mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
9a72148ad1
Fog rendering (including colored fog in maps in UDMF format). Fixed lots of bugs in model loading and rendering. Added "Toggle GZDoom Effects" button, which currently toggles dynamic lights, models and fog rendering. Model loading process is more verbose now, so if something goes wrong, check Errors and Warnings window (F11) for details. ColorPicker plugin: You can now select surfaces in 3D-mode and then open Color Picker window to edit sector colors of sectors, to which these surfaces belong. If nothing is selected, you can hilight a surface and then open Color Picker window to edit sector colors of sector, to which hilighted surface belongs. If nothing is selected, you can hilight a Light Thing and then open Color Picker window to edit it's properties.
330 lines
13 KiB
C#
330 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 System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
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using SlimDX.Direct3D9;
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using SlimDX;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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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 EffectHandle texture1;
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private EffectHandle worldviewproj;
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private EffectHandle minfiltersettings;
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private EffectHandle magfiltersettings;
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private EffectHandle mipfiltersettings;
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private EffectHandle maxanisotropysetting;
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private EffectHandle modulatecolor;
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private EffectHandle highlightcolor;
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//mxd
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private EffectHandle vertexColorHadle;
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//lights
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private EffectHandle lightPositionAndRadiusHandle;
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private EffectHandle lightColorHandle;
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private EffectHandle worldHandle;
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//fog
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private EffectHandle camPosHandle;
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//used in ModelReader
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private VertexElement[] vertexElements;
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#endregion
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#region ================== Properties
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public Matrix WorldViewProj { set { if(manager.Enabled) effect.SetValue<Matrix>(worldviewproj, value); } }
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public Texture Texture1 { set { if(manager.Enabled) effect.SetTexture(texture1, value); } }
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//mxd
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public Color4 VertexColor { set { if (manager.Enabled) effect.SetValue<Color4>(vertexColorHadle, value); } }
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//lights
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public Color4 LightColor { set { if (manager.Enabled) effect.SetValue<Color4>(lightColorHandle, value); } }
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public Vector4 LightPositionAndRadius { set { if (manager.Enabled) effect.SetValue(lightPositionAndRadiusHandle, value); } }
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//fog
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public Vector4 CameraPosition { set { if (manager.Enabled) effect.SetValue(camPosHandle, value); } }
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public Matrix World { set { if (manager.Enabled) effect.SetValue<Matrix>(worldHandle, value); } }
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public VertexElement[] VertexElements { get { return vertexElements; } }
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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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modulatecolor = effect.GetParameter(null, "modulatecolor");
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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, "cameraPos");
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worldHandle = effect.GetParameter(null, "world");
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}
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// Initialize world vertex declaration
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vertexElements = new VertexElement[]
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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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//mxd
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new VertexElement(0, 24, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Normal, 0),
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VertexElement.VertexDeclarationEnd
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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(modulatecolor != null) modulatecolor.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 (worldHandle != null) worldHandle.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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}
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}
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// This sets the modulation color
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public void SetModulateColor(int modcolor)
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{
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if(manager.Enabled)
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{
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effect.SetValue(modulatecolor, new Color4(modcolor));
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}
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}
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// This sets the highlight color
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public void SetHighlightColor(int hicolor)
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{
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if(manager.Enabled)
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{
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effect.SetValue(highlightcolor, new Color4(hicolor));
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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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Device device = manager.D3DDevice.Device;
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if(!manager.Enabled)
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{
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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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