Example #1
0
        private void InitializeGraphics()
        {
            m_cullinfo = new CULLINFO();

            InitD3D();

            InitDSound();

            DplayForm dialog = new DplayForm();

            if (dialog.ShowDialog(this) == DialogResult.OK)
            {
                StartServer();
            }
            else
            {
                InitDirectPlay();
            }
            Cursor.Hide();

            map = new Radar(d3dDevice, this);
            // init objects geometry
            landscape  = new Landscape(d3dDevice);
            myAirplane = new MyAirplane(d3dDevice, this.Font, dsoundDevice, landscape);
            aplane     = new airplane(d3dDevice);

            myAirplane.m_vPosition.X = 22000.0f;
            myAirplane.m_vPosition.Z = 44000.0f;
            myAirplane.m_vPosition.Y = myAirplane.m_vPosition.Y - landscape.Intersect(myAirplane.m_vPosition, new Vector3(0f, -1f, 0f)) + 1.1f;
            myAirplane.prepos        = myAirplane.m_vPosition;

            myhangar = new hangar(d3dDevice);
        }
Example #2
0
        //-----------------------------------------------------------------------------
        // Name: UpdateCullInfo()
        // Desc: Sets up the frustum planes, endpoints, and center for the frustum
        //       defined by a given view matrix and projection matrix.  This info will
        //       be used when culling each object in CullObject().
        //-----------------------------------------------------------------------------
        private void UpdateCullInfo(CULLINFO pCullInfo, Matrix pMatView, Matrix pMatProj)
        {
            Matrix mat = Matrix.Multiply(pMatView, pMatProj);

            mat.Invert();

            pCullInfo.vecFrustum[0] = new Vector3(-1.0f, -1.0f, 0.0f);              // xyz
            pCullInfo.vecFrustum[1] = new Vector3(1.0f, -1.0f, 0.0f);               // Xyz
            pCullInfo.vecFrustum[2] = new Vector3(-1.0f, 1.0f, 0.0f);               // xYz
            pCullInfo.vecFrustum[3] = new Vector3(1.0f, 1.0f, 0.0f);                // XYz
            pCullInfo.vecFrustum[4] = new Vector3(-1.0f, -1.0f, 1.0f);              // xyZ
            pCullInfo.vecFrustum[5] = new Vector3(1.0f, -1.0f, 1.0f);               // XyZ
            pCullInfo.vecFrustum[6] = new Vector3(-1.0f, 1.0f, 1.0f);               // xYZ
            pCullInfo.vecFrustum[7] = new Vector3(1.0f, 1.0f, 1.0f);                // XYZ

            for (int i = 0; i < 8; i++)
            {
                pCullInfo.vecFrustum[i] = Vector3.TransformCoordinate(pCullInfo.vecFrustum[i], mat);
            }

            pCullInfo.planeFrustum[0] = Plane.FromPoints(pCullInfo.vecFrustum[0],
                                                         pCullInfo.vecFrustum[1], pCullInfo.vecFrustum[2]); // Near
            pCullInfo.planeFrustum[1] = Plane.FromPoints(pCullInfo.vecFrustum[6],
                                                         pCullInfo.vecFrustum[7], pCullInfo.vecFrustum[5]); // Far
            pCullInfo.planeFrustum[2] = Plane.FromPoints(pCullInfo.vecFrustum[2],
                                                         pCullInfo.vecFrustum[6], pCullInfo.vecFrustum[4]); // Left
            pCullInfo.planeFrustum[3] = Plane.FromPoints(pCullInfo.vecFrustum[7],
                                                         pCullInfo.vecFrustum[3], pCullInfo.vecFrustum[5]); // Right
            pCullInfo.planeFrustum[4] = Plane.FromPoints(pCullInfo.vecFrustum[2],
                                                         pCullInfo.vecFrustum[3], pCullInfo.vecFrustum[6]); // Top
            pCullInfo.planeFrustum[5] = Plane.FromPoints(pCullInfo.vecFrustum[1],
                                                         pCullInfo.vecFrustum[0], pCullInfo.vecFrustum[4]); // Bottom
        }
Example #3
0
        protected bool InitD3D()
        {
            m_cullinfo              = new CULLINFO();
            m_cullinfo.vecFrustum   = new Vector3[8];
            m_cullinfo.planeFrustum = new Plane[6];
            // direct 3d parameters
            PresentParameters d3dpp = new PresentParameters();

