mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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702 lines
21 KiB
C#
Executable file
702 lines
21 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 System.Drawing;
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using System.IO;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Map;
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using SlimDX;
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using SlimDX.Direct3D9;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal class SurfaceManager : ID3DResource
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{
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#region ================== Constants
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// The true maximum lies at 65535 if I remember correctly, but that
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// is a scary big number for a vertexbuffer.
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private const int MAX_VERTICES_PER_BUFFER = 30000;
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// When a sector exceeds this number of vertices, it should split up it's triangles
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// This number must be a multiple of 3.
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public const int MAX_VERTICES_PER_SECTOR = 6000;
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#endregion
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#region ================== Variables
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// Set of buffers for a specific number of vertices per sector
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private Dictionary<int, SurfaceBufferSet> sets;
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// List of buffers that are locked
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// This is null when not in the process of updating
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private List<VertexBuffer> lockedbuffers;
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// Surface to be rendered.
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// Each BinaryHeap in the Dictionary contains all geometry that needs
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// to be rendered with the associated ImageData.
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// The BinaryHeap sorts the geometry by sector to minimize stream switchs.
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// This is null when not in the process of rendering
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private Dictionary<ImageData, List<SurfaceEntry>> surfaces;
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// This is 1 to add the number of vertices to the offset
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// (effectively rendering the ceiling vertices instead of floor vertices)
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private int surfacevertexoffsetmul;
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// This is set to true when the resources have been unloaded
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private bool resourcesunloaded;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public SurfaceManager()
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{
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sets = new Dictionary<int, SurfaceBufferSet>();
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lockedbuffers = new List<VertexBuffer>();
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General.Map.Graphics.RegisterResource(this);
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}
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// Disposer
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public void Dispose()
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{
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if(sets != null)
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{
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General.Map.Graphics.UnregisterResource(this);
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// Dispose all sets
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foreach(KeyValuePair<int, SurfaceBufferSet> set in sets)
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{
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// Dispose vertex buffers
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for(int i = 0; i < set.Value.buffers.Count; i++)
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{
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if(set.Value.buffers[i] != null)
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{
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set.Value.buffers[i].Dispose();
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set.Value.buffers[i] = null;
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}
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}
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}
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sets = null;
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}
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}
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#endregion
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#region ================== Management
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// Called when all resource must be unloaded
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public void UnloadResource()
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{
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resourcesunloaded = true;
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foreach(KeyValuePair<int, SurfaceBufferSet> set in sets)
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{
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// Dispose vertex buffers
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for(int i = 0; i < set.Value.buffers.Count; i++)
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{
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if(set.Value.buffers[i] != null)
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{
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set.Value.buffers[i].Dispose();
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set.Value.buffers[i] = null;
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}
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}
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}
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lockedbuffers.Clear();
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}
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// Called when all resource must be reloaded
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public void ReloadResource()
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{
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foreach(KeyValuePair<int, SurfaceBufferSet> set in sets)
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{
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// Rebuild vertex buffers
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for(int i = 0; i < set.Value.buffersizes.Count; i++)
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{
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// Make the new buffer!
