UltimateZoneBuilder/Source/Core/Rendering/World3DShader.cs
MaxED 37feaa5de1 Added, Visual mode: sky rendering. Currently classic skies and GLDEFS Skyboxes are supported.
Added "Toggle sky rendering" action and toolbar button.
Added, MAPINFO parser: the editor now recognizes map number from classic map definition format. Hexen MAPINFO is now properly parsed.
Added, MAPINFO support: if current map definition contains map name as a text string, it will be shown in the editor's header.
Changed: "Toggle dynamic lights rendering" now toggles between "Don't show dynamic lights" and "Show dynamic lights" when used in Classic modes. 
Changed, Things mode: lowered the opacity of dynamic light radii.
Changed, (G)ZDoom text parsers: empty include files now trigger a warning instead of an error and no longer abort parsing.
Fixed, Game configurations: moved Stalagmite:5050 thing to Doom block (so the editor no longer tries to load it for non-Doom game configurations).
Fixed(?), Visual mode: probably fixed a hard-to-trigger exception when sorting translucent geometry.
Fixed, Visual mode: floor glow effect was incorrectly applied to walls (was broken in R2452).
Internal: restructured most of MAPINFO and GLDEFS parsers. Should be more maintainable now.  
Updated ZDoom ACC.
Updated zdbsp to 1.19.
Updated documentation.
2016-01-11 13:00:52 +00:00

398 lines
13 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 SlimDX.Direct3D9;
using SlimDX;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal sealed class World3DShader : D3DShader
{
#region ================== Variables
// Property handlers
private readonly EffectHandle texture1;
private readonly EffectHandle worldviewproj;
private readonly EffectHandle minfiltersettings;
private readonly EffectHandle magfiltersettings;
private readonly EffectHandle mipfiltersettings;
private readonly EffectHandle maxanisotropysetting;
private readonly EffectHandle highlightcolor;
//mxd
private readonly EffectHandle vertexColorHadle;
//lights
private readonly EffectHandle lightPositionAndRadiusHandle;
private readonly EffectHandle lightColorHandle;
private readonly EffectHandle world;
//fog
private readonly EffectHandle camPosHandle;
//used in ModelReader
private readonly VertexElement[] vertexElements;
#endregion
#region ================== Properties
private Matrix wwp;
public Matrix WorldViewProj
{
set
{
if(manager.Enabled && wwp != value)
{
effect.SetValue(worldviewproj, value);
wwp = value;
settingschanged = true;
}
}
}
public BaseTexture Texture1 { set { if(manager.Enabled) effect.SetTexture(texture1, value); settingschanged = true; } }
//mxd
private Color4 vertexcolor;
public Color4 VertexColor
{
set
{
if(manager.Enabled && vertexcolor != value)
{
effect.SetValue(vertexColorHadle, value);
vertexcolor = value;
settingschanged = true;
}
}
}
//lights
private Color4 lightcolor;
public Color4 LightColor
{
set
{
if(manager.Enabled && lightcolor != value)
{
effect.SetValue(lightColorHandle, value);
lightcolor = value;
settingschanged = true;
}
}
}
private Vector4 lightpos;
public Vector4 LightPositionAndRadius
{
set
{
if(manager.Enabled && value != lightpos)
{
effect.SetValue(lightPositionAndRadiusHandle, value);
lightpos = value;
settingschanged = true;
}
}
}
//fog
private Vector4 campos;
public Vector4 CameraPosition
{
set
{
if(manager.Enabled && campos != value)
{
effect.SetValue(camPosHandle, value);
campos = value;
settingschanged = true;
}
}
}
private Matrix mworld;
public Matrix World
{
set
{
if(manager.Enabled && mworld != value)
{
effect.SetValue(world, value);
mworld = value;
settingschanged = true;
}
}
}
//mxd. This sets the highlight color
private Color4 hicolor;
public Color4 HighlightColor
{
set
{
if(manager.Enabled && hicolor != value)
{
effect.SetValue(highlightcolor, value);
hicolor = value;
settingschanged = true;
}
}
}
#endregion
#region ================== Constructor / Disposer
// Constructor
public World3DShader(ShaderManager manager) : base(manager)
{
// Load effect from file
effect = LoadEffect("world3d.fx");
