mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
ada38c4454
Fixed, Visual mode: aspect ratio was not updated when render area was resized. Fixed, Visual mode: vertex handles were disappearing after using Reload Resources (F8) action. Changed, internal: removed most of the fixed pipeline rendering code. The editor can no longer be used on a video card without Shader Model 2.0 support.
1850 lines
63 KiB
C#
1850 lines
63 KiB
C#
|
|
#region ================== Copyright (c) 2007 Pascal vd Heiden
|
|
|
|
/*
|
|
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
|
|
* This program is released under GNU General Public License
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
*/
|
|
|
|
#endregion
|
|
|
|
#region ================== Namespaces
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Drawing;
|
|
using CodeImp.DoomBuilder.Config;
|
|
using CodeImp.DoomBuilder.Data;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.GZBuilder.Data;
|
|
using CodeImp.DoomBuilder.GZBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.GZBuilder.MD3;
|
|
using CodeImp.DoomBuilder.GZBuilder.Rendering;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.VisualModes;
|
|
using SlimDX;
|
|
using SlimDX.Direct3D9;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.Rendering
|
|
{
|
|
internal sealed class Renderer3D : Renderer, IRenderer3D
|
|
{
|
|
#region ================== Constants
|
|
|
|
private const float PROJ_NEAR_PLANE = 1f;
|
|
private const float FOG_RANGE = 0.9f;
|
|
internal const float GZDOOM_VERTICAL_VIEW_STRETCH = 1.2f;
|
|
internal const float GZDOOM_INVERTED_VERTICAL_VIEW_STRETCH = 1.0f / GZDOOM_VERTICAL_VIEW_STRETCH;
|
|
|
|
private const int SHADERPASS_LIGHT = 17; //mxd
|
|
private const int SHADERPASS_SKYBOX = 5; //mxd
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
// Matrices
|
|
private Matrix projection;
|
|
private Matrix view3d;
|
|
private Matrix viewproj; //mxd
|
|
private Matrix billboard;
|
|
private Matrix view2d;
|
|
private Matrix world;
|
|
private Vector3D cameraposition;
|
|
private int shaderpass;
|
|
|
|
// Window size
|
|
private Size windowsize;
|
|
|
|
// Frustum
|
|
private ProjectedFrustum2D frustum;
|
|
|
|
// Thing cage
|
|
private bool renderthingcages;
|
|
//mxd
|
|
private VisualVertexHandle vertexhandle;
|
|
private int[] lightOffsets;
|
|
|
|
// Crosshair
|
|
private FlatVertex[] crosshairverts;
|
|
private bool crosshairbusy;
|
|
|
|
// Highlighting
|
|
private IVisualPickable highlighted;
|
|
private float highlightglow;
|
|
private float highlightglowinv;
|
|
private bool showselection;
|
|
private bool showhighlight;
|
|
|
|
//mxd. Solid geometry to be rendered. Must be sorted by sector.
|
|
private Dictionary<ImageData, List<VisualGeometry>> solidgeo;
|
|
|
|
//mxd. Masked geometry to be rendered. Must be sorted by sector.
|
|
private Dictionary<ImageData, List<VisualGeometry>> maskedgeo;
|
|
|
|
//mxd. Translucent geometry to be rendered. Must be sorted by camera distance.
|
|
private List<VisualGeometry> translucentgeo;
|
|
|
|
//mxd. Geometry to be rendered as skybox.
|
|
private List<VisualGeometry> skygeo;
|
|
|
|
//mxd. Solid things to be rendered (currently(?) there won't be any). Must be sorted by sector.
|
|
private Dictionary<ImageData, List<VisualThing>> solidthings;
|
|
|
|
//mxd. Masked things to be rendered. Must be sorted by sector.
|
|
private Dictionary<ImageData, List<VisualThing>> maskedthings;
|
|
|
|
//mxd. Translucent things to be rendered. Must be sorted by camera distance.
|
|
private List<VisualThing> translucentthings;
|
|
|
|
//mxd. Things with attached dynamic lights
|
|
private List<VisualThing> lightthings;
|
|
|
|
//mxd. Things, which should be rendered as models
|
|
private Dictionary<ModelData, List<VisualThing>> maskedmodelthings;
|
|
|
|
//mxd. Things, which should be rendered as translucent models
|
|
private List<VisualThing> translucentmodelthings;
|
|
|
|
//mxd. All things. Used to render thing cages
|
|
private List<VisualThing> allthings;
|
|
|
|
//mxd. Visual vertices
|
|
private List<VisualVertex> visualvertices;
|
|
|
|
//mxd. Event lines
|
|
private List<Line3D> eventlines;
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
public ProjectedFrustum2D Frustum2D { get { return frustum; } }
|
|
public bool DrawThingCages { get { return renderthingcages; } set { renderthingcages = 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();
|
|
renderthingcages = true;
|
|
showselection = true;
|
|
showhighlight = true;
|
|
eventlines = new List<Line3D>(); //mxd
|
|
|
|
// Dummy frustum
|
|
frustum = new ProjectedFrustum2D(new Vector2D(), 0.0f, 0.0f, PROJ_NEAR_PLANE,
|
|
General.Settings.ViewDistance, Angle2D.DegToRad(General.Settings.VisualFOV));
|
|
|
|
// We have no destructor
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
// Disposer
|
|
internal override void Dispose()
|
|
{
|
|
// Not already disposed?