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VertexBuffer b = new VertexBuffer(General.Map.Graphics.Device, FlatVertex.Stride * set.Value.buffersizes[i],
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Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
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// Start refilling the buffer with sector geometry
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DataStream bstream = b.Lock(0, FlatVertex.Stride * set.Value.buffersizes[i], LockFlags.Discard);
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foreach(SurfaceEntry e in set.Value.entries)
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{
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if(e.bufferindex == i)
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{
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// Fill buffer
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bstream.Seek(e.vertexoffset * FlatVertex.Stride, SeekOrigin.Begin);
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bstream.WriteRange(e.floorvertices);
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bstream.WriteRange(e.ceilvertices);
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}
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}
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// Unlock buffer
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b.Unlock();
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bstream.Dispose();
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// Add to list
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set.Value.buffers[i] = b;
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}
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}
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resourcesunloaded = false;
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}
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// This resets all buffers and requires all sectors to get new entries
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public void Reset()
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{
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// Clear all items
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foreach(KeyValuePair<int, SurfaceBufferSet> set in sets)
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{
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foreach(SurfaceEntry entry in set.Value.entries)
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{
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entry.numvertices = -1;
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entry.bufferindex = -1;
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}
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foreach(SurfaceEntry entry in set.Value.holes)
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{
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entry.numvertices = -1;
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entry.bufferindex = -1;
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}
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foreach(VertexBuffer vb in set.Value.buffers)
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vb.Dispose();
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}
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// New dictionary
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sets = new Dictionary<int, SurfaceBufferSet>();
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}
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// Updating sector surface geometry should go in this order;
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// - Triangulate sectors
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// - Call FreeSurfaces to remove entries that have changed number of vertices
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// - Call AllocateBuffers
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// - Call UpdateSurfaces to add/update entries
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// - Call UnlockBuffers
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// This (re)allocates the buffers based on an analysis of the map
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// The map must be updated (triangulated) before calling this
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public void AllocateBuffers()
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{
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// Make analysis of sector geometry
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Dictionary<int, int> sectorverts = new Dictionary<int, int>();
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foreach(Sector s in General.Map.Map.Sectors)
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{
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if(s.Triangles != null)
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{
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int numvertices = s.Triangles.Vertices.Count;
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while(numvertices > 0)
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{
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// Determine for how many vertices in this entry
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int vertsinentry = (numvertices > MAX_VERTICES_PER_SECTOR) ? MAX_VERTICES_PER_SECTOR : numvertices;
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// We count the number of sectors that have specific number of vertices
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if(!sectorverts.ContainsKey(vertsinentry))
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sectorverts.Add(vertsinentry, 0);
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sectorverts[vertsinentry]++;
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numvertices -= vertsinentry;
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}
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}
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}
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// Now (re)allocate the needed buffers
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foreach(KeyValuePair<int, int> sv in sectorverts)
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{
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// Zero vertices can't be drawn
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if(sv.Key > 0)
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{
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SurfaceBufferSet set = GetSet(sv.Key);
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// Calculte how many free entries we need
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int neededentries = sv.Value;
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int freeentriesneeded = neededentries - set.entries.Count;
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// Allocate the space needed
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EnsureFreeBufferSpace(set, freeentriesneeded);
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}
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}
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}
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// This ensures there is enough space for a given number of free entries (also adds new bufers if needed)
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private void EnsureFreeBufferSpace(SurfaceBufferSet set, int freeentries)
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{
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DataStream bstream = null;
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VertexBuffer vb = null;
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// Check if we have to add entries
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int addentries = freeentries - set.holes.Count;
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// Begin resizing buffers starting with the last in this set
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int bufferindex = set.buffers.Count - 1;
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// Calculate the maximum number of entries we can put in a new buffer
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// Note that verticesperentry is the number of vertices multiplied by 2, because
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// we have to store both the floor and ceiling
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int verticesperentry = set.numvertices * 2;
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int maxentriesperbuffer = MAX_VERTICES_PER_BUFFER / verticesperentry;
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// Make a new bufer when the last one is full
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if((bufferindex > -1) && (set.buffersizes[bufferindex] >= (maxentriesperbuffer * verticesperentry)))
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bufferindex = -1;
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while(addentries > 0)
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{
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// Create a new buffer?
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if((bufferindex == -1) || (bufferindex > (set.buffers.Count - 1)))
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{
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// Determine the number of entries we will be making this buffer for
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int bufferentries = (addentries > maxentriesperbuffer) ? maxentriesperbuffer : addentries;
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// Calculate the number of vertices that will be
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int buffernumvertices = bufferentries * verticesperentry;
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if(!resourcesunloaded)
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{
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// Make the new buffer!
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vb = new VertexBuffer(General.Map.Graphics.Device, FlatVertex.Stride * buffernumvertices,
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Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
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// Add it.
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set.buffers.Add(vb);
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}
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else
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{
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// We can't make a vertexbuffer right now
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set.buffers.Add(null);
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}
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// Also add available entries as holes, because they are not used yet.
