mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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896 lines
30 KiB
C#
Executable file
896 lines
30 KiB
C#
Executable file
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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.Generic;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.GZBuilder.Data; //mxd
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using SlimDX;
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using SlimDX.Direct3D9;
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using Plane = CodeImp.DoomBuilder.Geometry.Plane;
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using CodeImp.DoomBuilder.GZBuilder;
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#endregion
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namespace CodeImp.DoomBuilder.VisualModes
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{
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public abstract class VisualThing : IVisualPickable, ID3DResource, IDisposable
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{
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#region ================== Constants
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protected const int FIXED_RADIUS = 8; //mxd. Used to render things with zero width and radius
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private const float DYNLIGHT_INTENSITY_SCALER = 255.0f;
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private const float SUBLIGHT_INTENSITY_SCALER = 255.0f * 1.5f; // Scaler for subtractive dynamic lights
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#endregion
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#region ================== Variables
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// Thing
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private readonly Thing thing;
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//mxd. Info
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protected ThingTypeInfo info;
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// Textures
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protected ImageData[] textures;
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// Geometry
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private WorldVertex[][] vertices;
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private VertexBuffer[] geobuffers;
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private VertexBuffer cagebuffer; //mxd
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private int cagelength; //mxd
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private bool updategeo;
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private bool updatecage; //mxd
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private int[] triangles;
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private int spriteframe; //mxd
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// Rendering
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private RenderPass renderpass;
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private Matrix position;
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private int cameradistance;
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private Color4 cagecolor;
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protected bool sizeless; //mxd. Used to render visual things with 0 width and height
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protected float fogfactor; //mxd
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// Selected?
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protected bool selected;
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// Disposing
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private bool isdisposed;
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//mxd
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protected float thingheight;
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//mxd. light properties
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private GZGeneral.LightData lightType;
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private Color4 lightColor;
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private float lightRadius; //current radius. used in light animation
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private float lightSpotRadius1;
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private float lightSpotRadius2;
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private float lightPrimaryRadius;
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private float lightSecondaryRadius;
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private Vector3 position_v3;
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private float lightDelta; //used in light animation
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private Vector3D[] boundingBox;
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//gldefs light
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private Vector3 lightOffset;
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private int lightInterval;
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private bool isGldefsLight;
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// [ZZ]
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protected PixelColor stencilColor;
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#endregion
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#region ================== Properties
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internal VertexBuffer GeometryBuffer { get { return geobuffers[spriteframe]; } }
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internal VertexBuffer CageBuffer { get { return cagebuffer; } } //mxd
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internal int CageLength { get { return cagelength; } } //mxd
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internal bool NeedsUpdateGeo { get { return updategeo; } }
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internal int Triangles { get { return triangles[spriteframe]; } }
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internal Matrix Position { get { return position; } }
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internal Color4 CageColor { get { return cagecolor; } }
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public ThingTypeInfo Info { get { return info; } } //mxd
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//mxd
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internal int VertexColor { get { return vertices.Length > 0 && vertices[0].Length > 0 ? vertices[0][0].c : 0; } }
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public int CameraDistance { get { return cameradistance; } }
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public float FogFactor { get { return fogfactor; } }
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public Vector3 Center
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{
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get
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{
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if (isGldefsLight) return position_v3 + lightOffset;
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else if (Thing.DynamicLightType != null) return position_v3; // fixes GZDoomBuilder-Bugfix#137
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return new Vector3(position_v3.X, position_v3.Y, position_v3.Z + thingheight / 2f);
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}
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}
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public Vector3D CenterV3D { get { return D3DDevice.V3D(Center); } }
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public float LocalCenterZ { get { return thingheight / 2f; } } //mxd
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public Vector3 PositionV3 { get { return position_v3; } }
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public Vector3D[] BoundingBox { get { return boundingBox; } }
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//mxd. light properties
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public GZGeneral.LightData LightType { get { return lightType; } }
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public float LightRadius { get { return lightRadius; } }
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public float LightSpotRadius1 { get { return lightSpotRadius1; } }
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public float LightSpotRadius2 { get { return lightSpotRadius2; } }
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public Color4 LightColor { get { return lightColor; } }
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// [ZZ]
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public PixelColor StencilColor { get { return stencilColor; } }
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// [ZZ] this is used for spotlights
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public Vector3 VectorLookAt
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{
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get
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{
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// this esoteric value (1.5708) is 90 degrees but in radians
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return new Vector3((float)(Math.Cos(Thing.Angle+1.5708) * Math.Cos(Angle2D.DegToRad(Thing.Pitch))), (float)(Math.Sin(Thing.Angle+1.5708) * Math.Cos(Angle2D.DegToRad(Thing.Pitch))), (float)Math.Sin(Angle2D.DegToRad(Thing.Pitch)));
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}
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}
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/// <summary>
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/// Returns the Thing that this VisualThing is created for.
