mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-08-20 17:09:19 +08:00
2615 lines
97 KiB
C#
2615 lines
97 KiB
C#
using CodeWalker.GameFiles;
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using CodeWalker.Properties;
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using CodeWalker.World;
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using SharpDX;
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using SharpDX.Direct3D11;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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namespace CodeWalker.Rendering
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{
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public class Renderer
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{
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private DXForm Form;
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private GameFileCache gameFileCache;
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private RenderableCache renderableCache;
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private DXManager dxman = new DXManager();
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public DXManager DXMan { get { return dxman; } }
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private Device currentdevice;
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public Device Device { get { return currentdevice; } }
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private object rendersyncroot = new object();
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public object RenderSyncRoot { get { return rendersyncroot; } }
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public ShaderManager shaders;
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public Camera camera;
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private double currentRealTime = 0;
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private float currentElapsedTime = 0;
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private int framecount = 0;
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private float fcelapsed = 0.0f;
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private int fps = 0;
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private DeviceContext context;
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public float timeofday = 12.0f;
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public bool controltimeofday = true;
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public bool timerunning = false;
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public float timespeed = 0.5f;//min/sec
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public string weathertype = "";
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public string individualcloudfrag = "contrails";
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private Vector4 currentWindVec = Vector4.Zero;
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private float currentWindTime = 0.0f;
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public bool usedynamiclod = Settings.Default.DynamicLOD; //for ymap view
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public float lodthreshold = 50.0f / (0.1f + (float)Settings.Default.DetailDist); //to match formula for the DetailTrackBar value
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public bool waitforchildrentoload = true;
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public bool controllightdir = false; //if not, use timecycle
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public float lightdirx = 2.25f;//radians // approx. light dir on map satellite view
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public float lightdiry = 0.65f;//radians - used for manual light placement
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public bool renderskydome = Settings.Default.Skydome;
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public bool renderclouds = true;
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public bool rendermoon = true;
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public Timecycle timecycle = new Timecycle();
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public Weather weather = new Weather();
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public Clouds clouds = new Clouds();
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private ShaderGlobalLights globalLights = new ShaderGlobalLights();
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public bool rendernaturalambientlight = true;
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public bool renderartificialambientlight = true;
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public bool MapViewEnabled = false;
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public float MapViewDetail = 1.0f;
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private UnitQuad markerquad = null;
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public bool markerdepthclip = Settings.Default.MarkerDepthClip;
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private List<YmapEntityDef> renderworldentities = new List<YmapEntityDef>(); //used when rendering world view.
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private List<RenderableEntity> renderworldrenderables = new List<RenderableEntity>();
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public bool ShowScriptedYmaps = true;
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public List<YmapFile> VisibleYmaps = new List<YmapFile>();
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public Unk_1264241711 renderworldMaxLOD = Unk_1264241711.LODTYPES_DEPTH_ORPHANHD;
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public float renderworldLodDistMult = 1.0f;
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public float renderworldDetailDistMult = 1.0f;
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public bool rendertimedents = Settings.Default.ShowTimedEntities;
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public bool rendertimedentsalways = false;
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public bool renderinteriors = true;
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public bool renderproxies = false;
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public bool renderchildents = false;//when rendering single ymap, render root only or not...
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public bool rendergrass = true;
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public bool renderdistlodlights = true;
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public bool rendercollisionmeshes = Settings.Default.ShowCollisionMeshes;
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public bool rendercollisionmeshlayerdrawable = true;
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public bool renderskeletons = false;
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private List<RenderSkeletonItem> renderskeletonlist = new List<RenderSkeletonItem>();
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private List<VertexTypePC> skeletonLineVerts = new List<VertexTypePC>();
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public BoundsShaderMode boundsmode = BoundsShaderMode.None;
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public bool renderboundsclip = Settings.Default.BoundsDepthClip;
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public float renderboundsmaxrad = 20000.0f;
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public float renderboundsmaxdist = 10000.0f;
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public List<MapBox> BoundingBoxes = new List<MapBox>();
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public List<MapSphere> BoundingSpheres = new List<MapSphere>();
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public List<MapSphere> HilightSpheres = new List<MapSphere>();
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public List<MapBox> HilightBoxes = new List<MapBox>();
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public List<MapBox> SelectionBoxes = new List<MapBox>();
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public List<MapBox> WhiteBoxes = new List<MapBox>();
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public List<MapSphere> SelectionSpheres = new List<MapSphere>();
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public List<MapSphere> WhiteSpheres = new List<MapSphere>();
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public List<VertexTypePC> SelectionLineVerts = new List<VertexTypePC>();
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public List<VertexTypePC> SelectionTriVerts = new List<VertexTypePC>();
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private YmapEntityDef SelectedCarGenEntity = new YmapEntityDef(); //placeholder entity object for drawing cars
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public DrawableBase SelectedDrawable = null;
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public Dictionary<DrawableModel, bool> SelectionModelDrawFlags = new Dictionary<DrawableModel, bool>();
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public Dictionary<DrawableGeometry, bool> SelectionGeometryDrawFlags = new Dictionary<DrawableGeometry, bool>();
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public bool SelectionFlagsTestAll = false; //to test all renderables for draw flags; for model form
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public List<RenderedDrawable> RenderedDrawables = new List<RenderedDrawable>(); //queued here for later hit tests...