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set.buffersizes.Add(buffernumvertices);
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for(int i = 0; i < bufferentries; i++)
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set.holes.Add(new SurfaceEntry(set.numvertices, set.buffers.Count - 1, i * verticesperentry));
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// Done
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addentries -= bufferentries;
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}
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// Reallocate a buffer
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else
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{
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// Trash the old buffer
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if(set.buffers[bufferindex].Tag != null)
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{
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bstream = (DataStream)set.buffers[bufferindex].Tag;
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set.buffers[bufferindex].Unlock();
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bstream.Dispose();
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set.buffers[bufferindex].Tag = null;
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}
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if((set.buffers[bufferindex] != null) && !resourcesunloaded)
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set.buffers[bufferindex].Dispose();
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// Get the entries that are in this buffer only
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List<SurfaceEntry> theseentries = new List<SurfaceEntry>();
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foreach(SurfaceEntry e in set.entries)
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{
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if(e.bufferindex == bufferindex)
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theseentries.Add(e);
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}
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// Determine the number of entries we will be making this buffer for
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int bufferentries = ((theseentries.Count + addentries) > maxentriesperbuffer) ? maxentriesperbuffer : (theseentries.Count + addentries);
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// Calculate the number of vertices that will be
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int buffernumvertices = bufferentries * verticesperentry;
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if(!resourcesunloaded)
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{
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// Make the new buffer and lock it
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vb = new VertexBuffer(General.Map.Graphics.Device, FlatVertex.Stride * buffernumvertices,
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Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
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bstream = vb.Lock(0, FlatVertex.Stride * theseentries.Count * verticesperentry, LockFlags.Discard);
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}
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// Start refilling the buffer with sector geometry
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int vertexoffset = 0;
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foreach(SurfaceEntry e in theseentries)
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{
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if(!resourcesunloaded)
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{
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// Fill buffer
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bstream.WriteRange(e.floorvertices);
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bstream.WriteRange(e.ceilvertices);
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}
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// Set the new location in the buffer
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e.vertexoffset = vertexoffset;
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// Move on
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vertexoffset += verticesperentry;
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}
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if(!resourcesunloaded)
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{
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// Unlock buffer
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vb.Unlock();
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bstream.Dispose();
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set.buffers[bufferindex] = vb;
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}
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else
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{
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// No vertex buffer at this time, sorry
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set.buffers[bufferindex] = null;
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}
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// Set the new buffer and add available entries as holes, because they are not used yet.
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set.buffersizes[bufferindex] = buffernumvertices;
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set.holes.Clear();
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for(int i = 0; i < bufferentries - theseentries.Count; i++)
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set.holes.Add(new SurfaceEntry(set.numvertices, bufferindex, i * verticesperentry + vertexoffset));
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// Done
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addentries -= bufferentries;
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}
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// Always continue in next (new) buffer
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bufferindex = set.buffers.Count;
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}
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}
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// This adds or updates sector geometry into a buffer.
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// Modiies the list of SurfaceEntries with the new surface entry for the stored geometry.
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public void UpdateSurfaces(SurfaceEntryCollection entries, SurfaceUpdate update)
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{
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// Free entries when number of vertices has changed
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if((entries.Count > 0) && (entries.totalvertices != update.numvertices))
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{
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FreeSurfaces(entries);
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entries.Clear();
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}
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if((entries.Count == 0) && (update.numvertices > 0))
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{
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#if DEBUG
