mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
37feaa5de1
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.
398 lines
13 KiB
C#
398 lines
13 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 SlimDX.Direct3D9;
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using SlimDX;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal sealed class World3DShader : D3DShader
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{
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#region ================== Variables
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// Property handlers
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private readonly EffectHandle texture1;
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private readonly EffectHandle worldviewproj;
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private readonly EffectHandle minfiltersettings;
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private readonly EffectHandle magfiltersettings;
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private readonly EffectHandle mipfiltersettings;
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private readonly EffectHandle maxanisotropysetting;
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private readonly EffectHandle highlightcolor;
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//mxd
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private readonly EffectHandle vertexColorHadle;
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//lights
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private readonly EffectHandle lightPositionAndRadiusHandle;
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private readonly EffectHandle lightColorHandle;
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private readonly EffectHandle world;
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//fog
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private readonly EffectHandle camPosHandle;
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//used in ModelReader
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private readonly VertexElement[] vertexElements;
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#endregion
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#region ================== Properties
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private Matrix wwp;
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public Matrix WorldViewProj
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{
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set
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{
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if(manager.Enabled && wwp != value)
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{
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effect.SetValue(worldviewproj, value);
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wwp = value;
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settingschanged = true;
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}
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}
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}
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public BaseTexture Texture1 { set { if(manager.Enabled) effect.SetTexture(texture1, value); settingschanged = true; } }
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//mxd
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private Color4 vertexcolor;
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public Color4 VertexColor
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{
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set
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{
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if(manager.Enabled && vertexcolor != value)
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{
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effect.SetValue(vertexColorHadle, value);
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vertexcolor = value;
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settingschanged = true;
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}
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}
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}
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//lights
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private Color4 lightcolor;
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public Color4 LightColor
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{
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set
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{
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if(manager.Enabled && lightcolor != value)
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{
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effect.SetValue(lightColorHandle, value);
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lightcolor = value;
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settingschanged = true;
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}
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}
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}
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private Vector4 lightpos;
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public Vector4 LightPositionAndRadius
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{
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set
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{
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if(manager.Enabled && value != lightpos)
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{
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effect.SetValue(lightPositionAndRadiusHandle, value);
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lightpos = value;
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settingschanged = true;
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}
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}
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}
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//fog
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private Vector4 campos;
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public Vector4 CameraPosition
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{
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set
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{
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if(manager.Enabled && campos != value)
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{
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effect.SetValue(camPosHandle, value);
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campos = value;
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settingschanged = true;
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}
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}
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}
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private Matrix mworld;
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public Matrix World
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{
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set
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{
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if(manager.Enabled && mworld != value)
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{
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effect.SetValue(world, value);
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mworld = value;
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settingschanged = true;
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}
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}
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}
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//mxd. This sets the highlight color
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private Color4 hicolor;
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public Color4 HighlightColor
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{
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set
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{
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if(manager.Enabled && hicolor != value)
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{
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effect.SetValue(highlightcolor, value);
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hicolor = value;
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settingschanged = true;
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}
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}
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}
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public World3DShader(ShaderManager manager) : base(manager)
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{
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// Load effect from file
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effect = LoadEffect("world3d.fx");
