UltimateZoneBuilder/Source/Core/Rendering/Renderer3D.cs
MaxED eb86ab60af GZDoom Builder 1.12d:
TEXTURES patches can now be loaded from anywhere inside resource.
Configs: things from "Cameras and Interpolation" and "Boom Items" categories weren't rendered in Visual modes.
Configs: several new icons are now used for things.
Reverted sectors rendering from 1.12b, because it was done in too hackish way and was causing more and more problems. Models rendered height is now 25% lower instead.
Models rendering height can be toggled between normal and 85% in Preferences->Appearance->"Scale models in Visual modes"
Fixed several small bugs here and there.
2012-08-10 12:08:08 +00:00

1311 lines
53 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;
//mxd
using CodeImp.DoomBuilder.GZBuilder.MD3;
using CodeImp.DoomBuilder.GZBuilder.Data;
#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;
private const float CROSSHAIR_SCALE = 0.06f;
private const float FOG_RANGE = 0.9f;
#endregion
#region ================== Variables
// Matrices
private Matrix projection;
private Matrix view3d;
private Matrix billboard;
private Matrix worldviewproj;
private Matrix view2d;
private Matrix world;
private Vector3D cameraposition;
private int shaderpass;
// Options
private bool fullbrightness;
// Window size
private Size windowsize;
// Frustum
private ProjectedFrustum2D frustum;
// Thing cage
//private VertexBuffer thingcage;
private bool renderthingcages;
//mxd
private ThingBoundingBox bbox;
private List<VisualThing> thingsWithLight;
private int[] lightOffsets;
private Dictionary<Texture, List<VisualGeometry>> litGeometry;
private Dictionary<ModeldefEntry, List<VisualThing>> thingsWithModel;
// Crosshair
private FlatVertex[] crosshairverts;
private bool crosshairbusy;
// Highlighting
private IVisualPickable highlighted;
private float highlightglow;
private float highlightglowinv;
private ColorImage highlightimage;
private ColorImage selectionimage;
private bool showselection;
private bool showhighlight;
// 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;
// Things to be rendered.
// Each Dictionary in the array is a render pass.
// Each VisualThing is inserted in the Dictionary by their texture image.
private Dictionary<ImageData, List<VisualThing>>[] things;
// Things to be rendered, sorted by distance from camera
private BinaryHeap<VisualThing> thingsbydistance;
#endregion
#region ================== Properties
public ProjectedFrustum2D Frustum2D { get { return frustum; } }
public bool DrawThingCages { get { return renderthingcages; } set { renderthingcages = value; } }
public bool FullBrightness { get { return fullbrightness; } set { fullbrightness = value; } }
public bool ShowSelection { get { return showselection; } set { showselection = value; } }
public bool ShowHighlight { get { return showhighlight; } set { showhighlight = value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Renderer3D(D3DDevice graphics) : base(graphics)
{
// Initialize
CreateProjection();
CreateMatrices2D();
SetupThingCage();
SetupTextures();
renderthingcages = true;
showselection = true;
showhighlight = true;
// 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
//mxd
//if(thingcage != null) thingcage.Dispose();
if (bbox != null) bbox.Dispose();
if(selectionimage != null) selectionimage.Dispose();
if(highlightimage != null) highlightimage.Dispose();
//mxd
//thingcage = null;
bbox = null;
selectionimage = null;
highlightimage = null;
// Done
base.Dispose();
}
}
#endregion
#region ================== Management
// This is called before a device is reset
// (when resized or display adapter was changed)
public override void UnloadResource()
{
crosshairverts = null;
//mxd
//if(thingcage != null) thingcage.Dispose();
if (bbox != null) bbox.Dispose();
if(selectionimage != null) selectionimage.Dispose();
if(highlightimage != null) highlightimage.Dispose();
//mxd
//thingcage = null;
bbox = null;
selectionimage = null;
highlightimage = null;
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public override void ReloadResource()
{
CreateMatrices2D();
SetupThingCage();
SetupTextures();
}
// This makes screen vertices for display
private void CreateCrosshairVerts(Size texturesize)
{
// Determine coordinates
float width = (float)windowsize.Width;
float height = (float)windowsize.Height;
float size = (float)height * CROSSHAIR_SCALE;
RectangleF rect = new RectangleF((width - size) / 2, (height - size) / 2, size, size);
// Make vertices
crosshairverts = new FlatVertex[4];
crosshairverts[0].x = rect.Left;
crosshairverts[0].y = rect.Top;
crosshairverts[0].c = -1;
crosshairverts[0].u = 1f / texturesize.Width;
crosshairverts[0].v = 1f / texturesize.Height;