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if((update.floorvertices == null) || (update.ceilvertices == null))
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General.Fail("We need both floor and ceiling vertices when the number of vertices changes!");
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#endif
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// If we have no entries yet, we have to make them now
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int vertsremaining = update.numvertices;
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while(vertsremaining > 0)
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{
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// Determine for how many vertices in this entry
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int vertsinentry = (vertsremaining > MAX_VERTICES_PER_SECTOR) ? MAX_VERTICES_PER_SECTOR : vertsremaining;
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// Lookup the set that holds entries for this number of vertices
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SurfaceBufferSet set = GetSet(vertsinentry);
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// Make sure we can get a new entry in this set
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EnsureFreeBufferSpace(set, 1);
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// Get a new entry in this set
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SurfaceEntry e = set.holes[set.holes.Count - 1];
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set.holes.RemoveAt(set.holes.Count - 1);
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set.entries.Add(e);
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// Fill the entry data
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e.floorvertices = new FlatVertex[vertsinentry];
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e.ceilvertices = new FlatVertex[vertsinentry];
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Array.Copy(update.floorvertices, update.numvertices - vertsremaining, e.floorvertices, 0, vertsinentry);
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Array.Copy(update.ceilvertices, update.numvertices - vertsremaining, e.ceilvertices, 0, vertsinentry);
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e.floortexture = update.floortexture;
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e.ceiltexture = update.ceiltexture;
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e.desaturation = update.desaturation;
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entries.Add(e);
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vertsremaining -= vertsinentry;
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}
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}
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else
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{
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// We re-use the same entries, just copy over the updated data
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int vertsremaining = update.numvertices;
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foreach(SurfaceEntry e in entries)
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{
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if(update.floorvertices != null)
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{
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Array.Copy(update.floorvertices, update.numvertices - vertsremaining, e.floorvertices, 0, e.numvertices);
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e.floortexture = update.floortexture;
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}
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if(update.ceilvertices != null)
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{
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Array.Copy(update.ceilvertices, update.numvertices - vertsremaining, e.ceilvertices, 0, e.numvertices);
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e.ceiltexture = update.ceiltexture;
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}
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e.desaturation = update.desaturation;
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vertsremaining -= e.numvertices;
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}
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}
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entries.totalvertices = update.numvertices;
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// Time to update or create the buffers
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foreach(SurfaceEntry e in entries)
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{
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SurfaceBufferSet set = GetSet(e.numvertices);
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// Update bounding box
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e.UpdateBBox();
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if(!resourcesunloaded)
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{
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// Lock the buffer
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DataStream bstream;
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VertexBuffer vb = set.buffers[e.bufferindex];
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if(vb.Tag == null)
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{
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// Note: DirectX warns me that I am not using LockFlags.Discard or LockFlags.NoOverwrite here,
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// but we don't have much of a choice since we want to update our data and not destroy other data
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bstream = vb.Lock(0, set.buffersizes[e.bufferindex] * FlatVertex.Stride, LockFlags.None);
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vb.Tag = bstream;
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lockedbuffers.Add(vb);
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}
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else
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{
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bstream = (DataStream)vb.Tag;
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}
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// Write the vertices to buffer
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bstream.Seek(e.vertexoffset * FlatVertex.Stride, SeekOrigin.Begin);
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bstream.WriteRange(e.floorvertices);
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bstream.WriteRange(e.ceilvertices);
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}
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}
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}
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// This frees the given surface entry
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public void FreeSurfaces(SurfaceEntryCollection entries)
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{
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foreach(SurfaceEntry e in entries)
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{
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if((e.numvertices > 0) && (e.bufferindex > -1))
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{