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/// </summary>
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public Thing Thing { get { return thing; } }
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/// <summary>
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/// Render pass in which this geometry must be rendered. Default is Mask.
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/// </summary>
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public RenderPass RenderPass { get { return renderpass; } set { renderpass = value; } }
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/// <summary>
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/// Image to use as texture on the geometry.
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/// </summary>
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public ImageData Texture { get { return textures[spriteframe]; } }
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/// <summary>
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/// Disposed or not?
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/// </summary>
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public bool IsDisposed { get { return isdisposed; } }
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/// <summary>
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/// Selected or not? This is only used by the core to determine what color to draw it with.
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/// </summary>
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public bool Selected { get { return selected; } set { selected = value; } }
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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protected VisualThing(Thing t)
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{
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// Initialize
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this.thing = t;
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this.renderpass = RenderPass.Mask;
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this.position = Matrix.Identity;
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//mxd
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lightType = null;
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lightPrimaryRadius = -1;
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lightSecondaryRadius = -1;
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lightInterval = -1;
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lightColor = new Color4();
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boundingBox = new Vector3D[9];
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// Register as resource
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General.Map.Graphics.RegisterResource(this);
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}
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// Disposer
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public virtual 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(geobuffers != null) //mxd
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{
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foreach(VertexBuffer buffer in geobuffers) buffer.Dispose();
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geobuffers = null;
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}
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if(cagebuffer != null) cagebuffer.Dispose(); //mxd
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cagebuffer = null; //mxd
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// Unregister resource
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General.Map.Graphics.UnregisterResource(this);
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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//mxd
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internal void CalculateCameraDistance(Vector3D campos)
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{
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cameradistance = (int)((CenterV3D - campos).GetLengthSq());
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}
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// This is called before a device is reset (when resized or display adapter was changed)
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public void UnloadResource()
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{
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// Trash geometry buffers
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if(geobuffers != null) //mxd
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{
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foreach(VertexBuffer buffer in geobuffers) buffer.Dispose();
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geobuffers = null;
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}
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if(cagebuffer != null) cagebuffer.Dispose(); //mxd
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cagebuffer = null; //mxd
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updategeo = true;
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updatecage = true; //mxd
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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 void ReloadResource()
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{
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// Make new geometry
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//Update();
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}
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/// <summary>
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/// Sets the color of the cage around the thing geometry and rebuilds the thing cage.
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/// </summary>
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protected void SetCageColor(PixelColor color)
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{
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cagecolor = color.ToColorValue();
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updatecage = true;
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}
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/// <summary>
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/// This sets the position to use for the thing geometry.
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/// </summary>
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public void SetPosition(Vector3D pos)
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{
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position_v3 = D3DDevice.V3(pos); //mxd
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position = Matrix.Translation(position_v3);
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updategeo = true;
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updatecage = true; //mxd
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//mxd. update bounding box?
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if (lightType != null && lightRadius > thing.Size)
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{
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UpdateBoundingBox(lightRadius, lightRadius * 2);
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}
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}
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// This sets the vertices for the thing sprite
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protected void SetVertices(WorldVertex[][] verts, Vector2D[] offsets/*, Plane floor, Plane ceiling*/)
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{
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// Copy vertices
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vertices = new WorldVertex[verts.Length][];
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triangles = new int[verts.Length];
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//mxd
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for(int i = 0; i < verts.Length; i++)
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{
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vertices[i] = new WorldVertex[verts[i].Length];
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verts[i].CopyTo(vertices[i], 0);
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triangles[i] = vertices[i].Length / 3;
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}
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updategeo = true;
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//mxd. Do some special GZDoom rendering shenanigans...