crosshairverts[1].x = rect.Right;
crosshairverts[1].y = rect.Top;
crosshairverts[1].c = -1;
crosshairverts[1].u = 1f - 1f / texturesize.Width;
crosshairverts[1].v = 1f / texturesize.Height;
crosshairverts[2].x = rect.Left;
crosshairverts[2].y = rect.Bottom;
crosshairverts[2].c = -1;
crosshairverts[2].u = 1f / texturesize.Width;
crosshairverts[2].v = 1f - 1f / texturesize.Height;
crosshairverts[3].x = rect.Right;
crosshairverts[3].y = rect.Bottom;
crosshairverts[3].c = -1;
crosshairverts[3].u = 1f - 1f / texturesize.Width;
crosshairverts[3].v = 1f - 1f / texturesize.Height;
}
#endregion
#region ================== Resources
// This loads the textures for highlight and selection if we need them
private void SetupTextures()
{
if(!graphics.Shaders.Enabled)
{
highlightimage = new ColorImage(General.Colors.Highlight, 32, 32);
highlightimage.LoadImage();
highlightimage.CreateTexture();
selectionimage = new ColorImage(General.Colors.Selection, 32, 32);
selectionimage.LoadImage();
selectionimage.CreateTexture();
}
}
// This sets up the thing cage
/*private void SetupThingCage()
{
const int totalvertices = 36;
WorldVertex[] tv = new WorldVertex[totalvertices];
float x0 = -1.0f;
float x1 = 1.0f;
float y0 = -1.0f;
float y1 = 1.0f;
float z0 = 0.0f;
float z1 = 1.0f;
float u0 = 0.0f;
float u1 = 1.0f;
float v0 = 0.0f;
float v1 = 1.0f;
int c = -1;
// Front
tv[0] = new WorldVertex(x0, y0, z0, c, u0, v0);
tv[1] = new WorldVertex(x0, y0, z1, c, u0, v1);
tv[2] = new WorldVertex(x1, y0, z0, c, u1, v0);
tv[3] = new WorldVertex(x1, y0, z0, c, u1, v0);
tv[4] = new WorldVertex(x0, y0, z1, c, u0, v1);
tv[5] = new WorldVertex(x1, y0, z1, c, u1, v1);
// Right
tv[6] = new WorldVertex(x1, y0, z0, c, u0, v0);
tv[7] = new WorldVertex(x1, y0, z1, c, u0, v1);
tv[8] = new WorldVertex(x1, y1, z0, c, u1, v0);
tv[9] = new WorldVertex(x1, y1, z0, c, u1, v0);
tv[10] = new WorldVertex(x1, y0, z1, c, u0, v1);
tv[11] = new WorldVertex(x1, y1, z1, c, u1, v1);
// Back
tv[12] = new WorldVertex(x1, y1, z0, c, u0, v0);
tv[13] = new WorldVertex(x1, y1, z1, c, u0, v1);
tv[14] = new WorldVertex(x0, y1, z0, c, u1, v0);
tv[15] = new WorldVertex(x0, y1, z0, c, u1, v0);
tv[16] = new WorldVertex(x1, y1, z1, c, u0, v1);
tv[17] = new WorldVertex(x0, y1, z1, c, u1, v1);
// Left
tv[18] = new WorldVertex(x0, y1, z0, c, u0, v1);
tv[19] = new WorldVertex(x0, y1, z1, c, u0, v0);
tv[20] = new WorldVertex(x0, y0, z1, c, u1, v0);
tv[21] = new WorldVertex(x0, y1, z0, c, u1, v0);
tv[22] = new WorldVertex(x0, y0, z1, c, u0, v1);
tv[23] = new WorldVertex(x0, y0, z0, c, u1, v1);
// Top
tv[24] = new WorldVertex(x0, y0, z1, c, u0, v0);
tv[25] = new WorldVertex(x0, y1, z1, c, u0, v1);
tv[26] = new WorldVertex(x1, y0, z1, c, u1, v0);
tv[27] = new WorldVertex(x1, y0, z1, c, u1, v0);
tv[28] = new WorldVertex(x0, y1, z1, c, u0, v1);
tv[29] = new WorldVertex(x1, y1, z1, c, u1, v1);
// Bottom
tv[30] = new WorldVertex(x1, y0, z0, c, u1, v0);
tv[31] = new WorldVertex(x0, y1, z0, c, u0, v1);
tv[32] = new WorldVertex(x0, y0, z0, c, u0, v0);
tv[33] = new WorldVertex(x1, y0, z0, c, u1, v0);
tv[34] = new WorldVertex(x1, y1, z0, c, u1, v1);
tv[35] = new WorldVertex(x0, y1, z0, c, u0, v1);
// Create vertexbuffer
thingcage = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * totalvertices,
Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
DataStream bufferstream = thingcage.Lock(0, WorldVertex.Stride * totalvertices, LockFlags.Discard);
bufferstream.WriteRange<WorldVertex>(tv);
thingcage.Unlock();
bufferstream.Dispose();
}*/
//mxd
private void SetupThingCage() {
bbox = new ThingBoundingBox(General.Map.Graphics.Device);
}
#endregion
#region ================== Presentation
// 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
ApplyMatrices3D();
}
// This creates matrices for a camera view
public void PositionAndLookAt(Vector3D pos, Vector3D lookat)
{
Vector3D delta;
float anglexy, anglez;
// Calculate delta vector
cameraposition = pos;
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
view3d = Matrix.LookAtRH(D3DDevice.V3(pos), D3DDevice.V3(lookat), new Vector3(0f, 0f, 1f));
// Make the billboard matrix
billboard = Matrix.RotationZ(anglexy + Angle2D.PI);
}
// This creates 2D view matrix
private void CreateMatrices2D()
{
windowsize = graphics.RenderTarget.ClientSize;
Matrix scaling = Matrix.Scaling((1f / (float)windowsize.Width) * 2f, (1f / (float)windowsize.Height) * -2f, 1f);
Matrix translate = Matrix.Translation(-(float)windowsize.Width * 0.5f, -(float)windowsize.Height * 0.5f, 0f);
view2d = Matrix.Multiply(translate, scaling);
}
// This applies the matrices
private void ApplyMatrices3D()
{
worldviewproj = world * view3d * projection;
graphics.Shaders.World3D.WorldViewProj = worldviewproj;