            d3dpp.Windowed               = true;
            d3dpp.SwapEffect             = SwapEffect.Discard;
            d3dpp.EnableAutoDepthStencil = true;

            if (Manager.CheckDeviceFormat(0, DeviceType.Hardware, Manager.Adapters.Default.CurrentDisplayMode.Format, Usage.DepthStencil, ResourceType.Surface, DepthFormat.D24S8) && Manager.CheckDepthStencilMatch(0, DeviceType.Hardware, Manager.Adapters.Default.CurrentDisplayMode.Format, Manager.Adapters.Default.CurrentDisplayMode.Format, DepthFormat.D24S8))
            {
                d3dpp.AutoDepthStencilFormat = DepthFormat.D24S8;
            }
            else
            {
                MessageBox.Show(this, "Your hardware doesn't support 32 bits Stencil Buffer, try setting the display to 32 bits mode.\n We will use 16 bits format but the game is going to look funny.");
                //	simple=true;
                d3dpp.AutoDepthStencilFormat = DepthFormat.D16;
            }

            // create the direct3d device
            d3dDevice = new Device(0, DeviceType.Hardware, this, CreateFlags.MultiThreaded | CreateFlags.SoftwareVertexProcessing, d3dpp);

            // Setup the event handlers for our device
            //	d3dDevice.DeviceLost += new System.EventHandler(this.InvalidateDeviceObjects);
            d3dDevice.DeviceReset += new System.EventHandler(this.RestoreDeviceObjects);
            //	d3dDevice.Disposing += new System.EventHandler(this.DeleteDeviceObjects);
            //	d3dDevice.DeviceResizing += new System.ComponentModel.CancelEventHandler(this.EnvironmentResized);

            RestoreDeviceObjects(null, null);
            return(true);
        }
Example #4
0
        public void Render(CULLINFO m_cullinfo, Vector3 myposition)
        {
            if (drawing)
            {
                return;
            }

            drawing = true;
            if (!simple)
            {
                for (int i = 0; i < 81; i++)
                {
                    float distance = DistanceToLand(myposition, i);

                    if (distance < 70000f)
                    {
                        // if close enough, load it into memory
                        loadgrid(i);

                        // if visible on camara, render it
                        if (CullObject(m_cullinfo,
                                       map[i].m_vecBoundsWorld, map[i].m_planeBoundsWorld))
                        {
                            RenderSquare(i);
                        }
                    }
                    else if (distance > 125000f)
                    {
                        // if it is very far away, remove it from memory
                        // so we free some ram
                        disposegrid(i);
                    }
                }
            }
            else
            {
                RenderSquare(0);
            }
            drawing = false;
        }
Example #5
0
        //-----------------------------------------------------------------------------
        // Name: CullObject()
        // Desc: Determine the cullstate for an object bounding box (OBB).
        //       The algorithm is:
        //       1) If any OBB corner pt is inside the frustum, return CS_INSIDE
        //       2) Else if all OBB corner pts are outside a single frustum plane,
        //          return CS_OUTSIDE
        //       3) Else if any frustum edge penetrates a face of the OBB, return
        //          CS_INSIDE_SLOW
        //       4) Else if any OBB edge penetrates a face of the frustum, return
        //          CS_INSIDE_SLOW
        //       5) Else if any point in the frustum is outside any plane of the
        //          OBB, return CS_OUTSIDE_SLOW
        //       6) Else return CS_INSIDE_SLOW
        //-----------------------------------------------------------------------------
        private bool CullObject(CULLINFO pCullInfo, Vector3[] pVecBounds, Plane[] pPlaneBounds)
        {
            byte[] bOutside = { 0, 0, 0, 0, 0, 0, 0, 0 };

