CodeWalker/Rendering/Renderer.cs

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C#
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using CodeWalker.GameFiles;
using CodeWalker.Properties;
using CodeWalker.World;
using SharpDX;
using SharpDX.Direct3D11;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace CodeWalker.Rendering
{
public class Renderer
{
private DXForm Form;
private GameFileCache gameFileCache;
private RenderableCache renderableCache;
public RenderableCache RenderableCache { get { return renderableCache; } }
private DXManager dxman = new DXManager();
public DXManager DXMan { get { return dxman; } }
private Device currentdevice;
public Device Device { get { return currentdevice; } }
private object rendersyncroot = new object();
public object RenderSyncRoot { get { return rendersyncroot; } }
public ShaderManager shaders;
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public Camera camera;
private double currentRealTime = 0;
private float currentElapsedTime = 0;
private int framecount = 0;
private float fcelapsed = 0.0f;
private int fps = 0;
private DeviceContext context;
public float timeofday = 12.0f;
public bool controltimeofday = true;
public bool timerunning = false;
public float timespeed = 0.5f;//min/sec
public string weathertype = "";
public string individualcloudfrag = "contrails";
private Vector4 currentWindVec = Vector4.Zero;
private float currentWindTime = 0.0f;
public bool usedynamiclod = Settings.Default.DynamicLOD; //for ymap view
public float lodthreshold = 50.0f / (0.1f + (float)Settings.Default.DetailDist); //to match formula for the DetailTrackBar value
public bool waitforchildrentoload = true;
public bool controllightdir = false; //if not, use timecycle
public float lightdirx = 2.25f;//radians // approx. light dir on map satellite view
public float lightdiry = 0.65f;//radians - used for manual light placement
public bool renderskydome = Settings.Default.Skydome;
public bool renderclouds = true;
public bool rendermoon = true;
public Timecycle timecycle = new Timecycle();
public Weather weather = new Weather();
public Clouds clouds = new Clouds();
private ShaderGlobalLights globalLights = new ShaderGlobalLights();
public bool rendernaturalambientlight = true;
public bool renderartificialambientlight = true;
public bool MapViewEnabled = false;
public float MapViewDetail = 1.0f;
private UnitQuad markerquad = null;
public bool markerdepthclip = Settings.Default.MarkerDepthClip;
private List<YmapEntityDef> renderworldentities = new List<YmapEntityDef>(); //used when rendering world view.
private List<RenderableEntity> renderworldrenderables = new List<RenderableEntity>();
public bool ShowScriptedYmaps = true;
public List<YmapFile> VisibleYmaps = new List<YmapFile>();
public Unk_1264241711 renderworldMaxLOD = Unk_1264241711.LODTYPES_DEPTH_ORPHANHD;
public float renderworldLodDistMult = 1.0f;
public float renderworldDetailDistMult = 1.0f;
public bool rendertimedents = Settings.Default.ShowTimedEntities;
public bool rendertimedentsalways = false;
public bool renderinteriors = true;
public bool renderproxies = false;
public bool renderchildents = false;//when rendering single ymap, render root only or not...
public bool renderentities = true;
public bool rendergrass = true;
public bool renderdistlodlights = true;
public bool rendercars = false;
public bool rendercollisionmeshes = Settings.Default.ShowCollisionMeshes;
public bool rendercollisionmeshlayerdrawable = true;
public bool renderskeletons = false;
private List<RenderSkeletonItem> renderskeletonlist = new List<RenderSkeletonItem>();
private List<VertexTypePC> skeletonLineVerts = new List<VertexTypePC>();
public MapSelectionMode SelectionMode = MapSelectionMode.Entity; //to assist in rendering embedded collisions properly...
public BoundsShaderMode boundsmode = BoundsShaderMode.None;
public bool renderboundsclip = Settings.Default.BoundsDepthClip;
public float renderboundsmaxrad = 20000.0f;
public float renderboundsmaxdist = 10000.0f;
public List<MapBox> BoundingBoxes = new List<MapBox>();
public List<MapSphere> BoundingSpheres = new List<MapSphere>();
public List<MapSphere> HilightSpheres = new List<MapSphere>();
public List<MapBox> HilightBoxes = new List<MapBox>();
public List<MapBox> SelectionBoxes = new List<MapBox>();
public List<MapBox> WhiteBoxes = new List<MapBox>();
public List<MapSphere> SelectionSpheres = new List<MapSphere>();
public List<MapSphere> WhiteSpheres = new List<MapSphere>();
public List<VertexTypePC> SelectionLineVerts = new List<VertexTypePC>();
public List<VertexTypePC> SelectionTriVerts = new List<VertexTypePC>();
private YmapEntityDef SelectedCarGenEntity = new YmapEntityDef(); //placeholder entity object for drawing cars
public DrawableBase SelectedDrawable = null;
public Dictionary<DrawableModel, bool> SelectionModelDrawFlags = new Dictionary<DrawableModel, bool>();
public Dictionary<DrawableGeometry, bool> SelectionGeometryDrawFlags = new Dictionary<DrawableGeometry, bool>();
public bool SelectionFlagsTestAll = false; //to test all renderables for draw flags; for model form
public List<RenderedDrawable> RenderedDrawables = new List<RenderedDrawable>(); //queued here for later hit tests...
public List<RenderedBoundComposite> RenderedBoundComps = new List<RenderedBoundComposite>();
public bool RenderedDrawablesListEnable = false; //whether or not to add rendered drawables to the list
public bool RenderedBoundCompsListEnable = false; //whether or not to add rendered bound comps to the list
public Renderer(DXForm form, GameFileCache cache)
{
Form = form;
gameFileCache = cache;
if (gameFileCache == null)
{
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gameFileCache = GameFileCacheFactory.Create();
}
renderableCache = new RenderableCache();
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var s = Settings.Default;
camera = new Camera(s.CameraSmoothing, s.CameraSensitivity, s.CameraFieldOfView);
}
public bool Init()
{
return dxman.Init(Form, false);
}
public void Start()
{
dxman.Start();
}
public void DeviceCreated(Device device, int width, int height)
{
currentdevice = device;
shaders = new ShaderManager(device, dxman);
shaders.OnWindowResize(width, height); //init the buffers
renderableCache.OnDeviceCreated(device);
camera.OnWindowResize(width, height); //init the projection stuff
markerquad = new UnitQuad(device);
}
public void DeviceDestroyed()
{
renderableCache.OnDeviceDestroyed();
markerquad.Dispose();
shaders.Dispose();
currentdevice = null;
}
public void BuffersResized(int width, int height)
{
lock (rendersyncroot)
{
camera.OnWindowResize(width, height);
shaders.OnWindowResize(width, height);
}
}
public void ReloadShaders()
{
if (shaders != null)
{
shaders.Dispose();
}
shaders = new ShaderManager(currentdevice, dxman);
}
public void Update(float elapsed, int mouseX, int mouseY)
{
framecount++;
fcelapsed += elapsed;
if (fcelapsed >= 0.5f)
{
fps = framecount * 2;
framecount = 0;
fcelapsed -= 0.5f;
}
if (elapsed > 0.1f) elapsed = 0.1f;
currentRealTime += elapsed;
currentElapsedTime = elapsed;
UpdateTimeOfDay(elapsed);
weather.Update(elapsed);
clouds.Update(elapsed);
UpdateWindVector(elapsed);
UpdateGlobalLights();
camera.SetMousePosition(mouseX, mouseY);
camera.Update(elapsed);
}
public void BeginRender(DeviceContext ctx)
{
context = ctx;
dxman.ClearRenderTarget(context);
shaders.BeginFrame(context, currentRealTime, currentElapsedTime);
shaders.EnsureShaderTextures(gameFileCache, renderableCache);
SelectionLineVerts.Clear();
SelectionTriVerts.Clear();
WhiteBoxes.Clear();
WhiteSpheres.Clear();
SelectionBoxes.Clear();
SelectionSpheres.Clear();
HilightBoxes.Clear();
HilightSpheres.Clear();
BoundingBoxes.Clear();
BoundingSpheres.Clear();
RenderedDrawables.Clear();
RenderedBoundComps.Clear();
renderskeletonlist.Clear();
}
public void RenderSkyAndClouds()
{
RenderSky();
RenderClouds();
shaders.ClearDepth(context);
}
public void RenderQueued()
{
shaders.RenderQueued(context, camera, currentWindVec);
RenderSkeletons();
}
public void RenderFinalPass()
{
shaders.RenderFinalPass(context);
}
public void EndRender()
{
renderableCache.RenderThreadSync();
}
public bool ContentThreadProc()
{
bool rcItemsPending = renderableCache.ContentThreadProc();
return rcItemsPending;
}
public void SetTimeOfDay(float hour)
{
timeofday = hour;
timecycle.SetTime(timeofday);
}
public void SetWeatherType(string name)
{
if (!Monitor.TryEnter(rendersyncroot, 50))
{ return; } //couldn't get a lock...
weathertype = name;
weather.SetNextWeather(weathertype);
Monitor.Exit(rendersyncroot);
}
public void SetCameraMode(string modestr)
{
lock (rendersyncroot)
{
switch (modestr)
{
case "Perspective":
camera.IsOrthographic = false;
MapViewEnabled = false;
camera.UpdateProj = true;
break;
case "Orthographic":
camera.IsOrthographic = true;
MapViewEnabled = false;
break;
case "2D Map":
camera.IsOrthographic = true;
MapViewEnabled = true;
break;
}
camera.IsMapView = MapViewEnabled;
}
}
public string GetStatusText()
{
int rgc = (shaders != null) ? shaders.RenderedGeometries : 0;
int crc = renderableCache.LoadedRenderableCount;
int ctc = renderableCache.LoadedTextureCount;
int tcrc = renderableCache.MemCachedRenderableCount;
int tctc = renderableCache.MemCachedTextureCount;
long vr = renderableCache.TotalGraphicsMemoryUse + (shaders != null ? shaders.TotalGraphicsMemoryUse : 0);
string vram = TextUtil.GetBytesReadable(vr);
//StatsLabel.Text = string.Format("Drawn: {0} geom, Loaded: {1}/{5} dr, {2}/{6} tx, Vram: {3}, Fps: {4}", rgc, crc, ctc, vram, fps, tcrc, tctc);
return string.Format("Drawn: {0} geom, Loaded: {1} dr, {2} tx, Vram: {3}, Fps: {4}", rgc, crc, ctc, vram, fps);
}
public void Invalidate(BasePathData path)
{
//used to update path graphics.
