The camera 2.
Inheritance: IDisposable
コード例 #1
0
ファイル: PortalViewer.cs プロジェクト: nolenfelten/Blam_BSP
        /// <summary>
        /// The initialize graphics.
        /// </summary>
        /// <returns>The initialize graphics.</returns>
        /// <remarks></remarks>
        public bool InitializeGraphics()
        {
            // try
            // {
            render.CreateDevice(this);

            pc = new PortalContainer(portals, ref render.device);
            BSPModel.BSPDisplayedInfo.CreateVertexBuffers(ref render.device, ref bsp);
            BSPModel.BSPDisplayedInfo.CreateIndexBuffers(ref render.device, ref bsp);
            BSPModel.BSPDisplayedInfo.LoadShaderTextures(ref render.device, ref bsp);

            System.Drawing.Font systemfont = new System.Drawing.Font("Arial", 12f, FontStyle.Regular);
            text = new Font(render.device, systemfont);

            cam = new Camera2(this);
            cam.speed = 0.05f;

            // cam.fixedrotation = true;
            return true;

            // }
            // catch (DirectXException)
            // {
            // Catch any errors and return a failure
            // 	return false;
            // 	}
        }
コード例 #2
0
ファイル: BSPModel.cs プロジェクト: troymac1ure/Entity
            /// <summary>
            /// The draw.
            /// </summary>
            /// <param name="device">The device.</param>
            /// <param name="bsp">The bsp.</param>
            /// <param name="Textured">The textured.</param>
            /// <param name="cam">The cam.</param>
            /// <param name="shaderx">The shaderx.</param>
            /// <remarks></remarks>
            public static void Draw(
                ref Device device, ref BSPModel bsp, bool Textured, ref Camera2 cam, DXShader shaderx)
            {

                Optimization opt = new Optimization(device);

                int count = 0;
                for (int x = 0; x < bsp.BSPRawDataMetaChunks.Length; x++)
                {
                    // Check if we are to render chunk
                    if (!bsp.BSPRawDataMetaChunks[x].render)
                        continue;

                    int rawindex = x;
                    // FaceCount is set to 0 when BSP sections are unselected
                    if (bsp.BSPRawDataMetaChunks[rawindex].RawDataChunkInfo.Length == 0 ||
                        bsp.BSPRawDataMetaChunks[rawindex].FaceCount == 0)
                    {
                        continue;
                    }

                    if (bsp.cameraCulling && !opt.IsInViewFrustum(bsp.BSPRawDataMetaChunks[rawindex]))
                        continue;

                    device.SetStreamSource(0, bsp.Display.vertexBuffer[rawindex], 0);
                    device.VertexFormat = HaloBSPVertex.FVF;
                    device.Indices = bsp.Display.indexBuffer[rawindex];
                    for (int xx = 0; xx < bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo.Length; xx++)
                    {
                        ResetTextureStates(ref device);
                        int tempshade = bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo[xx].ShaderNumber;

                        #region AlphaBlending

                        Renderer.SetAlphaBlending(bsp.Shaders.Shader[tempshade].Alpha, ref device);

                        #endregion

                        #region ChooseTexture

                        if (Textured)
                        {
                            if (bsp.Shaders.Shader[tempshade].MainName.IndexOf("water!") != -1)
                            {
                                for (int u = 0; u < bsp.Shaders.Shader[tempshade].BitmapTextures.Length; u++)
                                {
                                    if (bsp.Shaders.Shader[tempshade].BitmapNames[u].IndexOf("reflection") != -1 ||
                                        bsp.Shaders.Shader[tempshade].BitmapNames[u].IndexOf("mask") != -1)
                                    {
                                        device.SetTexture(0, bsp.Shaders.Shader[tempshade].BitmapTextures[u]);

                                        if (bsp.Shaders.Shader[tempshade].MainName.IndexOf("mip") != -1)
                                        {
                                            device.SetTexture(0, bsp.Shaders.Shader[tempshade].BitmapTextures[u]);
                                            device.SetTexture(1, bsp.Shaders.Shader[tempshade].BitmapTextures[u]);
                                        }
                                        else
                                        {
                                            device.SetTexture(1, bsp.Shaders.Shader[tempshade].MainTexture);
                                        }

