UltimateZoneBuilder/Source/Core/VisualModes/VisualGeometry.cs
MaxED 283c6c2272 Visual mode: noticeable performance boost (rendering now works ~40% faster).
Visual mode: fog distance calculation is now much closer to GZDoom one.
Visual mode: thing brightness calculation when a thing is affected by floor glow is now much closer to GZDoom one.
Linedef edit window, UDMF: added "Reset front/back brightness" buttons.
Sector edit window, UDMF: added "Reset ceiling/floor brightness" buttons.
Internal, Visual mode, Things mode: persistent event lines are now updated only when map objects are changed instead of doing it on every display redraw.
Internal: improved Dictionary lookup times when using map objects and textures as keys.
Internal: added "Release + Profiler" solution configuration.
Updated ZDoom_ACS.cfg (Warp).
2015-10-02 14:47:34 +00:00

286 lines
8.1 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.GZBuilder.Data; //mxd
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using SlimDX;
#endregion
namespace CodeImp.DoomBuilder.VisualModes
{
public abstract class VisualGeometry : IVisualPickable
{
#region ================== Constants
public const float FOG_DENSITY_SCALER = -1.442692f / 256000f; //-1.442692f / 64000f; //mxd
#endregion
#region ================== Variables
// Texture
private ImageData texture;
// Vertices
private WorldVertex[] vertices;
private int triangles;
// Selected?
protected bool selected;
// Elements that this geometry is bound to
// Only the sector is required, sidedef is only for walls
private VisualSector sector;
private Sidedef sidedef;
/// <summary>
/// Absolute intersecting coordinates are set during object picking. This is not set if the geometry is not bound to a sidedef.
/// </summary>
protected Vector3D pickintersect;
/// <summary>
/// Distance unit along the object picking ray is set during object picking. (0.0 is at camera, 1.0f is at far plane) This is not set if the geometry is not bound to a sidedef.
/// </summary>
protected float pickrayu;
// Rendering
private RenderPass renderpass = RenderPass.Solid;
protected float fogfactor;
// Sector buffer info
private int vertexoffset;
//mxd
private Vector3D[] boundingBox;
protected VisualGeometryType geometrytype;
protected string partname; //UDMF part name
#endregion
#region ================== Properties
// Internal properties
public WorldVertex[] Vertices { get { return vertices; } } //mxd
internal int VertexOffset { get { return vertexoffset; } set { vertexoffset = value; } }
internal int Triangles { get { return triangles; } }
//mxd
public Vector3D[] BoundingBox { get { return boundingBox; } }
public VisualGeometryType GeometryType { get { return geometrytype; } }
public float FogFactor { get { return fogfactor; } }
/// <summary>
/// Render pass in which this geometry must be rendered. Default is Solid.
/// </summary>
public RenderPass RenderPass { get { return renderpass; } set { renderpass = value; } }
/// <summary>
/// Image to use as texture on this geometry.
/// </summary>
public ImageData Texture { get { return texture; } set { texture = value; } }
/// <summary>
/// Returns the VisualSector this geometry has been added to.
/// </summary>
public VisualSector Sector { get { return sector; } internal set { sector = value; } }
/// <summary>
/// Returns the Sidedef that this geometry is created for. Null for geometry that is sector-wide.
/// </summary>
public Sidedef Sidedef { get { return sidedef; } }
/// <summary>
/// Selected or not? This is only used by the core to determine what color to draw it with.
/// </summary>
public bool Selected { get { return selected; } set { selected = value; } }
#endregion
#region ================== Constructor / Destructor
/// <summary>
/// This creates sector-global visual geometry. This geometry is always visible when any of the sector is visible.
/// </summary>
protected VisualGeometry(VisualSector vs)
{
this.sector = vs;
this.geometrytype = VisualGeometryType.UNKNOWN; //mxd
}
/// <summary>
/// This creates visual geometry that is bound to a sidedef. This geometry is only visible when the sidedef is visible. It is automatically back-face culled during rendering and automatically XY intersection tested as well as back-face culled during object picking.
/// </summary>
/// <param name="sd"></param>
protected VisualGeometry(VisualSector vs, Sidedef sd)
{
this.sector = vs;
this.sidedef = sd;
this.geometrytype = VisualGeometryType.UNKNOWN; //mxd
}
#endregion
#region ================== Methods
// This sets the vertices for this geometry
protected void SetVertices(ICollection<WorldVertex> verts)
{
// Copy vertices
if(verts != null) //mxd
{
vertices = new WorldVertex[verts.Count];
verts.CopyTo(vertices, 0);
triangles = vertices.Length / 3;
CalculateNormals(); //mxd
}
else
{
vertices = null;
triangles = 0;
}
if(sector != null) sector.NeedsUpdateGeo = true;
}
//mxd. Normals calculation algorithm taken from OpenGl wiki
protected void CalculateNormals()
{
if (triangles == 0) return;
int startIndex;
Vector3 U, V;
BoundingBoxSizes bbs = new BoundingBoxSizes(vertices[0]);
for(int i = 0; i < triangles; i++)
{
startIndex = i * 3;
WorldVertex p1 = vertices[startIndex];
WorldVertex p2 = vertices[startIndex + 1];
WorldVertex p3 = vertices[startIndex + 2];
U = new Vector3(p2.x - p1.x, p2.y - p1.y, p2.z - p1.z);
V = new Vector3(p3.x - p1.x, p3.y - p1.y, p3.z - p1.z);
p1.nx = p2.nx = p3.nx = -(U.Y * V.Z - U.Z * V.Y);
p1.ny = p2.ny = p3.ny = -(U.Z * V.X - U.X * V.Z);
p1.nz = p2.nz = p3.nz = -(U.X * V.Y - U.Y * V.X);
vertices[startIndex] = p1;
vertices[startIndex + 1] = p2;
vertices[startIndex + 2] = p3;
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, p1);
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, p2);
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, p3);
}
boundingBox = BoundingBoxTools.CalculateBoundingPlane(bbs);
}
//mxd. Calculate fogdistance
//TODO: this doesn't match any GZDoom light mode...
//GZDoom: gl_renderstate.h, SetFog();
//GZDoom: gl_lightlevel.cpp gl_SetFog();
protected float CalculateFogDensity(int brightness)
{
float density;
if(Sector.Sector.UsesOutsideFog && General.Map.Data.MapInfo.OutsideFogDensity > 0)
{
density = General.Map.Data.MapInfo.OutsideFogDensity;
}
else if(!Sector.Sector.UsesOutsideFog && General.Map.Data.MapInfo.FogDensity > 0)
{
density = General.Map.Data.MapInfo.FogDensity;
}
else if(brightness < 248)
{
density = General.Clamp(255 - brightness, 30, 255);
}
else
{
density = 0f;
}
if(Sector.Sector.HasFogColor)
{
density *= 4;
}
return density * FOG_DENSITY_SCALER;
}
//mxd. Used to get proper sector from 3d-floors
public virtual Sector GetControlSector()
{
return sector.Sector;
}
//mxd. Used to get proper linedef from 3d-floors
public virtual Linedef GetControlLinedef()
{
return sidedef.Line;
}
// This keeps the results for a sidedef intersection
internal void SetPickResults(Vector3D intersect, float u)
{
this.pickintersect = intersect;
this.pickrayu = u;
}
/// <summary>
/// This is called when the geometry 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 geometry 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
}
//mxd
public enum VisualGeometryType
{
FLOOR,
CEILING,
WALL_UPPER,
WALL_MIDDLE,
WALL_MIDDLE_3D,
WALL_LOWER,
UNKNOWN,
}
}