renderableCache.Invalidate(path);
}
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public void Invalidate(YmapGrassInstanceBatch batch)
{
renderableCache.Invalidate(batch);
}
public void UpdateSelectionDrawFlags(DrawableModel model, DrawableGeometry geom, bool rem)
{
lock (rendersyncroot)
{
if (model != null)
{
if (rem)
{
if (SelectionModelDrawFlags.ContainsKey(model))
{
SelectionModelDrawFlags.Remove(model);
}
}
else
{
SelectionModelDrawFlags[model] = false;
}
}
if (geom != null)
{
if (rem)
{
if (SelectionGeometryDrawFlags.ContainsKey(geom))
{
SelectionGeometryDrawFlags.Remove(geom);
}
}
else
{
SelectionGeometryDrawFlags[geom] = false;
}
}
}
}
private void UpdateTimeOfDay(float elapsed)
{
if (timerunning)
{
float helapsed = elapsed * timespeed / 60.0f;
timeofday += helapsed;
while (timeofday >= 24.0f) timeofday -= 24.0f;
while (timeofday < 0.0f) timeofday += 24.0f;
timecycle.SetTime(timeofday);
}
}
private void UpdateGlobalLights()
{
Vector3 lightdir = Vector3.Zero;//will be updated before each frame from X and Y vars
Color4 lightdircolour = Color4.White;
Color4 lightdirambcolour = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
Color4 lightnaturalupcolour = new Color4(0.0f);
Color4 lightnaturaldowncolour = new Color4(0.0f);
Color4 lightartificialupcolour = new Color4(0.0f);
Color4 lightartificialdowncolour = new Color4(0.0f);
bool hdr = shaders.hdr;
float hdrint = 1.0f;
Vector3 sundir = Vector3.Up;
Vector3 moondir = Vector3.Down;
Vector3 moonax = Vector3.UnitZ;
if (controllightdir)
{
float cryd = (float)Math.Cos(lightdiry);
lightdir.X = -(float)Math.Sin(-lightdirx) * cryd;
lightdir.Y = -(float)Math.Cos(-lightdirx) * cryd;
lightdir.Z = (float)Math.Sin(lightdiry);
lightdircolour = Color4.White;
lightdirambcolour = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
if (hdr && (weather != null) && (weather.Inited))
{
lightdircolour *= weather.CurrentValues.skyHdr;
lightdircolour.Alpha = 1.0f;
lightdirambcolour *= weather.CurrentValues.skyHdr;
lightdirambcolour.Alpha = 1.0f;
hdrint = weather.CurrentValues.skyHdr;
}
sundir = lightdir;
moondir = -lightdir;
}
else
{
float sunroll = timecycle.sun_roll * (float)Math.PI / 180.0f; //122
float moonroll = timecycle.moon_roll * (float)Math.PI / 180.0f; //-122
float moonwobamp = timecycle.moon_wobble_amp; //0.2
float moonwobfreq = timecycle.moon_wobble_freq; //2
float moonwoboffs = timecycle.moon_wobble_offset; //0.375
float dayval = (0.5f + (timeofday - 6.0f) / 14.0f);
float nightval = (((timeofday > 12.0f) ? (timeofday - 7.0f) : (timeofday + 17.0f)) / 9.0f);
float daycyc = (float)Math.PI * dayval;
float nightcyc = (float)Math.PI * nightval;
Vector3 sdir = new Vector3((float)Math.Sin(daycyc), -(float)Math.Cos(daycyc), 0.0f);
Vector3 mdir = new Vector3(-(float)Math.Sin(nightcyc), 0.0f, -(float)Math.Cos(nightcyc));
Quaternion saxis = Quaternion.RotationYawPitchRoll(0.0f, sunroll, 0.0f);
Quaternion maxis = Quaternion.RotationYawPitchRoll(0.0f, -moonroll, 0.0f);
sundir = Vector3.Normalize(saxis.Multiply(sdir));
moondir = Vector3.Normalize(maxis.Multiply(mdir));
moonax = Vector3.Normalize(maxis.Multiply(Vector3.UnitY));
//bool usemoon = false;
lightdir = sundir;
//if (lightdir.Z < -0.5f) lightdir.Z = -lightdir.Z; //make sure the lightsource is always above the horizon...
if ((timeofday < 5.0f) || (timeofday > 21.0f))
{
lightdir = moondir;
//usemoon = true;
}
if (lightdir.Z < 0)
{
lightdir.Z = 0; //don't let the light source go below the horizon...
}
//lightdir = Vector3.Normalize(weather.CurrentValues.sunDirection);
if (weather != null && weather.Inited)
{
lightdircolour = (Color4)weather.CurrentValues.lightDirCol;
lightdirambcolour = (Color4)weather.CurrentValues.lightDirAmbCol;
lightnaturalupcolour = (Color4)weather.CurrentValues.lightNaturalAmbUp;
lightnaturaldowncolour = (Color4)weather.CurrentValues.lightNaturalAmbDown;
lightartificialupcolour = (Color4)weather.CurrentValues.lightArtificialExtUp;
lightartificialdowncolour = (Color4)weather.CurrentValues.lightArtificialExtDown;
float lamult = weather.CurrentValues.lightDirAmbIntensityMult;
float abounce = weather.CurrentValues.lightDirAmbBounce;
float minmult = hdr ? 0.1f : 0.5f;
lightdircolour *= Math.Max(lightdircolour.Alpha, minmult);
lightdirambcolour *= lightdirambcolour.Alpha * lamult; // 0.1f * lamult;
//if (usemoon)
//{
// lightdircolour *= weather.CurrentValues.skyMoonIten;
//}
lightnaturalupcolour *= lightnaturalupcolour.Alpha * weather.CurrentValues.lightNaturalAmbUpIntensityMult;
lightnaturaldowncolour *= lightnaturaldowncolour.Alpha;
lightartificialupcolour *= lightartificialupcolour.Alpha;
lightartificialdowncolour *= lightartificialdowncolour.Alpha;
if (!hdr)
{
Color4 maxdirc = new Color4(1.0f);
Color4 maxambc = new Color4(0.5f);
lightdircolour = Color4.Min(lightdircolour, maxdirc);
lightdirambcolour = Color4.Min(lightdirambcolour, maxambc);
lightnaturalupcolour = Color4.Min(lightnaturalupcolour, maxambc);
lightnaturaldowncolour = Color4.Min(lightnaturaldowncolour, maxambc);
lightartificialupcolour = Color4.Min(lightartificialupcolour, maxambc);
lightartificialdowncolour = Color4.Min(lightartificialdowncolour, maxambc);
}
else
{
hdrint = weather.CurrentValues.skyHdr;//.lightDirCol.W;
}
}
}
globalLights.Weather = weather;
globalLights.HdrEnabled = hdr;
globalLights.SpecularEnabled = !MapViewEnabled;//disable specular for map view.
globalLights.HdrIntensity = Math.Max(hdrint, 1.0f);
globalLights.CurrentSunDir = sundir;
globalLights.CurrentMoonDir = moondir;
globalLights.MoonAxis = moonax;
globalLights.Params.LightDir = lightdir;
globalLights.Params.LightDirColour = lightdircolour;
globalLights.Params.LightDirAmbColour = lightdirambcolour;
globalLights.Params.LightNaturalAmbUp = rendernaturalambientlight ? lightnaturalupcolour : Color4.Black;
globalLights.Params.LightNaturalAmbDown = rendernaturalambientlight ? lightnaturaldowncolour : Color4.Black;
globalLights.Params.LightArtificialAmbUp = renderartificialambientlight ? lightartificialupcolour : Color4.Black;
globalLights.Params.LightArtificialAmbDown = renderartificialambientlight ? lightartificialdowncolour : Color4.Black;
if (shaders != null)
{
shaders.SetGlobalLightParams(globalLights);
}
}
private void UpdateWindVector(float elapsed)
{
//wind still needs a lot of work.
//currently just feed the wind vector with small oscillations...
currentWindTime += elapsed;
if (currentWindTime >= 200.0f) currentWindTime -= 200.0f;
float dirval = (float)(currentWindTime * 0.01 * Math.PI);
float dirval1 = (float)Math.Sin(currentWindTime * 0.100 * Math.PI) * 0.3f;
float dirval2 = (float)(currentWindTime * 0.333 * Math.PI);
float dirval3 = (float)(currentWindTime * 0.5 * Math.PI);
float dirval4 = (float)Math.Sin(currentWindTime * 0.223 * Math.PI) * 0.4f;
float dirval5 = (float)Math.Sin(currentWindTime * 0.4 * Math.PI) * 5.5f;
currentWindVec.Z = (float)Math.Sin(dirval) * dirval1 + (float)Math.Cos(dirval2) * dirval4;
currentWindVec.W = (float)Math.Cos(dirval) * dirval5 + (float)Math.Sin(dirval3) * dirval4;
float strval = (float)(currentWindTime * 0.1 * Math.PI);
float strval2 = (float)(currentWindTime * 0.825 * Math.PI);
float strval3 = (float)(currentWindTime * 0.333 * Math.PI);
float strval4 = (float)(currentWindTime * 0.666 * Math.PI);
float strbase = 0.1f * ((float)Math.Sin(strval * 0.5));
float strbase2 = 0.02f * ((float)Math.Sin(strval2 * 0.1));
currentWindVec.X = (float)Math.Sin(strval) * strbase + ((float)Math.Cos(strval3) * strbase2);
currentWindVec.Y = (float)Math.Cos(strval2) * strbase + ((float)Math.Sin(strval4 - strval3) * strbase2);
}
public void RenderMarkers(List<MapMarker> batch)
{
shaders.SetRasterizerMode(context, RasterizerMode.SolidDblSided); //hmm they are backwards
shaders.SetDepthStencilMode(context, markerdepthclip ? DepthStencilMode.Enabled : DepthStencilMode.DisableAll);
shaders.SetDefaultBlendState(context);
var shader = shaders.Marker;
shader.SetShader(context);
shader.SetInputLayout(context, VertexType.Default);
shader.SetSceneVars(context, camera, null, globalLights);
MapIcon icon = null;
foreach (var marker in batch)
{
icon = marker.Icon;
Vector2 texs = new Vector2(icon.TexWidth, icon.TexHeight);
Vector2 size = texs * marker.Distance;
Vector2 offset = (new Vector2(texs.X, -texs.Y) - new Vector2(icon.Center.X, -icon.Center.Y) * 2.0f) * marker.Distance;
shader.SetMarkerVars(context, marker.CamRelPos, size, offset);
shader.SetTexture(context, icon.TexView);
markerquad.Draw(context);
}
shader.UnbindResources(context);
}
public void RenderTransformWidget(TransformWidget widget)
{
var dsmode = DepthStencilMode.Enabled;
if (widget.Mode == WidgetMode.Rotation)
{
dsmode = DepthStencilMode.DisableAll;
}
shaders.SetRasterizerMode(context, RasterizerMode.SolidDblSided);
shaders.SetDepthStencilMode(context, dsmode);
shaders.SetDefaultBlendState(context);
shaders.ClearDepth(context, false);
var shader = shaders.Widgets;
widget.Render(context, camera, shader);
}
public void RenderSelectionEntityPivot(YmapEntityDef ent)
{
uint cred = (uint)new Color4(1.0f, 0.0f, 0.0f, 1.0f).ToRgba();
uint cgrn = (uint)new Color4(0.0f, 1.0f, 0.0f, 1.0f).ToRgba();
uint cblu = (uint)new Color4(0.0f, 0.0f, 1.0f, 1.0f).ToRgba();
var pos = ent.WidgetPosition;
var ori = ent.WidgetOrientation;
float pxsize = 120.0f;
float sssize = pxsize / camera.Height;
float dist = (pos - camera.Position).Length();
float size = sssize * dist;
if (camera.IsMapView || camera.IsOrthographic)
{
size = sssize * camera.OrthographicSize;
}
float rad = size * 0.066f;
RenderSelectionArrowOutline(pos, Vector3.UnitX, Vector3.UnitY, ori, size, rad, cred);
RenderSelectionArrowOutline(pos, Vector3.UnitY, Vector3.UnitX, ori, size, rad, cgrn);
RenderSelectionArrowOutline(pos, Vector3.UnitZ, Vector3.UnitY, ori, size, rad, cblu);
}
public void RenderBrushRadiusOutline(Vector3 position, Vector3 dir, Vector3 up, float radius, uint col)
{
const int Reso = 36;
const float MaxDeg = 360f;
const float DegToRad = 0.0174533f;
const float Ang = MaxDeg / Reso;
var axis = Vector3.Cross(dir, up);
var c = new VertexTypePC[Reso];
for (var i = 0; i < Reso; i++)
{
var rDir = Quaternion.RotationAxis(dir, (i * Ang) * DegToRad).Multiply(axis);
c[i].Position = position + (rDir * radius);
c[i].Colour = col;
}
for (var i = 0; i < c.Length; i++)
{
SelectionLineVerts.Add(c[i]);
SelectionLineVerts.Add(c[(i + 1) % c.Length]);
}
SelectionLineVerts.Add(new VertexTypePC{Colour = col, Position = position});
SelectionLineVerts.Add(new VertexTypePC { Colour = col, Position = position + dir * 2f});
}
public void RenderSelectionArrowOutline(Vector3 pos, Vector3 dir, Vector3 up, Quaternion ori, float len, float rad, uint colour)
{
Vector3 ax = Vector3.Cross(dir, up);
Vector3 sx = ax * rad;
Vector3 sy = up * rad;
Vector3 sz = dir * len;