// Get the property handlers from effect
if(effect != null)
{
worldviewproj = effect.GetParameter(null, "worldviewproj");
texture1 = effect.GetParameter(null, "texture1");
minfiltersettings = effect.GetParameter(null, "minfiltersettings");
magfiltersettings = effect.GetParameter(null, "magfiltersettings");
mipfiltersettings = effect.GetParameter(null, "mipfiltersettings");
highlightcolor = effect.GetParameter(null, "highlightcolor");
maxanisotropysetting = effect.GetParameter(null, "maxanisotropysetting");
//mxd
vertexColorHadle = effect.GetParameter(null, "vertexColor");
//lights
lightPositionAndRadiusHandle = effect.GetParameter(null, "lightPosAndRadius");
lightColorHandle = effect.GetParameter(null, "lightColor");
//fog
camPosHandle = effect.GetParameter(null, "campos");
world = effect.GetParameter(null, "world");
}
// Initialize world vertex declaration
if(manager.Enabled) //mxd
{
vertexElements = new[]
{
new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
new VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
new VertexElement(0, 16, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
new VertexElement(0, 24, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Normal, 0), //mxd
VertexElement.VertexDeclarationEnd
};
}
else
{
vertexElements = new[]
{
new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
new VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
new VertexElement(0, 16, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
VertexElement.VertexDeclarationEnd
};
}
vertexdecl = new VertexDeclaration(General.Map.Graphics.Device, vertexElements);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
if(texture1 != null) texture1.Dispose();
if(worldviewproj != null) worldviewproj.Dispose();
if(minfiltersettings != null) minfiltersettings.Dispose();
if(magfiltersettings != null) magfiltersettings.Dispose();
if(mipfiltersettings != null) mipfiltersettings.Dispose();
if(highlightcolor != null) highlightcolor.Dispose();
if(maxanisotropysetting != null) maxanisotropysetting.Dispose();
//mxd
if(vertexColorHadle != null) vertexColorHadle.Dispose();
if(lightColorHandle != null) lightColorHandle.Dispose();
if(lightPositionAndRadiusHandle != null) lightPositionAndRadiusHandle.Dispose();
if(camPosHandle != null) camPosHandle.Dispose();
if(world != null) world.Dispose();
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// This sets the constant settings
public void SetConstants(bool bilinear, bool useanisotropic, float maxanisotropy)
{
if(manager.Enabled)
{
if(bilinear)
{
if(useanisotropic)
{
effect.SetValue(magfiltersettings, (int)TextureFilter.Linear);
effect.SetValue(minfiltersettings, (int)TextureFilter.Anisotropic);
effect.SetValue(mipfiltersettings, (int)TextureFilter.Linear);
effect.SetValue(maxanisotropysetting, maxanisotropy);
}
else
{
effect.SetValue(magfiltersettings, (int)TextureFilter.Linear);
effect.SetValue(minfiltersettings, (int)TextureFilter.Linear);
effect.SetValue(mipfiltersettings, (int)TextureFilter.Linear);
effect.SetValue(maxanisotropysetting, 1.0f);
}
}
else
{
effect.SetValue(magfiltersettings, (int)TextureFilter.Point);
effect.SetValue(minfiltersettings, (int)TextureFilter.Point);
effect.SetValue(mipfiltersettings, (int)TextureFilter.Linear);
effect.SetValue(maxanisotropysetting, 1.0f);
}
settingschanged = true; //mxd
}
}
// This sets up the render pipeline
public override void BeginPass(int index)
{
if(!manager.Enabled)
{
Device device = manager.D3DDevice.Device;
// Sampler settings
if(General.Settings.VisualBilinear)
{
device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MipMapLodBias, 0f);
}
else
{
device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Point);
device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Point);
device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MipMapLodBias, 0f);
}
// Texture addressing
device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap);
device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap);
device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap);