|
|
if(!isdisposed)
|
|
{
|
|
// Clean up
|
|
if(vertexhandle != null) vertexhandle.Dispose(); //mxd
|
|
|
|
// 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;
|
|
}
|
|
|
|
// This is called resets when the device is reset
|
|
// (when resized or display adapter was changed)
|
|
public override void ReloadResource()
|
|
{
|
|
CreateMatrices2D();
|
|
}
|
|
|
|
// This makes screen vertices for display
|
|
private void CreateCrosshairVerts(Size texturesize)
|
|
{
|
|
// Determine coordinates
|
|
float width = windowsize.Width;
|
|
float height = windowsize.Height;
|
|
RectangleF rect = new RectangleF((float)Math.Round((width - texturesize.Width) * 0.5f), (float)Math.Round((height - texturesize.Height) * 0.5f), texturesize.Width, texturesize.Height);
|
|
|
|
// Make vertices
|
|
crosshairverts = new FlatVertex[4];
|
|
crosshairverts[0].x = rect.Left;
|
|
crosshairverts[0].y = rect.Top;
|
|
crosshairverts[0].c = -1;
|
|
crosshairverts[1].x = rect.Right;
|
|
crosshairverts[1].y = rect.Top;
|
|
crosshairverts[1].c = -1;
|
|
crosshairverts[1].u = 1.0f;
|
|
crosshairverts[2].x = rect.Left;
|
|
crosshairverts[2].y = rect.Bottom;
|
|
crosshairverts[2].c = -1;
|
|
crosshairverts[2].v = 1.0f;
|
|
crosshairverts[3].x = rect.Right;
|
|
crosshairverts[3].y = rect.Bottom;
|
|
crosshairverts[3].c = -1;
|
|
crosshairverts[3].u = 1.0f;
|
|
crosshairverts[3].v = 1.0f;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Resources
|
|
|
|
//mxd
|
|
internal void UpdateVertexHandle()
|
|
{
|
|
if(vertexhandle != null)
|
|
{
|
|
vertexhandle.UnloadResource();
|
|
vertexhandle.ReloadResource();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Presentation
|
|
|
|
// This creates the projection
|
|
internal void CreateProjection()
|
|
{
|
|
// Calculate aspect
|
|
float screenheight = General.Map.Graphics.RenderTarget.ClientSize.Height * (General.Settings.GZStretchView ? GZDOOM_INVERTED_VERTICAL_VIEW_STRETCH : 1.0f); //mxd
|
|
float aspect = General.Map.Graphics.RenderTarget.ClientSize.Width / screenheight;
|
|
|
|
// 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(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);
|
|
viewproj = view3d * projection; //mxd
|
|
}
|
|
|
|
// This creates matrices for a camera view
|
|
public void PositionAndLookAt(Vector3D pos, Vector3D lookat)
|
|
{
|
|
// Calculate delta vector
|
|
cameraposition = pos;
|
|
Vector3D delta = lookat - pos;
|
|
float anglexy = delta.GetAngleXY();
|
|
float anglez = delta.GetAngleZ();
|
|
|
|
// Create frustum
|
|
frustum = new ProjectedFrustum2D(pos, anglexy, anglez, PROJ_NEAR_PLANE,
|
|
General.Settings.ViewDistance, Angle2D.DegToRad(General.Settings.VisualFOV));
|
|
|
|
// Make the view matrix
|
|
view3d = Matrix.LookAtRH(D3DDevice.V3(pos), D3DDevice.V3(lookat), new Vector3(0f, 0f, 1f));
|
|
viewproj = view3d * projection; //mxd
|
|
|
|
// 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 / windowsize.Width) * 2f, (1f / windowsize.Height) * -2f, 1f);
|
|
Matrix translate = Matrix.Translation(-(float)windowsize.Width * 0.5f, -(float)windowsize.Height * 0.5f, 0f);
|
|
view2d = translate * scaling;
|
|
}
|
|
|
|
// This applies the matrices
|
|
private void ApplyMatrices3D()
|
|
{
|
|
graphics.Shaders.World3D.WorldViewProj = world * viewproj; //mxd. Multiplication is ~2x faster than "world * view3d * projection";
|
|
}
|
|
|
|
// 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()
|
|
{
|
|
// 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.HighlightColor = new Color4(); //mxd
|
|
|
|
// 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 = Clock.CurrentTime;
|
|
highlightglow = (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
|
|
shaderpass = (fullbrightness ? 1 : 0);
|
|
|
|
// Create crosshair vertices
|
|
if(crosshairverts == null)
|
|
CreateCrosshairVerts(new Size(General.Map.Data.Crosshair3D.Width, General.Map.Data.Crosshair3D.Height));
|
|
|
|
//mxd. Crate vertex handle
|
|
if(vertexhandle == null) vertexhandle = new VisualVertexHandle();
|
|
|
|
// Ready
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Can't render now
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// This begins rendering world geometry
|
|
public void StartGeometry()
|
|
{
|
|
// Make collections
|
|
solidgeo = new Dictionary<ImageData, List<VisualGeometry>>(); //mxd
|
|
maskedgeo = new Dictionary<ImageData, List<VisualGeometry>>(); //mxd
|
|
translucentgeo = new List<VisualGeometry>(); //mxd
|
|
skygeo = new List<VisualGeometry>(); //mxd
|
|
|
|
solidthings = new Dictionary<ImageData, List<VisualThing>>(); //mxd
|
|
maskedthings = new Dictionary<ImageData, List<VisualThing>>(); //mxd
|
|
translucentthings = new List<VisualThing>(); //mxd
|
|
|
|
maskedmodelthings = new Dictionary<ModelData, List<VisualThing>>(); //mxd
|
|
translucentmodelthings = new List<VisualThing>(); //mxd
|
|
lightthings = new List<VisualThing>(); //mxd
|
|
allthings = new List<VisualThing>(); //mxd
|
|
}
|
|
|
|
// This ends rendering world geometry
|
|
public void FinishGeometry()
|
|
{
|
|
//mxd. Sort lights
|
|
if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.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();
|
|
|
|
//mxd. SKY PASS
|
|
if(skygeo.Count > 0)
|
|
{
|
|
world = Matrix.Identity;
|
|
ApplyMatrices3D();
|
|
RenderSky(skygeo);
|
|
}
|
|
|
|
// SOLID PASS
|
|
world = Matrix.Identity;
|
|
ApplyMatrices3D();
|
|
RenderSinglePass(solidgeo, solidthings);
|
|
|
|
//mxd. Render models, without backface culling
|
|
if(maskedmodelthings.Count > 0)
|
|
{
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true);
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
|
|
RenderModels();
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise);
|
|
}
|
|
|
|
// MASK PASS
|
|
if(maskedgeo.Count > 0 || maskedthings.Count > 0)
|
|
{
|
|
world = Matrix.Identity;
|
|
ApplyMatrices3D();
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true);
|
|
RenderSinglePass(maskedgeo, maskedthings);
|
|
}
|
|
|
|
//mxd. LIGHT PASS
|
|
if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0)
|
|
{
|
|
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.DestinationBlend, Blend.One);
|
|
|
|
RenderLights(solidgeo, lightthings);
|
|
RenderLights(maskedgeo, lightthings);
|
|
}
|
|
|
|
// ALPHA AND ADDITIVE PASS
|
|
if(translucentgeo.Count > 0 || translucentthings.Count > 0)
|
|
{
|
|
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);
|
|
RenderTranslucentPass(translucentgeo, translucentthings);
|
|
}
|
|
|
|
//mxd. Render translucent models, with backface culling
|
|
if(translucentmodelthings.Count > 0)
|
|
{
|
|
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);
|
|
RenderTranslucentModels();
|
|
}
|
|
|
|
// THING CAGES
|
|
if(renderthingcages)
|
|
{
|
|
