UltimateZoneBuilder/Source/Rendering/Renderer3D.cs

368 lines
11 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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using SlimDX;
using CodeImp.DoomBuilder.Geometry;
using SlimDX.Direct3D9;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal sealed class Renderer3D : Renderer, IRenderer3D
{
#region ================== Constants
private const int RENDER_PASSES = 4;
private const float PROJ_NEAR_PLANE = 1f;
#endregion
#region ================== Variables
// Matrices
private Matrix projection;
private Matrix view;
private Matrix billboard;
private Matrix viewproj;
// Frustum
private ProjectedFrustum2D frustum;
// Geometry to be rendered.
// Each Dictionary in the array is a render pass.
// Each BinaryHeap in the Dictionary contains all geometry that needs
// to be rendered with the associated ImageData.
// The BinaryHeap sorts the geometry by sector to minimize stream switchs.
private Dictionary<ImageData, BinaryHeap<VisualGeometry>>[] geometry;
#endregion
#region ================== Properties
public ProjectedFrustum2D Frustum2D { get { return frustum; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Renderer3D(D3DDevice graphics) : base(graphics)
{
// Initialize
CreateProjection();
// Dummy frustum
frustum = new ProjectedFrustum2D(new Vector2D(), 0.0f, 0.0f, PROJ_NEAR_PLANE,
General.Settings.ViewDistance, Angle2D.DegToRad((float)General.Settings.VisualFOV));
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
internal override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// This is called before a device is reset
// (when resized or display adapter was changed)
public override void UnloadResource()
{
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public override void ReloadResource()
{
}
#endregion
#region ================== General
// This creates the projection
internal void CreateProjection()
{
// Calculate aspect
float aspect = (float)General.Map.Graphics.RenderTarget.ClientSize.Width /
(float)General.Map.Graphics.RenderTarget.ClientSize.Height;
// The DirectX PerspectiveFovRH matrix method calculates the scaling in X and Y as follows:
// yscale = 1 / tan(fovY / 2)
// xscale = yscale / aspect
// The fov specified in the method is the FOV over Y, but we want the user to specify the FOV
// over X, so calculate what it would be over Y first;
float fov = Angle2D.DegToRad((float)General.Settings.VisualFOV);
float reversefov = 1.0f / (float)Math.Tan(fov / 2.0f);
float reversefovy = reversefov * aspect;
float fovy = (float)Math.Atan(1.0f / reversefovy) * 2.0f;
// Make the projection matrix
projection = Matrix.PerspectiveFovRH(fovy, aspect, PROJ_NEAR_PLANE, General.Settings.ViewDistance);
// Apply matrices
ApplyMatrices();
}
// This creates matrices for a camera view
public void PositionAndLookAt(Vector3D pos, Vector3D lookat)
{
Vector3D delta;
float anglexy, anglez;
// Calculate delta vector
delta = lookat - pos;
anglexy = delta.GetAngleXY();
anglez = delta.GetAngleZ();
// Create frustum
frustum = new ProjectedFrustum2D(pos, anglexy, anglez, PROJ_NEAR_PLANE,
General.Settings.ViewDistance, Angle2D.DegToRad((float)General.Settings.VisualFOV));
// Make the view matrix
view = Matrix.LookAtRH(D3DDevice.V3(pos), D3DDevice.V3(lookat), new Vector3(0f, 0f, 1f));
// Make the billboard matrix
billboard = Matrix.RotationYawPitchRoll(0f, anglexy, anglez - Angle2D.PI);
}
// This applies the matrices
private void ApplyMatrices()
{
viewproj = view * projection;
graphics.Device.SetTransform(TransformState.World, Matrix.Identity);
graphics.Device.SetTransform(TransformState.Projection, projection);
graphics.Device.SetTransform(TransformState.View, view);
}
#endregion
#region ================== Presenting
// This starts rendering
public bool Start()
{
// Start drawing
if(graphics.StartRendering(true, General.Colors.Background.ToColorValue(), graphics.BackBuffer, graphics.DepthBuffer))
{
// Beginning renderstates
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
// Matrices
ApplyMatrices();