VertexTypePC[] c = new VertexTypePC[8];
Vector3 d0 = -sx - sy;
Vector3 d1 = -sx + sy;
Vector3 d2 = +sx - sy;
Vector3 d3 = +sx + sy;
c[0].Position = d0;
c[1].Position = d1;
c[2].Position = d2;
c[3].Position = d3;
c[4].Position = d0 + sz;
c[5].Position = d1 + sz;
c[6].Position = d2 + sz;
c[7].Position = d3 + sz;
for (int i = 0; i < 8; i++)
{
c[i].Colour = colour;
c[i].Position = pos + ori.Multiply(c[i].Position);
}
SelectionLineVerts.Add(c[0]);
SelectionLineVerts.Add(c[1]);
SelectionLineVerts.Add(c[1]);
SelectionLineVerts.Add(c[3]);
SelectionLineVerts.Add(c[3]);
SelectionLineVerts.Add(c[2]);
SelectionLineVerts.Add(c[2]);
SelectionLineVerts.Add(c[0]);
SelectionLineVerts.Add(c[4]);
SelectionLineVerts.Add(c[5]);
SelectionLineVerts.Add(c[5]);
SelectionLineVerts.Add(c[7]);
SelectionLineVerts.Add(c[7]);
SelectionLineVerts.Add(c[6]);
SelectionLineVerts.Add(c[6]);
SelectionLineVerts.Add(c[4]);
SelectionLineVerts.Add(c[0]);
SelectionLineVerts.Add(c[4]);
SelectionLineVerts.Add(c[1]);
SelectionLineVerts.Add(c[5]);
SelectionLineVerts.Add(c[2]);
SelectionLineVerts.Add(c[6]);
SelectionLineVerts.Add(c[3]);
SelectionLineVerts.Add(c[7]);
c[0].Position = pos + ori.Multiply(dir * (len + rad * 5.0f));
c[4].Position += ori.Multiply(d0);
c[5].Position += ori.Multiply(d1);
c[6].Position += ori.Multiply(d2);
c[7].Position += ori.Multiply(d3);
SelectionLineVerts.Add(c[4]);
SelectionLineVerts.Add(c[5]);
SelectionLineVerts.Add(c[5]);
SelectionLineVerts.Add(c[7]);
SelectionLineVerts.Add(c[7]);
SelectionLineVerts.Add(c[6]);
SelectionLineVerts.Add(c[6]);
SelectionLineVerts.Add(c[4]);
SelectionLineVerts.Add(c[0]);
SelectionLineVerts.Add(c[4]);
SelectionLineVerts.Add(c[0]);
SelectionLineVerts.Add(c[5]);
SelectionLineVerts.Add(c[0]);
SelectionLineVerts.Add(c[6]);
SelectionLineVerts.Add(c[0]);
SelectionLineVerts.Add(c[7]);
}
public void RenderSelectionNavPoly(YnvPoly poly)
{
////draw poly triangles
var pcolour = new Color4(1.0f, 1.0f, 1.0f, 0.2f);
var colourval = (uint)pcolour.ToRgba();
var ynv = poly.Ynv;
var ic = poly._RawData.IndexCount;
var startid = poly._RawData.IndexID;
var endid = startid + ic;
var lastid = endid - 1;
var vc = ynv.Vertices.Count;
var startind = ynv.Indices[startid];
VertexTypePC v0 = new VertexTypePC();
VertexTypePC v1 = new VertexTypePC();
VertexTypePC v2 = new VertexTypePC();
v0.Position = ynv.Vertices[startind];
v0.Colour = colourval;
v1.Colour = colourval;
v2.Colour = colourval;
int tricount = ic - 2;
for (int t = 0; t < tricount; t++)
{
int tid = startid + t;
int ind1 = ynv.Indices[tid + 1];
int ind2 = ynv.Indices[tid + 2];
if ((ind1 >= vc) || (ind2 >= vc))
{ continue; }
v1.Position = ynv.Vertices[ind1];
v2.Position = ynv.Vertices[ind2];
SelectionTriVerts.Add(v0);
SelectionTriVerts.Add(v1);
SelectionTriVerts.Add(v2);
SelectionTriVerts.Add(v0);
SelectionTriVerts.Add(v2);
SelectionTriVerts.Add(v1);
}
}
public void RenderSelectionNavPolyOutline(YnvPoly poly, uint colourval)
{
//var colourval = (uint)colour.ToRgba();
var ynv = poly.Ynv;
var ic = poly._RawData.IndexCount;
var startid = poly._RawData.IndexID;
var endid = startid + ic;
var lastid = endid - 1;
var vc = ynv.Vertices.Count;
var startind = ynv.Indices[startid];
////draw poly outline
VertexTypePC v = new VertexTypePC();
v.Colour = colourval;
VertexTypePC v0 = new VertexTypePC();
for (int id = startid; id < endid; id++)
{
var ind = ynv.Indices[id];
if (ind >= vc)
{ continue; }
v.Position = ynv.Vertices[ind];
SelectionLineVerts.Add(v);
if (id == startid)
{
v0 = v;
}
else
{
SelectionLineVerts.Add(v);
}
if (id == lastid)
{
SelectionLineVerts.Add(v0);
}
}
////draw poly triangles
//VertexTypePC v0 = new VertexTypePC();
//VertexTypePC v1 = new VertexTypePC();
//VertexTypePC v2 = new VertexTypePC();
//v0.Position = ynv.Vertices[startind];
//v0.Colour = colourval;
//v1.Colour = colourval;
//v2.Colour = colourval;
//int tricount = ic - 2;
//for (int t = 0; t < tricount; t++)
//{
// int tid = startid + t;
// int ind1 = ynv.Indices[tid + 1];
// int ind2 = ynv.Indices[tid + 2];
// if ((ind1 >= vc) || (ind2 >= vc))
// { continue; }
// v1.Position = ynv.Vertices[ind1];
// v2.Position = ynv.Vertices[ind2];
// Renderer.SelectionTriVerts.Add(v0);
// Renderer.SelectionTriVerts.Add(v1);
// Renderer.SelectionTriVerts.Add(v2);
// Renderer.SelectionTriVerts.Add(v0);
// Renderer.SelectionTriVerts.Add(v2);
// Renderer.SelectionTriVerts.Add(v1);
//}
}
public void RenderSelectionGeometry(MapSelectionMode mode)
{
bool clip = true;
switch (mode)
{
case MapSelectionMode.NavMesh:
case MapSelectionMode.WaterQuad:
case MapSelectionMode.MloInstance:
clip = false;
break;
}
shaders.SetDepthStencilMode(context, clip ? DepthStencilMode.Enabled : DepthStencilMode.DisableAll);
var pshader = shaders.Paths;
if (SelectionTriVerts.Count > 0)
{
pshader.RenderTriangles(context, SelectionTriVerts, camera, shaders.GlobalLights);
}
if (SelectionLineVerts.Count > 0)
{
pshader.RenderLines(context, SelectionLineVerts, camera, shaders.GlobalLights);
}
Vector3 coloursel = new Vector3(0, 1, 0) * globalLights.HdrIntensity * 5.0f;
Vector3 colourwht = new Vector3(1, 1, 1) * globalLights.HdrIntensity * 10.0f;
var shader = shaders.Bounds;
if ((WhiteBoxes.Count > 0) || (SelectionBoxes.Count > 0))
{
shader.SetMode(BoundsShaderMode.Box);
shader.SetShader(context);
shader.SetInputLayout(context, VertexType.Default);
shader.SetSceneVars(context, camera, null, globalLights);
shader.SetColourVars(context, new Vector4(colourwht, 1));
for (int i = 0; i < WhiteBoxes.Count; i++)
{
MapBox mb = WhiteBoxes[i];
shader.SetBoxVars(context, mb.CamRelPos, mb.BBMin, mb.BBMax, mb.Orientation, mb.Scale);
shader.DrawBox(context);
}
shader.SetColourVars(context, new Vector4(coloursel, 1));
for (int i = 0; i < SelectionBoxes.Count; i++)
{
MapBox mb = SelectionBoxes[i];
shader.SetBoxVars(context, mb.CamRelPos, mb.BBMin, mb.BBMax, mb.Orientation, mb.Scale);
shader.DrawBox(context);
}
shader.UnbindResources(context);
}
if ((WhiteSpheres.Count > 0) || (SelectionSpheres.Count > 0))
{
shader.SetMode(BoundsShaderMode.Sphere);
shader.SetShader(context);
shader.SetInputLayout(context, VertexType.Default);
shader.SetSceneVars(context, camera, null, globalLights);
shader.SetColourVars(context, new Vector4(colourwht, 1));
for (int i = 0; i < WhiteSpheres.Count; i++)
{
MapSphere ms = WhiteSpheres[i];
shader.SetSphereVars(context, ms.CamRelPos, ms.Radius);
shader.DrawSphere(context);
}
shader.SetColourVars(context, new Vector4(coloursel, 1));
for (int i = 0; i < SelectionSpheres.Count; i++)
{
MapSphere ms = SelectionSpheres[i];
shader.SetSphereVars(context, ms.CamRelPos, ms.Radius);
shader.DrawSphere(context);
}
shader.UnbindResources(context);
}
}
public void RenderMouseHit(BoundsShaderMode mode, bool clip, ref Vector3 camrel, ref Vector3 bbmin, ref Vector3 bbmax, ref Vector3 scale, ref Quaternion ori, float bsphrad)
{
Vector3 colour = new Vector3(1, 1, 1);
colour *= globalLights.HdrIntensity * 5.0f;
shaders.SetDepthStencilMode(context, clip ? DepthStencilMode.Enabled : DepthStencilMode.DisableAll);
//render moused object box.
var shader = shaders.Bounds;
shader.SetMode(mode);
shader.SetShader(context);
shader.SetInputLayout(context, VertexType.Default);
shader.SetSceneVars(context, camera, null, globalLights);
shader.SetColourVars(context, new Vector4(colour, 1)); //white box
if (mode == BoundsShaderMode.Box)
{
shader.SetBoxVars(context, camrel, bbmin, bbmax, ori, scale);
shader.DrawBox(context);
}
else if (mode == BoundsShaderMode.Sphere)
{
shader.SetSphereVars(context, camrel, bsphrad);
shader.DrawSphere(context);
}
shader.UnbindResources(context);
}
public void RenderBounds(MapSelectionMode mode)
{
//immediately render the entity bounding boxes/spheres - depending on boundsmode
bool clip = renderboundsclip;
switch (mode)
{
case MapSelectionMode.WaterQuad:
case MapSelectionMode.MloInstance:
clip = false;
break;
}
Vector3 colour = new Vector3(0, 0, 1) * globalLights.HdrIntensity;
Vector3 colourhi = new Vector3(0, 1, 1) * globalLights.HdrIntensity;
shaders.SetDepthStencilMode(context, clip ? DepthStencilMode.Enabled : DepthStencilMode.DisableAll);
var shader = shaders.Bounds;
if ((BoundingBoxes.Count > 0) || (HilightBoxes.Count > 0))
{
shader.SetMode(BoundsShaderMode.Box);
shader.SetShader(context);
shader.SetInputLayout(context, VertexType.Default);
shader.SetSceneVars(context, camera, null, globalLights);
shader.SetColourVars(context, new Vector4(colour, 1));
for (int i = 0; i < BoundingBoxes.Count; i++)
{
MapBox mb = BoundingBoxes[i];
shader.SetBoxVars(context, mb.CamRelPos, mb.BBMin, mb.BBMax, mb.Orientation, mb.Scale);
shader.DrawBox(context);
}
shader.SetColourVars(context, new Vector4(colourhi, 1));
for (int i = 0; i < HilightBoxes.Count; i++)
{
MapBox mb = HilightBoxes[i];
shader.SetBoxVars(context, mb.CamRelPos, mb.BBMin, mb.BBMax, mb.Orientation, mb.Scale);
shader.DrawBox(context);
}
}
if ((BoundingSpheres.Count > 0) || (HilightSpheres.Count > 0))
{
shader.SetMode(BoundsShaderMode.Sphere);
shader.SetShader(context);
shader.SetInputLayout(context, VertexType.Default);
shader.SetSceneVars(context, camera, null, globalLights);
shader.SetColourVars(context, new Vector4(colour, 1));
for (int i = 0; i < BoundingSpheres.Count; i++)
{
MapSphere ms = BoundingSpheres[i];
shader.SetSphereVars(context, ms.CamRelPos, ms.Radius);
shader.DrawSphere(context);
}
shader.SetColourVars(context, new Vector4(colourhi, 1));
for (int i = 0; i < HilightSpheres.Count; i++)
{
MapSphere ms = HilightSpheres[i];
shader.SetSphereVars(context, ms.CamRelPos, ms.Radius);
shader.DrawSphere(context);
}
}
shader.UnbindResources(context);
}
private void RenderSkeleton(Renderable renderable, YmapEntityDef entity)
{
RenderSkeletonItem item = new RenderSkeletonItem();
item.Renderable = renderable;
item.Entity = entity;
renderskeletonlist.Add(item);
}
private void RenderSkeletons()
{
skeletonLineVerts.Clear();
const uint cgrn = 4278255360;// (uint)new Color4(0.0f, 1.0f, 0.0f, 1.0f).ToRgba();
const uint cblu = 4294901760;// (uint)new Color4(0.0f, 0.0f, 1.0f, 1.0f).ToRgba();
VertexTypePC v1 = new VertexTypePC();
VertexTypePC v2 = new VertexTypePC();
v1.Colour = cgrn;
v2.Colour = cblu;
foreach (var item in renderskeletonlist)
{
YmapEntityDef entity = item.Entity;
DrawableBase drawable = item.Renderable.Key;
Skeleton skeleton = drawable?.Skeleton;
if (skeleton == null) continue;
var pinds = skeleton.ParentIndices;
var bones = skeleton.Bones;
if ((pinds == null) || (bones == null)) continue;
var xforms = skeleton.Transformations;
int cnt = Math.Min(pinds.Length, bones.Count);
for (int i = 0; i < cnt; i++)
{
var pind = pinds[i];
var bone = bones[i];
var pbone = bone.Parent;
if (pbone == null) continue; //nothing to draw for the root bone
if (xforms != null)//how to use xforms? bind pose?