                                        device.TextureState[0].ColorOperation = TextureOperation.BumpEnvironmentMap;
                                        device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor;
                                        device.TextureState[0].ColorArgument2 = TextureArgument.Current;
                                        float r = 0.07F;
                                        device.TextureState[0].BumpEnvironmentMaterial00 = r *
                                                                                           (float)
                                                                                           Math.Cos(
                                                                                               (Environment.TickCount /
                                                                                                4) * 11.0F);
                                        device.TextureState[0].BumpEnvironmentMaterial01 = -r *
                                                                                           (float)
                                                                                           Math.Sin(
                                                                                               (Environment.TickCount /
                                                                                                4) * 11.0F);
                                        device.TextureState[0].BumpEnvironmentMaterial10 = r *
                                                                                           (float)
                                                                                           Math.Sin(
                                                                                               (Environment.TickCount /
                                                                                                4) * 11.0F);
                                        device.TextureState[0].BumpEnvironmentMaterial11 = r *
                                                                                           (float)
                                                                                           Math.Cos(
                                                                                               (Environment.TickCount /
                                                                                                4) * 11.0F);

                                        device.TextureState[1].ColorOperation = TextureOperation.Modulate;
                                        device.TextureState[1].ColorArgument1 = TextureArgument.TextureColor;
                                        device.TextureState[1].ColorArgument2 = TextureArgument.Current;

                                        if (bsp.LightMapTexture[x] != null &&
                                            bsp.BSPRawDataMetaChunks[x].LightMapUVs.Count != 0)
                                        {
                                            // device.SetTexture(2, bsp.LightMapTexture[x]);
                                            // device.TextureState[2].ColorOperation = TextureOperation.Modulate2X;
                                            // device.TextureState[2].ColorArgument1 = TextureArgument.TextureColor;
                                            // device.TextureState[2].ColorArgument2 = TextureArgument.Current;
                                        }

                                        break;
                                    }

                                    if (u == bsp.Shaders.Shader[tempshade].BitmapTextures.Length - 1)
                                    {
                                        device.SetTexture(0, bsp.Shaders.Shader[tempshade].MainTexture);
                                        device.TextureState[0].ColorOperation = TextureOperation.Modulate;
                                        device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor;
                                        device.TextureState[0].ColorArgument2 = TextureArgument.Current;
                                    }
                                }
                            }
                            else if (bsp.Shaders.Shader[tempshade].MainName.IndexOf("ground!") != -1)
                            {
                                if (bsp.Shaders.Shader[tempshade].MainName.IndexOf("unwrapped") != -1)
                                {
                                    // device.SamplerState[0].AddressU = TextureAddress.Clamp;
                                    // device.SamplerState[0].AddressV = TextureAddress.Clamp;
                                }

                                device.SetTexture(0, bsp.Shaders.Shader[tempshade].MainTexture);
                                device.TextureState[0].ColorOperation = TextureOperation.Modulate;
                                device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor;
                                device.TextureState[0].ColorArgument2 = TextureArgument.Current;
                                device.TextureState[0].AlphaOperation = TextureOperation.SelectArg1;
                                device.TextureState[0].AlphaArgument1 = TextureArgument.TextureColor;
                                // device.TextureState[0].ResultArgument = TextureArgument.Current;
                                device.TextureState[1].TextureTransform = TextureTransform.Count2;
                                device.Transform.Texture1 =
                                    Matrix.Scaling(
                                        bsp.Shaders.Shader[tempshade].primarydetailuscale, 
                                        bsp.Shaders.Shader[tempshade].primarydetailvscale, 
                                        bsp.Shaders.Shader[tempshade].primarydetailwscale);
                                // device.Transform.Texture1 = Matrix.Scaling(bsp.Shaders.Shader[tempshade].secondarydetailuscale, bsp.Shaders.Shader[tempshade].secondarydetailvscale, bsp.Shaders.Shader[tempshade].secondarydetailwscale);
                                device.SetTexture(1, bsp.Shaders.Shader[tempshade].BitmapTextures[2]);
                                device.TextureState[1].ColorOperation = TextureOperation.Modulate2X;
                                device.TextureState[1].ColorArgument1 = TextureArgument.TextureColor;
                                device.TextureState[1].ColorArgument2 = TextureArgument.Current;
                                device.TextureState[1].AlphaOperation = TextureOperation.Add;
                                device.TextureState[1].AlphaArgument1 = TextureArgument.Current;