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for(int c = 0; c < vertices.Length; c++)
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{
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if(triangles[c] < 2) continue;
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Matrix transform, rotation;
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float centerx, centerz;
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// ROLLCENTER flag support
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if(info.RollSprite && info.RollCenter && thing.Roll != 0)
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{
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// Rotate around sprite center
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centerx = offsets[c].x;
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centerz = vertices[c][1].z * 0.5f - offsets[c].y;
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}
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else
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{
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// Sprite center is already where it needs to be
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centerx = 0f;
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centerz = 0f;
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}
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switch(thing.RenderMode)
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{
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// Don't do anything
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case ThingRenderMode.MODEL: break;
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case ThingRenderMode.VOXEL: break;
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// Actor becomes a flat sprite which can be tilted with the use of the Pitch actor property.
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case ThingRenderMode.FLATSPRITE:
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transform = Matrix.Scaling(thing.ScaleX, thing.ScaleX, thing.ScaleY);
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// Apply roll?
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if(thing.Roll != 0)
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{
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if(info.RollCenter)
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{
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rotation = Matrix.RotationY(-thing.RollRad);
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transform *= Matrix.Translation(-centerx, -centerx, -centerz) * rotation * Matrix.Translation(centerx, centerx, centerz);
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}
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else
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{
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// Sprite center is already where it needs to be
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transform *= Matrix.RotationY(-thing.RollRad);
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}
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}
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// Apply pitch
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transform *= Matrix.RotationX(thing.PitchRad + Angle2D.PIHALF);
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// Apply angle
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transform *= Matrix.RotationZ(thing.Angle);
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// Apply transform
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float zoffset = ((thing.Pitch == 0f && thing.Position.z == 0f) ? 0.1f : 0f); // Slight offset to avoid z-fighting...
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for(int i = 0; i < vertices[c].Length; i++)
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{
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Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
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vertices[c][i].x = transformed.X;
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vertices[c][i].y = transformed.Y;
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vertices[c][i].z = transformed.Z + zoffset;
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}
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break;
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// Similar to FLATSPRITE but is not affected by pitch.
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case ThingRenderMode.WALLSPRITE:
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transform = Matrix.Scaling(thing.ScaleX, thing.ScaleX, thing.ScaleY);
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// Apply roll?
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if(thing.Roll != 0)
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{
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rotation = Matrix.RotationY(-thing.RollRad) * Matrix.RotationZ(thing.Angle);
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if(info.RollCenter)
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transform *= Matrix.Translation(-centerx, -centerx, -centerz) * rotation * Matrix.Translation(centerx, centerx, centerz);
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else
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transform *= rotation; // Sprite center is already where it needs to be
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}
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else
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{
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transform *= Matrix.RotationZ(thing.Angle);
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}
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// Apply transform
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for(int i = 0; i < vertices[c].Length; i++)
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{
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Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
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vertices[c][i].x = transformed.X;
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vertices[c][i].y = transformed.Y;
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vertices[c][i].z = transformed.Z;
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}
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break;
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#region Some old GLOOME FLOOR_SPRITE/CEILING_SPRITE support code
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/*case Thing.SpriteRenderMode.FLOOR_SPRITE:
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Matrix floorrotation = Matrix.RotationZ(info.RollSprite ? Thing.RollRad : 0f)
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* Matrix.RotationY(Thing.Angle)
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* Matrix.RotationX(Angle2D.PIHALF);
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m = Matrix.Translation(0f, 0f, -localcenterz) * floorrotation * Matrix.Translation(0f, 0f, localcenterz);
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for(int i = 0; i < vertices[c].Length; i++)
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{
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Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), m);
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vertices[c][i].x = transformed.X;
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vertices[c][i].y = transformed.Y;
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vertices[c][i].z = transformed.Z;
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}
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// TODO: this won't work on things with AbsoluteZ flag
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// TODO: +ROLLSPRITE implies +STICKTOPLANE?