            // Check boundary vertices in the box (8) against all 6 frustum planes,
            // and store result (1 if outside) in a bitfield
            for (int iPoint = 0; iPoint < 8; iPoint++)
            {
                int k = 0;
                for (int iPlane = 0; iPlane < 6; iPlane++)
                {
                    if ((pCullInfo.planeFrustum[iPlane].A * pVecBounds[iPoint].X +
                         pCullInfo.planeFrustum[iPlane].B * pVecBounds[iPoint].Y +
                         pCullInfo.planeFrustum[iPlane].C * pVecBounds[iPoint].Z +
                         pCullInfo.planeFrustum[iPlane].D) < 0.0f)
                    {                       // this vertex is outside this plane, shift 1
                        bOutside[iPoint] |= (byte)(1 << iPlane);
                        k++;
                    }
                }
                // If any point is inside all 6 frustum planes, it is inside
                // the frustum, so the object must be rendered.
                if (bOutside[iPoint] == 0)
                {
                    return(true);
                }
            }

            // If all points are outside any single frustum plane, the object is
            // outside the frustum
            if ((bOutside[0] & bOutside[1] & bOutside[2] & bOutside[3] &
                 bOutside[4] & bOutside[5] & bOutside[6] & bOutside[7]) != 0)
            {
                return(false);
            }

            // Now see if any of the frustum edges penetrate any of the faces of
            // the bounding box
            Vector3 [][] edge =
            {
                new Vector3[2] {
                    pCullInfo.vecFrustum[0], pCullInfo.vecFrustum[1]
                },                                                                                                                         // front bottom
                new Vector3[2] {
                    pCullInfo.vecFrustum[2], pCullInfo.vecFrustum[3]
                },                                                                                                                         // front top
                new Vector3[2] {
                    pCullInfo.vecFrustum[0], pCullInfo.vecFrustum[2]
                },                                                                                                                         // front left
                new Vector3[2] {
                    pCullInfo.vecFrustum[1], pCullInfo.vecFrustum[3]
                },                                                                                                                         // front right
                new Vector3[2] {
                    pCullInfo.vecFrustum[4], pCullInfo.vecFrustum[5]
                },                                                                                                                         // back bottom
                new Vector3[2] {
                    pCullInfo.vecFrustum[6], pCullInfo.vecFrustum[7]
                },                                                                                                                         // back top
                new Vector3[2] {
                    pCullInfo.vecFrustum[4], pCullInfo.vecFrustum[6]
                },                                                                                                                         // back left
                new Vector3[2] {
                    pCullInfo.vecFrustum[5], pCullInfo.vecFrustum[7]
                },                                                                                                                         // back right
                new Vector3[2] {
                    pCullInfo.vecFrustum[0], pCullInfo.vecFrustum[4]
                },                                                                                                                         // left bottom
                new Vector3[2] {
                    pCullInfo.vecFrustum[2], pCullInfo.vecFrustum[6]
                },                                                                                                                         // left top
                new Vector3[2] {
                    pCullInfo.vecFrustum[1], pCullInfo.vecFrustum[5]
                },                                                                                                                         // right bottom
                new Vector3[2] {
                    pCullInfo.vecFrustum[3], pCullInfo.vecFrustum[7]
                },                                                                                                                         // right top
            };
            Vector3 [][] face =
            {
                new Vector3[4] {
                    pVecBounds[0], pVecBounds[2], pVecBounds[3], pVecBounds[1]
                },                                                                                                                                   // front
                new Vector3[4] {
                    pVecBounds[4], pVecBounds[5], pVecBounds[7], pVecBounds[6]
                },                                                                                                                                   // back
                new Vector3[4] {
                    pVecBounds[0], pVecBounds[4], pVecBounds[6], pVecBounds[2]
                },                                                                                                                                   // left
                new Vector3[4] {
                    pVecBounds[1], pVecBounds[3], pVecBounds[7], pVecBounds[5]
                },                                                                                                                                   // right
                new Vector3[4] {
                    pVecBounds[2], pVecBounds[6], pVecBounds[7], pVecBounds[3]
                },                                                                                                                                   // top
                new Vector3[4] {
                    pVecBounds[0], pVecBounds[4], pVecBounds[5], pVecBounds[1]
                },                                                                                                                                   // bottom
            };
            int iEdge;

            for (iEdge = 0; iEdge < 12; iEdge++)
            {
                for (int iFace = 0; iFace < 6; iFace++)
                {
                    if (EdgeIntersectsFace(edge[iEdge], face[iFace], pPlaneBounds[iFace]))
                    {
                        return(true);
                    }
                }
            }