                                device.TextureState[2].TextureTransform = TextureTransform.Count2;
                                device.Transform.Texture2 =
                                    Matrix.Scaling(
                                        bsp.Shaders.Shader[tempshade].secondarydetailuscale, 
                                        bsp.Shaders.Shader[tempshade].secondarydetailvscale, 
                                        bsp.Shaders.Shader[tempshade].secondarydetailwscale);
                                device.SetTexture(2, bsp.Shaders.Shader[tempshade].BitmapTextures[3]);
                                device.TextureState[2].ColorOperation = TextureOperation.Modulate2X;
                                device.TextureState[2].ColorArgument1 = TextureArgument.TextureColor;
                                device.TextureState[2].ColorArgument2 = TextureArgument.Current;
                                device.TextureState[2].TextureCoordinateIndex = 3;

                                if (bsp.LightMapTexture[x] != null && bsp.BSPRawDataMetaChunks[x].LightMapUVs.Count != 0)
                                {
                                    device.SetTexture(3, bsp.LightMapTexture[x]);
                                    device.TextureState[3].ColorOperation = TextureOperation.Modulate2X;
                                    device.TextureState[3].ColorArgument1 = TextureArgument.TextureColor;
                                    device.TextureState[3].ColorArgument2 = TextureArgument.Current;
                                    device.TextureState[3].TextureCoordinateIndex = 2;
                                }
                            }
                            else
                            {
                                device.SetTexture(0, bsp.Shaders.Shader[tempshade].MainTexture);

                                device.TextureState[0].ColorOperation = TextureOperation.Modulate;
                                device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor;
                                device.TextureState[0].ColorArgument2 = TextureArgument.Current;
                                device.TextureState[0].AlphaOperation = TextureOperation.BlendTextureAlpha;
                                device.TextureState[0].AlphaArgument1 = TextureArgument.TextureColor;
                                device.TextureState[0].AlphaArgument2 = TextureArgument.Diffuse;

                                /*
                                            if (bsp.Shaders.Shader[tempshade].microdetailName != null)
                                            {

                                                device.TextureState[1].TextureTransform = TextureTransform.Count2;
                                                device.Transform.Texture1 = Matrix.Scaling(bsp.Shaders.Shader[tempshade].microdetailuscale, bsp.Shaders.Shader[tempshade].microdetailvscale, bsp.Shaders.Shader[tempshade].microdetailwscale);
                                                device.SetTexture(1, bsp.Shaders.Shader[tempshade].microdetailTexture);
                                                device.TextureState[1].ColorOperation = TextureOperation.Modulate2X;
                                                device.TextureState[1].ColorArgument1 = TextureArgument.TextureColor;
                                                device.TextureState[1].ColorArgument2 = TextureArgument.Current;
                                                device.TextureState[1].AlphaOperation = TextureOperation.BlendCurrentAlpha;
                                                device.TextureState[1].AlphaArgument1 = TextureArgument.Current;
                                            }

                                          
                                if (bsp.Shaders.Shader[tempshade].primarydetailTexture != null)
                              {

                                  device.TextureState[1].TextureTransform = TextureTransform.Count2;
                                  device.Transform.Texture1 = Matrix.Scaling(bsp.Shaders.Shader[tempshade].primarydetailuscale, bsp.Shaders.Shader[tempshade].primarydetailvscale, bsp.Shaders.Shader[tempshade].primarydetailwscale);
                               device.SetTexture(1, bsp.Shaders.Shader[tempshade].primarydetailTexture);
                               device.TextureState[1].ColorOperation = TextureOperation.Lerp;
                               device.TextureState[1].ColorArgument1 = TextureArgument.TextureColor;
                                  device.TextureState[1].ColorArgument2 = TextureArgument.Current;
                                 device.TextureState[1].AlphaOperation = TextureOperation.Modulate;
                                 device.TextureState[1].AlphaArgument1 = TextureArgument.TextureColor;
                              }
                           