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if(info.StickToPlane || info.RollSprite)
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{
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// Calculate vertical offset
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float floorz = floor.GetZ(Thing.Position);
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float ceilz = ceiling.GetZ(Thing.Position);
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if(!float.IsNaN(floorz) && !float.IsNaN(ceilz))
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{
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float voffset;
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if(info.Hangs)
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{
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float thingz = ceilz - Thing.Position.z + Thing.Height;
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voffset = 0.01f - floorz - General.Clamp(thingz, 0, ceilz - floorz);
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}
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else
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{
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voffset = 0.01f - floorz - General.Clamp(Thing.Position.z, 0, ceilz - floorz);
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}
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// Apply it
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for(int i = 0; i < vertices[c].Length; i++)
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vertices[c][i].z = floor.GetZ(vertices[c][i].x + Thing.Position.x, vertices[c][i].y + Thing.Position.y) + voffset;
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}
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}
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break;
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case Thing.SpriteRenderMode.CEILING_SPRITE:
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Matrix ceilrotation = Matrix.RotationZ(info.RollSprite ? Thing.RollRad : 0f)
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* Matrix.RotationY(Thing.Angle)
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* Matrix.RotationX(Angle2D.PIHALF);
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m = Matrix.Translation(0f, 0f, -localcenterz) * ceilrotation * Matrix.Translation(0f, 0f, localcenterz);
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for(int i = 0; i < vertices[c].Length; i++)
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{
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Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), m);
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vertices[c][i].x = transformed.X;
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vertices[c][i].y = transformed.Y;
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vertices[c][i].z = transformed.Z;
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}
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// TODO: this won't work on things with AbsoluteZ flag
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// TODO: +ROLLSPRITE implies +STICKTOPLANE?
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if(info.StickToPlane || info.RollSprite)
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{
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// Calculate vertical offset
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float floorz = floor.GetZ(Thing.Position);
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float ceilz = ceiling.GetZ(Thing.Position);
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if(!float.IsNaN(floorz) && !float.IsNaN(ceilz))
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{
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float voffset;
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if(info.Hangs)
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{
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float thingz = ceilz - Math.Max(0, Thing.Position.z) - Thing.Height;
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voffset = -0.01f - General.Clamp(thingz, 0, ceilz - floorz);
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}
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else
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{
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voffset = -0.01f - floorz - General.Clamp(Thing.Position.z, 0, ceilz - floorz);
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}
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// Apply it
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for(int i = 0; i < vertices[c].Length; i++)
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vertices[c][i].z = ceiling.GetZ(vertices[c][i].x + Thing.Position.x, vertices[c][i].y + Thing.Position.y) + voffset;
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}
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}
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break;*/
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#endregion
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case ThingRenderMode.NORMAL:
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transform = Matrix.Scaling(thing.ScaleX, thing.ScaleX, thing.ScaleY);
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// Apply roll?
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if(info.RollSprite && thing.Roll != 0)
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{
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rotation = Matrix.RotationY(-thing.RollRad);
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if(info.RollCenter)
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transform *= Matrix.Translation(-centerx, -centerx, -centerz) * rotation * Matrix.Translation(centerx, centerx, centerz);
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else
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transform *= rotation; // Sprite center is already where it needs to be
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}
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// Apply transform
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for(int i = 0; i < vertices[c].Length; i++)
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{
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Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
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vertices[c][i].x = transformed.X;
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vertices[c][i].y = transformed.Y;
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vertices[c][i].z = transformed.Z;
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}
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break;
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default: throw new NotImplementedException("Unknown ThingRenderMode");
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}
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}
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}
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// This updates the visual thing
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public virtual void Update()
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{
|
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// Do we need to update the geometry buffer?
|
|
if(updategeo)
|
|
{
|
|
//mxd. Trash geometry buffers
|
|
if(geobuffers != null)
|
|
foreach(VertexBuffer geobuffer in geobuffers) geobuffer.Dispose();
|
|
|
|
// Any vertics?
|
|
if(vertices.Length > 0)
|
|
{
|
|
geobuffers = new VertexBuffer[vertices.Length];
|
|
for(int i = 0; i < vertices.Length; i++)
|
|
{
|
|
// Make a new buffer
|
|
geobuffers[i] = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * vertices[i].Length,
|
|
Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
|
|
|
|
// Fill the buffer
|
|
DataStream bufferstream = geobuffers[i].Lock(0, WorldVertex.Stride * vertices[i].Length, LockFlags.Discard);
|
|
bufferstream.WriteRange(vertices[i]);
|
|
geobuffers[i].Unlock();
|
|
bufferstream.Dispose();
|
|
}
|
|
}
|
|
|
|
//mxd. Check if thing is light
|
|
CheckLightState();
|
|
|
|
// Done
|
|
updategeo = false;
|
|
}
|
|
|
|
//mxd. Need to update thing cage?