graphics.Device.SetTransform(TransformState.World, world);
graphics.Device.SetTransform(TransformState.Projection, projection);
graphics.Device.SetTransform(TransformState.View, view3d);
}
// This sets the appropriate view matrix
public void ApplyMatrices2D()
{
graphics.Device.SetTransform(TransformState.World, world);
graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity);
graphics.Device.SetTransform(TransformState.View, view2d);
}
#endregion
#region ================== Start / Finish
// This starts rendering
public bool Start()
{
// Create texture
//mxd
//if(General.Map.Data.ThingBox.Texture == null)
//General.Map.Data.ThingBox.CreateTexture();
// 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.FogEnable, false);
graphics.Device.SetRenderState(RenderState.FogDensity, 1.0f);
graphics.Device.SetRenderState(RenderState.FogColor, General.Colors.Background.ToInt());
graphics.Device.SetRenderState(RenderState.FogStart, General.Settings.ViewDistance * FOG_RANGE);
graphics.Device.SetRenderState(RenderState.FogEnd, General.Settings.ViewDistance);
graphics.Device.SetRenderState(RenderState.FogTableMode, FogMode.Linear);
graphics.Device.SetRenderState(RenderState.RangeFogEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Shaders.World3D.SetModulateColor(-1);
graphics.Shaders.World3D.SetHighlightColor(0);
// Texture addressing
graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap);
graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap);
graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap);
// Matrices
world = Matrix.Identity;
ApplyMatrices3D();
// Highlight
if(General.Settings.AnimateVisualSelection)
{
float time = General.Clock.CurrentTime;
highlightglow = (float)Math.Sin(time / 100.0f) * 0.1f + 0.4f;
//mxd. WHY?!
//highlightglowinv = -(float)Math.Sin(time / 100.0f) * 0.1f + 0.4f;
highlightglowinv = -highlightglow + 0.8f;
}
else
{
highlightglow = 0.4f;
highlightglowinv = 0.3f;
}
// Determine shader pass to use
if(fullbrightness) shaderpass = 1; else shaderpass = 0;
// Create crosshair vertices
if(crosshairverts == null)
CreateCrosshairVerts(new Size(General.Map.Data.Crosshair3D.Width, General.Map.Data.Crosshair3D.Height));
// 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];
things = new Dictionary<ImageData, List<VisualThing>>[RENDER_PASSES];
thingsbydistance = new BinaryHeap<VisualThing>();
//mxd
thingsWithModel = new Dictionary<ModeldefEntry, List<VisualThing>>();
litGeometry = new Dictionary<Texture, List<VisualGeometry>>();
for(int i = 0; i < RENDER_PASSES; i++)
{
geometry[i] = new Dictionary<ImageData, BinaryHeap<VisualGeometry>>();
things[i] = new Dictionary<ImageData, List<VisualThing>>();
}
//mxd
if (General.Settings.GZDrawLights) {
thingsWithLight = new List<VisualThing>();
}
}
// This ends rendering world geometry
public void FinishGeometry()
{
//mxd. sort lights
if (General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0)
updateLights();
// 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);
graphics.Shaders.World3D.Begin();
// SOLID PASS
world = Matrix.Identity;
ApplyMatrices3D();
RenderSinglePass((int)RenderPass.Solid);
//mxd. Render models, without culling. The way it's done in GZDoom... Fixes Rendering of things like grass and models with negative Scale
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true);
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
RenderModels();
graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise);
// MASK PASS
world = Matrix.Identity;
ApplyMatrices3D();
RenderSinglePass((int)RenderPass.Mask);
// ALPHA PASS
world = Matrix.Identity;
ApplyMatrices3D();
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);
RenderSinglePass((int)RenderPass.Alpha);
// THINGS
if(renderthingcages) RenderThingCages();
// ADDITIVE PASS
world = Matrix.Identity;
ApplyMatrices3D();
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One);
RenderSinglePass((int)RenderPass.Additive);
//mxd. LIGHT PASS
if (General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0 && litGeometry.Count > 0) {
RenderLights(litGeometry, thingsWithLight);
}
// Remove references
graphics.Shaders.World3D.Texture1 = null;
// Done
graphics.Shaders.World3D.End();
geometry = null;
}
//mxd
private void updateLights() {
thingsWithLight.Sort(sortThingsByCameraDistance);
if (thingsWithLight.Count > General.Settings.GZMaxDynamicLights) {
List<VisualThing> tl = new List<VisualThing>();
for (int i = 0; i < General.Settings.GZMaxDynamicLights; i++)
tl.Add(thingsWithLight[i]);
thingsWithLight = tl;
}
thingsWithLight.Sort(sortThingsByLightRenderStyle);
lightOffsets = new int[3];
foreach (VisualThing t in thingsWithLight) {
//add light to apropriate array.
