mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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253 lines
6.2 KiB
C#
253 lines
6.2 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using SlimDX.Direct3D;
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using System.ComponentModel;
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using SlimDX;
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using CodeImp.DoomBuilder.Geometry;
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using SlimDX.Direct3D9;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal sealed class Renderer3D : Renderer, IRenderer3D
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{
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#region ================== Constants
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private const float PROJ_NEAR_PLANE = 0.5f;
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private const float PROJ_FAR_PLANE = 1000f;
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#endregion
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#region ================== Variables
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// Matrices
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private Matrix projection;
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private Matrix view;
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private Matrix billboard;
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private Matrix viewproj;
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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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internal Renderer3D(D3DDevice graphics) : base(graphics)
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{
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// Initialize
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CreateProjection();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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internal override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// This is called before a device is reset
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// (when resized or display adapter was changed)
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public override void UnloadResource()
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{
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}
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// This is called resets when the device is reset
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// (when resized or display adapter was changed)
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public override void ReloadResource()
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{
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}
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#endregion
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#region ================== General
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// This creates the projection
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internal void CreateProjection()
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{
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// Read the FOV from configuration
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float fov = General.Settings.VisualFOV;
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// Calculate aspect
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float aspect = (float)General.Map.Graphics.RenderTarget.ClientSize.Width /
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(float)General.Map.Graphics.RenderTarget.ClientSize.Height;
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// Make the projection matrix
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projection = Matrix.PerspectiveFovRH(fov, aspect, PROJ_NEAR_PLANE, PROJ_FAR_PLANE);
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// Apply matrices
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ApplyMatrices();
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}
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// This creates matrices for a camera view
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public void PositionAndLookAt(Vector3D pos, Vector3D lookat)
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{
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Vector3D delta;
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float anglexy, anglez;
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// Calculate delta vector
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delta = lookat - pos;
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anglexy = delta.GetAngleXY();
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anglez = delta.GetAngleZ();
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// Make the view matrix
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view = Matrix.LookAtRH(D3DDevice.V3(pos), D3DDevice.V3(lookat), new Vector3(0f, 0f, 1f));
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// Make the billboard matrix
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billboard = Matrix.RotationYawPitchRoll(0f, anglexy, anglez - Angle2D.PIHALF);
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// Apply matrices
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ApplyMatrices();
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}
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// This applies the matrices
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private void ApplyMatrices()
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{
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viewproj = view * projection;
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graphics.Device.SetTransform(TransformState.World, Matrix.Identity);
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graphics.Device.SetTransform(TransformState.Projection, projection);
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graphics.Device.SetTransform(TransformState.View, view);
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}
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#endregion
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#region ================== Presenting
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// This starts rendering
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public bool Start()
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{
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// Start drawing
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if(graphics.StartRendering(true, General.Colors.Background.ToInt(), graphics.BackBuffer, graphics.DepthBuffer))
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{
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// Beginning renderstates
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graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
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graphics.Device.SetRenderState(RenderState.ZEnable, false);
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graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
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graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
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graphics.Device.SetRenderState(RenderState.DestBlend, Blend.InvSourceAlpha);
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// Ready
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return true;
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}
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else
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{
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// Can't render now
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return false;
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}
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}
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// This begins rendering world geometry
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public void StartGeometry()
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{
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// Setup shader
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graphics.Shaders.World3D.Begin();
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graphics.Shaders.World3D.WorldViewProj = viewproj;
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graphics.Shaders.World3D.BeginPass(0);
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}
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// This ends rendering world geometry
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public void FinishGeometry()
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{
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// Done
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graphics.Shaders.World3D.EndPass();
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graphics.Shaders.World3D.End();
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}
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// This finishes rendering
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public void Finish()
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{
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// Done
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graphics.FinishRendering();
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graphics.Present();
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}
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#endregion
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#region ================== Geometry
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// This renders a visual sector's geometry
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public void RenderGeometry(VisualSector s)
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{
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ImageData lasttexture = null;
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// Update the sector if needed
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if(s.NeedsUpdateGeo) s.Update();
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// Set the buffer
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graphics.Device.SetStreamSource(0, s.GeometryBuffer, 0, WorldVertex.Stride);
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// Go for all geometry in this sector
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foreach(VisualGeometry g in s.GeometryList)
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{
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// Change texture?
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if(g.Texture != lasttexture)
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{
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// Now using this texture
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lasttexture = g.Texture;
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if(lasttexture != null)
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{
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// Load image and make texture
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if(!lasttexture.IsLoaded) lasttexture.LoadImage();
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if((lasttexture.Texture == null) || lasttexture.Texture.Disposed)
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lasttexture.CreateTexture();
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// Apply texture
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graphics.Shaders.World3D.Texture1 = lasttexture.Texture;
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graphics.Shaders.World3D.ApplySettings();
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}
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}
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// Render it!
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graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
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}
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// Remove references
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graphics.Shaders.World3D.Texture1 = null;
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}
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#endregion
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}
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}
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