world = Matrix.Identity;
|
|
ApplyMatrices3D();
|
|
RenderThingCages();
|
|
}
|
|
|
|
//mxd. Visual vertices
|
|
RenderVertices();
|
|
|
|
//mxd. Event lines
|
|
if(General.Settings.GZShowEventLines) RenderArrows(eventlines);
|
|
|
|
// Remove references
|
|
graphics.Shaders.World3D.Texture1 = null;
|
|
|
|
// Done
|
|
graphics.Shaders.World3D.End();
|
|
|
|
//mxd. Trash collections
|
|
solidgeo = null;
|
|
maskedgeo = null;
|
|
translucentgeo = null;
|
|
skygeo = null;
|
|
|
|
solidthings = null;
|
|
maskedthings = null;
|
|
translucentthings = null;
|
|
|
|
allthings = null;
|
|
lightthings = null;
|
|
maskedmodelthings = null;
|
|
translucentmodelthings = null;
|
|
|
|
visualvertices = null;
|
|
}
|
|
|
|
//mxd
|
|
private void UpdateLights()
|
|
{
|
|
if(lightthings.Count > General.Settings.GZMaxDynamicLights)
|
|
{
|
|
// Calculate distance to camera
|
|
foreach(VisualThing t in lightthings) t.CalculateCameraDistance(cameraposition);
|
|
|
|
// Sort by it, closer ones first
|
|
lightthings.Sort((t1, t2) => Math.Sign(t1.CameraDistance - t2.CameraDistance));
|
|
|
|
// Gather the closest
|
|
List<VisualThing> tl = new List<VisualThing>(General.Settings.GZMaxDynamicLights);
|
|
for(int i = 0; i < General.Settings.GZMaxDynamicLights; i++) tl.Add(lightthings[i]);
|
|
lightthings = tl;
|
|
}
|
|
|
|
// Sort things by light render style
|
|
lightthings.Sort((t1, t2) => Math.Sign(t1.LightRenderStyle - t2.LightRenderStyle));
|
|
lightOffsets = new int[3];
|
|
|
|
foreach(VisualThing t in lightthings)
|
|
{
|
|
//add light to apropriate array.
|
|
switch(t.LightRenderStyle)
|
|
{
|
|
case DynamicLightRenderStyle.NORMAL:
|
|
case DynamicLightRenderStyle.VAVOOM: lightOffsets[0]++; break;
|
|
case DynamicLightRenderStyle.ADDITIVE: lightOffsets[1]++; break;
|
|
default: lightOffsets[2]++; break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//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 allthings)
|
|
{
|
|
// Setup color
|
|
Color4 thingcolor;
|
|
if(t.Selected && showselection)
|
|
{
|
|
thingcolor = General.Colors.Selection3D.ToColorValue();
|
|
}
|
|
else
|
|
{
|
|
thingcolor = t.CageColor;
|
|
if(t != highlighted) thingcolor.Alpha = 0.6f;
|
|
}
|
|
graphics.Shaders.World3D.VertexColor = thingcolor;
|
|
|
|
//Render cage
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
graphics.Device.SetStreamSource(0, t.CageBuffer, 0, WorldVertex.Stride);
|
|
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, t.CageLength);
|
|
}
|
|
|
|
// Done
|
|
graphics.Shaders.World3D.EndPass();
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
|
}
|
|
|
|
//mxd
|
|
private void RenderVertices()
|
|
{
|
|
if(visualvertices == null) return;
|
|
|
|
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(VisualVertex v in visualvertices)
|
|
{
|
|
world = v.Position;
|
|
ApplyMatrices3D();
|
|
|
|
// Setup color
|
|
Color4 color;
|
|
if(v.Selected && showselection)
|
|
{
|
|
color = General.Colors.Selection3D.ToColorValue();
|
|
}
|
|
else
|
|
{
|
|
color = v.HaveHeightOffset ? General.Colors.InfoLine.ToColorValue() : General.Colors.Vertices.ToColorValue();
|
|
if(v != highlighted) color.Alpha = 0.6f;
|
|
}
|
|
graphics.Shaders.World3D.VertexColor = color;
|
|
|
|
//Commence drawing!!11
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
graphics.Device.SetStreamSource(0, v.CeilingVertex ? vertexhandle.Upper : vertexhandle.Lower, 0, WorldVertex.Stride);
|
|
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, 8);
|
|
}
|
|
|
|
// Done
|
|
graphics.Shaders.World3D.EndPass();
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
|
}
|
|
|
|
//mxd
|
|
private void RenderArrows(ICollection<Line3D> lines)
|
|
{
|
|
// Calculate required points count
|
|
if(lines.Count == 0) return;
|
|
int pointscount = 0;
|
|
foreach(Line3D line in lines) pointscount += (line.RenderArrowhead ? 6 : 2); // 4 extra points for the arrowhead
|
|
if(pointscount < 2) return;
|
|
|
|
//create vertices
|
|
WorldVertex[] verts = new WorldVertex[pointscount];
|
|
const float scaler = 20f;
|
|
pointscount = 0;
|
|
|
|
foreach(Line3D line in lines)
|
|
{
|
|
int color = line.Color.ToInt();
|
|
|
|
// Add regular points
|
|
verts[pointscount].x = line.Start.x;
|
|
verts[pointscount].y = line.Start.y;
|
|
verts[pointscount].z = line.Start.z;
|
|
verts[pointscount].c = color;
|
|
pointscount++;
|
|
|
|
verts[pointscount].x = line.End.x;
|
|
verts[pointscount].y = line.End.y;
|
|
verts[pointscount].z = line.End.z;
|
|
verts[pointscount].c = color;
|
|
pointscount++;
|
|
|
|
// Add arrowhead
|
|
if(line.RenderArrowhead)
|
|
{
|
|
float nz = line.GetDelta().GetNormal().z * scaler;
|
|
float angle = line.GetAngle();
|
|
Vector3D a1 = new Vector3D(line.End.x - scaler * (float)Math.Sin(angle - 0.46f), line.End.y + scaler * (float)Math.Cos(angle - 0.46f), line.End.z - nz);
|
|
Vector3D a2 = new Vector3D(line.End.x - scaler * (float)Math.Sin(angle + 0.46f), line.End.y + scaler * (float)Math.Cos(angle + 0.46f), line.End.z - nz);
|
|
|
|
verts[pointscount] = verts[pointscount - 1];
|
|
verts[pointscount + 1].x = a1.x;
|
|
verts[pointscount + 1].y = a1.y;
|
|
verts[pointscount + 1].z = a1.z;
|
|
verts[pointscount + 1].c = color;
|
|
|
|
verts[pointscount + 2] = verts[pointscount - 1];
|
|
verts[pointscount + 3].x = a2.x;
|
|
verts[pointscount + 3].y = a2.y;
|
|
verts[pointscount + 3].z = a2.z;
|
|
verts[pointscount + 3].c = color;
|
|
|
|
pointscount += 4;
|
|
}
|
|
}
|
|
|
|
VertexBuffer vb = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * verts.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
|
|
DataStream s = vb.Lock(0, WorldVertex.Stride * verts.Length, LockFlags.Discard);
|
|
s.WriteRange(verts);
|
|
vb.Unlock();
|
|
s.Dispose();
|
|
|
|
//begin rendering
|
|
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(15);
|
|
|
|
world = Matrix.Identity;
|
|
ApplyMatrices3D();
|
|
|
|
//render
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
graphics.Device.SetStreamSource(0, vb, 0, WorldVertex.Stride);
|
|
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, pointscount / 2);
|
|
|
|
// Done
|
|
graphics.Shaders.World3D.EndPass();
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
|
vb.Dispose();
|
|
}
|
|
|
|
// This performs a single render pass
|
|
private void RenderSinglePass(Dictionary<ImageData, List<VisualGeometry>> geopass, Dictionary<ImageData, List<VisualThing>> thingspass)
|
|
{
|
|
ImageData curtexture;
|
|
int currentshaderpass = shaderpass;
|
|
int highshaderpass = shaderpass + 2;
|
|
|
|
// Begin rendering with this shader
|
|
graphics.Shaders.World3D.BeginPass(shaderpass);
|
|
|
|
// Render the geometry collected
|
|
foreach(KeyValuePair<ImageData, List<VisualGeometry>> group in geopass)
|
|
{
|
|
// What texture to use?