                                if (bsp.Shaders.Shader[tempshade].secondarydetailTexture != null)
                                {
                      
                                    device.TextureState[2].TextureTransform = TextureTransform.Count2;
                                    device.Transform.Texture2 = Matrix.Scaling(bsp.Shaders.Shader[tempshade].secondarydetailuscale, bsp.Shaders.Shader[tempshade].secondarydetailvscale, bsp.Shaders.Shader[tempshade].secondarydetailwscale);
                                    device.SetTexture(2, bsp.Shaders.Shader[tempshade].secondarydetailTexture);
                                    device.TextureState[2].ColorOperation = TextureOperation.Lerp;
                                    device.TextureState[2].ColorArgument1 = TextureArgument.TextureColor;
                                    device.TextureState[2].ColorArgument2 = TextureArgument.Current;
                                    device.TextureState[2].TextureCoordinateIndex = 3;
                                    //device.TextureState[2].AlphaOperation = TextureOperation.BlendCurrentAlpha;
                                    //device.TextureState[1].AlphaArgument1 = TextureArgument.Current;
                   
                                }

                                */
                                if (bsp.LightMapTexture != null)
                                {
                                    if (bsp.LightMapTexture[x] != null &&
                                        bsp.BSPRawDataMetaChunks[x].LightMapUVs.Count != 0 && bsp.RenderBSPLighting)
                                    {
                                        device.SetTexture(1, bsp.LightMapTexture[x]);
                                        device.TextureState[1].ColorOperation = TextureOperation.Modulate2X;
                                        device.TextureState[1].ColorArgument1 = TextureArgument.TextureColor;
                                        device.TextureState[1].ColorArgument2 = TextureArgument.Current;
                                        device.TextureState[1].TextureCoordinateIndex = 2;
                                    }
                                }
                            }
                        }
                        else
                        {
                            // If not Textured
                            device.SetTexture(0, null);
                            device.SetTexture(1, null);

                            if (bsp.LightMapTexture != null)
                            {
                                if (bsp.LightMapTexture[x] != null && bsp.BSPRawDataMetaChunks[x].LightMapUVs.Count != 0 &&
                                    bsp.RenderBSPLighting)
                                {
                                    device.SetTexture(0, bsp.LightMapTexture[x]);
                                    device.TextureState[0].ColorOperation = TextureOperation.Modulate2X;
                                    device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor;
                                    device.TextureState[0].ColorArgument2 = TextureArgument.Current;
                                    device.TextureState[0].TextureCoordinateIndex = 2;
                                }
                            }
                        }

                        #endregion

                        PrimitiveType pt;
                        // if (bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceCount != (bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceCount/3)*3)
                        if (bsp.BSPRawDataMetaChunks[rawindex].FaceCount * 3 !=
                            bsp.BSPRawDataMetaChunks[rawindex].IndiceCount)
                        {
                            pt = PrimitiveType.TriangleStrip;
                            device.RenderState.FillMode = FillMode.Solid;
                            Material mm = new Material();
                            mm.Diffuse = Color.White;
                            mm.Ambient = Color.White;
                            // if (x == 1) { mm.Diffuse = System.Drawing.Color.Red; mm.Ambient = System.Drawing.Color.Red; }
                            device.Material = mm;
                            device.DrawIndexedPrimitives(
                                pt, 
                                0, 
                                0, 
                                bsp.BSPRawDataMetaChunks[rawindex].VerticeCount, 
                                bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceStart, 
                                bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceCount);
                        }
                        else
                        {
                            count++;
                            pt = PrimitiveType.TriangleList;

                            device.RenderState.FillMode = FillMode.Solid;
                            Material mm = new Material();
                            mm.Diffuse = Color.White;
                            mm.Ambient = Color.White;
                            // if (x == 1) { mm.Diffuse = System.Drawing.Color.Red; mm.Ambient = System.Drawing.Color.Red; }
                            device.Material = mm;

                            device.DrawIndexedPrimitives(
                                pt, 
                                0, 
                                0, 
                                bsp.BSPRawDataMetaChunks[rawindex].VerticeCount, 
                                bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceStart, 
                                bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceCount / 3);
                        }