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public List<RenderedBoundComposite> RenderedBoundComps = new List<RenderedBoundComposite>();
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public bool RenderedDrawablesListEnable = false; //whether or not to add rendered drawables to the list
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public bool RenderedBoundCompsListEnable = false; //whether or not to add rendered bound comps to the list
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public Renderer(DXForm form, GameFileCache cache)
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{
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Form = form;
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gameFileCache = cache;
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if (gameFileCache == null)
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{
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gameFileCache = GameFileCacheFactory.Create();
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}
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renderableCache = new RenderableCache();
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var s = Settings.Default;
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camera = new Camera(s.CameraSmoothing, s.CameraSensitivity, s.CameraFieldOfView);
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}
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public bool Init()
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{
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return dxman.Init(Form, false);
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}
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public void Start()
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{
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dxman.Start();
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}
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public void DeviceCreated(Device device, int width, int height)
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{
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currentdevice = device;
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shaders = new ShaderManager(device, dxman);
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shaders.OnWindowResize(width, height); //init the buffers
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renderableCache.OnDeviceCreated(device);
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camera.OnWindowResize(width, height); //init the projection stuff
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markerquad = new UnitQuad(device);
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}
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public void DeviceDestroyed()
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{
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renderableCache.OnDeviceDestroyed();
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markerquad.Dispose();
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shaders.Dispose();
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currentdevice = null;
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}
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public void BuffersResized(int width, int height)
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{
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lock (rendersyncroot)
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{
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camera.OnWindowResize(width, height);
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shaders.OnWindowResize(width, height);
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}
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}
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public void ReloadShaders()
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{
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if (shaders != null)
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{
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shaders.Dispose();
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}
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shaders = new ShaderManager(currentdevice, dxman);
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}
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public void Update(float elapsed, int mouseX, int mouseY)
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{
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framecount++;
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fcelapsed += elapsed;
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if (fcelapsed >= 0.5f)
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{
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fps = framecount * 2;
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framecount = 0;
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fcelapsed -= 0.5f;
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}
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if (elapsed > 0.1f) elapsed = 0.1f;
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currentRealTime += elapsed;
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currentElapsedTime = elapsed;
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UpdateTimeOfDay(elapsed);
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weather.Update(elapsed);
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clouds.Update(elapsed);
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UpdateWindVector(elapsed);
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UpdateGlobalLights();
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camera.SetMousePosition(mouseX, mouseY);
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camera.Update(elapsed);
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}
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public void BeginRender(DeviceContext ctx)
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{
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context = ctx;
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dxman.ClearRenderTarget(context);
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shaders.BeginFrame(context, currentRealTime, currentElapsedTime);
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shaders.EnsureShaderTextures(gameFileCache, renderableCache);
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SelectionLineVerts.Clear();
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SelectionTriVerts.Clear();
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WhiteBoxes.Clear();
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WhiteSpheres.Clear();
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SelectionBoxes.Clear();
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SelectionSpheres.Clear();
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HilightBoxes.Clear();
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HilightSpheres.Clear();
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BoundingBoxes.Clear();
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BoundingSpheres.Clear();
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RenderedDrawables.Clear();
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RenderedBoundComps.Clear();
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renderskeletonlist.Clear();
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}
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public void RenderSkyAndClouds()
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{
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RenderSky();
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RenderClouds();
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shaders.ClearDepth(context);
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}
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public void RenderQueued()
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{
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shaders.RenderQueued(context, camera, currentWindVec);
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RenderSkeletons();
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}
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public void RenderFinalPass()
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{
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shaders.RenderFinalPass(context);
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}
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public void EndRender()
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{
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renderableCache.RenderThreadSync();
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}
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public bool ContentThreadProc()
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{
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bool rcItemsPending = renderableCache.ContentThreadProc();
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return rcItemsPending;
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}
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public void SetTimeOfDay(float hour)
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{
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timeofday = hour;
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timecycle.SetTime(timeofday);
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}
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public void SetWeatherType(string name)
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{
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if (!Monitor.TryEnter(rendersyncroot, 50))
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{ return; } //couldn't get a lock...