if (t.LightRenderStyle == (int)GZDoomLightRenderStyle.NORMAL || t.LightRenderStyle == (int)GZDoomLightRenderStyle.VAVOOM)
lightOffsets[0]++;
else if (t.LightRenderStyle == (int)GZDoomLightRenderStyle.ADDITIVE)
lightOffsets[1]++;
else
lightOffsets[2]++;
}
}
//mxd
private int sortThingsByCameraDistance(VisualThing t1, VisualThing t2) {
if (t1.CameraDistance3D == t2.CameraDistance3D) return 0;
if (t1.CameraDistance3D > t2.CameraDistance3D) return 1;
return -1;
}
//mxd
private int sortThingsByLightRenderStyle(VisualThing t1, VisualThing t2) {
if (t1.LightRenderStyle == t2.LightRenderStyle) return 0;
if (t1.LightRenderStyle > t2.LightRenderStyle) return 1;
return -1;
}
//mxd.
//I never particularly liked old ThingCages, so I wrote this instead.
//It should render faster and it has fancy arrow! :)
private void RenderThingCages() {
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.SourceAlpha);
graphics.Shaders.World3D.BeginPass(16);
foreach (VisualThing t in thingsbydistance) {
// Setup matrix
world = Matrix.Multiply(t.CageScales, t.Position);
ApplyMatrices3D();
// Setup color
Color4 thingColor = new Color4();
if (t.Selected && showselection) {
thingColor = General.Colors.Selection3D.ToColorValue();
} else {
thingColor = t.Thing.Color.ToColorValue();
if (t != highlighted) thingColor.Alpha = 0.6f;
}
graphics.Shaders.World3D.VertexColor = thingColor;
//Render cage
graphics.Shaders.World3D.ApplySettings();
graphics.Device.SetStreamSource(0, bbox.cage, 0, WorldVertex.Stride);
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, 12);
//and arrow
float sx = t.CageScales.M11;
Matrix arrowScaler = Matrix.Scaling(sx, sx, sx); //scale arrow evenly based on thing width\depth
world = Matrix.Multiply(arrowScaler, t.Position * Matrix.Translation(0.0f, 0.0f, t.CageScales.M33 / 2));
Matrix rot = Matrix.RotationZ(t.Thing.Angle - Angle2D.PI / 2);
world = Matrix.Multiply(rot, world);
ApplyMatrices3D();
graphics.Shaders.World3D.ApplySettings();
graphics.Device.SetStreamSource(0, bbox.arrow, 0, WorldVertex.Stride);
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, 5);
}
// Done
graphics.Shaders.World3D.EndPass();
graphics.Shaders.World3D.SetModulateColor(-1);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
}
// This performs a single render pass
private void RenderSinglePass(int pass)
{
Color4 fogColor;
int currentshaderpass = shaderpass;
int highshaderpass = shaderpass + 2;
// Get geometry for this pass
Dictionary<ImageData, BinaryHeap<VisualGeometry>> geopass = geometry[pass];
// Begin rendering with this shader
graphics.Shaders.World3D.BeginPass(shaderpass);
// Render the geometry collected
foreach(KeyValuePair<ImageData, BinaryHeap<VisualGeometry>> group in geopass)
{
ImageData curtexture;
// What texture to use?
if(group.Key is UnknownImage)
curtexture = General.Map.Data.UnknownTexture3D;
else 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
if(!graphics.Shaders.Enabled) graphics.Device.SetTexture(0, curtexture.Texture);
graphics.Shaders.World3D.Texture1 = curtexture.Texture;
// 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
//mxd. no Map means that sector was deleted recently, I suppose
if (g.Sector.GeometryBuffer != null && g.Sector.Sector.Map != null)
{
// Change current sector
sector = g.Sector;
// Set stream source
graphics.Device.SetStreamSource(0, sector.GeometryBuffer, 0, WorldVertex.Stride);
}
else
{
sector = null;
}
}
if (sector != null)
{
// Determine the shader pass we want to use for this object
int wantedshaderpass = (((g == highlighted) && showhighlight) || (g.Selected && showselection)) ? highshaderpass : shaderpass;
//mxd
if (General.Settings.GZDrawFog && !fullbrightness && sector.Sector.Brightness < 248)
wantedshaderpass += 8;
//mxd. Seems that lines rendered with RenderPass.Alpha or RenderPass.Additive aren't affected by dynamic lights in GZDoom
if (g.RenderPass != RenderPass.Alpha && g.RenderPass != RenderPass.Additive && General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0) {
if (curtexture.Texture != null) {
if (!litGeometry.ContainsKey(curtexture.Texture))
litGeometry[curtexture.Texture] = new List<VisualGeometry>();
litGeometry[curtexture.Texture].Add(g);
}
}
// Switch shader pass?