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// Get the property handlers from effect
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if(effect != null)
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{
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worldviewproj = effect.GetParameter(null, "worldviewproj");
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texture1 = effect.GetParameter(null, "texture1");
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minfiltersettings = effect.GetParameter(null, "minfiltersettings");
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magfiltersettings = effect.GetParameter(null, "magfiltersettings");
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mipfiltersettings = effect.GetParameter(null, "mipfiltersettings");
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highlightcolor = effect.GetParameter(null, "highlightcolor");
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maxanisotropysetting = effect.GetParameter(null, "maxanisotropysetting");
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//mxd
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vertexColorHadle = effect.GetParameter(null, "vertexColor");
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//lights
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lightPositionAndRadiusHandle = effect.GetParameter(null, "lightPosAndRadius");
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lightColorHandle = effect.GetParameter(null, "lightColor");
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//fog
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camPosHandle = effect.GetParameter(null, "campos");
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world = effect.GetParameter(null, "world");
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}
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// Initialize world vertex declaration
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if(manager.Enabled) //mxd
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{
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vertexElements = new[]
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{
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new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
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new VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
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new VertexElement(0, 16, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
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new VertexElement(0, 24, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Normal, 0), //mxd
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VertexElement.VertexDeclarationEnd
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};
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}
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else
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{
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vertexElements = new[]
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{
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new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
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new VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
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new VertexElement(0, 16, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
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VertexElement.VertexDeclarationEnd
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};
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}
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vertexdecl = new VertexDeclaration(General.Map.Graphics.Device, vertexElements);
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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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public 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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if(texture1 != null) texture1.Dispose();
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if(worldviewproj != null) worldviewproj.Dispose();
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if(minfiltersettings != null) minfiltersettings.Dispose();
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if(magfiltersettings != null) magfiltersettings.Dispose();
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if(mipfiltersettings != null) mipfiltersettings.Dispose();
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if(highlightcolor != null) highlightcolor.Dispose();
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if(maxanisotropysetting != null) maxanisotropysetting.Dispose();
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//mxd
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if(vertexColorHadle != null) vertexColorHadle.Dispose();
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if(lightColorHandle != null) lightColorHandle.Dispose();
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if(lightPositionAndRadiusHandle != null) lightPositionAndRadiusHandle.Dispose();
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if(camPosHandle != null) camPosHandle.Dispose();
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if(world != null) world.Dispose();
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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 ================== Methods
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// This sets the constant settings
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public void SetConstants(bool bilinear, bool useanisotropic, float maxanisotropy)
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{
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if(manager.Enabled)
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{
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if(bilinear)
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{
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if(useanisotropic)
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{
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effect.SetValue(magfiltersettings, (int)TextureFilter.Linear);
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effect.SetValue(minfiltersettings, (int)TextureFilter.Anisotropic);
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effect.SetValue(mipfiltersettings, (int)TextureFilter.Linear);
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effect.SetValue(maxanisotropysetting, maxanisotropy);
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}
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else
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{
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effect.SetValue(magfiltersettings, (int)TextureFilter.Linear);
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effect.SetValue(minfiltersettings, (int)TextureFilter.Linear);
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effect.SetValue(mipfiltersettings, (int)TextureFilter.Linear);
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effect.SetValue(maxanisotropysetting, 1.0f);
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}
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}
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else
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{
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effect.SetValue(magfiltersettings, (int)TextureFilter.Point);
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effect.SetValue(minfiltersettings, (int)TextureFilter.Point);
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effect.SetValue(mipfiltersettings, (int)TextureFilter.Linear);
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effect.SetValue(maxanisotropysetting, 1.0f);
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}
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settingschanged = true; //mxd
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}
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}
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// This sets up the render pipeline
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public override void BeginPass(int index)
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{
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if(!manager.Enabled)
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{
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Device device = manager.D3DDevice.Device;
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// Sampler settings
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if(General.Settings.VisualBilinear)
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{
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device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear);
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device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear);
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device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear);