                        #region RenderToScene

                        #region WireFrame

                        if (Textured == false)
                        {
                            Material m = new Material();
                            m.Diffuse = Color.Black;
                            m.Ambient = Color.Black;
                            device.Material = m;
                            device.RenderState.FillMode = FillMode.WireFrame;
                            device.DrawIndexedPrimitives(
                                pt, 
                                0, 
                                0, 
                                bsp.BSPRawDataMetaChunks[rawindex].VerticeCount, 
                                bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceStart, 
                                bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceCount / 3);
                        }

                        #endregion

                        #endregion
                    }
                }

                

                #region BSPPermutationMesh

                if (bsp.DrawBSPPermutations)
                {
                    for (int x = 0; x < bsp.PermutationInfo.Length; x++)
                    {
                        // continue;
                        int rawindex = bsp.PermutationInfo[x].sceneryIndex;
                        if (bsp.BSPPermutationRawDataMetaChunks[rawindex].RawDataChunkInfo.Length == 0)
                        {
                            continue;
                        }

                        device.Transform.World = bsp.PermutationInfo[x].mat;
                        device.SetStreamSource(0, bsp.Display.permvertexBuffer[rawindex], 0);
                        device.VertexFormat = HaloVertex.FVF;
                        device.Indices = bsp.Display.permindexBuffer[rawindex];
                        for (int xx = 0; xx < bsp.BSPPermutationRawDataMetaChunks[rawindex].SubMeshInfo.Length; xx++)
                        {
                            ResetTextureStates(ref device);
                            int tempshade = bsp.BSPPermutationRawDataMetaChunks[rawindex].SubMeshInfo[xx].ShaderNumber;

                            #region AlphaBlending

                            if (bsp.Shaders.Shader[tempshade].Alpha == ShaderInfo.AlphaType.AlphaBlend)
                            {
                                device.RenderState.AlphaBlendEnable = true;
                                device.RenderState.AlphaTestEnable = false;
                            }
                            else if (bsp.Shaders.Shader[tempshade].Alpha == ShaderInfo.AlphaType.AlphaTest)
                            {
                                device.RenderState.AlphaBlendEnable = false;
                                device.RenderState.AlphaTestEnable = true;
                            }
                            else
                            {
                                device.RenderState.AlphaBlendEnable = false;
                                device.RenderState.AlphaTestEnable = false;
                            }

                            #endregion

                            #region ChooseTexture

                            device.SetTexture(0, bsp.Shaders.Shader[tempshade].MainTexture);

                            device.TextureState[0].ColorOperation = TextureOperation.Modulate;
                            device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor;
                            device.TextureState[0].ColorArgument2 = TextureArgument.Current;

                            // device.SetTexture(1, bsp.Shaders.Shader[tempshade].BumpMapTexture);
                            // device.TextureState[1].ColorOperation = TextureOperation.BumpEnvironmentMap;
                            // device.TextureState[1].ColorArgument1 = TextureArgument.TextureColor;
                            // device.TextureState[1].ColorArgument2 = TextureArgument.Current;
                            if (bsp.SceneryLightMapTexture != null)
                            {
                                if (bsp.SceneryLightMapTexture[x] != null &&
                                    bsp.BSPPermutationRawDataMetaChunks[rawindex].LightMapUVs.Count != 0)
                                {
                                    device.SetTexture(1, bsp.SceneryLightMapTexture[x]);
                                    device.TextureState[1].ColorOperation = TextureOperation.Modulate;
                                    device.TextureState[1].ColorArgument1 = TextureArgument.TextureColor;
                                    device.TextureState[1].ColorArgument2 = TextureArgument.Current;
                                    device.TextureState[1].TextureCoordinateIndex = 2;
                                }
                                else
                                {
                                    // device.TextureState[0].ColorOperation = TextureOperation.Disable;
                                    device.TextureState[0].ColorOperation = TextureOperation.Modulate2X;
                                    device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor;
                                    device.TextureState[0].ColorArgument2 = TextureArgument.Current;
                                }
                            }