{
var xform = (i < xforms.Length) ? xforms[i] : Matrix.Identity;
var pxform = (pind < xforms.Length) ? xforms[pind] : Matrix.Identity;
}
else
{
}
//draw line from bone's position to parent position...
Vector3 lbeg = Vector3.Zero;
Vector3 lend = bone.Translation;// bone.Rotation.Multiply();
while (pbone != null)
{
lbeg = pbone.Rotation.Multiply(lbeg) + pbone.Translation;
lend = pbone.Rotation.Multiply(lend) + pbone.Translation;
pbone = pbone.Parent;
}
if (entity != null)
{
lbeg = entity.Position + entity.Orientation.Multiply(lbeg * entity.Scale);
lend = entity.Position + entity.Orientation.Multiply(lend * entity.Scale);
}
v1.Position = lbeg;
v2.Position = lend;
skeletonLineVerts.Add(v1);
skeletonLineVerts.Add(v2);
}
}
if (skeletonLineVerts.Count > 0)
{
RenderLines(skeletonLineVerts, DepthStencilMode.DisableAll);
}
}
public void RenderLines(List<VertexTypePC> linelist, DepthStencilMode dsmode = DepthStencilMode.Enabled)
{
shaders.SetDepthStencilMode(context, dsmode);
shaders.Paths.RenderLines(context, linelist, camera, shaders.GlobalLights);
}
private void RenderSky()
{
if (MapViewEnabled) return;
if (!renderskydome) return;
if (!weather.Inited) return;
var shader = shaders.Skydome;
shader.UpdateSkyLocals(weather, globalLights);
DrawableBase skydomeydr = null;
YddFile skydomeydd = gameFileCache.GetYdd(2640562617); //skydome hash
if ((skydomeydd != null) && (skydomeydd.Loaded) && (skydomeydd.Dict != null))
{
skydomeydr = skydomeydd.Dict.Values.FirstOrDefault();
}
Texture starfield = null;
Texture moon = null;
YtdFile skydomeytd = gameFileCache.GetYtd(2640562617); //skydome hash
if ((skydomeytd != null) && (skydomeytd.Loaded) && (skydomeytd.TextureDict != null) && (skydomeytd.TextureDict.Dict != null))
{
skydomeytd.TextureDict.Dict.TryGetValue(1064311147, out starfield); //starfield hash
if (rendermoon)
{
skydomeytd.TextureDict.Dict.TryGetValue(234339206, out moon); //moon-new hash
}
}
Renderable sdrnd = null;
if (skydomeydr != null)
{
sdrnd = renderableCache.GetRenderable(skydomeydr);
}
RenderableTexture sftex = null;
if (starfield != null)
{
sftex = renderableCache.GetRenderableTexture(starfield);
}
RenderableTexture moontex = null;
if (moon != null)
{
moontex = renderableCache.GetRenderableTexture(moon);
}
if ((sdrnd != null) && (sdrnd.IsLoaded) && (sftex != null) && (sftex.IsLoaded))
{
shaders.SetDepthStencilMode(context, DepthStencilMode.DisableAll);
shaders.SetRasterizerMode(context, RasterizerMode.Solid);
RenderableInst rinst = new RenderableInst();
rinst.Position = Vector3.Zero;
rinst.CamRel = Vector3.Zero;
rinst.Distance = 0.0f;
rinst.BBMin = skydomeydr.BoundingBoxMin.XYZ();
rinst.BBMax = skydomeydr.BoundingBoxMax.XYZ();
rinst.BSCenter = Vector3.Zero;
rinst.Radius = skydomeydr.BoundingSphereRadius;
rinst.Orientation = Quaternion.Identity;
rinst.Scale = Vector3.One;
rinst.TintPaletteIndex = 0;
rinst.Renderable = sdrnd;
shader.SetShader(context);
shader.SetInputLayout(context, VertexType.PTT);
shader.SetSceneVars(context, camera, null, globalLights);
shader.SetEntityVars(context, ref rinst);
RenderableModel rmod = ((sdrnd.HDModels != null) && (sdrnd.HDModels.Length > 0)) ? sdrnd.HDModels[0] : null;
RenderableGeometry rgeom = ((rmod != null) && (rmod.Geometries != null) && (rmod.Geometries.Length > 0)) ? rmod.Geometries[0] : null;
if ((rgeom != null) && (rgeom.VertexType == VertexType.PTT))
{
shader.SetModelVars(context, rmod);
shader.SetTextures(context, sftex);
rgeom.Render(context);
}
//shaders.SetRasterizerMode(context, RasterizerMode.SolidDblSided);
//shaders.SetDepthStencilMode(context, DepthStencilMode.Enabled);
shader.RenderSun(context, camera, weather, globalLights);
if ((rendermoon) && (moontex != null) && (moontex.IsLoaded))
{
shader.RenderMoon(context, camera, weather, globalLights, moontex);
}
shader.UnbindResources(context);
}
}
private void RenderClouds()
{
if (MapViewEnabled) return;
if (!renderclouds) return;
if (!renderskydome) return;
if (!weather.Inited) return;
if (!clouds.Inited) return;
var shader = shaders.Clouds;
shaders.SetDepthStencilMode(context, DepthStencilMode.DisableAll);
shaders.SetRasterizerMode(context, RasterizerMode.Solid);
shaders.SetDefaultBlendState(context);
//shaders.SetAlphaBlendState(context);
shader.SetShader(context);
shader.UpdateCloudsLocals(clouds, globalLights);
shader.SetSceneVars(context, camera, null, globalLights);
var vtype = (VertexType)0;
if (!string.IsNullOrEmpty(individualcloudfrag))
{
//render one cloud fragment.
CloudHatFrag frag = clouds.HatManager.FindFrag(individualcloudfrag);
if (frag == null) return;
for (int i = 0; i < frag.Layers.Length; i++)
{
CloudHatFragLayer layer = frag.Layers[i];
uint dhash = JenkHash.GenHash(layer.Filename.ToLowerInvariant());
Archetype arch = gameFileCache.GetArchetype(dhash);
if (arch == null)
{ continue; }
if (Math.Max(camera.Position.Z, 0.0f) < layer.HeightTigger) continue;
var drw = gameFileCache.TryGetDrawable(arch);
var rnd = TryGetRenderable(arch, drw);
if ((rnd == null) || (rnd.IsLoaded == false) || (rnd.AllTexturesLoaded == false))
{ continue; }
RenderableInst rinst = new RenderableInst();
rinst.Position = frag.Position;// Vector3.Zero;
rinst.CamRel = Vector3.Zero;// - camera.Position;
rinst.Distance = rinst.CamRel.Length();
rinst.BBMin = arch.BBMin;
rinst.BBMax = arch.BBMax;
rinst.BSCenter = frag.Position;
rinst.Radius = arch.BSRadius;
rinst.Orientation = Quaternion.Identity;
rinst.Scale = frag.Scale;// Vector3.One;
rinst.TintPaletteIndex = 0;
rinst.Renderable = rnd;
shader.SetEntityVars(context, ref rinst);
for (int mi = 0; mi < rnd.HDModels.Length; mi++)
{
var model = rnd.HDModels[mi];
for (int gi = 0; gi < model.Geometries.Length; gi++)
{
var geom = model.Geometries[gi];
if (geom.VertexType != vtype)
{
vtype = geom.VertexType;
shader.SetInputLayout(context, vtype);
}
shader.SetGeomVars(context, geom);
geom.Render(context);
}
}
}
}
}
public void RenderWaterQuads(List<WaterQuad> waterquads)
{
foreach (var quad in waterquads)
{
RenderableWaterQuad rquad = renderableCache.GetRenderableWaterQuad(quad);
if ((rquad != null) && (rquad.IsLoaded))
{
rquad.CamRel = -camera.Position;
shaders.Enqueue(rquad);
}
}
}
public void RenderPaths(List<YndFile> ynds)
{
foreach (var ynd in ynds)
{
RenderablePathBatch rnd = renderableCache.GetRenderablePathBatch(ynd);
if ((rnd != null) && (rnd.IsLoaded))
{
shaders.Enqueue(rnd);
}
}
}
public void RenderTrainTracks(List<TrainTrack> tracks)
{
foreach (var track in tracks)
{
RenderablePathBatch rnd = renderableCache.GetRenderablePathBatch(track);
if ((rnd != null) && (rnd.IsLoaded))
{
shaders.Enqueue(rnd);
}
}
}
public void RenderNavMeshes(List<YnvFile> ynvs)
{
foreach (var ynv in ynvs)
{
RenderablePathBatch rnd = renderableCache.GetRenderablePathBatch(ynv);
if ((rnd != null) && (rnd.IsLoaded))
{
shaders.Enqueue(rnd);
}
}
}
public void RenderNavMesh(YnvFile ynv)
{
RenderablePathBatch rnd = renderableCache.GetRenderablePathBatch(ynv);
if ((rnd != null) && (rnd.IsLoaded))
{
shaders.Enqueue(rnd);
}
}
public void RenderBasePath(BasePathData basepath)
{
RenderablePathBatch rnd = renderableCache.GetRenderablePathBatch(basepath);
if ((rnd != null) && (rnd.IsLoaded))
{
shaders.Enqueue(rnd);
}
}
public void RenderScenarios(List<YmtFile> ymts)
{
foreach (var scenario in ymts)
{
RenderablePathBatch rnd = renderableCache.GetRenderablePathBatch(scenario.ScenarioRegion);
if ((rnd != null) && (rnd.IsLoaded))
{
shaders.Enqueue(rnd);
}
}
}
public void RenderPopZones(PopZones zones)
{
RenderablePathBatch rnd = renderableCache.GetRenderablePathBatch(zones);
if ((rnd != null) && (rnd.IsLoaded))
{
shaders.Enqueue(rnd);
}
}
public void RenderWorld(Dictionary<MetaHash, YmapFile> renderworldVisibleYmapDict, IEnumerable<Entity> spaceEnts)
{
renderworldentities.Clear();
renderworldrenderables.Clear();
VisibleYmaps.Clear();
foreach (var ymap in renderworldVisibleYmapDict.Values)
{
if (!RenderWorldYmapIsVisible(ymap)) continue;
VisibleYmaps.Add(ymap);
}
if (spaceEnts != null)
{
foreach (var ae in spaceEnts) //used by active space entities (eg "bullets")
{
if (ae.EntityDef == null) continue; //nothing to render...
RenderWorldCalcEntityVisibility(ae.EntityDef);
renderworldentities.Add(ae.EntityDef);
}
}
if (MapViewEnabled)
{
//find the max Z value for positioning camera in map view, to help shadows
//float minZ = float.MaxValue;
float maxZ = float.MinValue;
float cvwidth = camera.OrthographicSize * camera.AspectRatio * 0.5f;
float cvheight = camera.OrthographicSize * 0.5f;
float cvwmin = camera.Position.X - cvwidth; //TODO:make all these vars global...
float cvwmax = camera.Position.X + cvwidth;
float cvhmin = camera.Position.Y - cvheight;
float cvhmax = camera.Position.Y + cvheight;
for (int y = 0; y < VisibleYmaps.Count; y++)
{
var ymap = VisibleYmaps[y];
if (ymap.AllEntities != null)
{
for (int i = 0; i < ymap.AllEntities.Length; i++)
{
var ent = ymap.AllEntities[i];
if ((ent.Position.Z < 1000.0f) && (ent.BSRadius < 500.0f))
{
float r = ent.BSRadius;
if (((ent.Position.X + r) > cvwmin) && ((ent.Position.X - r) < cvwmax) && ((ent.Position.Y + r) > cvhmin) && ((ent.Position.Y - r) < cvhmax))
{
//minZ = Math.Min(minZ, ent.BBMin.Z);
maxZ = Math.Max(maxZ, ent.BBMax.Z + 50.0f);//add some bias to avoid clipping things...