|
|
if(group.Key is UnknownImage)
|
|
curtexture = General.Map.Data.UnknownTexture3D;
|
|
else if(group.Key.IsImageLoaded && !group.Key.IsDisposed)
|
|
curtexture = group.Key;
|
|
else
|
|
curtexture = General.Map.Data.Hourglass3D;
|
|
|
|
// Create Direct3D texture if still needed
|
|
if((curtexture.Texture == null) || curtexture.Texture.Disposed)
|
|
curtexture.CreateTexture();
|
|
|
|
// Apply texture
|
|
graphics.Shaders.World3D.Texture1 = curtexture.Texture;
|
|
|
|
//mxd. Sort geometry by sector index
|
|
group.Value.Sort((g1, g2) => g1.Sector.Sector.FixedIndex - g2.Sector.Sector.FixedIndex);
|
|
|
|
// 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. Render fog?
|
|
if(General.Settings.GZDrawFog && !fullbrightness && sector.Sector.Brightness < 248)
|
|
wantedshaderpass += 8;
|
|
|
|
// Switch shader pass?
|
|
if(currentshaderpass != wantedshaderpass)
|
|
{
|
|
graphics.Shaders.World3D.EndPass();
|
|
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
|
|
currentshaderpass = wantedshaderpass;
|
|
|
|
//mxd. Set variables for fog rendering?
|
|
if(wantedshaderpass > 7)
|
|
{
|
|
graphics.Shaders.World3D.World = world;
|
|
}
|
|
}
|
|
|
|
//mxd. Set variables for fog rendering?
|
|
if(wantedshaderpass > 7)
|
|
{
|
|
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, g.FogFactor);
|
|
graphics.Shaders.World3D.LightColor = sector.Sector.FogColor;
|
|
}
|
|
|
|
// Set the colors to use
|
|
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection));
|
|
|
|
// Apply changes
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
|
|
// Render!
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get things for this 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);
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); //mxd. Disable backside culling, because otherwise sprites with positive ScaleY and negative ScaleX will be facing away from the camera...
|
|
|
|
Color4 vertexcolor = new Color4(); //mxd
|
|
|
|
// Render things collected
|
|
foreach(KeyValuePair<ImageData, List<VisualThing>> group in thingspass)
|
|
{
|
|
if(group.Key is UnknownImage) continue;
|
|
|
|
// What texture to use?
|
|
if(!group.Key.IsImageLoaded || group.Key.IsDisposed)
|
|
curtexture = General.Map.Data.Hourglass3D;
|
|
else
|
|
curtexture = group.Key;
|
|
|
|
// Create Direct3D texture if still needed
|
|
if((curtexture.Texture == null) || curtexture.Texture.Disposed)
|
|
curtexture.CreateTexture();
|
|
|
|
// Apply texture
|
|
graphics.Shaders.World3D.Texture1 = curtexture.Texture;
|
|
|
|
// Render all things with this texture
|
|
foreach(VisualThing t in group.Value)
|
|
{
|
|
// 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.HasFogColor || t.Thing.Sector.Brightness < 248))
|
|
wantedshaderpass += 8;
|
|
|
|
//mxd. Create the matrix for positioning
|
|
world = CreateThingPositionMatrix(t);
|
|
|
|
//mxd. If current thing is light - set it's color to light color
|
|
Color4 litcolor;
|
|
if(Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, t.Thing.Type) != -1 && !fullbrightness)
|
|
{
|
|
wantedshaderpass += 4; // Render using one of passes, which uses World3D.VertexColor
|
|
litcolor = t.LightColor;
|
|
vertexcolor = t.LightColor;
|
|
}
|
|
//mxd. Check if Thing is affected by dynamic lights and set color accordingly
|
|
else if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0)
|
|
{
|
|
litcolor = GetLitColorForThing(t);
|
|
if(litcolor.ToArgb() != 0)
|
|
{
|
|
wantedshaderpass += 4; // Render using one of passes, which uses World3D.VertexColor
|
|
vertexcolor = new Color4(t.VertexColor) + litcolor;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
litcolor = new Color4();
|
|
vertexcolor = new Color4();
|
|
}
|
|
|
|
// Switch shader pass?
|
|
if(currentshaderpass != wantedshaderpass)
|
|
{
|
|
graphics.Shaders.World3D.EndPass();
|
|
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
|
|
currentshaderpass = wantedshaderpass;
|
|
}
|
|
|
|
//mxd. Set variables for fog rendering?