if(currentshaderpass != wantedshaderpass)
{
graphics.Shaders.World3D.EndPass();
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
currentshaderpass = wantedshaderpass;
}
// Set the colors to use
if(!graphics.Shaders.Enabled)
{
graphics.Device.SetTexture(2, (g.Selected && showselection) ? selectionimage.Texture : null);
graphics.Device.SetTexture(3, ((g == highlighted) && showhighlight) ? highlightimage.Texture : null);
}
else
{
//mxd. set variables for fog rendering
if (wantedshaderpass > 7) {
graphics.Shaders.World3D.World = world;
bool sectorHasFogColor = getFogColor(sector.Sector, out fogColor);
graphics.Shaders.World3D.LightColor = fogColor;
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, getFogEnd(sector.Sector, sectorHasFogColor));
}
graphics.Shaders.World3D.SetHighlightColor(CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection)).ToArgb());
graphics.Shaders.World3D.ApplySettings();
}
// Render!
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
}
}
}
// Get things for this pass
Dictionary<ImageData, List<VisualThing>> thingspass = things[pass];
if(thingspass.Count > 0)
{
// Texture addressing
graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Clamp);
graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Clamp);
graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Clamp);
// Render things collected
foreach(KeyValuePair<ImageData, List<VisualThing>> group in thingspass)
{
ImageData curtexture;
if(!(group.Key is UnknownImage))
{
// 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
if(!graphics.Shaders.Enabled) graphics.Device.SetTexture(0, curtexture.Texture);
graphics.Shaders.World3D.Texture1 = curtexture.Texture;
// Render all things with this texture
foreach(VisualThing t in group.Value)
{
//mxd
if (General.Settings.GZDrawModels && (!General.Settings.GZDrawSelectedModelsOnly || t.Selected) && t.Thing.IsModel)
continue;
// Update buffer if needed
t.Update();
// Only do this sector when a vertexbuffer is created
if (t.GeometryBuffer != null) {
// Determine the shader pass we want to use for this object
int wantedshaderpass = (((t == highlighted) && showhighlight) || (t.Selected && showselection)) ? highshaderpass : shaderpass;
//mxd. if fog is enagled, switch to shader, which calculates it
if (General.Settings.GZDrawFog && !fullbrightness && t.Thing.Sector != null && t.Thing.Sector.Brightness < 248)
wantedshaderpass += 8;
//mxd. if current thing is light - set it's color to light color
if (Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, t.Thing.Type) != -1 && !fullbrightness) {
wantedshaderpass += 4; //render using one of passes, which uses World3D.VertexColor
graphics.Shaders.World3D.VertexColor = t.LightColor;
//mxd. check if Thing is affected by dynamic lights and set color accordingly
} else if (General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0) {
Color4 litColor = getLitColorForThing(t);
if (litColor.ToArgb() != 0) {
wantedshaderpass += 4; //render using one of passes, which uses World3D.VertexColor
graphics.Shaders.World3D.VertexColor = new Color4(t.VertexColor) + litColor;
}
}
// Switch shader pass?
if (currentshaderpass != wantedshaderpass) {
graphics.Shaders.World3D.EndPass();
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
currentshaderpass = wantedshaderpass;
}
// Set the colors to use
if (!graphics.Shaders.Enabled) {
graphics.Device.SetTexture(2, (t.Selected && showselection) ? selectionimage.Texture : null);
graphics.Device.SetTexture(3, ((t == highlighted) && showhighlight) ? highlightimage.Texture : null);
} else {
graphics.Shaders.World3D.SetHighlightColor(CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection)).ToArgb());
}
// Create the matrix for positioning / rotation
world = t.Orientation;
if (t.Billboard) world = Matrix.Multiply(world, billboard);
world = Matrix.Multiply(world, t.Position);
ApplyMatrices3D();
//mxd. set variables for fog rendering
if (wantedshaderpass > 7) {
graphics.Shaders.World3D.World = world;
bool sectorHasFogColor = getFogColor(t.Thing.Sector, out fogColor);
graphics.Shaders.World3D.LightColor = fogColor;
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, getFogEnd(t.Thing.Sector, sectorHasFogColor));
}
graphics.Shaders.World3D.ApplySettings();
// Apply buffer
graphics.Device.SetStreamSource(0, t.GeometryBuffer, 0, WorldVertex.Stride);
// Render!