}
}
}
}
}
//move the camera closer to the geometry, to help shadows in map view.
if (maxZ == float.MinValue) maxZ = 1000.0f;
camera.Position.Z = Math.Min(maxZ, 1000.0f);
}
for (int y = 0; y < VisibleYmaps.Count; y++)
{
var ymap = VisibleYmaps[y];
if (ymap.RootEntities != null)
{
YmapFile pymap;
renderworldVisibleYmapDict.TryGetValue(ymap.CMapData.parent, out pymap);
for (int i = 0; i < ymap.RootEntities.Length; i++)
{
var ent = ymap.RootEntities[i];
int pind = ent.CEntityDef.parentIndex;
if (pind >= 0) //connect root entities to parents if they have them..
{
YmapEntityDef p = null;
if ((pymap != null) && (pymap.AllEntities != null))
{
if ((pind < pymap.AllEntities.Length))
{
p = pymap.AllEntities[pind];
ent.Parent = p;
ent.ParentName = p.CEntityDef.archetypeName;
}
}
else
{ }//should only happen if parent ymap not loaded yet...
}
RenderWorldRecurseCalcEntityVisibility(ent);
}
}
}
for (int y = 0; y < VisibleYmaps.Count; y++)
{
var ymap = VisibleYmaps[y];
if (ymap.RootEntities != null)
{
for (int i = 0; i < ymap.RootEntities.Length; i++)
{
var ent = ymap.RootEntities[i];
RenderWorldRecurseAddEntities(ent);
}
}
}
//go through the render list, and try ensure renderables and textures for all.
//if an entity is not fully loaded, set a flag for its parent, then traverse to root
//until found an entity that is fully loaded.
//on a second loop, build a final render list based on the flags.
for (int i = 0; i < renderworldentities.Count; i++)
{
var ent = renderworldentities[i];
var arch = ent.Archetype;
var pent = ent.Parent;
var drawable = gameFileCache.TryGetDrawable(arch);
Renderable rndbl = TryGetRenderable(arch, drawable);
if ((rndbl != null) && rndbl.IsLoaded && (rndbl.AllTexturesLoaded || !waitforchildrentoload))
{
RenderableEntity rent = new RenderableEntity();
rent.Entity = ent;
rent.Renderable = rndbl;
renderworldrenderables.Add(rent);
}
else if (waitforchildrentoload)
{
//todo: render parent if children loading.......
}
if ((rendercollisionmeshes || (SelectionMode == MapSelectionMode.Collision)) && renderinteriors)
{
RenderInteriorCollisionMesh(ent);
}
}
2018-08-13 00:04:34 +08:00
if(renderentities)
{
for (int i = 0; i < renderworldrenderables.Count; i++)
{
var rent = renderworldrenderables[i];
var ent = rent.Entity;
var arch = ent.Archetype;
RenderArchetype(arch, ent, rent.Renderable, false);
}
}
if (rendercars)
{
for (int y = 0; y < VisibleYmaps.Count; y++)
{
var ymap = VisibleYmaps[y];
if (ymap.CarGenerators != null)
{
RenderYmapCarGenerators(ymap);
}
}
}
if (rendergrass)
{
for (int y = 0; y < VisibleYmaps.Count; y++)
{
var ymap = VisibleYmaps[y];
if (ymap.GrassInstanceBatches != null)
{
RenderYmapGrass(ymap);
}
}
}
if (renderdistlodlights && timecycle.IsNightTime)
{
for (int y = 0; y < VisibleYmaps.Count; y++)
{
var ymap = VisibleYmaps[y];
if (ymap.DistantLODLights != null)
{
RenderYmapDistantLODLights(ymap);
}
}
}
}
private bool RenderWorldYmapIsVisible(YmapFile ymap)
{
if (!ShowScriptedYmaps)
{
if ((ymap._CMapData.flags & 1) > 0)
return false;
}
return true;
}
private void RenderWorldCalcEntityVisibility(YmapEntityDef ent)
{
float dist = (ent.Position - camera.Position).Length();
if (MapViewEnabled)
{
dist = camera.OrthographicSize / MapViewDetail;
}
var loddist = ent.CEntityDef.lodDist;
var cloddist = ent.CEntityDef.childLodDist;
if (loddist <= 0.0f)//usually -1 or -2
{
if (ent.Archetype != null)
{
loddist = ent.Archetype.LodDist * renderworldLodDistMult;
}
}
else if (ent.CEntityDef.lodLevel == Unk_1264241711.LODTYPES_DEPTH_ORPHANHD)
{
loddist *= renderworldDetailDistMult * 1.5f; //orphan view dist adjustment...
}
else
{
loddist *= renderworldLodDistMult;
}
if (cloddist <= 0)
{
if (ent.Archetype != null)
{
cloddist = ent.Archetype.LodDist * renderworldLodDistMult;
}
}
else
{
cloddist *= renderworldLodDistMult;
}
ent.IsVisible = (dist <= loddist);
ent.ChildrenVisible = (dist <= cloddist) && (ent.CEntityDef.numChildren > 0);
if (renderworldMaxLOD != Unk_1264241711.LODTYPES_DEPTH_ORPHANHD)
{
if ((ent.CEntityDef.lodLevel == Unk_1264241711.LODTYPES_DEPTH_ORPHANHD) ||
(ent.CEntityDef.lodLevel < renderworldMaxLOD))
{
ent.IsVisible = false;
ent.ChildrenVisible = false;
}
if (ent.CEntityDef.lodLevel == renderworldMaxLOD)
{
ent.ChildrenVisible = false;
}
}
}
private void RenderWorldRecurseCalcEntityVisibility(YmapEntityDef ent)
{
RenderWorldCalcEntityVisibility(ent);
if (ent.ChildrenVisible)
{
if (ent.Children != null)
{
for (int i = 0; i < ent.Children.Length; i++)
{
var child = ent.Children[i];
if (child.Ymap == ent.Ymap)
{
RenderWorldRecurseCalcEntityVisibility(child);
}
}
}
}
}
private void RenderWorldRecurseAddEntities(YmapEntityDef ent)
{
bool hide = ent.ChildrenVisible;
bool force = (ent.Parent != null) && ent.Parent.ChildrenVisible && !hide;
if (force || (ent.IsVisible && !hide))
{
if (ent.Archetype != null)
{
if (!RenderIsEntityFinalRender(ent)) return;
var bscent = ent.Position + ent.BSCenter - camera.Position;
float bsrad = ent.BSRadius;
if (!camera.ViewFrustum.ContainsSphereNoClipNoOpt(ref bscent, bsrad))
{
return; //frustum cull
}
renderworldentities.Add(ent);
if (renderinteriors && ent.IsMlo) //render Mlo child entities...
{
Ability to edit YTYP files and MLO Entity Defintions + Revisions to grass brush (#33) * - Add ability to edit/add ytyp files to project. - Add ability to edit/add ytyp archetype files to ytyp. - Add ability to add/remove entities from mlo archetype defs. - Add ability to save ytyp files. - Add dialog popup before optimizing grass batches. - Fix grass batches not being selected when chaning selection in project explorer. - Merged with upstream/master. - Squashed last 4 commits for PR cleanliness. * Fixed windows forms reference error. * - Added error checking to deleting mlo entities. - Fixed various bugs with deleting mlo entities. - Fixed edit archetype panel Asset Type box. - Removed redundant/unnecessary. - Removed backwards references between MCEntityDef and YmapEntityDef. All ymap entity to mcentity references are grabbed using indecies in the MloInstanceData class. - Fixed "YmapMenu" not showing when selecting entities/mlo entities in project form. Current bugs: - Loading a ytyp file -- mlo entities are not editiable, and are created in the world. - entitysets are not editable (properly). - Removing an mloinstancedef from a ymap does not delete the mlo instance's gizmo from the world, and it's still selectable. (Although all references are lost, and I believe collected by the GC?) * - Moved archetype initialization methods YmapFile.InitYmapEntityArchetypes(GameFileCache gfc) and MloInstanceData.InitYmapEntityArchetypes(GameFileCache gfc) - Added ability to load mlo instance defs through ymap files. - Fixed add method for mlo archetypes. * - Removed SetOrientationInv. - Removed unreachable code + updated comment. - Renamed CreateEntity to CreateYmapEntity, and renamed params for consistency. * Split calls to CreateYmapEntity() and MloArchetype.AddEntity(). * Fixed redundant rotation inversions. * - Added ability to select rooms. - Changed tree view grouping for mlo entities. - Fixed projectexplorer selection bugs. - Added ability to toggle mlo entity sets. - Fixed some change events when editing archetypes.
2018-12-03 16:54:04 +08:00
if ((ent.MloInstance != null))
{
Ability to edit YTYP files and MLO Entity Defintions + Revisions to grass brush (#33) * - Add ability to edit/add ytyp files to project. - Add ability to edit/add ytyp archetype files to ytyp. - Add ability to add/remove entities from mlo archetype defs. - Add ability to save ytyp files. - Add dialog popup before optimizing grass batches. - Fix grass batches not being selected when chaning selection in project explorer. - Merged with upstream/master. - Squashed last 4 commits for PR cleanliness. * Fixed windows forms reference error. * - Added error checking to deleting mlo entities. - Fixed various bugs with deleting mlo entities. - Fixed edit archetype panel Asset Type box. - Removed redundant/unnecessary. - Removed backwards references between MCEntityDef and YmapEntityDef. All ymap entity to mcentity references are grabbed using indecies in the MloInstanceData class. - Fixed "YmapMenu" not showing when selecting entities/mlo entities in project form. Current bugs: - Loading a ytyp file -- mlo entities are not editiable, and are created in the world. - entitysets are not editable (properly). - Removing an mloinstancedef from a ymap does not delete the mlo instance's gizmo from the world, and it's still selectable. (Although all references are lost, and I believe collected by the GC?) * - Moved archetype initialization methods YmapFile.InitYmapEntityArchetypes(GameFileCache gfc) and MloInstanceData.InitYmapEntityArchetypes(GameFileCache gfc) - Added ability to load mlo instance defs through ymap files. - Fixed add method for mlo archetypes. * - Removed SetOrientationInv. - Removed unreachable code + updated comment. - Renamed CreateEntity to CreateYmapEntity, and renamed params for consistency. * Split calls to CreateYmapEntity() and MloArchetype.AddEntity(). * Fixed redundant rotation inversions. * - Added ability to select rooms. - Changed tree view grouping for mlo entities. - Fixed projectexplorer selection bugs. - Added ability to toggle mlo entity sets. - Fixed some change events when editing archetypes.
2018-12-03 16:54:04 +08:00
if (ent.MloInstance.Entities != null)
{
Ability to edit YTYP files and MLO Entity Defintions + Revisions to grass brush (#33) * - Add ability to edit/add ytyp files to project. - Add ability to edit/add ytyp archetype files to ytyp. - Add ability to add/remove entities from mlo archetype defs. - Add ability to save ytyp files. - Add dialog popup before optimizing grass batches. - Fix grass batches not being selected when chaning selection in project explorer. - Merged with upstream/master. - Squashed last 4 commits for PR cleanliness. * Fixed windows forms reference error. * - Added error checking to deleting mlo entities. - Fixed various bugs with deleting mlo entities. - Fixed edit archetype panel Asset Type box. - Removed redundant/unnecessary. - Removed backwards references between MCEntityDef and YmapEntityDef. All ymap entity to mcentity references are grabbed using indecies in the MloInstanceData class. - Fixed "YmapMenu" not showing when selecting entities/mlo entities in project form. Current bugs: - Loading a ytyp file -- mlo entities are not editiable, and are created in the world. - entitysets are not editable (properly). - Removing an mloinstancedef from a ymap does not delete the mlo instance's gizmo from the world, and it's still selectable. (Although all references are lost, and I believe collected by the GC?) * - Moved archetype initialization methods YmapFile.InitYmapEntityArchetypes(GameFileCache gfc) and MloInstanceData.InitYmapEntityArchetypes(GameFileCache gfc) - Added ability to load mlo instance defs through ymap files. - Fixed add method for mlo archetypes. * - Removed SetOrientationInv. - Removed unreachable code + updated comment. - Renamed CreateEntity to CreateYmapEntity, and renamed params for consistency. * Split calls to CreateYmapEntity() and MloArchetype.AddEntity(). * Fixed redundant rotation inversions. * - Added ability to select rooms. - Changed tree view grouping for mlo entities. - Fixed projectexplorer selection bugs. - Added ability to toggle mlo entity sets. - Fixed some change events when editing archetypes.