// Ready
return true;
}
else
{
// Can't render now
return false;
}
}
// This begins rendering world geometry
public void StartGeometry()
{
// Make collection
geometry = new Dictionary<ImageData, BinaryHeap<VisualGeometry>>[RENDER_PASSES];
for(int i = 0; i < RENDER_PASSES; i++) geometry[i] = new Dictionary<ImageData, BinaryHeap<VisualGeometry>>();
}
// This ends rendering world geometry
public void FinishGeometry()
{
// Initial renderstates
graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise);
graphics.Device.SetRenderState(RenderState.ZEnable, true);
graphics.Device.SetRenderState(RenderState.ZWriteEnable, true);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
// SOLID PASS
graphics.Shaders.World3D.Begin();
graphics.Shaders.World3D.WorldViewProj = viewproj;
graphics.Shaders.World3D.BeginPass(0);
RenderSinglePass((int)RenderPass.Solid);
graphics.Shaders.World3D.EndPass();
graphics.Shaders.World3D.End();
// MASK PASS
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true);
graphics.Shaders.World3D.Begin();
graphics.Shaders.World3D.WorldViewProj = viewproj;
graphics.Shaders.World3D.BeginPass(0);
RenderSinglePass((int)RenderPass.Mask);
graphics.Shaders.World3D.EndPass();
graphics.Shaders.World3D.End();
// ALPHA PASS
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.ZWriteEnable, false);
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
graphics.Shaders.World3D.Begin();
graphics.Shaders.World3D.WorldViewProj = viewproj;
graphics.Shaders.World3D.BeginPass(0);
RenderSinglePass((int)RenderPass.Alpha);
graphics.Shaders.World3D.EndPass();
graphics.Shaders.World3D.End();
// ADDITIVE PASS
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One);
graphics.Shaders.World3D.Begin();
graphics.Shaders.World3D.WorldViewProj = viewproj;
graphics.Shaders.World3D.BeginPass(0);
RenderSinglePass((int)RenderPass.Additive);
graphics.Shaders.World3D.EndPass();
graphics.Shaders.World3D.End();
// Remove references
graphics.Shaders.World3D.Texture1 = null;
// Done
geometry = null;
}
// This performs a single render pass
private void RenderSinglePass(int pass)
{
// Get geometry for this pass
Dictionary<ImageData, BinaryHeap<VisualGeometry>> geo = geometry[pass];
// Render the geometry collected
foreach(KeyValuePair<ImageData, BinaryHeap<VisualGeometry>> group in geo)
{
ImageData curtexture;
// What texture to use?
if((group.Key != null) && group.Key.IsImageLoaded && !group.Key.IsDisposed)
curtexture = group.Key;
else
curtexture = General.Map.Data.Hourglass3D;
// Create Direct3D texture if still needed
if((curtexture.Texture == null) || curtexture.Texture.Disposed)
curtexture.CreateTexture();
// Apply texture
graphics.Device.SetTexture(0, curtexture.Texture);
graphics.Shaders.World3D.Texture1 = curtexture.Texture;
graphics.Shaders.World3D.ApplySettings();
// Go for all geometry that uses this texture
VisualSector sector = null;
foreach(VisualGeometry g in group.Value)
{
// Changing sector?
if(!object.ReferenceEquals(g.Sector, sector))
{
// Update the sector if needed
if(g.Sector.NeedsUpdateGeo) g.Sector.Update();
// Only do this sector when a vertexbuffer is created
if(g.Sector.GeometryBuffer != null)
{
// Change current sector
sector = g.Sector;
// Set stream source
graphics.Device.SetStreamSource(0, sector.GeometryBuffer, 0, WorldVertex.Stride);
}
else
{
sector = null;
}
}
// Render!
if(sector != null)
{
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
}
}
}
}
// This finishes rendering
public void Finish()
{
// Done
graphics.FinishRendering();
graphics.Present();
}
#endregion
#region ================== Geometry
// This collects a visual sector's geometry for rendering
public void RenderGeometry(VisualGeometry g)
{
// Must have a texture!
if(g.Texture != null)
{
// Texture group not yet collected?
if(!geometry[g.RenderPassInt].ContainsKey(g.Texture))
{
// Create texture group
geometry[g.RenderPassInt].Add(g.Texture, new BinaryHeap<VisualGeometry>());
}
// Add geometry to texture group
geometry[g.RenderPassInt][g.Texture].Add(g);
}
}
#endregion
}
}