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weathertype = name;
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weather.SetNextWeather(weathertype);
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Monitor.Exit(rendersyncroot);
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}
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public void SetCameraMode(string modestr)
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{
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lock (rendersyncroot)
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{
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switch (modestr)
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{
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case "Perspective":
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camera.IsOrthographic = false;
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MapViewEnabled = false;
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camera.UpdateProj = true;
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break;
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case "Orthographic":
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camera.IsOrthographic = true;
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MapViewEnabled = false;
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break;
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case "2D Map":
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camera.IsOrthographic = true;
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MapViewEnabled = true;
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break;
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}
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camera.IsMapView = MapViewEnabled;
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}
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}
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public string GetStatusText()
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{
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int rgc = (shaders != null) ? shaders.RenderedGeometries : 0;
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int crc = renderableCache.LoadedRenderableCount;
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int ctc = renderableCache.LoadedTextureCount;
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int tcrc = renderableCache.MemCachedRenderableCount;
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int tctc = renderableCache.MemCachedTextureCount;
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long vr = renderableCache.TotalGraphicsMemoryUse + (shaders != null ? shaders.TotalGraphicsMemoryUse : 0);
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string vram = TextUtil.GetBytesReadable(vr);
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//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);
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return string.Format("Drawn: {0} geom, Loaded: {1} dr, {2} tx, Vram: {3}, Fps: {4}", rgc, crc, ctc, vram, fps);
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}
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public void Invalidate(BasePathData path)
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{
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//used to update path graphics.
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renderableCache.Invalidate(path);
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}
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public void UpdateSelectionDrawFlags(DrawableModel model, DrawableGeometry geom, bool rem)
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{
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lock (rendersyncroot)
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{
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if (model != null)
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{
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if (rem)
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{
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if (SelectionModelDrawFlags.ContainsKey(model))
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{
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SelectionModelDrawFlags.Remove(model);
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}
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}
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else
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{
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SelectionModelDrawFlags[model] = false;
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}
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}
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if (geom != null)
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{
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if (rem)
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{
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if (SelectionGeometryDrawFlags.ContainsKey(geom))
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{
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SelectionGeometryDrawFlags.Remove(geom);
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}
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}
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else
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{
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SelectionGeometryDrawFlags[geom] = false;
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}
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}
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}
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}
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private void UpdateTimeOfDay(float elapsed)
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{
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if (timerunning)
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{
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float helapsed = elapsed * timespeed / 60.0f;
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timeofday += helapsed;
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while (timeofday >= 24.0f) timeofday -= 24.0f;
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while (timeofday < 0.0f) timeofday += 24.0f;
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timecycle.SetTime(timeofday);
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}
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}
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private void UpdateGlobalLights()
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{
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Vector3 lightdir = Vector3.Zero;//will be updated before each frame from X and Y vars
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Color4 lightdircolour = Color4.White;
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Color4 lightdirambcolour = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
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Color4 lightnaturalupcolour = new Color4(0.0f);
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Color4 lightnaturaldowncolour = new Color4(0.0f);
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Color4 lightartificialupcolour = new Color4(0.0f);
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Color4 lightartificialdowncolour = new Color4(0.0f);
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bool hdr = shaders.hdr;
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float hdrint = 1.0f;
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Vector3 sundir = Vector3.Up;
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Vector3 moondir = Vector3.Down;
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Vector3 moonax = Vector3.UnitZ;
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if (controllightdir)
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{
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float cryd = (float)Math.Cos(lightdiry);
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lightdir.X = -(float)Math.Sin(-lightdirx) * cryd;
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lightdir.Y = -(float)Math.Cos(-lightdirx) * cryd;