|
|
if(wantedshaderpass > 7)
|
|
{
|
|
graphics.Shaders.World3D.World = world;
|
|
float fogfactor = (litcolor.ToArgb() != 0 ? VisualThing.LIT_FOG_DENSITY_SCALER : t.FogFactor);
|
|
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, fogfactor);
|
|
}
|
|
|
|
// Set the colors to use
|
|
if(t.Thing.Sector != null) graphics.Shaders.World3D.LightColor = t.Thing.Sector.FogColor;
|
|
graphics.Shaders.World3D.VertexColor = vertexcolor;
|
|
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection));
|
|
|
|
// Apply changes
|
|
ApplyMatrices3D();
|
|
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);
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); //mxd
|
|
}
|
|
|
|
// Done rendering with this shader
|
|
graphics.Shaders.World3D.EndPass();
|
|
}
|
|
|
|
//mxd
|
|
private void RenderTranslucentPass(List<VisualGeometry> geopass, List<VisualThing> thingspass)
|
|
{
|
|
int currentshaderpass = shaderpass;
|
|
int highshaderpass = shaderpass + 2;
|
|
|
|
// Sort geometry by camera distance. First vertex of the BoundingBox is it's center
|
|
if(General.Map.VisualCamera.Sector != null)
|
|
{
|
|
// If the camera is inside a sector, compare z coordinates
|
|
translucentgeo.Sort(delegate(VisualGeometry vg1, VisualGeometry vg2)
|
|
{
|
|
if(vg1 == vg2) return 0;
|
|
float camdist1, camdist2;
|
|
|
|
if((vg1.GeometryType == VisualGeometryType.FLOOR || vg1.GeometryType == VisualGeometryType.CEILING)
|
|
&& General.Map.VisualCamera.Sector.Index == vg1.Sector.Sector.Index)
|
|
{
|
|
camdist1 = Math.Abs(General.Map.VisualCamera.Position.z - vg1.BoundingBox[0].z);
|
|
}
|
|
else
|
|
{
|
|
camdist1 = (General.Map.VisualCamera.Position - vg1.BoundingBox[0]).GetLengthSq();
|
|
}
|
|
|
|
if((vg2.GeometryType == VisualGeometryType.FLOOR || vg2.GeometryType == VisualGeometryType.CEILING)
|
|
&& General.Map.VisualCamera.Sector.Index == vg2.Sector.Sector.Index)
|
|
{
|
|
camdist2 = Math.Abs(General.Map.VisualCamera.Position.z - vg2.BoundingBox[0].z);
|
|
}
|
|
else
|
|
{
|
|
camdist2 = (General.Map.VisualCamera.Position - vg2.BoundingBox[0]).GetLengthSq();
|
|
}
|
|
|
|
return (int)(camdist2 - camdist1);
|
|
});
|
|
}
|
|
else
|
|
{
|
|
translucentgeo.Sort(delegate(VisualGeometry vg1, VisualGeometry vg2)
|
|
{
|
|
if(vg1 == vg2) return 0;
|
|
return (int)((General.Map.VisualCamera.Position - vg2.BoundingBox[0]).GetLengthSq()
|
|
- (General.Map.VisualCamera.Position - vg1.BoundingBox[0]).GetLengthSq());
|
|
});
|
|
}
|
|
|
|
ImageData curtexture;
|
|
VisualSector sector = null;
|
|
RenderPass currentpass = RenderPass.Solid;
|
|
long curtexturename = 0;
|
|
float fogfactor = -1;
|
|
|
|
// Begin rendering with this shader
|
|
graphics.Shaders.World3D.BeginPass(shaderpass);
|
|
|
|
// Go for all geometry
|
|
foreach(VisualGeometry g in geopass)
|
|
{
|
|
// Change blend mode?
|
|
if(g.RenderPass != currentpass)
|
|
{
|
|
switch(g.RenderPass)
|
|
{
|
|
case RenderPass.Additive:
|
|
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One);
|
|
break;
|
|
|
|
case RenderPass.Alpha:
|
|
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
|
|
break;
|
|
}
|
|
|
|
currentpass = g.RenderPass;
|
|
}
|
|
|
|
// Change texture?
|
|
if(g.Texture.LongName != curtexturename)
|
|
{
|
|
// What texture to use?
|
|
if(g.Texture is UnknownImage)
|
|
curtexture = General.Map.Data.UnknownTexture3D;
|
|
else if(g.Texture.IsImageLoaded && !g.Texture.IsDisposed)
|
|
curtexture = g.Texture;
|
|
else
|
|
curtexture = General.Map.Data.Hourglass3D;
|
|
|
|
// Create Direct3D texture if still needed
|
|
if((curtexture.Texture == null) || curtexture.Texture.Disposed)
|
|
curtexture.CreateTexture();
|
|
|
|
// Apply texture
|
|
graphics.Shaders.World3D.Texture1 = curtexture.Texture;
|
|
curtexturename = g.Texture.LongName;
|
|
}
|
|
|
|
// 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. Render fog?
|
|
if(General.Settings.GZDrawFog && !fullbrightness && sector.Sector.Brightness < 248)
|
|
wantedshaderpass += 8;
|
|
|
|
// Switch shader pass?
|
|
if(currentshaderpass != wantedshaderpass)
|
|
{
|
|
graphics.Shaders.World3D.EndPass();
|
|
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
|
|
currentshaderpass = wantedshaderpass;
|
|
|
|
//mxd. Set variables for fog rendering?
|
|
if(wantedshaderpass > 7)
|
|
{
|
|
graphics.Shaders.World3D.World = world;
|
|
}
|
|
}
|
|
|
|
// Set variables for fog rendering?
|
|
if(wantedshaderpass > 7 && g.FogFactor != fogfactor)
|
|
{
|
|
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, g.FogFactor);
|
|
fogfactor = g.FogFactor;
|
|
}
|
|
|
|
// Set the colors to use
|
|
graphics.Shaders.World3D.LightColor = sector.Sector.FogColor;
|
|
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection));
|
|
|
|
// Apply changes
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
|
|
// Render!
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
|
|
}
|
|
}
|
|
|
|
// Get things for this 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);
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); //mxd. Disable backside culling, because otherwise sprites with positive ScaleY and negative ScaleX will be facing away from the camera...
|
|
|
|
// Sort geometry by camera distance. First vertex of the BoundingBox is it's center
|
|
thingspass.Sort(delegate(VisualThing vt1, VisualThing vt2)
|
|
{
|
|
if(vt1 == vt2) return 0;
|
|
return (int)((General.Map.VisualCamera.Position - vt2.BoundingBox[0]).GetLengthSq()
|
|
- (General.Map.VisualCamera.Position - vt1.BoundingBox[0]).GetLengthSq());
|
|
});
|
|
|
|
// Reset vars
|
|
currentpass = RenderPass.Solid;
|
|
curtexturename = 0;
|
|
Color4 vertexcolor = new Color4();
|
|
fogfactor = -1;
|
|
|
|
// Render things collected
|
|
foreach(VisualThing t in thingspass)
|
|
{
|
|
if(t.Texture is UnknownImage) continue;
|
|
|
|
// Change blend mode?