|
|
if(updatecage)
|
|
{
|
|
// Trash cage buffer
|
|
if(cagebuffer != null) cagebuffer.Dispose();
|
|
cagebuffer = null;
|
|
|
|
// Make a new cage
|
|
List<WorldVertex> cageverts;
|
|
if(sizeless)
|
|
{
|
|
WorldVertex v0 = new WorldVertex(-thing.Size + position_v3.X, -thing.Size + position_v3.Y, position_v3.Z);
|
|
WorldVertex v1 = new WorldVertex(thing.Size + position_v3.X, thing.Size + position_v3.Y, position_v3.Z);
|
|
WorldVertex v2 = new WorldVertex(thing.Size + position_v3.X, -thing.Size + position_v3.Y, position_v3.Z);
|
|
WorldVertex v3 = new WorldVertex(-thing.Size + position_v3.X, thing.Size + position_v3.Y, position_v3.Z);
|
|
WorldVertex v4 = new WorldVertex(position_v3.X, position_v3.Y, thing.Size + position_v3.Z);
|
|
WorldVertex v5 = new WorldVertex(position_v3.X, position_v3.Y, -thing.Size + position_v3.Z);
|
|
|
|
cageverts = new List<WorldVertex>(new[] { v0, v1, v2, v3, v4, v5 });
|
|
}
|
|
else
|
|
{
|
|
float top = position_v3.Z + thing.Height;
|
|
float bottom = position_v3.Z;
|
|
|
|
WorldVertex v0 = new WorldVertex(-thing.Size + position_v3.X, -thing.Size + position_v3.Y, bottom);
|
|
WorldVertex v1 = new WorldVertex(-thing.Size + position_v3.X, thing.Size + position_v3.Y, bottom);
|
|
WorldVertex v2 = new WorldVertex(thing.Size + position_v3.X, thing.Size + position_v3.Y, bottom);
|
|
WorldVertex v3 = new WorldVertex(thing.Size + position_v3.X, -thing.Size + position_v3.Y, bottom);
|
|
|
|
WorldVertex v4 = new WorldVertex(-thing.Size + position_v3.X, -thing.Size + position_v3.Y, top);
|
|
WorldVertex v5 = new WorldVertex(-thing.Size + position_v3.X, thing.Size + position_v3.Y, top);
|
|
WorldVertex v6 = new WorldVertex(thing.Size + position_v3.X, thing.Size + position_v3.Y, top);
|
|
WorldVertex v7 = new WorldVertex(thing.Size + position_v3.X, -thing.Size + position_v3.Y, top);
|
|
|
|
cageverts = new List<WorldVertex>(new[] { v0, v1,
|
|
v1, v2,
|
|
v2, v3,
|
|
v3, v0,
|
|
v4, v5,
|
|
v5, v6,
|
|
v6, v7,
|
|
v7, v4,
|
|
v0, v4,
|
|
v1, v5,
|
|
v2, v6,
|
|
v3, v7 });
|
|
}
|
|
|
|
// Make new arrow
|
|
if(Thing.IsDirectional)
|
|
{
|
|
Matrix transform = Matrix.Scaling(thing.Size, thing.Size, thing.Size)
|
|
* (Matrix.RotationY(-Thing.RollRad) * Matrix.RotationX(-Thing.PitchRad) * Matrix.RotationZ(Thing.Angle))
|
|
* (sizeless ? position : position * Matrix.Translation(0.0f, 0.0f, thingheight / 2f));
|
|
|
|
WorldVertex a0 = new WorldVertex(Vector3D.Transform(0.0f, 0.0f, 0.0f, transform)); //start
|
|
WorldVertex a1 = new WorldVertex(Vector3D.Transform(0.0f, -1.5f, 0.0f, transform)); //end
|
|
WorldVertex a2 = new WorldVertex(Vector3D.Transform(0.2f, -1.1f, 0.2f, transform));
|
|
WorldVertex a3 = new WorldVertex(Vector3D.Transform(-0.2f, -1.1f, 0.2f, transform));
|
|
WorldVertex a4 = new WorldVertex(Vector3D.Transform(0.2f, -1.1f, -0.2f, transform));
|
|
WorldVertex a5 = new WorldVertex(Vector3D.Transform(-0.2f, -1.1f, -0.2f, transform));
|
|
|
|
cageverts.AddRange(new[] { a0, a1,
|
|
a1, a2,
|
|
a1, a3,
|
|
a1, a4,
|
|
a1, a5 });
|
|
}
|
|
|
|
// Create buffer