                            #endregion

                            #region RenderToScene

                            PrimitiveType pt;
                            pt = PrimitiveType.TriangleList;
                            device.RenderState.FillMode = FillMode.Solid;
                            Material mm = new Material();
                            mm.Diffuse = Color.White;
                            mm.Ambient = Color.White;
                            device.Material = mm;
                            device.DrawIndexedPrimitives(
                                pt, 
                                0, 
                                0, 
                                bsp.BSPPermutationRawDataMetaChunks[rawindex].VerticeCount, 
                                bsp.BSPPermutationRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceStart, 
                                bsp.BSPPermutationRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceCount / 3);

                            #region WireFrame

                            if (Textured == false)
                            {
                                Material m = new Material();
                                m.Diffuse = Color.Red;
                                m.Ambient = Color.Red;
                                device.Material = m;
                                device.RenderState.FillMode = FillMode.WireFrame;
                                device.DrawIndexedPrimitives(
                                    pt, 
                                    0, 
                                    0, 
                                    bsp.BSPPermutationRawDataMetaChunks[rawindex].VerticeCount, 
                                    bsp.BSPPermutationRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceStart, 
                                    bsp.BSPPermutationRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceCount / 3);
                            }

                            #endregion

                            #endregion
                        }
                    }
                }

                #endregion

                ResetTextureStates(ref device);
            }
コード例 #3
0
ファイル: BSPModel.cs プロジェクト: troymac1ure/Entity
            /// <summary>
            /// The draw cluster.
            /// </summary>
            /// <param name="rawindex">The rawindex.</param>
            /// <param name="outlinecolor">The outlinecolor.</param>
            /// <param name="device">The device.</param>
            /// <param name="bsp">The bsp.</param>
            /// <param name="Textured">The textured.</param>
            /// <param name="WireFrame">The wire frame.</param>
            /// <param name="cam">The cam.</param>
            /// <remarks></remarks>
            public static void DrawCluster(
                int rawindex, 
                Color outlinecolor, 
                ref Device device, 
                ref BSPModel bsp, 
                bool Textured, 
                bool WireFrame, 
                ref Camera2 cam)
            {
                

                if (bsp.BSPRawDataMetaChunks[rawindex].RawDataChunkInfo.Length == 0)
                {
                    return;
                }

                // Vector3 tempv = new Vector3();
                // tempv.X = bsp.Spawns.Spawn[x].X;
                // tempv.Y = bsp.Spawns.Spawn[x].Y;
                // tempv.Z = bsp.Spawns.Spawn[x].Z;
                // if (!cam.SphereInFrustum(tempv, 10f)) { continue; }
                device.SetStreamSource(0, bsp.Display.vertexBuffer[rawindex], 0);
                device.VertexFormat = CustomVertex.PositionNormalTextured.Format;
                device.Indices = bsp.Display.indexBuffer[rawindex];
                for (int xx = 0; xx < bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo.Length; xx++)
                {
                    int tempshade = bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo[xx].ShaderNumber;

                    #region AlphaBlending

                    if (bsp.Shaders.Shader[tempshade].Alpha == ShaderInfo.AlphaType.AlphaBlend)
                    {
                        // MessageBox.Show("test");
                        device.RenderState.AlphaBlendEnable = true;
                        device.RenderState.AlphaTestEnable = false;
                    }
                    else if (bsp.Shaders.Shader[tempshade].Alpha == ShaderInfo.AlphaType.AlphaTest)
                    {
                        // MessageBox.Show("test2");
                        device.RenderState.AlphaBlendEnable = false;
                        device.RenderState.AlphaTestEnable = true;
                    }
                    else
                    {
                        device.RenderState.AlphaBlendEnable = false;
                        device.RenderState.AlphaTestEnable = false;
                    }

                    #endregion

                    #region ChooseTexture

                    if (Textured)
                    {
                        // device.TextureState[0] = device.TextureState[2];
                        device.SetTexture(0, bsp.Shaders.Shader[tempshade].MainTexture);
                    }
                    else
                    {
                        device.SetTexture(0, null);
                    }

