|
}*/
|
|
|
|
#endregion
|
|
}
|
|
}
|