|
|
WorldVertex[] cv = cageverts.ToArray();
|
|
cagelength = cv.Length / 2;
|
|
cagebuffer = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * cv.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
|
|
cagebuffer.Lock(0, WorldVertex.Stride * cv.Length, LockFlags.None).WriteRange(cv);
|
|
cagebuffer.Unlock();
|
|
|
|
// Done
|
|
updatecage = false;
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
protected void CheckLightState()
|
|
{
|
|
//mxd. Check if thing is light
|
|
if (thing.DynamicLightType != null)
|
|
{
|
|
isGldefsLight = false;
|
|
lightInterval = -1;
|
|
UpdateLight();
|
|
}
|
|
//check if we have light from GLDEFS
|
|
else if(General.Map.Data.GldefsEntries.ContainsKey(thing.Type))
|
|
{
|
|
isGldefsLight = true;
|
|
UpdateGldefsLight();
|
|
UpdateBoundingBox(lightRadius, lightRadius * 2);
|
|
}
|
|
else
|
|
{
|
|
UpdateBoundingBox((int)thing.Size, thingheight);
|
|
|
|
lightType = null;
|
|
lightRadius = -1;
|
|
lightSpotRadius1 = lightSpotRadius2 = -1;
|
|
lightPrimaryRadius = -1;
|
|
lightSecondaryRadius = -1;
|
|
lightInterval = -1;
|
|
isGldefsLight = false;
|
|
}
|
|
}
|
|
|
|
//mxd. Update light info
|
|
public void UpdateLight()
|
|
{
|
|
lightType = thing.DynamicLightType;
|
|
if (lightType == null)
|
|
return;
|
|
GZGeneral.LightData ld = lightType;
|
|
if (ld.LightDef != GZGeneral.LightDef.VAVOOM_GENERIC &&
|
|
ld.LightDef != GZGeneral.LightDef.VAVOOM_COLORED) //if it's gzdoom light
|
|
{
|
|
if (ld.LightType == GZGeneral.LightType.POINT)
|
|
{
|
|
if (ld.LightDef != GZGeneral.LightDef.POINT_SUBTRACTIVE) // normal, additive, attenuated
|
|
{
|
|
//lightColor.Alpha used in shader to perform some calculations based on light type
|
|
lightColor = new Color4((float)ld.LightRenderStyle / 100.0f,
|
|
thing.Args[0] / DYNLIGHT_INTENSITY_SCALER,
|
|
thing.Args[1] / DYNLIGHT_INTENSITY_SCALER,
|
|
thing.Args[2] / DYNLIGHT_INTENSITY_SCALER);
|
|
}
|
|
else // negative
|
|
{
|
|
lightColor = new Color4((float)ld.LightRenderStyle / 100.0f,
|
|
thing.Args[0] / SUBLIGHT_INTENSITY_SCALER,
|
|
thing.Args[1] / SUBLIGHT_INTENSITY_SCALER,
|
|
thing.Args[2] / SUBLIGHT_INTENSITY_SCALER);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int c1, c2, c3;
|
|
if (thing.Fields.ContainsKey("arg0str"))
|
|
{
|
|
PixelColor pc;
|
|
ZDoom.ZDTextParser.GetColorFromString(thing.Fields["arg0str"].Value.ToString(), out pc);
|
|
c1 = pc.r;
|
|
c2 = pc.g;
|
|
c3 = pc.b;
|
|
}
|
|
else
|
|
{
|
|
c1 = (thing.Args[0] & 0xFF0000) >> 16;
|
|
c2 = (thing.Args[0] & 0x00FF00) >> 8;
|
|
c3 = (thing.Args[0] & 0x0000FF);
|
|
}
|
|
|
|
if (ld.LightDef != GZGeneral.LightDef.SPOT_SUBTRACTIVE)
|
|
{
|
|
lightColor = new Color4((float)ld.LightRenderStyle / 100.0f,
|
|
c1 / DYNLIGHT_INTENSITY_SCALER,
|
|
c2 / DYNLIGHT_INTENSITY_SCALER,
|
|
c3 / DYNLIGHT_INTENSITY_SCALER);
|
|
}
|
|
else
|
|
{
|
|
lightColor = new Color4((float)ld.LightRenderStyle / 100.0f,
|
|
c1 / SUBLIGHT_INTENSITY_SCALER,
|
|
c2 / SUBLIGHT_INTENSITY_SCALER,
|
|
c3 / SUBLIGHT_INTENSITY_SCALER);
|
|
}
|
|
}
|
|
|
|