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SurfaceBufferSet set = sets[e.numvertices];
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set.entries.Remove(e);
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SurfaceEntry newentry = new SurfaceEntry(e);
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set.holes.Add(newentry);
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}
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e.numvertices = -1;
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e.bufferindex = -1;
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}
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}
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// This unlocks the locked buffers
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public void UnlockBuffers()
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{
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if(!resourcesunloaded)
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{
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foreach(VertexBuffer vb in lockedbuffers)
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{
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if(vb.Tag != null)
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{
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DataStream bstream = (DataStream)vb.Tag;
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vb.Unlock();
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bstream.Dispose();
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vb.Tag = null;
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}
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}
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// Clear list
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lockedbuffers = new List<VertexBuffer>();
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}
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}
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// This gets or creates a set for a specific number of vertices
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private SurfaceBufferSet GetSet(int numvertices)
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{
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SurfaceBufferSet set;
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// Get or create the set
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if(!sets.ContainsKey(numvertices))
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{
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set = new SurfaceBufferSet();
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set.numvertices = numvertices;
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set.buffers = new List<VertexBuffer>();
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set.buffersizes = new List<int>();
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set.entries = new List<SurfaceEntry>();
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set.holes = new List<SurfaceEntry>();
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sets.Add(numvertices, set);
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}
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else
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|
{
|
|
set = sets[numvertices];
|
|
}
|
|
|
|
return set;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Rendering
|
|
|
|
// This renders all sector floors
|
|
internal void RenderSectorFloors(RectangleF viewport)
|
|
{
|
|
surfaces = new Dictionary<ImageData, List<SurfaceEntry>>();
|
|
surfacevertexoffsetmul = 0;
|
|
|
|
// Go for all surfaces as they are sorted in the buffers, so that
|
|
// they are automatically already sorted by vertexbuffer
|
|
foreach(KeyValuePair<int, SurfaceBufferSet> set in sets)
|
|
{
|
|
foreach(SurfaceEntry entry in set.Value.entries)
|
|
{
|
|
if(entry.bbox.IntersectsWith(viewport))
|
|
AddSurfaceEntryForRendering(entry, entry.floortexture);
|
|
}
|
|
}
|
|
}
|
|
|
|
// This renders all sector ceilings
|
|
internal void RenderSectorCeilings(RectangleF viewport)
|
|
{
|
|
surfaces = new Dictionary<ImageData, List<SurfaceEntry>>();
|
|
surfacevertexoffsetmul = 1;
|
|
|
|
// Go for all surfaces as they are sorted in the buffers, so that
|
|
// they are automatically already sorted by vertexbuffer
|
|
foreach(KeyValuePair<int, SurfaceBufferSet> set in sets)
|
|
{
|
|
foreach(SurfaceEntry entry in set.Value.entries)
|
|
{
|
|
if(entry.bbox.IntersectsWith(viewport))
|
|
AddSurfaceEntryForRendering(entry, entry.ceiltexture);
|
|
}
|
|
}
|
|
}
|
|
|
|
// This renders all sector brightness levels
|
|
internal void RenderSectorBrightness(RectangleF viewport)
|
|
{
|
|
surfaces = new Dictionary<ImageData, List<SurfaceEntry>>();
|
|
surfacevertexoffsetmul = 0;
|
|
|
|
// Go for all surfaces as they are sorted in the buffers, so that
|
|
// they are automatically already sorted by vertexbuffer
|
|
foreach(KeyValuePair<int, SurfaceBufferSet> set in sets)
|
|
{
|
|
foreach(SurfaceEntry entry in set.Value.entries)
|
|
{
|
|
if(entry.bbox.IntersectsWith(viewport))
|
|
AddSurfaceEntryForRendering(entry, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// This adds a surface entry to the list of surfaces
|
|
private void AddSurfaceEntryForRendering(SurfaceEntry entry, long longimagename)
|
|
{
|
|
// Determine texture to use
|
|
ImageData img;
|
|
if(longimagename == 0)
|
|
{
|
|
img = General.Map.Data.WhiteTexture;
|
|
}
|
|
else
|
|
{
|
|
if(longimagename == MapSet.EmptyLongName)
|
|
{
|
|
img = General.Map.Data.MissingTexture3D;
|
|
}
|
|
else
|
|
{
|
|
img = General.Map.Data.GetFlatImage(longimagename);
|
|
|
|
if(img is UnknownImage)
|
|
{
|
|
img = General.Map.Data.UnknownTexture3D;
|
|
}
|
|
else
|
|
{
|
|
if(img.IsImageLoaded && !img.LoadFailed)
|
|
{
|
|
if(img.Texture == null) img.CreateTexture();
|
|
}
|
|
else
|
|
{
|
|
img = General.Map.Data.WhiteTexture;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Store by texture
|
|
if(!surfaces.ContainsKey(img)) surfaces.Add(img, new List<SurfaceEntry>());
|
|
surfaces[img].Add(entry);
|
|
}
|
|
|
|
// This renders the sorted sector surfaces
|
|
internal void RenderSectorSurfaces(D3DDevice graphics)
|
|
{
|
|
if(!resourcesunloaded)
|
|
{
|
|
int pass = Renderer.FullBrightness ? 2 : 1; //mxd
|
|
graphics.Shaders.Display2D.Begin();
|
|
foreach(KeyValuePair<ImageData, List<SurfaceEntry>> imgsurfaces in surfaces)
|
|
{
|
|
// Set texture
|
|
graphics.Shaders.Display2D.Texture1 = imgsurfaces.Key.Texture;
|
|
|
|
graphics.Shaders.Display2D.BeginPass(pass);
|
|
|
|
// Go for all surfaces
|
|
VertexBuffer lastbuffer = null;
|
|
foreach(SurfaceEntry entry in imgsurfaces.Value)
|
|
{
|
|
graphics.Shaders.Display2D.Desaturation = entry.desaturation;
|
|
graphics.Shaders.Display2D.ApplySettings();
|
|
|
|
// Set the vertex buffer
|
|
SurfaceBufferSet set = sets[entry.numvertices];
|
|
if(set.buffers[entry.bufferindex] != lastbuffer)
|
|
{
|
|
lastbuffer = set.buffers[entry.bufferindex];
|
|
graphics.Device.SetStreamSource(0, lastbuffer, 0, FlatVertex.Stride);
|
|
}
|
|
|
|
// Draw
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, entry.vertexoffset + (entry.numvertices * surfacevertexoffsetmul), entry.numvertices / 3);
|
|
}
|
|
|
|
graphics.Shaders.Display2D.EndPass();
|
|
}
|
|
graphics.Shaders.Display2D.End();
|
|
graphics.Shaders.Display2D.Desaturation = 0;
|
|
graphics.Shaders.Display2D.ApplySettings();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|