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, t.Triangles);
}
}
}
}
// Texture addressing
graphics.Device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap);
graphics.Device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap);
graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap);
}
// Done rendering with this shader
graphics.Shaders.World3D.EndPass();
}
//mxd. Dynamic lights pass!
private void RenderLights(Dictionary<Texture, List<VisualGeometry>> geometry_to_lit, List<VisualThing> lights) {
graphics.Shaders.World3D.World = Matrix.Identity;
graphics.Shaders.World3D.BeginPass(17);
int i, count;
Vector4 lpr;
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.One);
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.BlendFactor);
foreach (KeyValuePair<Texture, List<VisualGeometry>> group in geometry_to_lit) {
graphics.Shaders.World3D.Texture1 = group.Key;
foreach (VisualGeometry g in group.Value) {
i = 0;
count = 0;
graphics.Device.SetStreamSource(0, g.Sector.GeometryBuffer, 0, WorldVertex.Stride);
//normal lights
count = lightOffsets[0];
if (lightOffsets[0] > 0) {
graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.Add);
for (i = 0; i < count; i++) {
if (checkBBoxIntersection(g.BoundingBox, lights[i].BoundingBox)) {
lpr = new Vector4(lights[i].Center, lights[i].LightRadius);
if (lpr.W == 0)
continue;
graphics.Shaders.World3D.LightColor = lights[i].LightColor;
graphics.Shaders.World3D.LightPositionAndRadius = lpr;
graphics.Shaders.World3D.ApplySettings();
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
}
}
}
//additive lights.
if (lightOffsets[1] > 0) {
count += lightOffsets[1];
graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.Add);
for (i = lightOffsets[0]; i < count; i++) {
if (checkBBoxIntersection(g.BoundingBox, lights[i].BoundingBox)) {
lpr = new Vector4(lights[i].Center, lights[i].LightRadius);
if (lpr.W == 0)
continue;
graphics.Shaders.World3D.LightColor = lights[i].LightColor;
graphics.Shaders.World3D.LightPositionAndRadius = lpr;
graphics.Shaders.World3D.ApplySettings();
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
}
}
}
//negative lights
if (lightOffsets[2] > 0) {
count += lightOffsets[2];
graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.ReverseSubtract);
for (i = lightOffsets[0] + lightOffsets[1]; i < count; i++) {
if (checkBBoxIntersection(g.BoundingBox, lights[i].BoundingBox)) {
lpr = new Vector4(lights[i].Center, lights[i].LightRadius);
if (lpr.W == 0)
continue;
Color4 lc = lights[i].LightColor;
graphics.Shaders.World3D.LightColor = new Color4(lc.Alpha, (lc.Green + lc.Blue) / 2, (lc.Red + lc.Blue) / 2, (lc.Green + lc.Red) / 2);
graphics.Shaders.World3D.LightPositionAndRadius = lpr;
graphics.Shaders.World3D.ApplySettings();
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
}
}
}
}
}
graphics.Shaders.World3D.EndPass();
graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.Add);
}
//mxd. render models
private void RenderModels() {
Color4 fogColor;
int shaderpass = fullbrightness ? 1 : 4;
int currentshaderpass = shaderpass;
int highshaderpass = shaderpass + 2;
// Begin rendering with this shader
graphics.Shaders.World3D.BeginPass(currentshaderpass);
foreach (KeyValuePair<ModeldefEntry, List<VisualThing>> group in thingsWithModel) {
foreach (VisualThing t in group.Value) {
t.Update();
Color4 vertexColor = new Color4(t.VertexColor);
vertexColor.Alpha = 1.0f;
//check if model is affected by dynamic lights and set color accordingly
if (General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0) {
Color4 litColor = getLitColorForThing(t);
graphics.Shaders.World3D.VertexColor = vertexColor + litColor;
} else {
graphics.Shaders.World3D.VertexColor = vertexColor;
}
// Determine the shader pass we want to use for this object
int wantedshaderpass = ((((t == highlighted) && showhighlight) || (t.Selected && showselection)) ? highshaderpass : shaderpass);
//mxd. if fog is enagled, switch to shader, which calculates it
if (General.Settings.GZDrawFog && !fullbrightness && t.Thing.Sector != null && t.Thing.Sector.Brightness < 248)
wantedshaderpass += 8;
// Switch shader pass?
if (currentshaderpass != wantedshaderpass) {
graphics.Shaders.World3D.EndPass();
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
currentshaderpass = wantedshaderpass;
}
// Set the colors to use
if (!graphics.Shaders.Enabled) {
graphics.Device.SetTexture(2, (t.Selected && showselection) ? selectionimage.Texture : null);
graphics.Device.SetTexture(3, ((t == highlighted) && showhighlight) ? highlightimage.Texture : null);
} else {
graphics.Shaders.World3D.SetHighlightColor(CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection)).ToArgb());
}
// Create the matrix for positioning / rotation
world = Matrix.Multiply(t.Orientation, Matrix.RotationZ(t.Thing.Angle));
world = Matrix.Multiply(world, t.Position);
ApplyMatrices3D();
//mxd. set variables for fog rendering
if (wantedshaderpass > 7) {
graphics.Shaders.World3D.World = world;
bool sectorHasFogColor = getFogColor(t.Thing.Sector, out fogColor);
graphics.Shaders.World3D.LightColor = fogColor;
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, getFogEnd(t.Thing.Sector, sectorHasFogColor));
}
for (int i = 0; i < group.Key.Model.NUM_MESHES; i++) {
if (!graphics.Shaders.Enabled) graphics.Device.SetTexture(0, group.Key.Model.Textures[i]);
graphics.Shaders.World3D.Texture1 = group.Key.Model.Textures[i];
graphics.Shaders.World3D.ApplySettings();
// Render!