|
|
if(t.RenderPass != currentpass)
|
|
{
|
|
switch(t.RenderPass)
|
|
{
|
|
case RenderPass.Additive:
|
|
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One);
|
|
break;
|
|
|
|
case RenderPass.Alpha:
|
|
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
|
|
break;
|
|
}
|
|
|
|
currentpass = t.RenderPass;
|
|
}
|
|
|
|
// Change texture?
|
|
if(t.Texture.LongName != curtexturename)
|
|
{
|
|
// What texture to use?
|
|
if(t.Texture.IsImageLoaded && !t.Texture.IsDisposed)
|
|
curtexture = t.Texture;
|
|
else
|
|
curtexture = General.Map.Data.Hourglass3D;
|
|
|
|
// Create Direct3D texture if still needed
|
|
if((curtexture.Texture == null) || curtexture.Texture.Disposed)
|
|
curtexture.CreateTexture();
|
|
|
|
// Apply texture
|
|
graphics.Shaders.World3D.Texture1 = curtexture.Texture;
|
|
curtexturename = t.Texture.LongName;
|
|
}
|
|
|
|
// 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.HasFogColor || t.Thing.Sector.Brightness < 248))
|
|
wantedshaderpass += 8;
|
|
|
|
//mxd. Create the matrix for positioning
|
|
world = CreateThingPositionMatrix(t);
|
|
|
|
//mxd. If current thing is light - set it's color to light color
|
|
Color4 litcolor;
|
|
if(Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, t.Thing.Type) != -1 && !fullbrightness)
|
|
{
|
|
wantedshaderpass += 4; // Render using one of passes, which uses World3D.VertexColor
|
|
litcolor = t.LightColor;
|
|
vertexcolor = t.LightColor;
|
|
}
|
|
//mxd. Check if Thing is affected by dynamic lights and set color accordingly
|
|
else if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0)
|
|
{
|
|
litcolor = GetLitColorForThing(t);
|
|
if(litcolor.ToArgb() != 0)
|
|
{
|
|
wantedshaderpass += 4; // Render using one of passes, which uses World3D.VertexColor
|
|
vertexcolor = new Color4(t.VertexColor) + litcolor;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
litcolor = new Color4();
|
|
vertexcolor = new Color4();
|
|
}
|
|
|
|
// Switch shader pass?
|
|
if(currentshaderpass != wantedshaderpass)
|
|
{
|
|
graphics.Shaders.World3D.EndPass();
|
|
graphics.Shaders.World3D.BeginPass(wantedshaderpass);
|
|
currentshaderpass = wantedshaderpass;
|
|
}
|
|
|
|
//mxd. set variables for fog rendering?
|
|
if(wantedshaderpass > 7)
|
|
{
|
|
graphics.Shaders.World3D.World = world;
|
|
|
|
float curfogfactor = (litcolor.ToArgb() != 0 ? VisualThing.LIT_FOG_DENSITY_SCALER : t.FogFactor);
|
|
if(curfogfactor != fogfactor)
|
|
{
|
|
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, curfogfactor);
|
|
fogfactor = curfogfactor;
|
|
}
|
|
}
|
|
|
|
// Set the colors to use
|
|
graphics.Shaders.World3D.LightColor = t.Thing.Sector.FogColor;
|
|
graphics.Shaders.World3D.VertexColor = vertexcolor;
|
|
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection));
|
|
|
|
// Apply changes
|
|
ApplyMatrices3D();
|
|
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);
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); //mxd
|
|
}
|
|
|
|
// Done rendering with this shader
|
|
graphics.Shaders.World3D.EndPass();
|
|
}
|
|
|
|
//mxd
|
|
private Matrix CreateThingPositionMatrix(VisualThing t)
|
|
{
|
|
//mxd. Create the matrix for positioning
|
|
if(t.Info.RenderMode == Thing.SpriteRenderMode.NORMAL) // Apply billboarding?
|
|
{
|
|
if(t.Info.XYBillboard)
|
|
{
|
|
return Matrix.Translation(0f, 0f, -t.LocalCenterZ)
|
|
* Matrix.RotationX(Angle2D.PI - General.Map.VisualCamera.AngleZ)
|
|
* Matrix.Translation(0f, 0f, t.LocalCenterZ)
|
|
* billboard
|
|
* Matrix.Scaling(t.Thing.ScaleX, t.Thing.ScaleX, t.Thing.ScaleY)
|
|
* t.Position;
|
|
}
|
|
else
|
|
{
|
|
return billboard
|
|
* Matrix.Scaling(t.Thing.ScaleX, t.Thing.ScaleX, t.Thing.ScaleY)
|
|
* t.Position;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return Matrix.Scaling(t.Thing.ScaleX, t.Thing.ScaleX, t.Thing.ScaleY)
|
|
* t.Position;
|
|
}
|
|
}
|
|
|
|
//mxd. Dynamic lights pass!
|
|
private void RenderLights(Dictionary<ImageData, List<VisualGeometry>> geometrytolit, List<VisualThing> lights)
|
|
{
|
|
// Anything to do?
|
|
if(geometrytolit.Count == 0) return;
|
|
|
|
graphics.Shaders.World3D.World = Matrix.Identity;
|
|
graphics.Shaders.World3D.BeginPass(SHADERPASS_LIGHT);
|
|
|
|
VisualSector sector = null;
|
|
|
|
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.One);
|
|
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.BlendFactor);
|
|
|
|
foreach(KeyValuePair<ImageData, List<VisualGeometry>> group in geometrytolit)
|
|
{
|
|
if(group.Key.Texture == null) continue;
|
|
graphics.Shaders.World3D.Texture1 = group.Key.Texture;
|
|
|
|
foreach(VisualGeometry g in group.Value)
|
|
{
|
|
// Changing sector?