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lightdir.Z = (float)Math.Sin(lightdiry);
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lightdircolour = Color4.White;
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lightdirambcolour = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
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if (hdr && (weather != null) && (weather.Inited))
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{
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lightdircolour *= weather.CurrentValues.skyHdr;
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lightdircolour.Alpha = 1.0f;
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lightdirambcolour *= weather.CurrentValues.skyHdr;
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lightdirambcolour.Alpha = 1.0f;
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hdrint = weather.CurrentValues.skyHdr;
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}
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sundir = lightdir;
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moondir = -lightdir;
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}
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else
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{
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float sunroll = timecycle.sun_roll * (float)Math.PI / 180.0f; //122
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float moonroll = timecycle.moon_roll * (float)Math.PI / 180.0f; //-122
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float moonwobamp = timecycle.moon_wobble_amp; //0.2
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float moonwobfreq = timecycle.moon_wobble_freq; //2
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float moonwoboffs = timecycle.moon_wobble_offset; //0.375
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float dayval = (0.5f + (timeofday - 6.0f) / 14.0f);
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float nightval = (((timeofday > 12.0f) ? (timeofday - 7.0f) : (timeofday + 17.0f)) / 9.0f);
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float daycyc = (float)Math.PI * dayval;
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float nightcyc = (float)Math.PI * nightval;
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Vector3 sdir = new Vector3((float)Math.Sin(daycyc), -(float)Math.Cos(daycyc), 0.0f);
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Vector3 mdir = new Vector3(-(float)Math.Sin(nightcyc), 0.0f, -(float)Math.Cos(nightcyc));
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Quaternion saxis = Quaternion.RotationYawPitchRoll(0.0f, sunroll, 0.0f);
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Quaternion maxis = Quaternion.RotationYawPitchRoll(0.0f, -moonroll, 0.0f);
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sundir = Vector3.Normalize(saxis.Multiply(sdir));
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moondir = Vector3.Normalize(maxis.Multiply(mdir));
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moonax = Vector3.Normalize(maxis.Multiply(Vector3.UnitY));
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//bool usemoon = false;
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lightdir = sundir;
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//if (lightdir.Z < -0.5f) lightdir.Z = -lightdir.Z; //make sure the lightsource is always above the horizon...
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if ((timeofday < 5.0f) || (timeofday > 21.0f))
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{
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lightdir = moondir;
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//usemoon = true;
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}
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if (lightdir.Z < 0)
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{
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lightdir.Z = 0; //don't let the light source go below the horizon...
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}
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//lightdir = Vector3.Normalize(weather.CurrentValues.sunDirection);
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if (weather != null && weather.Inited)
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{
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lightdircolour = (Color4)weather.CurrentValues.lightDirCol;
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lightdirambcolour = (Color4)weather.CurrentValues.lightDirAmbCol;
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lightnaturalupcolour = (Color4)weather.CurrentValues.lightNaturalAmbUp;
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lightnaturaldowncolour = (Color4)weather.CurrentValues.lightNaturalAmbDown;
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lightartificialupcolour = (Color4)weather.CurrentValues.lightArtificialExtUp;
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lightartificialdowncolour = (Color4)weather.CurrentValues.lightArtificialExtDown;
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float lamult = weather.CurrentValues.lightDirAmbIntensityMult;
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float abounce = weather.CurrentValues.lightDirAmbBounce;
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float minmult = hdr ? 0.1f : 0.5f;
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lightdircolour *= Math.Max(lightdircolour.Alpha, minmult);
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lightdirambcolour *= lightdirambcolour.Alpha * lamult; // 0.1f * lamult;
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//if (usemoon)
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//{
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// lightdircolour *= weather.CurrentValues.skyMoonIten;
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//}
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lightnaturalupcolour *= lightnaturalupcolour.Alpha * weather.CurrentValues.lightNaturalAmbUpIntensityMult;
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lightnaturaldowncolour *= lightnaturaldowncolour.Alpha;
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lightartificialupcolour *= lightartificialupcolour.Alpha;
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lightartificialdowncolour *= lightartificialdowncolour.Alpha;
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if (!hdr)
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{
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Color4 maxdirc = new Color4(1.0f);
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Color4 maxambc = new Color4(0.5f);
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lightdircolour = Color4.Min(lightdircolour, maxdirc);
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lightdirambcolour = Color4.Min(lightdirambcolour, maxambc);
|
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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 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(0.6f, 0.95f, 0.6f, 1.0f);
|
|
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 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 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 (ent.IsMlo && rendercollisionmeshes && renderinteriors)
|
|
{
|
|
RenderInteriorCollisionMesh(ent);
|
|
}
|
|
}
|
|
|
|
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 (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...
|
|
{
|
|
if ((ent.MloInstance != null) && (ent.MloInstance.Entities != null))
|
|
{
|
|
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..
|
|
|
|
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 (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)
|
|
{
|
|
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;
|
|
|
|
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);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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))
|
|
{
|
|
RenderDrawable(pch.Drawable1, arch, ent, txdhash);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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 && 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,
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|