                    #endregion

                    #region RenderToScene

                    PrimitiveType pt;
                    pt = PrimitiveType.TriangleList;
                    device.RenderState.FillMode = FillMode.Solid;
                    Material mm = new Material();
                    mm.Diffuse = Color.Black;
                    mm.Ambient = Color.Black;
                    device.Material = mm;
                    device.DrawIndexedPrimitives(
                        pt, 
                        0, 
                        0, 
                        bsp.BSPRawDataMetaChunks[rawindex].VerticeCount, 
                        bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceStart, 
                        bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceCount / 3);

                    #region WireFrame

                    if (WireFrame)
                    {
                        Material m = new Material();
                        m.Diffuse = outlinecolor;
                        m.Ambient = outlinecolor;
                        device.Material = m;
                        device.RenderState.FillMode = FillMode.WireFrame;
                        device.DrawIndexedPrimitives(
                            pt, 
                            0, 
                            0, 
                            bsp.BSPRawDataMetaChunks[rawindex].VerticeCount, 
                            bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceStart, 
                            bsp.BSPRawDataMetaChunks[rawindex].SubMeshInfo[xx].IndiceCount / 3);
                    }

                    #endregion

                    #endregion
                }

                
            }
コード例 #4
0
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        /// <remarks></remarks>
        public void Main()
        {
            using (CollisionViewer frm = this)
            {
                if (!frm.InitializeGraphics())
                {
                    // Initialize Direct3D
                    MessageBox.Show("Could not initialize Direct3D.  This tutorial will exit.");
                    return;
                }

                frm.Show();
                frm.Focus();
                cam = new Camera2(this); // Camera(device);
                cam.speed = 0.30f;

                // While the form is still valid, render and process messages
                while (frm.Created)
                {
                    frm.Render();
                    frm.checkKeys();
                    Application.DoEvents();
                }
            }
        }
コード例 #5
0
ファイル: BSPViewer.cs プロジェクト: troymac1ure/Entity
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        /// <remarks></remarks>
        public void Main()
        {
            using (BSPViewer frm = this)
            {
                if (!frm.InitializeGraphics())
                {
                    // Initialize Direct3D
                    MessageBox.Show("Could not initialize Direct3D.  This tutorial will exit.");
                    return;
                }

                frm.Show();
                frm.Focus();
                cam = new Camera2(this); // Camera(device);

                // Position the camera at the center of the map
                setCameraPosition(
                        (bsp.maxBoundries.X - bsp.minBoundries.X) / 2 + bsp.minBoundries.X,
                        (bsp.maxBoundries.Y - bsp.minBoundries.Y) / 2 + bsp.minBoundries.Y,
                        (bsp.maxBoundries.Z - bsp.minBoundries.Z) / 2 + bsp.minBoundries.Z,
                        false);
                //cam.AimCamera(new Vector3(cam.x, cam.y - 15f, cam.z + 0.25f));
                //cam.ComputePosition();

                aspect = this.Width / (float)this.Height;
                this.speedBar_Update();

                // While the form is still valid, render and process messages
                while (frm.Created)
                {
                    if (NoCulling.Checked)
                    {
                        render.device.RenderState.CullMode = Cull.None;
                    }
                    else
                    {
                        render.device.RenderState.CullMode = Cull.Clockwise;
                    }

                    frm.Render();
                    Application.DoEvents();
                    GC.Collect(0);
                    GC.WaitForPendingFinalizers();
                    GC.Collect(0);

                    // System.Threading.Thread.Sleep(100);
                }
            }
        }
コード例 #6
0
ファイル: ModelViewer.cs プロジェクト: nolenfelten/Blam_BSP
        /// <summary>
        /// The initialize graphics.
        /// </summary>
        /// <returns>The initialize graphics.</returns>
        /// <remarks></remarks>
        public bool InitializeGraphics()
        {
            // try
            // {
            render.CreateDevice(this);

            ParsedModel.DisplayedInfo.LoadDirectXTexturesAndBuffers(ref render.device, ref pm);
            cam = new Camera2(this);
            cam.speed = 0.005f;

            cam.Position.X = 0.5741551f;
            cam.Position.Y = 0.01331316f;
            cam.Position.Z = 0.4271703f;

            cam.radianv = 6.161014f;
            cam.radianh = 3.14159f;

            cam.x = 0.5741551f;
            cam.y = 0.01331316f;
            cam.z = 0.4271703f;

            cam.ComputePosition();

            m1 = new Material();
            m1.Diffuse = Color.White;
            m1.Ambient = Color.White;
            m1.Specular = Color.White;

            return true;