|
|
if(!object.ReferenceEquals(g.Sector, sector))
|
|
{
|
|
// 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) continue;
|
|
|
|
//normal lights
|
|
int count = lightOffsets[0];
|
|
Vector4 lpr;
|
|
if(lightOffsets[0] > 0)
|
|
{
|
|
graphics.Device.SetRenderState(RenderState.BlendOperation, BlendOperation.Add);
|
|
|
|
for(int i = 0; i < count; i++)
|
|
{
|
|
if(BoundingBoxesIntersect(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(int i = lightOffsets[0]; i < count; i++)
|
|
{
|
|
if(BoundingBoxesIntersect(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(int i = lightOffsets[0] + lightOffsets[1]; i < count; i++)
|
|
{
|
|
if(BoundingBoxesIntersect(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()
|
|
{
|
|
int shaderpass = (fullbrightness ? 1 : 4);
|
|
int currentshaderpass = shaderpass;
|
|
int highshaderpass = shaderpass + 2;
|
|
|
|
// Begin rendering with this shader
|
|
graphics.Shaders.World3D.BeginPass(currentshaderpass);
|
|
|
|
foreach(KeyValuePair<ModelData, List<VisualThing>> group in maskedmodelthings)
|
|
{
|
|
foreach(VisualThing t in group.Value)
|
|
{
|
|
t.Update();
|
|
|
|
Color4 vertexcolor = new Color4(t.VertexColor);
|
|
|
|
//check if model is affected by dynamic lights and set color accordingly
|
|
Color4 litcolor;
|
|
if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0)
|
|
{
|
|
litcolor = GetLitColorForThing(t);
|
|
graphics.Shaders.World3D.VertexColor = vertexcolor + litcolor;
|
|
}
|
|
else
|
|
{
|
|
graphics.Shaders.World3D.VertexColor = vertexcolor;
|
|
litcolor = new Color4();
|
|
}
|
|
|
|
// 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.HasFogColor || 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
|
|
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection));
|
|
|
|
// Create the matrix for positioning / rotation
|
|
float sx = t.Thing.ScaleX * t.Thing.ActorScale.Width;
|
|
float sy = t.Thing.ScaleY * t.Thing.ActorScale.Height;
|
|
|
|
Matrix modelscale = Matrix.Scaling(sx, sx, sy);
|
|
Matrix modelrotation = Matrix.RotationY(-t.Thing.RollRad) * Matrix.RotationX(-t.Thing.PitchRad) * Matrix.RotationZ(t.Thing.Angle);
|
|
|
|
world = General.Map.Data.ModeldefEntries[t.Thing.Type].Transform * modelscale * modelrotation * t.Position;
|
|
ApplyMatrices3D();
|
|
|
|
//mxd. set variables for fog rendering
|
|
if(wantedshaderpass > 7)
|
|
{
|
|
graphics.Shaders.World3D.World = world;
|
|
if(t.Thing.Sector != null) graphics.Shaders.World3D.LightColor = t.Thing.Sector.FogColor;
|
|
float fogfactor = (litcolor.ToArgb() != 0 ? VisualThing.LIT_FOG_DENSITY_SCALER : t.FogFactor);
|
|
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, fogfactor);
|
|
}
|
|
|
|
for(int i = 0; i < group.Key.Model.Meshes.Count; 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. Render additive/translucent models
|
|
private void RenderTranslucentModels()
|
|
{
|
|
int shaderpass = (fullbrightness ? 1 : 4);
|
|
int currentshaderpass = shaderpass;
|
|
int highshaderpass = shaderpass + 2;
|
|
RenderPass currentpass = RenderPass.Solid;
|
|
|
|
// Sort models by camera distance. First vertex of the BoundingBox is it's center
|
|
translucentmodelthings.Sort((vt1, vt2) => (int)((General.Map.VisualCamera.Position - vt2.BoundingBox[0]).GetLengthSq()
|
|
- (General.Map.VisualCamera.Position - vt1.BoundingBox[0]).GetLengthSq()));
|
|
|
|
// Begin rendering with this shader
|
|
graphics.Shaders.World3D.BeginPass(currentshaderpass);
|
|
|
|
foreach(VisualThing t in translucentmodelthings)
|
|
{
|
|
// Change blend mode?
|
|
if(t.RenderPass != currentpass)
|
|
{
|
|
switch(t.RenderPass)
|
|
{
|
|
case RenderPass.Additive:
|
|
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One);
|
|
break;
|
|
|
|
case RenderPass.Alpha:
|
|
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
|
|
break;
|
|
}
|
|
|
|
currentpass = t.RenderPass;
|
|
}
|
|
|
|
t.Update();
|
|
Color4 vertexcolor = new Color4(t.VertexColor);
|
|
|
|
//check if model is affected by dynamic lights and set color accordingly
|
|
Color4 litcolor;
|
|
if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && lightthings.Count > 0)
|
|
{
|
|
litcolor = GetLitColorForThing(t);
|
|
graphics.Shaders.World3D.VertexColor = vertexcolor + litcolor;
|
|
}
|
|
else
|
|
{
|
|
graphics.Shaders.World3D.VertexColor = vertexcolor;
|
|
litcolor = new Color4();
|
|
}
|
|
|
|
// 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.HasFogColor || 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
|
|
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((t == highlighted) && showhighlight, (t.Selected && showselection));
|
|
|
|
// Create the matrix for positioning / rotation
|
|
float sx = t.Thing.ScaleX * t.Thing.ActorScale.Width;
|
|
float sy = t.Thing.ScaleY * t.Thing.ActorScale.Height;
|
|
|
|
Matrix modelscale = Matrix.Scaling(sx, sx, sy);
|
|
Matrix modelrotation = Matrix.RotationY(-t.Thing.RollRad) * Matrix.RotationX(-t.Thing.PitchRad) * Matrix.RotationZ(t.Thing.Angle);
|
|
|
|
world = General.Map.Data.ModeldefEntries[t.Thing.Type].Transform * modelscale * modelrotation * t.Position;
|
|
ApplyMatrices3D();
|
|
|
|
//mxd. set variables for fog rendering
|
|
if(wantedshaderpass > 7)
|
|
{
|
|
graphics.Shaders.World3D.World = world;
|
|
if(t.Thing.Sector != null) graphics.Shaders.World3D.LightColor = t.Thing.Sector.FogColor;
|
|
float fogfactor = (litcolor.ToArgb() != 0 ? VisualThing.LIT_FOG_DENSITY_SCALER : t.FogFactor);
|
|
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, fogfactor);
|
|
}
|
|
|
|
GZModel model = General.Map.Data.ModeldefEntries[t.Thing.Type].Model;
|
|
for(int i = 0; i < model.Meshes.Count; i++)
|
|
{
|
|
graphics.Shaders.World3D.Texture1 = model.Textures[i];
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
|
|
// Render!
|
|
model.Meshes[i].DrawSubset(0);
|
|
}
|
|
}
|
|
|
|
graphics.Shaders.World3D.EndPass();
|
|
}
|
|
|
|
//mxd
|
|
private void RenderSky(IEnumerable<VisualGeometry> geo)
|
|
{
|
|
VisualSector sector = null;
|
|
|
|
// Set render settings
|
|
graphics.Shaders.World3D.BeginPass(SHADERPASS_SKYBOX);
|
|
graphics.Shaders.World3D.Texture1 = General.Map.Data.SkyBox;
|
|
graphics.Shaders.World3D.World = world;
|
|
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, 0f);
|
|
|
|
foreach(VisualGeometry g in geo)
|
|
{
|
|
// 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)
|
|
{
|
|
// Set the colors to use
|
|
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection));
|
|
|
|
// Apply changes
|
|
graphics.Shaders.World3D.ApplySettings();
|
|
|
|
// Render!