// First texture stage
//mxd
//if((index == 0) || (index == 2))
if((index == 0) || (index == 2) || (index == 4) || (index == 6) || (index == 8) || (index == 10) || (index == 12) || (index == 14) || index > 15)
{
// Normal
device.SetTextureStageState(0, TextureStage.ColorOperation, TextureOperation.Modulate);
device.SetTextureStageState(0, TextureStage.ColorArg1, TextureArgument.Texture);
device.SetTextureStageState(0, TextureStage.ColorArg2, TextureArgument.Diffuse);
device.SetTextureStageState(0, TextureStage.ResultArg, TextureArgument.Current);
device.SetTextureStageState(0, TextureStage.TexCoordIndex, 0);
}
else
{
// Full brightness
device.SetTextureStageState(0, TextureStage.ColorOperation, TextureOperation.SelectArg1);
device.SetTextureStageState(0, TextureStage.ColorArg1, TextureArgument.Texture);
device.SetTextureStageState(0, TextureStage.ResultArg, TextureArgument.Current);
device.SetTextureStageState(0, TextureStage.TexCoordIndex, 0);
}
// First alpha stage
device.SetTextureStageState(0, TextureStage.AlphaOperation, TextureOperation.Modulate);
device.SetTextureStageState(0, TextureStage.AlphaArg1, TextureArgument.Texture);
device.SetTextureStageState(0, TextureStage.AlphaArg2, TextureArgument.Diffuse);
// Second texture stage
device.SetTextureStageState(1, TextureStage.ColorOperation, TextureOperation.Modulate);
device.SetTextureStageState(1, TextureStage.ColorArg1, TextureArgument.Current);
device.SetTextureStageState(1, TextureStage.ColorArg2, TextureArgument.TFactor);
device.SetTextureStageState(1, TextureStage.ResultArg, TextureArgument.Current);
device.SetTextureStageState(1, TextureStage.TexCoordIndex, 0);
// Second alpha stage
device.SetTextureStageState(1, TextureStage.AlphaOperation, TextureOperation.Modulate);
device.SetTextureStageState(1, TextureStage.AlphaArg1, TextureArgument.Current);
device.SetTextureStageState(1, TextureStage.AlphaArg2, TextureArgument.TFactor);
// Highlight?
//mxd
//if(index > 1) 2 3 6 10 14
//if((index > 1 && index < 4) || (index > 5 && index < 8) || (index > 9 && index < 12) || (index > 13 && index < 16))
if(index == 2 || index == 3 || index == 6 || index == 10 || index == 14)
{
// Third texture stage
device.SetTextureStageState(2, TextureStage.ColorOperation, TextureOperation.AddSigned);
device.SetTextureStageState(2, TextureStage.ColorArg1, TextureArgument.Current);
device.SetTextureStageState(2, TextureStage.ColorArg2, TextureArgument.Texture);
device.SetTextureStageState(2, TextureStage.ColorArg0, TextureArgument.Texture);
device.SetTextureStageState(2, TextureStage.ResultArg, TextureArgument.Current);
device.SetTextureStageState(2, TextureStage.TexCoordIndex, 0);
// Third alpha stage
device.SetTextureStageState(2, TextureStage.AlphaOperation, TextureOperation.SelectArg1);
device.SetTextureStageState(2, TextureStage.AlphaArg1, TextureArgument.Current);
// Fourth texture stage
device.SetTextureStageState(3, TextureStage.ColorOperation, TextureOperation.AddSigned);
device.SetTextureStageState(3, TextureStage.ColorArg1, TextureArgument.Current);
device.SetTextureStageState(3, TextureStage.ColorArg2, TextureArgument.Texture);
device.SetTextureStageState(3, TextureStage.ColorArg0, TextureArgument.Texture);
device.SetTextureStageState(3, TextureStage.ResultArg, TextureArgument.Current);
device.SetTextureStageState(3, TextureStage.TexCoordIndex, 0);
// Fourth alpha stage
device.SetTextureStageState(3, TextureStage.AlphaOperation, TextureOperation.SelectArg1);
device.SetTextureStageState(3, TextureStage.AlphaArg1, TextureArgument.Current);
// No more further stages
device.SetTextureStageState(4, TextureStage.ColorOperation, TextureOperation.Disable);
device.SetTextureStageState(4, TextureStage.AlphaOperation, TextureOperation.Disable);
}
else
{
// No more further stages
device.SetTextureStageState(2, TextureStage.ColorOperation, TextureOperation.Disable);
device.SetTextureStageState(2, TextureStage.AlphaOperation, TextureOperation.Disable);
}
}
base.BeginPass(index);
}
#endregion
}
}