group.Key.Model.Meshes[i].DrawSubset(0);
}
}
}
graphics.Shaders.World3D.EndPass();
}
//mxd. This gets color from dynamic lights based on distance to thing.
//thing position must be in absolute cordinates
//(thing.Position.Z value is relative to floor of the sector the thing is in)
private Color4 getLitColorForThing(VisualThing t) {
Color4 litColor = new Color4();
float radius, radiusSquared, distSquared, scaler;
int sign;
for (int i = 0; i < thingsWithLight.Count; i++ ) {
//don't light self
if (General.Map.Data.GldefsEntries.ContainsKey(t.Thing.Type) && General.Map.Data.GldefsEntries[t.Thing.Type].DontLightSelf && t.Thing.Index == thingsWithLight[i].Thing.Index) {
continue;
}
distSquared = Vector3.DistanceSquared(thingsWithLight[i].Center, t.PositionV3);
radius = thingsWithLight[i].LightRadius;
radiusSquared = radius * radius;
if (distSquared < radiusSquared) {
sign = thingsWithLight[i].LightRenderStyle == (int)GZDoomLightRenderStyle.NEGATIVE ? -1 : 1;
scaler = 1 - distSquared / radiusSquared * thingsWithLight[i].LightColor.Alpha;
litColor.Red += thingsWithLight[i].LightColor.Red * scaler * sign;
litColor.Green += thingsWithLight[i].LightColor.Green * scaler * sign;
litColor.Blue += thingsWithLight[i].LightColor.Blue * scaler * sign;
}
}
return litColor;
}
//mxd. This returns distance, at which fog color completely replaces texture color for given sector
private float getFogEnd(Sector s, bool sectorHasFogColor) {
float brightness = (float)Math.Max(30, s.Brightness);
if (sectorHasFogColor) {
return brightness * 11.0f;
}
return (float)Math.Pow(2.0f, brightness / 11.0f);
}
//mxd. returns true if sector has fog color
private bool getFogColor(Sector sector, out Color4 color) {
if (General.Map.UDMF && sector.Fields.ContainsKey("fadecolor")) {
color = new Color4((int)sector.Fields["fadecolor"].Value);
return true;
} else if (General.Map.Data.MapInfo.HasOutsideFogColor && sector.CeilTexture == General.Map.Config.SkyFlatName) {
color = General.Map.Data.MapInfo.OutsideFogColor;
return true;
} else if (General.Map.Data.MapInfo.HasFadeColor) {
color = General.Map.Data.MapInfo.FadeColor;
return true;
}
color = new Color4(); //black
return false;
}
// This calculates the highlight/selection color
public Color4 CalculateHighlightColor(bool ishighlighted, bool isselected)
{
Color4 highlightcolor = isselected ? General.Colors.Selection.ToColorValue() : General.Colors.Highlight.ToColorValue();
highlightcolor.Alpha = ishighlighted ? highlightglowinv : highlightglow;
return highlightcolor;
}
// This finishes rendering
public void Finish()
{
General.Plugins.OnPresentDisplayBegin();
// Done
graphics.FinishRendering();
graphics.Present();
highlighted = null;
}
#endregion
#region ================== Rendering
// This sets the highlighted object for the rendering
public void SetHighlightedObject(IVisualPickable obj)
{
highlighted = obj;
}
// This collects a visual sector's geometry for rendering
public void AddSectorGeometry(VisualGeometry g)
{
// Must have a texture and vertices
if((g.Texture != null) && (g.Triangles > 0))
{
// 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);
}
}
// This collects a visual sector's geometry for rendering
public void AddThingGeometry(VisualThing t)
{
//mxd. gater lights
if (General.Settings.GZDrawLights && !fullbrightness && t.LightType != -1) {
t.UpdateLightRadius();
if (t.LightRadius > 0) {
t.CalculateCameraDistance3D(D3DDevice.V3(cameraposition));
//t.CameraDistance3D is actually squared distance, hence (t.LightRadius * t.LightRadius)
if (t.CameraDistance3D < (t.LightRadius * t.LightRadius) || isThingOnScreen(t.BoundingBox)) { //always render light if camera is within it's radius
if (Array.IndexOf(GZBuilder.GZGeneral.GZ_ANIMATED_LIGHT_TYPES, t.LightType) != -1)
t.UpdateBoundingBox();
thingsWithLight.Add(t);
}
}
}
if (!isThingOnScreen(t.BoundingBox)) {
return;
}
//mxd. gather models
if (General.Settings.GZDrawModels && (!General.Settings.GZDrawSelectedModelsOnly || t.Selected) && t.Thing.IsModel) {
ModeldefEntry mde = General.Map.Data.ModeldefEntries[t.Thing.Type];
if (!thingsWithModel.ContainsKey(mde))
thingsWithModel.Add(mde, new List<VisualThing>());
thingsWithModel[mde].Add(t);
}
// Make sure the distance to camera is calculated
t.CalculateCameraDistance(cameraposition);
thingsbydistance.Add(t);
// Must have a texture!