            // }
            // catch (DirectXException)
            // {
            // Catch any errors and return a failure
            // 	return false;
            // 	}
        }
コード例 #7
0
ファイル: BSPTreeViewer.cs プロジェクト: nolenfelten/Blam_BSP
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        /// <remarks></remarks>
        public void Main()
        {
            using (BSPCollisionViewer frm = this)
            {
                if (!frm.InitializeGraphics())
                {
                    // Initialize Direct3D
                    MessageBox.Show("Could not initialize Direct3D.  This tutorial will exit.");
                    return;
                }

                TranslationMatrix = new Matrix[coll.Vertices.Length];
                for (int i = 0; i < coll.Vertices.Length; i++)
                {
                    Matrix m = Matrix.Identity;
                    m.Multiply(Matrix.Translation(coll.Vertices[i].X, coll.Vertices[i].Y, coll.Vertices[i].Z));
                    TranslationMatrix[i] = m;
                }

                frm.Show();
                frm.Focus();
                cam = new Camera2(this); // Camera(device);

                // While the form is still valid, render and process messages
                while (frm.Created)
                {
                    frm.Render();
                    Application.DoEvents();
                }
            }
        }
コード例 #8
0
        /// <summary>
        /// The initialize graphics.
        /// </summary>
        /// <returns>The initialize graphics.</returns>
        /// <remarks></remarks>
        public bool InitializeGraphics()
        {
            // try
            // {
            render.CreateDevice(this);

            //pc = new LightmapContainer(null, ref render.device);
            BSPModel.BSPDisplayedInfo.CreateVertexBuffers(ref render.device, ref bsp);
            BSPModel.BSPDisplayedInfo.CreateIndexBuffers(ref render.device, ref bsp);
            BSPModel.BSPDisplayedInfo.LoadShaderTextures(ref render.device, ref bsp);
            BSPModel.BSPDisplayedInfo.LoadLightmapTextures(ref render.device, ref bsp);

            System.Drawing.Font systemfont = new System.Drawing.Font("Arial", 12f, FontStyle.Regular);
            text = new Font(render.device, systemfont);

            cam = new Camera2(this);
            cam.speed = 0.30f;

            // cam.fixedrotation = true;
            bspMeshes = new Mesh[bsp.BSPPermutationRawDataMetaChunks.Length];
            //GraphicsStream vertexData;

            for (int x = 0; x < bsp.BSPPermutationRawDataMetaChunks.Length; x++)
            {
                BSPModel.BSPPermutationRawDataMetaChunk tempChunk = bsp.BSPPermutationRawDataMetaChunks[x];

                // Compute the bounding box for a mesh.
                // VertexBufferDescription description = bsp.Display.vertexBuffer[x].Description;
                // vertexData = bsp.Display.vertexBuffer[x].Lock(0, 0, LockFlags.ReadOnly);
                /*
                Geometry.ComputeBoundingBox(vertexData,
                    meshes[i].NumberVertices, description.VertexFormat,
                    out meshBoundingBoxMinValues[i],
                    out meshBoundingBoxMaxValues[i]);
                bsp.Display.vertexBuffer[x].Unlock();
                bspMeshes[x] = new Mesh(tempChunk.FaceCount, tempChunk.VerticeCount, MeshFlags.Dynamic, bsp.Display.vertexBuffer[x], render.device);
            //                bspMeshes[x] = Mesh.Box(render.device, .BoundingBox.MaxX - bsp.BSPPermutationRawDataMetaChunks[x].BoundingBox.MinX,
            //                                                       bsp.BSPPermutationRawDataMetaChunks[x].BoundingBox.MaxY - bsp.BSPPermutationRawDataMetaChunks[x].BoundingBox.MinY,
            //                                                       bsp.BSPPermutationRawDataMetaChunks[x].BoundingBox.MaxZ - bsp.BSPPermutationRawDataMetaChunks[x].BoundingBox.MinZ);
                */
            }

            return true;

            // }
            // catch (DirectXException)
            // {
            // Catch any errors and return a failure
            // 	return false;
            // 	}
        }