if(lightType.LightModifier == GZGeneral.LightModifier.SECTOR)
|
|
{
|
|
int scaler = 1;
|
|
if(thing.Sector != null) scaler = thing.Sector.Brightness / 4;
|
|
lightPrimaryRadius = (thing.Args[3] * scaler);
|
|
}
|
|
else
|
|
{
|
|
lightPrimaryRadius = (thing.Args[3] * 2); //works... that.. way in GZDoom
|
|
if (lightType.LightAnimated)
|
|
lightSecondaryRadius = (thing.Args[4] * 2);
|
|
}
|
|
|
|
if (lightType.LightType == GZGeneral.LightType.SPOT)
|
|
{
|
|
lightSpotRadius1 = (thing.Args[1]);
|
|
lightSpotRadius2 = (thing.Args[2]);
|
|
}
|
|
}
|
|
else //it's one of vavoom lights
|
|
{
|
|
if(lightType.LightDef == GZGeneral.LightDef.VAVOOM_COLORED)
|
|
{
|
|
lightColor = new Color4((float)ld.LightRenderStyle / 100.0f,
|
|
thing.Args[1] / DYNLIGHT_INTENSITY_SCALER,
|
|
thing.Args[2] / DYNLIGHT_INTENSITY_SCALER,
|
|
thing.Args[3] / DYNLIGHT_INTENSITY_SCALER);
|
|
}
|
|
else
|
|
{
|
|
lightColor = new Color4((float)ld.LightRenderStyle / 100.0f, 0.5f, 0.5f, 0.5f);
|
|
}
|
|
|
|
lightPrimaryRadius = (thing.Args[0] * 8);
|
|
}
|
|
|
|
UpdateLightRadius();
|
|
UpdateBoundingBox(lightRadius, lightRadius * 2);
|
|
}
|
|
|
|
//mxd
|
|
private void UpdateGldefsLight()
|
|
{
|
|
DynamicLightData light = General.Map.Data.GldefsEntries[thing.Type];
|
|
GZGeneral.LightData ld = light.Type;
|
|
|
|
//apply settings
|
|
lightColor = new Color4((float)ld.LightRenderStyle / 100.0f, light.Color.Red, light.Color.Green, light.Color.Blue);
|
|
Vector2D o = new Vector2D(light.Offset.X, light.Offset.Y).GetRotated(thing.Angle - Angle2D.PIHALF);
|
|
lightOffset = new Vector3(o.x, o.y, light.Offset.Z);
|
|
lightType = light.Type;
|
|
|
|
if(ld.LightModifier == GZGeneral.LightModifier.SECTOR)
|
|
{
|
|
lightPrimaryRadius = light.Interval * thing.Sector.Brightness / 5.0f;
|
|
}
|
|
else
|
|
{
|
|
lightPrimaryRadius = light.PrimaryRadius;
|
|
lightSecondaryRadius = light.SecondaryRadius;
|
|
}
|
|
|
|
lightInterval = light.Interval;
|
|
UpdateLightRadius(lightInterval);
|
|
}
|
|
|
|
//mxd
|
|
public void UpdateLightRadius()
|
|
{
|
|
UpdateLightRadius( (lightInterval != -1 ? lightInterval : thing.AngleDoom) );
|
|
}
|
|
|
|
//mxd
|
|
private void UpdateLightRadius(int interval)
|
|
{
|
|
if(lightType == null) return;
|
|
|
|
if(General.Settings.GZDrawLightsMode == LightRenderMode.ALL || !lightType.LightAnimated)
|
|
{
|
|
lightRadius = lightPrimaryRadius;
|
|
return;
|
|
}
|
|
|
|
if(interval == 0)
|
|
{
|
|
lightRadius = 0;
|
|
return;
|
|
}
|
|
|
|
float rMin = Math.Min(lightPrimaryRadius, lightSecondaryRadius);
|
|
float rMax = Math.Max(lightPrimaryRadius, lightSecondaryRadius);
|
|
float diff = rMax - rMin;
|
|
|
|
switch(lightType.LightModifier)
|
|
{
|
|
case GZGeneral.LightModifier.PULSE:
|
|
lightDelta = ((float)Math.Sin(Clock.CurrentTime / (interval * 4.0f)) + 1.0f) / 2.0f; //just playing by the eye here... in [0.0 ... 1.0] interval
|
|
lightRadius = rMin + diff * lightDelta;
|
|
break;
|
|
|
|
case GZGeneral.LightModifier.FLICKER:
|
|
float fdelta = (float)Math.Sin(Clock.CurrentTime / 0.1f); //just playing by the eye here...