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
|
|
}
|
|
}
|
|
|
|
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();
|
|
foreach(VisualThing lt in lightthings)
|
|
{
|
|
// Don't light self
|
|
if(General.Map.Data.GldefsEntries.ContainsKey(t.Thing.Type) && General.Map.Data.GldefsEntries[t.Thing.Type].DontLightSelf && t.Thing.Index == lt.Thing.Index)
|
|
continue;
|
|
|
|
float distSquared = Vector3.DistanceSquared(lt.Center, t.PositionV3);
|
|
float radiusSquared = lt.LightRadius * lt.LightRadius;
|
|
if(distSquared < radiusSquared)
|
|
{
|
|
int sign = (lt.LightRenderStyle == DynamicLightRenderStyle.NEGATIVE ? -1 : 1);
|
|
float scaler = 1 - distSquared / radiusSquared * lt.LightColor.Alpha;
|
|
litColor.Red += lt.LightColor.Red * scaler * sign;
|
|
litColor.Green += lt.LightColor.Green * scaler * sign;
|
|
litColor.Blue += lt.LightColor.Blue * scaler * sign;
|
|
}
|
|
}
|
|
|
|
return litColor;
|
|
}
|
|
|
|
// This calculates the highlight/selection color
|
|
private Color4 CalculateHighlightColor(bool ishighlighted, bool isselected)
|
|
{
|
|
if(!ishighlighted && !isselected) return new Color4(); //mxd
|
|
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)
|
|
{
|
|
if(g.RenderAsSky && General.Settings.GZDrawSky)
|
|
{
|
|
skygeo.Add(g);
|
|
}
|
|
else
|
|
{
|
|
switch(g.RenderPass)
|
|
{
|
|
case RenderPass.Solid:
|
|
if(!solidgeo.ContainsKey(g.Texture))
|
|
solidgeo.Add(g.Texture, new List<VisualGeometry>());
|
|
solidgeo[g.Texture].Add(g);
|
|
break;
|
|
|
|
case RenderPass.Mask:
|
|
if(!maskedgeo.ContainsKey(g.Texture))
|
|
maskedgeo.Add(g.Texture, new List<VisualGeometry>());
|
|
maskedgeo[g.Texture].Add(g);
|
|
break;
|
|
|
|
case RenderPass.Additive:
|
|
case RenderPass.Alpha:
|
|
translucentgeo.Add(g);
|
|
break;
|
|
|
|
default:
|
|
throw new NotImplementedException("Geometry rendering of " + g.RenderPass + " render pass is not implemented!");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// This collects a visual sector's geometry for rendering
|
|
public void AddThingGeometry(VisualThing t)
|
|
{
|
|
//mxd. Gather lights
|
|
if(General.Settings.GZDrawLightsMode != LightRenderMode.NONE && !fullbrightness && t.LightType != DynamicLightType.NONE)
|
|
{
|
|
t.UpdateLightRadius();
|
|
if(t.LightRadius > 0)
|
|
{
|
|
if(Array.IndexOf(GZBuilder.GZGeneral.GZ_ANIMATED_LIGHT_TYPES, t.LightType) != -1)
|
|
t.UpdateBoundingBox();
|
|
lightthings.Add(t);
|
|
}
|
|
}
|
|
|
|
//mxd. Gather models
|
|
if(t.Thing.IsModel &&
|
|
(General.Settings.GZDrawModelsMode == ModelRenderMode.ALL ||
|
|
General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER ||
|
|
(General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && t.Selected)))
|
|
{
|
|
switch(t.RenderPass)
|
|
{
|
|
case RenderPass.Mask:
|
|
case RenderPass.Solid:
|
|
ModelData mde = General.Map.Data.ModeldefEntries[t.Thing.Type];
|
|
if(!maskedmodelthings.ContainsKey(mde)) maskedmodelthings.Add(mde, new List<VisualThing>());
|
|
maskedmodelthings[mde].Add(t);
|
|
break;
|
|
|
|
case RenderPass.Additive:
|
|
case RenderPass.Alpha:
|
|
translucentmodelthings.Add(t);
|
|
break;
|
|
|
|
default:
|
|
throw new NotImplementedException("Thing model rendering of " + t.RenderPass + " render pass is not implemented!");
|
|
}
|
|
}
|
|
// Gather regular things
|
|
else if(t.Texture != null) //Must have a texture!
|
|
{
|
|
//mxd
|
|
switch(t.RenderPass)
|
|
{
|
|
case RenderPass.Solid:
|
|
if(!solidthings.ContainsKey(t.Texture)) solidthings.Add(t.Texture, new List<VisualThing>());
|
|
solidthings[t.Texture].Add(t);
|
|
break;
|
|
|
|
case RenderPass.Mask:
|
|
if(!maskedthings.ContainsKey(t.Texture)) maskedthings.Add(t.Texture, new List<VisualThing>());
|
|
maskedthings[t.Texture].Add(t);
|
|
break;
|
|
|
|
case RenderPass.Additive:
|
|
case RenderPass.Alpha:
|
|
translucentthings.Add(t);
|
|
break;
|
|
|
|
default:
|
|
throw new NotImplementedException("Thing rendering of " + t.RenderPass + " render pass is not implemented!");
|
|
}
|
|
}
|
|
|
|
//mxd. Add to the plain list
|
|
allthings.Add(t);
|
|
}
|
|
|
|
//mxd
|
|
public void SetVisualVertices(List<VisualVertex> verts) { visualvertices = verts; }
|
|
|
|
//mxd
|
|
public void SetEventLines(List<Line3D> lines) { eventlines = lines; }
|
|
|
|
//mxd
|
|
private static bool BoundingBoxesIntersect(Vector3D[] bbox1, Vector3D[] bbox2)
|
|
{
|
|
Vector3D dist = bbox1[0] - bbox2[0];
|
|
|
|
Vector3D halfSize1 = bbox1[0] - bbox1[1];
|
|
Vector3D halfSize2 = bbox2[0] - bbox2[1];
|
|
|
|
return (halfSize1.x + halfSize2.x >= Math.Abs(dist.x) && halfSize1.y + halfSize2.y >= Math.Abs(dist.y) && halfSize1.z + halfSize2.z >= Math.Abs(dist.z));
|
|
}
|
|
|
|
// This renders the crosshair
|
|
public void RenderCrosshair()
|
|
{
|
|
//mxd
|
|
world = Matrix.Identity;
|
|
ApplyMatrices3D();
|
|
|
|
// 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(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;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|