2018-12-03 16:54:04 +08:00
for (int j = 0; j < ent.MloInstance.Entities.Length; j++)
{
var intent = ent.MloInstance.Entities[j];
if (intent.Archetype == null) continue; //missing archetype...
if (!RenderIsEntityFinalRender(intent)) continue; //proxy or something..
Ability to edit YTYP files and MLO Entity Defintions + Revisions to grass brush (#33) * - Add ability to edit/add ytyp files to project. - Add ability to edit/add ytyp archetype files to ytyp. - Add ability to add/remove entities from mlo archetype defs. - Add ability to save ytyp files. - Add dialog popup before optimizing grass batches. - Fix grass batches not being selected when chaning selection in project explorer. - Merged with upstream/master. - Squashed last 4 commits for PR cleanliness. * Fixed windows forms reference error. * - Added error checking to deleting mlo entities. - Fixed various bugs with deleting mlo entities. - Fixed edit archetype panel Asset Type box. - Removed redundant/unnecessary. - Removed backwards references between MCEntityDef and YmapEntityDef. All ymap entity to mcentity references are grabbed using indecies in the MloInstanceData class. - Fixed "YmapMenu" not showing when selecting entities/mlo entities in project form. Current bugs: - Loading a ytyp file -- mlo entities are not editiable, and are created in the world. - entitysets are not editable (properly). - Removing an mloinstancedef from a ymap does not delete the mlo instance's gizmo from the world, and it's still selectable. (Although all references are lost, and I believe collected by the GC?) * - Moved archetype initialization methods YmapFile.InitYmapEntityArchetypes(GameFileCache gfc) and MloInstanceData.InitYmapEntityArchetypes(GameFileCache gfc) - Added ability to load mlo instance defs through ymap files. - Fixed add method for mlo archetypes. * - Removed SetOrientationInv. - Removed unreachable code + updated comment. - Renamed CreateEntity to CreateYmapEntity, and renamed params for consistency. * Split calls to CreateYmapEntity() and MloArchetype.AddEntity(). * Fixed redundant rotation inversions. * - Added ability to select rooms. - Changed tree view grouping for mlo entities. - Fixed projectexplorer selection bugs. - Added ability to toggle mlo entity sets. - Fixed some change events when editing archetypes.
2018-12-03 16:54:04 +08:00
intent.IsVisible = true;
Ability to edit YTYP files and MLO Entity Defintions + Revisions to grass brush (#33) * - Add ability to edit/add ytyp files to project. - Add ability to edit/add ytyp archetype files to ytyp. - Add ability to add/remove entities from mlo archetype defs. - Add ability to save ytyp files. - Add dialog popup before optimizing grass batches. - Fix grass batches not being selected when chaning selection in project explorer. - Merged with upstream/master. - Squashed last 4 commits for PR cleanliness. * Fixed windows forms reference error. * - Added error checking to deleting mlo entities. - Fixed various bugs with deleting mlo entities. - Fixed edit archetype panel Asset Type box. - Removed redundant/unnecessary. - Removed backwards references between MCEntityDef and YmapEntityDef. All ymap entity to mcentity references are grabbed using indecies in the MloInstanceData class. - Fixed "YmapMenu" not showing when selecting entities/mlo entities in project form. Current bugs: - Loading a ytyp file -- mlo entities are not editiable, and are created in the world. - entitysets are not editable (properly). - Removing an mloinstancedef from a ymap does not delete the mlo instance's gizmo from the world, and it's still selectable. (Although all references are lost, and I believe collected by the GC?) * - Moved archetype initialization methods YmapFile.InitYmapEntityArchetypes(GameFileCache gfc) and MloInstanceData.InitYmapEntityArchetypes(GameFileCache gfc) - Added ability to load mlo instance defs through ymap files. - Fixed add method for mlo archetypes. * - Removed SetOrientationInv. - Removed unreachable code + updated comment. - Renamed CreateEntity to CreateYmapEntity, and renamed params for consistency. * Split calls to CreateYmapEntity() and MloArchetype.AddEntity(). * Fixed redundant rotation inversions. * - Added ability to select rooms. - Changed tree view grouping for mlo entities. - Fixed projectexplorer selection bugs. - Added ability to toggle mlo entity sets. - Fixed some change events when editing archetypes.
2018-12-03 16:54:04 +08:00
var iebscent = intent.Position + intent.BSCenter - camera.Position;
float iebsrad = intent.BSRadius;
if (!camera.ViewFrustum.ContainsSphereNoClipNoOpt(ref iebscent, iebsrad))
{
continue; //frustum cull interior ents
}
renderworldentities.Add(intent);
}
Ability to edit YTYP files and MLO Entity Defintions + Revisions to grass brush (#33) * - Add ability to edit/add ytyp files to project. - Add ability to edit/add ytyp archetype files to ytyp. - Add ability to add/remove entities from mlo archetype defs. - Add ability to save ytyp files. - Add dialog popup before optimizing grass batches. - Fix grass batches not being selected when chaning selection in project explorer. - Merged with upstream/master. - Squashed last 4 commits for PR cleanliness. * Fixed windows forms reference error. * - Added error checking to deleting mlo entities. - Fixed various bugs with deleting mlo entities. - Fixed edit archetype panel Asset Type box. - Removed redundant/unnecessary. - Removed backwards references between MCEntityDef and YmapEntityDef. All ymap entity to mcentity references are grabbed using indecies in the MloInstanceData class. - Fixed "YmapMenu" not showing when selecting entities/mlo entities in project form. Current bugs: - Loading a ytyp file -- mlo entities are not editiable, and are created in the world. - entitysets are not editable (properly). - Removing an mloinstancedef from a ymap does not delete the mlo instance's gizmo from the world, and it's still selectable. (Although all references are lost, and I believe collected by the GC?) * - Moved archetype initialization methods YmapFile.InitYmapEntityArchetypes(GameFileCache gfc) and MloInstanceData.InitYmapEntityArchetypes(GameFileCache gfc) - Added ability to load mlo instance defs through ymap files. - Fixed add method for mlo archetypes. * - Removed SetOrientationInv. - Removed unreachable code + updated comment. - Renamed CreateEntity to CreateYmapEntity, and renamed params for consistency. * Split calls to CreateYmapEntity() and MloArchetype.AddEntity(). * Fixed redundant rotation inversions. * - Added ability to select rooms. - Changed tree view grouping for mlo entities. - Fixed projectexplorer selection bugs. - Added ability to toggle mlo entity sets. - Fixed some change events when editing archetypes.
2018-12-03 16:54:04 +08:00
}
if (ent.MloInstance.EntitySets != null)
{
foreach (var entitysets in ent.MloInstance.EntitySets)
{
var entityset = entitysets.Value;
if (!entityset.Visible) continue;
Ability to edit YTYP files and MLO Entity Defintions + Revisions to grass brush (#33) * - Add ability to edit/add ytyp files to project. - Add ability to edit/add ytyp archetype files to ytyp. - Add ability to add/remove entities from mlo archetype defs. - Add ability to save ytyp files. - Add dialog popup before optimizing grass batches. - Fix grass batches not being selected when chaning selection in project explorer. - Merged with upstream/master. - Squashed last 4 commits for PR cleanliness. * Fixed windows forms reference error. * - Added error checking to deleting mlo entities. - Fixed various bugs with deleting mlo entities. - Fixed edit archetype panel Asset Type box. - Removed redundant/unnecessary. - Removed backwards references between MCEntityDef and YmapEntityDef. All ymap entity to mcentity references are grabbed using indecies in the MloInstanceData class. - Fixed "YmapMenu" not showing when selecting entities/mlo entities in project form. Current bugs: - Loading a ytyp file -- mlo entities are not editiable, and are created in the world. - entitysets are not editable (properly). - Removing an mloinstancedef from a ymap does not delete the mlo instance's gizmo from the world, and it's still selectable. (Although all references are lost, and I believe collected by the GC?) * - Moved archetype initialization methods YmapFile.InitYmapEntityArchetypes(GameFileCache gfc) and MloInstanceData.InitYmapEntityArchetypes(GameFileCache gfc) - Added ability to load mlo instance defs through ymap files. - Fixed add method for mlo archetypes. * - Removed SetOrientationInv. - Removed unreachable code + updated comment. - Renamed CreateEntity to CreateYmapEntity, and renamed params for consistency. * Split calls to CreateYmapEntity() and MloArchetype.AddEntity(). * Fixed redundant rotation inversions. * - Added ability to select rooms. - Changed tree view grouping for mlo entities. - Fixed projectexplorer selection bugs. - Added ability to toggle mlo entity sets. - Fixed some change events when editing archetypes.
2018-12-03 16:54:04 +08:00
var entities = entityset.Entities;
for (int i = 0; i < entities.Count; i++)
{
var intent = entities[i];
if (intent.Archetype == null) continue; //missing archetype...
if (!RenderIsEntityFinalRender(intent)) continue; //proxy or something..
intent.IsVisible = true;
var iebscent = intent.Position + intent.BSCenter - camera.Position;
float iebsrad = intent.BSRadius;
if (!camera.ViewFrustum.ContainsSphereNoClipNoOpt(ref iebscent, iebsrad))
{
continue; //frustum cull interior ents
}
renderworldentities.Add(intent);
}
}
}
}
}
}
}
if (ent.IsVisible && ent.ChildrenVisible && (ent.Children != null))
{
for (int i = 0; i < ent.Children.Length; i++)
{
var child = ent.Children[i];
if (child.Ymap == ent.Ymap)
{
RenderWorldRecurseAddEntities(ent.Children[i]);
}
}
}
}
private bool RenderIsEntityFinalRender(YmapEntityDef ent)
{
var arch = ent.Archetype;
bool isshadowproxy = false;
bool isreflproxy = false;
uint archflags = arch._BaseArchetypeDef.flags;
if (arch.Type == MetaName.CTimeArchetypeDef)
{
if (!(rendertimedents && (rendertimedentsalways || arch.IsActive(timeofday)))) return false;
//archflags = arch._BaseArchetypeDef.flags;
}
//else if (arch.Type == MetaName.CMloArchetypeDef)
//{
// archflags = arch._BaseArchetypeDef.flags;
//}
////switch (archflags)
////{
//// //case 8192: //8192: is YTYP no shadow rendering - CP
//// case 2048: //000000000000000000100000000000 shadow proxies...
//// case 536872960: //100000000000000000100000000000 tunnel refl/shadow prox?
//// isshadowproxy = true; break;
////}
if ((archflags & 2048) > 0)
{
isshadowproxy = true;
}
//if ((ent.CEntityDef.flags & 1572864) == 1572864)
//{
// isreflproxy = true;
//}
switch (ent._CEntityDef.flags)
{
case 135790592: //001000000110000000000000000000 prewater proxy (golf course)
case 135790593: //001000000110000000000000000001 water refl proxy? (mike house)
case 672661504: //101000000110000000000000000000 vb_ca_prop_tree_reflprox_2
case 536870912: //100000000000000000000000000000 vb_05_emissive_mirroronly
case 35127296: //000010000110000000000000000000 tunnel refl proxy?
case 39321602: //000010010110000000000000000010 mlo reflection?
isreflproxy = true; break;
//nonproxy is: //000000000110000000000000001000 (1572872)
// //000000000110000000000000000000
}
if (isshadowproxy || isreflproxy)
{
return renderproxies; //filter out proxy entities...
}
return true;
}
private bool RenderIsModelFinalRender(RenderableModel model)
{
if ((model.Unk2Ch & 1) == 0) //smallest bit is proxy/"final render" bit? seems to work...
{
return renderproxies;
}
return true;
//switch (model.Unk2Ch)
//{
// case 65784: //0000010000000011111000 //reflection proxy?
// case 65788: //0000010000000011111100
// case 131312: //0000100000000011110000 //reflection proxy?
// case 131320: //0000100000000011111000 //reflection proxy?
// case 131324: //0000100000000011111100 //shadow/reflection proxy?
// case 196834: //0000110000000011100010 //shadow proxy? (tree branches)
// case 196848: //0000110000000011110000 //reflection proxy?
// case 196856: //0000110000000011111000 //reflection proxy? hotel nr golf course
// case 262392: //0001000000000011111000 //reflection proxy?
// case 327932: //0001010000000011111100 //reflection proxy? (alamo/sandy shores)
// case 983268: //0011110000000011100100 //big reflection proxy?
// case 2293988://1000110000000011100100 //big reflection proxy?