            // Now see if any of the bounding box edges penetrate any of the faces of
            // the frustum
            Vector3 [][] edge2 =
            {
                new Vector3[2] {
                    pVecBounds[0], pVecBounds[1]
                },                                                                                                      // front bottom
                new Vector3[2] {
                    pVecBounds[2], pVecBounds[3]
                },                                                                                                      // front top
                new Vector3[2] {
                    pVecBounds[0], pVecBounds[2]
                },                                                                                                      // front left
                new Vector3[2] {
                    pVecBounds[1], pVecBounds[3]
                },                                                                                                      // front right
                new Vector3[2] {
                    pVecBounds[4], pVecBounds[5]
                },                                                                                                      // back bottom
                new Vector3[2] {
                    pVecBounds[6], pVecBounds[7]
                },                                                                                                      // back top
                new Vector3[2] {
                    pVecBounds[4], pVecBounds[6]
                },                                                                                                      // back left
                new Vector3[2] {
                    pVecBounds[5], pVecBounds[7]
                },                                                                                                      // back right
                new Vector3[2] {
                    pVecBounds[0], pVecBounds[4]
                },                                                                                                      // left bottom
                new Vector3[2] {
                    pVecBounds[2], pVecBounds[6]
                },                                                                                                      // left top
                new Vector3[2] {
                    pVecBounds[1], pVecBounds[5]
                },                                                                                                      // right bottom
                new Vector3[2] {
                    pVecBounds[3], pVecBounds[7]
                },                                                                                                      // right top
            };
            Vector3 [][] face2 =
            {
                new Vector3[4] {
                    pCullInfo.vecFrustum[0], pCullInfo.vecFrustum[2], pCullInfo.vecFrustum[3], pCullInfo.vecFrustum[1]
                },                                                                                                                                                                           // front
                new Vector3[4] {
                    pCullInfo.vecFrustum[4], pCullInfo.vecFrustum[5], pCullInfo.vecFrustum[7], pCullInfo.vecFrustum[6]
                },                                                                                                                                                                           // back
                new Vector3[4] {
                    pCullInfo.vecFrustum[0], pCullInfo.vecFrustum[4], pCullInfo.vecFrustum[6], pCullInfo.vecFrustum[2]
                },                                                                                                                                                                           // left
                new Vector3[4] {
                    pCullInfo.vecFrustum[1], pCullInfo.vecFrustum[3], pCullInfo.vecFrustum[7], pCullInfo.vecFrustum[5]
                },                                                                                                                                                                           // right
                new Vector3[4] {
                    pCullInfo.vecFrustum[2], pCullInfo.vecFrustum[6], pCullInfo.vecFrustum[7], pCullInfo.vecFrustum[3]
                },                                                                                                                                                                           // top
                new Vector3[4] {
                    pCullInfo.vecFrustum[0], pCullInfo.vecFrustum[4], pCullInfo.vecFrustum[5], pCullInfo.vecFrustum[1]
                },                                                                                                                                                                           // bottom
            };
            for (iEdge = 0; iEdge < 12; iEdge++)
            {
                for (int iFace = 0; iFace < 6; iFace++)
                {
                    if (EdgeIntersectsFace(edge2[iEdge], face2[iFace], pCullInfo.planeFrustum[iFace]))
                    {
                        return(true);
                    }
                }
            }

            // Now see if frustum is contained in bounding box
            // If any frustum corner point is outside any plane of the bounding box,
            // the frustum is not contained in the bounding box, so the object
            // is outside the frustum
            for (int iPlane = 0; iPlane < 6; iPlane++)
            {
                if (pPlaneBounds[iPlane].A * pCullInfo.vecFrustum[0].X +
                    pPlaneBounds[iPlane].B * pCullInfo.vecFrustum[0].Y +
                    pPlaneBounds[iPlane].C * pCullInfo.vecFrustum[0].Z +
                    pPlaneBounds[iPlane].D < 0.0f)
                {
                    return(false);
                }
            }

            // Bounding box must contain the frustum, so render the object
            return(true);
        }