if(t.Texture != null)
{
// Texture group not yet collected?
if(!things[t.RenderPassInt].ContainsKey(t.Texture))
{
// Create texture group
things[t.RenderPassInt].Add(t.Texture, new List<VisualThing>());
}
// Add geometry to texture group
things[t.RenderPassInt][t.Texture].Add(t);
}
}
//mxd
private bool isThingOnScreen(Vector3[] bbox) {
Vector3D camNormal = Vector3D.FromAngleXYZ(General.Map.VisualCamera.AngleXY, General.Map.VisualCamera.AngleZ);
Vector3D thingNormal = D3DDevice.V3D(bbox[0]) - cameraposition; //bbox[0] is always thing center
if (Vector3D.DotProduct(camNormal, thingNormal) < 0) return false; //behind camera plane
int len = bbox.Length;
Vector3 screenPos;
int behindCount = 0;
int leftCount = 0;
int rightCount = 0;
int topCount = 0;
int bottomCount = 0;
for (int i = 0; i < len; i++) {
//check visibility
screenPos = Vector3.Project(bbox[i], 0, 0, 1, 1, PROJ_NEAR_PLANE, General.Settings.ViewDistance, worldviewproj);
if (screenPos.X > 0 && screenPos.X < 1 && screenPos.Y > 0 && screenPos.Y < 1)
return true;
if (screenPos.Z < 0)
behindCount++;
if (screenPos.X < 0)
leftCount++;
else if (screenPos.X > 1)
rightCount++;
if (screenPos.Y < 0)
topCount++;
else if (screenPos.Y > 1)
bottomCount++;
}
bool notOnScreen = (behindCount == len || leftCount == len || rightCount == len || topCount == len || bottomCount == len);
return !notOnScreen;
}
//mxd
private static bool checkBBoxIntersection(Vector3[] bbox1, Vector3[] bbox2) {
Vector3 dist = bbox1[0] - bbox2[0];
Vector3 halfSize1 = bbox1[0] - bbox1[1];
Vector3 halfSize2 = bbox2[0] - bbox2[1];
if (halfSize1.X + halfSize2.X >= Math.Abs(dist.X) && halfSize1.Y + halfSize2.Y >= Math.Abs(dist.Y) && halfSize1.Z + halfSize2.Z >= Math.Abs(dist.Z))
return true;
return false;
}
// This renders the crosshair
public void RenderCrosshair()
{
// Set renderstates
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
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);
graphics.Device.SetTransform(TransformState.World, Matrix.Identity);
graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity);
ApplyMatrices2D();
// Texture
if(crosshairbusy)
{
if(General.Map.Data.CrosshairBusy3D.Texture == null) General.Map.Data.CrosshairBusy3D.CreateTexture();
graphics.Device.SetTexture(0, General.Map.Data.CrosshairBusy3D.Texture);
graphics.Shaders.Display2D.Texture1 = General.Map.Data.CrosshairBusy3D.Texture;
}
else
{
if(General.Map.Data.Crosshair3D.Texture == null) General.Map.Data.Crosshair3D.CreateTexture();
graphics.Device.SetTexture(0, General.Map.Data.Crosshair3D.Texture);
graphics.Shaders.Display2D.Texture1 = General.Map.Data.Crosshair3D.Texture;
}
// Draw
graphics.Shaders.Display2D.Begin();
graphics.Shaders.Display2D.SetSettings(1.0f, 1.0f, 0.0f, 1.0f, true);
graphics.Shaders.Display2D.BeginPass(1);
graphics.Device.DrawUserPrimitives<FlatVertex>(PrimitiveType.TriangleStrip, 0, 2, crosshairverts);
graphics.Shaders.Display2D.EndPass();
graphics.Shaders.Display2D.End();
}
// This switches fog on and off
public void SetFogMode(bool usefog)
{
graphics.Device.SetRenderState(RenderState.FogEnable, usefog);
}
// This siwtches crosshair busy icon on and off
public void SetCrosshairBusy(bool busy)
{
crosshairbusy = busy;
}
//mxd. dbg
//private int lastTick, lastFrameRate, frameRate;
/*private int calculateFrameRate() {
if (System.Environment.TickCount - lastTick >= 1000) {
lastFrameRate = frameRate;
frameRate = 0;
lastTick = System.Environment.TickCount;
}
frameRate++;
return lastFrameRate;
}*/
#endregion
}
}