// //case 1442047://golf course water proxy, but other things also
// //case 1114367://mike house water proxy, but other things also
// return renderproxies;
//}
//return true;
}
public void RenderYmap(YmapFile ymap)
{
if (ymap == null) return;
if (!ymap.Loaded) return;
if ((ymap.AllEntities != null) && (ymap.RootEntities != null))
{
if (usedynamiclod)
{
for (int i = 0; i < ymap.RootEntities.Length; i++)
{
RenderYmapLOD(ymap.RootEntities[i].Ymap, ymap.RootEntities[i]);
}
}
else
{
var ents = renderchildents ? ymap.AllEntities : ymap.RootEntities;
for (int i = 0; i < ents.Length; i++)
{
var ent = ents[i];
if (renderchildents && ent.Children != null) continue;
//if (rootent.CEntityDef.parentIndex == -1) continue;
Archetype arch = ent.Archetype;
if (arch != null)
{
bool timed = (arch.Type == MetaName.CTimeArchetypeDef);
if (!timed || (rendertimedents && (rendertimedentsalways || arch.IsActive(timeofday))))
{
RenderArchetype(arch, ent);
}
}
else
{
//couldn't find archetype...
}
}
}
}
if (rendercars && ymap.CarGenerators != null)
{
RenderYmapCarGenerators(ymap);
}
if (rendergrass && (ymap.GrassInstanceBatches != null))
{
RenderYmapGrass(ymap);
}
if (renderdistlodlights && timecycle.IsNightTime && (ymap.DistantLODLights != null))
{
RenderYmapDistantLODLights(ymap);
}
}
private bool RenderYmapLOD(YmapFile ymap, YmapEntityDef entity)
{
if (!ymap.Loaded) return false;
ymap.EnsureChildYmaps(gameFileCache);
Archetype arch = entity.Archetype;
if (arch != null)
{
bool timed = (arch.Type == MetaName.CTimeArchetypeDef);
if (!timed || (rendertimedents && (rendertimedentsalways || arch.IsActive(timeofday))))
{
bool usechild = false;
Vector3 camrel = entity.Position - camera.Position;
float dist = (camrel + entity.BSCenter).Length();
float rad = arch.BSRadius;
float loddist = entity.CEntityDef.lodDist;
if (loddist < 1.0f)
{
loddist = 200.0f;
}
float mindist = Math.Max(dist - rad, 1.0f) * lodthreshold;
if (mindist < loddist)
{
//recurse...
var children = entity.ChildrenMerged;
if ((children != null))
{
usechild = true;
for (int i = 0; i < children.Length; i++)
{
var childe = children[i];
if (!RenderYmapLOD(childe.Ymap, childe))
{
if (waitforchildrentoload)
{
usechild = false; //might cause some overlapping, but should reduce things disappearing
}
}
}
}
if (!entity.ChildrenRendered)
{
entity.ChildrenRendered = usechild;
}
}
else
{
entity.ChildrenRendered = false;
}
if (!usechild && !entity.ChildrenRendered)
{
if (renderinteriors && entity.IsMlo) //render Mlo child entities...
{
if ((entity.MloInstance != null) && (entity.MloInstance.Entities != null))
{
for (int j = 0; j < entity.MloInstance.Entities.Length; j++)
{
var intent = entity.MloInstance.Entities[j];
var intarch = intent.Archetype;
if (intarch == null) continue; //missing archetype...
if (!RenderIsEntityFinalRender(intent)) continue; //proxy or something..
RenderArchetype(intarch, intent);
}
}
if (rendercollisionmeshes || (SelectionMode == MapSelectionMode.Collision))
{
RenderInteriorCollisionMesh(entity);
}
}
return RenderArchetype(arch, entity);
}
return true;
}
}
return false;
}
private void RenderYmapGrass(YmapFile ymap)
{
//enqueue ymap grass instance batches for rendering
if (ymap.GrassInstanceBatches == null) return;
foreach (var batch in ymap.GrassInstanceBatches)
{
batch.CamRel = batch.Position - camera.Position;
//batch.Distance = batch.CamRel.Length();
float lodDist = batch.Batch.lodDist * renderworldDetailDistMult;//maybe add grass dist mult
//if (batch.Distance > lodDist) continue; //too far away..
lodDist *= 0.75f; //reduce it just a bit to improve performance... remove this later
float cx = camera.Position.X;
float cy = camera.Position.Y;
float cz = camera.Position.Z;
if (cx < (batch.AABBMin.X - lodDist)) continue;
if (cx > (batch.AABBMax.X + lodDist)) continue;
if (cy < (batch.AABBMin.Y - lodDist)) continue;
if (cy > (batch.AABBMax.Y + lodDist)) continue;
if (cz < (batch.AABBMin.Z - lodDist)) continue;
if (cz > (batch.AABBMax.Z + lodDist)) continue;
var bscent = batch.CamRel;
float bsrad = batch.Radius;
if (!camera.ViewFrustum.ContainsSphereNoClipNoOpt(ref bscent, bsrad))
{
continue; //frustum cull grass batches...
}
var arch = batch.Archetype;
var drbl = gameFileCache.TryGetDrawable(arch);
var rndbl = TryGetRenderable(arch, drbl);
var instb = renderableCache.GetRenderableInstanceBatch(batch);
if (rndbl == null) continue; //no renderable
if (!(rndbl.IsLoaded && (rndbl.AllTexturesLoaded || !waitforchildrentoload))) continue; //not loaded yet
if ((instb == null) || !instb.IsLoaded) continue;
instb.CamRel = instb.Position - camera.Position;//to gracefully handle batch size changes
RenderableInstanceBatchInst binst = new RenderableInstanceBatchInst();
binst.Batch = instb;
binst.Renderable = rndbl;
shaders.Enqueue(ref binst);
}
}
private void RenderYmapDistantLODLights(YmapFile ymap)
{
//enqueue ymap DistantLODLights instance batch for rendering
if (ymap.DistantLODLights == null) return;
switch (ymap.DistantLODLights.CDistantLODLight.category)
{
case 0: //distlodlights_small009.ymap
case 1: //distlodlights_medium000.ymap
case 2: //distlodlights_large000.ymap
break;
default:
break;
}
RenderableDistantLODLights lights = renderableCache.GetRenderableDistantLODLights(ymap.DistantLODLights);
if (!lights.IsLoaded) return;
uint ytdhash = 3154743001; //"graphics"
uint texhash = 2236244673; //"distant_light"
YtdFile graphicsytd = gameFileCache.GetYtd(ytdhash);
Texture lighttex = null;
if ((graphicsytd != null) && (graphicsytd.Loaded) && (graphicsytd.TextureDict != null) && (graphicsytd.TextureDict.Dict != null))
{
graphicsytd.TextureDict.Dict.TryGetValue(texhash, out lighttex); //starfield hash
}
if (lighttex == null) return;
RenderableTexture lightrtex = null;
if (lighttex != null)
{
lightrtex = renderableCache.GetRenderableTexture(lighttex);
}
if (lightrtex == null) return;
if (!lightrtex.IsLoaded) return;
lights.Texture = lightrtex;
shaders.Enqueue(lights);
}
private void RenderYmapCarGenerators(YmapFile ymap)
{
if (ymap.CarGenerators == null) return;
var maxdist = 200 * renderworldDetailDistMult;
var maxdist2 = maxdist * maxdist;
for (int i = 0; i < ymap.CarGenerators.Length; i++)
{
var cg = ymap.CarGenerators[i];
var bscent = cg.Position - camera.Position;
float bsrad = cg._CCarGen.perpendicularLength;
if (bscent.LengthSquared() > maxdist2) continue; //don't render distant cars..
if (!camera.ViewFrustum.ContainsSphereNoClipNoOpt(ref bscent, bsrad))
{
continue; //frustum cull cars...
}
Quaternion cgtrn = Quaternion.RotationAxis(Vector3.UnitZ, (float)Math.PI * -0.5f); //car fragments currently need to be rotated 90 deg right...
Quaternion cgori = Quaternion.Multiply(cg.Orientation, cgtrn);
RenderCar(cg.Position, cgori, cg._CCarGen.carModel, cg._CCarGen.popGroup);
}
}
public bool RenderFragment(Archetype arch, YmapEntityDef ent, FragType f, uint txdhash = 0)
{
RenderDrawable(f.Drawable, arch, ent, txdhash);
if (f.Unknown_F8h_Data != null) //cloth
{
RenderDrawable(f.Unknown_F8h_Data, arch, ent, txdhash);
}
//vehicle wheels...
if ((f.PhysicsLODGroup != null) && (f.PhysicsLODGroup.PhysicsLOD1 != null))
{
var pl1 = f.PhysicsLODGroup.PhysicsLOD1;
if ((pl1.Children != null) && (pl1.Children.data_items != null))
{
for (int i = 0; i < pl1.Children.data_items.Length; i++)
{
var pch = pl1.Children.data_items[i];
if ((pch.Drawable1 != null) && (pch.Drawable1.AllModels.Length != 0))
{
2018-02-27 00:05:59 +08:00
RenderDrawable(pch.Drawable1, arch, ent, txdhash);
}
else
{ }
if ((pch.Drawable2 != null) && (pch.Drawable2.AllModels.Length != 0))
{
RenderDrawable(pch.Drawable2, arch, ent, txdhash);
}
else
{ }
}
}
}
return true;
}
public bool RenderArchetype(Archetype arche, YmapEntityDef entity, Renderable rndbl = null, bool cull = true)
{
//enqueue a single archetype for rendering.
if (arche == null) return false;
Vector3 entpos = (entity != null) ? entity.Position : Vector3.Zero;
Vector3 camrel = entpos - camera.Position;
Quaternion orientation = Quaternion.Identity;
Vector3 scale = Vector3.One;
Vector3 bscent = camrel;
if (entity != null)
{
orientation = entity.Orientation;
scale = entity.Scale;
bscent += entity.BSCenter;
}
else
{
bscent += arche.BSCenter;
}
float bsrad = arche.BSRadius;// * scale;
if (cull)
{
if (!camera.ViewFrustum.ContainsSphereNoClipNoOpt(ref bscent, bsrad))
{
return true; //culled - not visible; don't render, but pretend we did for LOD purposes..
}
}
float dist = bscent.Length();
if (boundsmode == BoundsShaderMode.Sphere)
{
if ((bsrad < renderboundsmaxrad) && (dist < renderboundsmaxdist))
{
MapSphere ms = new MapSphere();
ms.CamRelPos = bscent;
ms.Radius = bsrad;
BoundingSpheres.Add(ms);
}
}
if (boundsmode == BoundsShaderMode.Box)
{
if ((dist < renderboundsmaxdist))
{
MapBox mb = new MapBox();
mb.CamRelPos = camrel;
mb.BBMin = arche.BBMin;
mb.BBMax = arche.BBMax;
mb.Orientation = orientation;
mb.Scale = scale;
BoundingBoxes.Add(mb);
}
}
bool res = false;
if (rndbl == null)
{
var drawable = gameFileCache.TryGetDrawable(arche);
rndbl = TryGetRenderable(arche, drawable);
}
if (rndbl != null)
{
res = RenderRenderable(rndbl, arche, entity);
//fragments have extra drawables! need to render those too... TODO: handle fragments properly...
FragDrawable fd = rndbl.Key as FragDrawable;
if (fd != null)
{
var frag = fd.OwnerFragment;
if ((frag != null) && (frag.Unknown_F8h_Data != null)) //cloth...
