void bezierVb_Created(object sender, EventArgs e) { bezierVbLock.WaitOne(); ReadOnlyCollection <Q3BspFace> faces = map.Faces; Q3BspFace face; GraphicsStream bezierVbStream = bezierVb.Lock(0, 0, LockFlags.Discard); int vertexBufferindex = 0; for (int faceIndex = 0; faceIndex < faces.Count; faceIndex++) { face = faces [faceIndex]; if (face.type == Q3BspFaceType.Patch) { Q3BspPatch patch = face.patch; if (patch != null) { for (int bezierIndex = 0; bezierIndex < patch.size; bezierIndex++) { Q3BezierPatch bezier = patch.bezier [bezierIndex]; bezier.baseVertexIndex = vertexBufferindex; for (uint vertex = 0; vertex < bezier.vertices.Length; vertex++) { Q3BspVertex q3v = bezier.vertices [vertex]; bezierVbStream.Write(new Q3VertexFormats.PositionNormalTexturedLightened( q3v.position, q3v.normal, q3v.texcoord [0], q3v.texcoord [1])); vertexBufferindex++; } } } } } bezierVb.Unlock(); bezierVbLock.Set(); }
void bezierIb_Created(object sender, EventArgs e) { bezierIbLock.WaitOne(); GraphicsStream bezierIbStream = bezierIb.Lock(0, 0, LockFlags.Discard); ReadOnlyCollection <Q3BspFace> faces = map.Faces; Q3BspFace face; int indexBufferindex = 0; for (int faceIndex = 0; faceIndex < faces.Count; faceIndex++) { face = faces [faceIndex]; if (face.type == Q3BspFaceType.Patch) { Q3BspPatch patch = face.patch; if (patch != null) { for (int bezierIndex = 0; bezierIndex < patch.size; bezierIndex++) { Q3BezierPatch bezier = patch.bezier [bezierIndex]; bezier.baseBufferIndex = indexBufferindex; for (uint index = 0; index < bezier.indices.Length; index++) { bezierIbStream.Write(bezier.indices [index]); indexBufferindex++; } } } } } bezierIb.Unlock(); bezierIbLock.Set(); }
public void FromUnsafe(Q3BspFaceUnsafe s, Q3BspVertex [] vertices) { texture = s.texture; effect = s.effect; type = ( Q3BspFaceType )s.type; vertex = s.vertex; n_vertexes = s.n_vertexes; meshvert = s.meshvert; n_meshverts = s.n_meshverts; n_triangles = s.n_meshverts / 3; lm_index = s.lm_index; lm_start = new int [2]; lm_size = new int [2]; lm_vecs = new Vector3 [2]; unsafe { lm_start [0] = s.lm_start [0]; lm_start [1] = s.lm_start [1]; lm_size [0] = s.lm_size [0]; lm_size [1] = s.lm_size [1]; lm_origin = new Vector3(s.lm_origin [0], s.lm_origin [2], s.lm_origin [1]); lm_vecs [0] = new Vector3(s.lm_vecs [0], s.lm_vecs [1], s.lm_vecs [2]); lm_vecs [1] = new Vector3(s.lm_vecs [3], s.lm_vecs [4], s.lm_vecs [5]); // swapping axes normal = new Vector3(s.normal [0], s.normal [2], s.normal [1]); width = s.size [0]; height = s.size [1]; } if (type == Q3BspFaceType.Patch) { Q3BspPatch q3patch = new Q3BspPatch(); int patch_size_x = (width - 1) / 2; int patch_size_y = (height - 1) / 2; int num_bezier_patches = patch_size_y * patch_size_x; q3patch.size = num_bezier_patches; q3patch.bezier = new Q3BezierPatch [q3patch.size]; int patchIndex = 0; int ii, n, j, nn; for (ii = 0, n = 0; n < patch_size_x; n++, ii = 2 * n) { for (j = 0, nn = 0; nn < patch_size_y; nn++, j = 2 * nn) { Q3BezierPatch bezier = new Q3BezierPatch(); for (int ctr = 0, index = 0; ctr < 3; ctr++) { int pos = ctr * width; int vIdx = vertex + ii + width * j + pos; bezier.controls [index++] = vertices [vIdx].Copy(); bezier.controls [index++] = vertices [vIdx + 1].Copy(); bezier.controls [index++] = vertices [vIdx + 2].Copy(); } bezier.Tessellate(5); q3patch.bezier [patchIndex] = bezier; patchIndex++; } } patch = q3patch; } }
public Renderer(Q3Map map, Device d3dDevice) { bufferLocks [0] = ibLock; bufferLocks [1] = vbLock; bufferLocks [2] = bezierIbLock; bufferLocks [3] = bezierVbLock; this.d3dDevice = d3dDevice; this.Map = map; input = new Input(d3dDevice.PresentationParameters.DeviceWindow, DI.CooperativeLevelFlags.Background | DI.CooperativeLevelFlags.NonExclusive, DI.CooperativeLevelFlags.Background | DI.CooperativeLevelFlags.NonExclusive); int w = d3dDevice.PresentationParameters.BackBufferWidth; int h = d3dDevice.PresentationParameters.BackBufferHeight; fpsCamera = new FpsCamera(input, ( float )w / ( float )h, 105.0f * ( float )System.Math.PI / 360.0f, 1.0f, 10000.0f); List <Dictionary <string, object> > respawns; if (map.GroupedEntities.TryGetValue("info_player_deathmatch", out respawns)) { Random rnd = new Random(); int respIdx = rnd.Next(respawns.Count); Dictionary <string, object> props = respawns [respIdx]; Vector3 respPos = ( Vector3 )props ["origin"]; //float angle = ( float ) props ["angle"]; fpsCamera.Position = respPos; } // Create Vertex Buffer vb = new VertexBuffer(typeof(Q3VertexFormats.PositionNormalTexturedLightened), map.Vertices.Count, d3dDevice, Usage.WriteOnly, Q3VertexFormats.PositionNormalTexturedLightened.Format, Pool.Default); vb.Created += new EventHandler(vb_Created); vb_Created(this, null); // Create Index Buffer ib = new IndexBuffer(typeof(int), map.MeshVertices.Count, d3dDevice, Usage.WriteOnly, Pool.Default); ib.Created += new EventHandler(ib_Created); ib_Created(this, null); // Calculate Bezier Index Buffer size and ViertexBuffer Size int numIndex = 0; int numVertex = 0; ReadOnlyCollection <Q3BspFace> faces = map.Faces; Q3BspFace face; for (int i = 0; i < faces.Count; i++) { face = faces [i]; if (face.type == Q3BspFaceType.Patch) { Q3BspPatch patch = face.patch; if (patch != null) { for (int j = 0; j < patch.size; j++) { numIndex += patch.bezier [j].indices.Length; numVertex += patch.bezier [j].vertices.Length; } } } } if (numIndex != 0 && numVertex != 0) { // Create bezier buffers bezierIb = new IndexBuffer(typeof(int), numIndex, d3dDevice, Usage.WriteOnly, Pool.Default); bezierIb.Created += new EventHandler(bezierIb_Created); bezierIb_Created(this, null); bezierVb = new VertexBuffer(typeof(Q3VertexFormats.PositionNormalTexturedLightened), numVertex, d3dDevice, Usage.WriteOnly, Q3VertexFormats.PositionNormalTexturedLightened.Format, Pool.Default); bezierVb.Created += new EventHandler(bezierVb_Created); bezierVb_Created(this, null); } font = new Font(d3dDevice, new SysDraw.Font("Courier New", fontSize, fontStyle)); }