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device.SetSamplerState(0, SamplerState.MipMapLodBias, 0f);
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}
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else
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{
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device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Point);
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device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Point);
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device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear);
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device.SetSamplerState(0, SamplerState.MipMapLodBias, 0f);
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}
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// Texture addressing
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device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap);
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device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap);
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device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap);
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// First texture stage
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//mxd
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//if((index == 0) || (index == 2))
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if((index == 0) || (index == 2) || (index == 4) || (index == 6) || (index == 8) || (index == 10) || (index == 12) || (index == 14) || index > 15)
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{
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// Normal
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device.SetTextureStageState(0, TextureStage.ColorOperation, TextureOperation.Modulate);
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device.SetTextureStageState(0, TextureStage.ColorArg1, TextureArgument.Texture);
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device.SetTextureStageState(0, TextureStage.ColorArg2, TextureArgument.Diffuse);
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device.SetTextureStageState(0, TextureStage.ResultArg, TextureArgument.Current);
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device.SetTextureStageState(0, TextureStage.TexCoordIndex, 0);
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}
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else
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{
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// Full brightness
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device.SetTextureStageState(0, TextureStage.ColorOperation, TextureOperation.SelectArg1);
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device.SetTextureStageState(0, TextureStage.ColorArg1, TextureArgument.Texture);
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device.SetTextureStageState(0, TextureStage.ResultArg, TextureArgument.Current);
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device.SetTextureStageState(0, TextureStage.TexCoordIndex, 0);
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}
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// First alpha stage
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device.SetTextureStageState(0, TextureStage.AlphaOperation, TextureOperation.Modulate);
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device.SetTextureStageState(0, TextureStage.AlphaArg1, TextureArgument.Texture);
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device.SetTextureStageState(0, TextureStage.AlphaArg2, TextureArgument.Diffuse);
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// Second texture stage
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device.SetTextureStageState(1, TextureStage.ColorOperation, TextureOperation.Modulate);
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device.SetTextureStageState(1, TextureStage.ColorArg1, TextureArgument.Current);
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device.SetTextureStageState(1, TextureStage.ColorArg2, TextureArgument.TFactor);
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device.SetTextureStageState(1, TextureStage.ResultArg, TextureArgument.Current);
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device.SetTextureStageState(1, TextureStage.TexCoordIndex, 0);
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// Second alpha stage
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device.SetTextureStageState(1, TextureStage.AlphaOperation, TextureOperation.Modulate);
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device.SetTextureStageState(1, TextureStage.AlphaArg1, TextureArgument.Current);
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device.SetTextureStageState(1, TextureStage.AlphaArg2, TextureArgument.TFactor);
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// Highlight?
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//mxd
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//if(index > 1) 2 3 6 10 14
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//if((index > 1 && index < 4) || (index > 5 && index < 8) || (index > 9 && index < 12) || (index > 13 && index < 16))
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if(index == 2 || index == 3 || index == 6 || index == 10 || index == 14)
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{
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// Third texture stage
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device.SetTextureStageState(2, TextureStage.ColorOperation, TextureOperation.AddSigned);
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device.SetTextureStageState(2, TextureStage.ColorArg1, TextureArgument.Current);
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device.SetTextureStageState(2, TextureStage.ColorArg2, TextureArgument.Texture);
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device.SetTextureStageState(2, TextureStage.ColorArg0, TextureArgument.Texture);
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device.SetTextureStageState(2, TextureStage.ResultArg, TextureArgument.Current);
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device.SetTextureStageState(2, TextureStage.TexCoordIndex, 0);
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// Third alpha stage
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device.SetTextureStageState(2, TextureStage.AlphaOperation, TextureOperation.SelectArg1);
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device.SetTextureStageState(2, TextureStage.AlphaArg1, TextureArgument.Current);
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// Fourth texture stage
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device.SetTextureStageState(3, TextureStage.ColorOperation, TextureOperation.AddSigned);
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device.SetTextureStageState(3, TextureStage.ColorArg1, TextureArgument.Current);
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device.SetTextureStageState(3, TextureStage.ColorArg2, TextureArgument.Texture);
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device.SetTextureStageState(3, TextureStage.ColorArg0, TextureArgument.Texture);
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device.SetTextureStageState(3, TextureStage.ResultArg, TextureArgument.Current);
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device.SetTextureStageState(3, TextureStage.TexCoordIndex, 0);
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// Fourth alpha stage
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device.SetTextureStageState(3, TextureStage.AlphaOperation, TextureOperation.SelectArg1);
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device.SetTextureStageState(3, TextureStage.AlphaArg1, TextureArgument.Current);
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// No more further stages
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device.SetTextureStageState(4, TextureStage.ColorOperation, TextureOperation.Disable);
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device.SetTextureStageState(4, TextureStage.AlphaOperation, TextureOperation.Disable);
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}
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else
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{
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// No more further stages
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device.SetTextureStageState(2, TextureStage.ColorOperation, TextureOperation.Disable);
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device.SetTextureStageState(2, TextureStage.AlphaOperation, TextureOperation.Disable);
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}
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}
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base.BeginPass(index);
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}
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#endregion
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}
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}
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