{
rndbl = TryGetRenderable(arche, frag.Unknown_F8h_Data);
if (rndbl != null)
{
bool res2 = RenderRenderable(rndbl, arche, entity);
res = res || res2;
}
}
}
}
return res;
}
public bool RenderDrawable(DrawableBase drawable, Archetype arche, YmapEntityDef entity, uint txdHash = 0)
{
//enqueue a single drawable for rendering.
if (drawable == null)
return false;
Renderable rndbl = TryGetRenderable(arche, drawable, txdHash);
if (rndbl == null)
return false;
return RenderRenderable(rndbl, arche, entity);
}
private bool RenderRenderable(Renderable rndbl, Archetype arche, YmapEntityDef entity)
{
//enqueue a single renderable for rendering.
if (!rndbl.IsLoaded) return false;
if (RenderedDrawablesListEnable) //for later hit tests
{
var rd = new RenderedDrawable();
rd.Drawable = rndbl.Key;
rd.Archetype = arche;
rd.Entity = entity;
RenderedDrawables.Add(rd);
}
bool isselected = SelectionFlagsTestAll || (rndbl.Key == SelectedDrawable);
Vector3 camrel = -camera.Position;
Vector3 position = Vector3.Zero;
Vector3 scale = Vector3.One;
Quaternion orientation = Quaternion.Identity;
uint tintPaletteIndex = 0;
Vector3 bbmin = (arche != null) ? arche.BBMin : rndbl.Key.BoundingBoxMin.XYZ();
Vector3 bbmax = (arche != null) ? arche.BBMax : rndbl.Key.BoundingBoxMax.XYZ();
Vector3 bscen = (arche != null) ? arche.BSCenter : rndbl.Key.BoundingCenter;
float radius = (arche != null) ? arche.BSRadius : rndbl.Key.BoundingSphereRadius;
if (entity != null)
{
position = entity.Position;
scale = entity.Scale;
orientation = entity.Orientation;
tintPaletteIndex = entity.CEntityDef.tintValue;
bbmin = entity.BBMin;
bbmax = entity.BBMax;
bscen = entity.BSCenter;
camrel += position;
}
float distance = (camrel + bscen).Length();
if ((rendercollisionmeshes || (SelectionMode == MapSelectionMode.Collision)) && rendercollisionmeshlayerdrawable)
{
Drawable sdrawable = rndbl.Key as Drawable;
if ((sdrawable != null) && (sdrawable.Bound != null))
{
RenderCollisionMesh(sdrawable.Bound, entity);
}
}
if (renderskeletons && rndbl.HasSkeleton)
{
RenderSkeleton(rndbl, entity);
}
bool retval = true;// false;
if (rndbl.IsLoaded && (rndbl.AllTexturesLoaded || !waitforchildrentoload))
{
RenderableGeometryInst rginst = new RenderableGeometryInst();
rginst.Inst.Renderable = rndbl;
rginst.Inst.CamRel = camrel;
rginst.Inst.Position = position;
rginst.Inst.Scale = scale;
rginst.Inst.Orientation = orientation;
rginst.Inst.TintPaletteIndex = tintPaletteIndex;
rginst.Inst.BBMin = bbmin;
rginst.Inst.BBMax = bbmax;
rginst.Inst.BSCenter = bscen;
rginst.Inst.Radius = radius;
rginst.Inst.Distance = distance;
RenderableModel[] models = isselected ? rndbl.AllModels : rndbl.HDModels;
for (int mi = 0; mi < models.Length; mi++)
{
var model = models[mi];
if (isselected)
{
if (SelectionModelDrawFlags.ContainsKey(model.DrawableModel))
{ continue; } //filter out models in selected item that aren't flagged for drawing.
}
if (!RenderIsModelFinalRender(model) && !renderproxies)
{ continue; } //filter out reflection proxy models...
for (int gi = 0; gi < model.Geometries.Length; gi++)
{
var geom = model.Geometries[gi];
if (isselected)
{
if (SelectionGeometryDrawFlags.ContainsKey(geom.DrawableGeom))
{ continue; } //filter out geometries in selected item that aren't flagged for drawing.
}
rginst.Geom = geom;
shaders.Enqueue(ref rginst);
}
}
}
else
{
retval = false;
}
return retval;
}
public void RenderCar(Vector3 pos, Quaternion ori, MetaHash modelHash, MetaHash modelSetHash, bool valign = false)
{
uint carhash = modelHash;
if ((carhash == 0) && (modelSetHash != 0))
{
//find the pop group... and choose a vehicle..
var stypes = Scenarios.ScenarioTypes;
if (stypes != null)
{
var modelset = stypes.GetVehicleModelSet(modelSetHash);
if ((modelset != null) && (modelset.Models != null) && (modelset.Models.Length > 0))
{
carhash = JenkHash.GenHash(modelset.Models[0].NameLower);
}
}
}
if (carhash == 0) carhash = 418536135; //"infernus"
YftFile caryft = gameFileCache.GetYft(carhash);
if ((caryft != null) && (caryft.Loaded) && (caryft.Fragment != null))
{
if (valign)
{
float minz = caryft.Fragment.PhysicsLODGroup?.PhysicsLOD1?.Bound?.BoundingBoxMin.Z ?? 0.0f;
pos.Z -= minz;
}
SelectedCarGenEntity.SetPosition(pos);
SelectedCarGenEntity.SetOrientation(ori);
RenderFragment(null, SelectedCarGenEntity, caryft.Fragment, carhash);
}
}
private void RenderInteriorCollisionMesh(YmapEntityDef mlo)
{
//enqueue interior collison meshes for rendering.
if (mlo.Archetype == null) return;
var hash = mlo.Archetype.Hash;
YbnFile ybn = gameFileCache.GetYbn(hash);
if ((ybn != null) && (ybn.Loaded))
{
RenderCollisionMesh(ybn.Bounds, mlo);
}
if (ybn == null)
{ }
}
public void RenderCollisionMesh(Bounds bounds, YmapEntityDef entity)
{
//enqueue a single collision mesh for rendering.
Vector3 position;
Vector3 scale;
Quaternion orientation;
if (entity != null)
{
position = entity.Position;
scale = entity.Scale;
orientation = entity.Orientation;
}
else
{
position = Vector3.Zero;
scale = Vector3.One;
orientation = Quaternion.Identity;
}
switch (bounds.Type)
{
case 10: //BoundComposite
BoundComposite boundcomp = bounds as BoundComposite;
if (boundcomp != null)
{
RenderableBoundComposite rndbc = renderableCache.GetRenderableBoundComp(boundcomp);
if (rndbc.IsLoaded)
{
RenderableBoundGeometryInst rbginst = new RenderableBoundGeometryInst();
rbginst.Inst.Renderable = rndbc;
rbginst.Inst.Orientation = orientation;
rbginst.Inst.Scale = scale;
foreach (var geom in rndbc.Geometries)
{
if (geom == null) continue;
rbginst.Geom = geom;
rbginst.Inst.Position = position + orientation.Multiply(geom.BoundGeom.CenterGeom * scale);
rbginst.Inst.CamRel = rbginst.Inst.Position - camera.Position;
shaders.Enqueue(ref rbginst);
}
if (RenderedBoundCompsListEnable) //for later hit tests
{
var rb = new RenderedBoundComposite();
rb.BoundComp = rndbc;
rb.Entity = entity;
RenderedBoundComps.Add(rb);
}
}
}
else
{ }
break;
case 3: //BoundBox - found in drawables - TODO
BoundBox boundbox = bounds as BoundBox;
if (boundbox == null)
{ }
break;
case 0: //BoundSphere - found in drawables - TODO
BoundSphere boundsphere = bounds as BoundSphere;
if (boundsphere == null)
{ }
break;
default:
break;
}
}
private Renderable TryGetRenderable(Archetype arche, DrawableBase drawable, uint txdHash = 0)
{
if (drawable == null) return null;
//BUG: only last texdict used!! needs to cache textures per archetype........
//(but is it possible to have the same drawable with different archetypes?)
uint texDict = (arche != null) ? arche.TextureDict.Hash : txdHash;
uint clipDict = (arche != null) ? arche.ClipDict.Hash : 0;
Renderable rndbl = renderableCache.GetRenderable(drawable);
if (rndbl == null) return null;
if (clipDict != 0)
{
YcdFile ycd = gameFileCache.GetYcd(clipDict);
if ((ycd != null) && (ycd.Loaded))
{
MetaHash ahash = arche.Hash;
MetaHash ahashuv1 = ahash + 1;
MetaHash ahashuv2 = ahash + 2;
ClipMapEntry cme, cmeuv1, cmeuv2; //this goes to at least uv5! (from uv0) - see hw1_09.ycd
bool found = false;
if (ycd.ClipMap.TryGetValue(ahash, out cme))
{
found = true;
}
if (ycd.ClipMap.TryGetValue(ahashuv1, out cmeuv1))
{
found = true;
}
if (ycd.ClipMap.TryGetValue(ahashuv2, out cmeuv2))
{
found = true;
}
if (!found)
{
}
}
}
var yptTexDict = (drawable.Owner as YptFile)?.PtfxList?.TextureDictionary;
bool alltexsloaded = true;
int missingtexcount = 0;
for (int mi = 0; mi < rndbl.HDModels.Length; mi++)
{
var model = rndbl.HDModels[mi];
//if (!RenderIsModelFinalRender(model) && !renderproxies)
//{
// continue; //filter out reflection proxy models...
//}
foreach (var geom in model.Geometries)
{
if (geom.Textures != null)
{
for (int i = 0; i < geom.Textures.Length; i++)
{
var tex = geom.Textures[i];
var ttex = tex as Texture;
RenderableTexture rdtex = null;
if ((ttex == null) && (tex != null))
{
//TextureRef means this RenderableTexture needs to be loaded from texture dict...
if (yptTexDict != null) //for ypt files, first try the embedded tex dict..
{
var dtex = yptTexDict.Lookup(tex.NameHash);
rdtex = renderableCache.GetRenderableTexture(dtex);
}
else if (texDict != 0)
{
YtdFile ytd = gameFileCache.GetYtd(texDict);
if ((ytd != null) && (ytd.Loaded) && (ytd.TextureDict != null))
{
var dtex = ytd.TextureDict.Lookup(tex.NameHash);
if (dtex == null)
{
//not present in dictionary... check already loaded texture dicts...
var ytd2 = gameFileCache.TryGetTextureDictForTexture(tex.NameHash);
if ((ytd2 != null) && (ytd2.Loaded) && (ytd2.TextureDict != null))
{
dtex = ytd2.TextureDict.Lookup(tex.NameHash);
}
else
{
//couldn't find texture dict?
//first try going through ytd hierarchy...
dtex = gameFileCache.TryFindTextureInParent(tex.NameHash, texDict);
//if (dtex == null)
//{ //try for a texture dict with the same hash as the archetype?
// dtex = gameFileCache.TryFindTextureInParent(tex.TextureRef.NameHash, arche.Hash);
// if (dtex != null)
// { }
//}
}
}
if (dtex != null)
{
geom.Textures[i] = dtex; //cache it for next time to avoid the lookup...
rdtex = renderableCache.GetRenderableTexture(dtex);
}
if (rdtex == null)
{ } //nothing to see here :(
}
else if ((ytd == null))
{
Texture dtex = null;
if (drawable.ShaderGroup.TextureDictionary != null)
{
dtex = drawable.ShaderGroup.TextureDictionary.Lookup(tex.NameHash);
if (dtex == null)
{
//dtex = drawable.ShaderGroup.TextureDictionary.Textures.data_items[0];
}
}
if (dtex == null)
{
var ytd2 = gameFileCache.TryGetTextureDictForTexture(tex.NameHash);
if ((ytd2 != null) && (ytd2.Loaded) && (ytd2.TextureDict != null))
{
dtex = ytd2.TextureDict.Lookup(tex.NameHash);
}
if (dtex == null)
{
dtex = gameFileCache.TryFindTextureInParent(tex.NameHash, texDict);
}
}
rdtex = renderableCache.GetRenderableTexture(dtex);
if (rdtex == null)
{ missingtexcount -= 2; } //(give extra chance..) couldn't find the texture! :(
}
else if (ytd != null)
{
alltexsloaded = false;//ytd not loaded yet
//missingtexcount++;
}
}
else //no texdict specified, nothing to see here..
{
var ytd2 = gameFileCache.TryGetTextureDictForTexture(tex.NameHash);
if ((ytd2 != null) && (ytd2.Loaded) && (ytd2.TextureDict != null))
{
var dtex = ytd2.TextureDict.Lookup(tex.NameHash);
rdtex = renderableCache.GetRenderableTexture(dtex);
}
}
}
else if (ttex != null) //ensure embedded renderable texture
{
rdtex = renderableCache.GetRenderableTexture(ttex);
}
else if (tex == null)
{ } //tex wasn't loaded? shouldn't happen..
geom.RenderableTextures[i] = rdtex;
if (rdtex != null)
{
if (!rdtex.IsLoaded)
{
alltexsloaded = false;
missingtexcount++;
}
}
else
{
//alltexsloaded = false;
missingtexcount++;
}
}
}
}
}
rndbl.AllTexturesLoaded = alltexsloaded || (missingtexcount < 2);
return rndbl;
}
}
public struct RenderedDrawable
{
public DrawableBase Drawable;
public Archetype Archetype;
public YmapEntityDef Entity;
}
public struct RenderedBoundComposite
{
public RenderableBoundComposite BoundComp;
public YmapEntityDef Entity;
}
public struct RenderSkeletonItem
{
public Renderable Renderable;
public YmapEntityDef Entity;
}
public enum WorldRenderMode
{
Default = 0,
SingleTexture = 1,
VertexNormals = 2,
VertexTangents = 3,
VertexColour = 4,
TextureCoord = 5,
}
}