|
|
if(Math.Sign(fdelta) != Math.Sign(lightDelta))
|
|
{
|
|
lightDelta = fdelta;
|
|
lightRadius = (General.Random(0, 359) < interval ? rMax : rMin);
|
|
}
|
|
break;
|
|
|
|
case GZGeneral.LightModifier.FLICKERRANDOM:
|
|
float rdelta = (float)Math.Sin(Clock.CurrentTime / (interval * 9.0f)); //just playing by the eye here...
|
|
if(Math.Sign(rdelta) != Math.Sign(lightDelta))
|
|
{
|
|
lightRadius = rMin + (General.Random(0, (int) (diff * 10))) / 10.0f;
|
|
}
|
|
lightDelta = rdelta;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//mxd. update bounding box
|
|
public void UpdateBoundingBox()
|
|
{
|
|
if(lightType != null && lightRadius > thing.Size)
|
|
UpdateBoundingBox(lightRadius, lightRadius * 2);
|
|
}
|
|
|
|
private void UpdateBoundingBox(float width, float height)
|
|
{
|
|
boundingBox = new Vector3D[9];
|
|
boundingBox[0] = CenterV3D;
|
|
float h2 = height / 2.0f;
|
|
|
|
boundingBox[1] = new Vector3D(position_v3.X - width, position_v3.Y - width, Center.Z - h2);
|
|
boundingBox[2] = new Vector3D(position_v3.X + width, position_v3.Y - width, Center.Z - h2);
|
|
boundingBox[3] = new Vector3D(position_v3.X - width, position_v3.Y + width, Center.Z - h2);
|
|
boundingBox[4] = new Vector3D(position_v3.X + width, position_v3.Y + width, Center.Z - h2);
|
|
|
|
boundingBox[5] = new Vector3D(position_v3.X - width, position_v3.Y - width, Center.Z + h2);
|
|
boundingBox[6] = new Vector3D(position_v3.X + width, position_v3.Y - width, Center.Z + h2);
|
|
boundingBox[7] = new Vector3D(position_v3.X - width, position_v3.Y + width, Center.Z + h2);
|
|
boundingBox[8] = new Vector3D(position_v3.X + width, position_v3.Y + width, Center.Z + h2);
|
|
}
|
|
|
|
//mxd. This updates the sprite frame to be rendered
|
|
internal void UpdateSpriteFrame()
|
|
{
|
|
if(textures.Length != 8)
|
|
spriteframe = 0;
|
|
else
|
|
spriteframe = (General.ClampAngle((int)Angle2D.RadToDeg((General.Map.VisualCamera.Position - thing.Position).GetAngleXY()) - thing.AngleDoom + 292)) / 45; // Convert to [0..7] range; 292 == 270 + 45/2
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called when the thing must be tested for line intersection. This should reject
|
|
/// as fast as possible to rule out all geometry that certainly does not touch the line.
|
|
/// </summary>
|
|
public virtual bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called when the thing must be tested for line intersection. This should perform
|
|
/// accurate hit detection and set u_ray to the position on the ray where this hits the geometry.
|
|
/// </summary>
|
|
public virtual bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|