UltimateZoneBuilder/Source/Core/Rendering/Renderer.cs

167 lines
4 KiB
C#
Raw Normal View History

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal abstract class Renderer : ID3DResource, IDisposable
{
#region ================== Constants
#endregion
#region ================== Variables
// Graphics
protected D3DDevice graphics;
protected static bool fullbrightness;
// Disposing
protected bool isdisposed;
#endregion
#region ================== Properties
// Disposing
public bool IsDisposed { get { return isdisposed; } }
public static bool FullBrightness { get { return fullbrightness; } set { fullbrightness = value; } } //mxd
#endregion
#region ================== Constructor / Disposer
// Constructor
protected Renderer(D3DDevice g)
{
// Initialize
this.graphics = g;
// Register as resource
g.RegisterResource(this);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Unregister resource
graphics.UnregisterResource(this);
// Done
graphics = null;
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This calculates the sector brightness level
public int CalculateBrightness(int level)
{
// Simulate doom light levels
if((level < 192) && General.Map.Config.DoomLightLevels)
level = (int)(192.0f - (192 - level) * 1.5f);
byte blevel = (byte)General.Clamp(level, 0, 255);
return new PixelColor(255, blevel, blevel, blevel).ToInt();
}
//mxd. This calculates wall brightness level with doom-style shading
public int CalculateBrightness(int level, Sidedef sd)
{
if(level < 253 && sd != null)
{
bool evenlighting = General.Map.Data.MapInfo.EvenLighting;
bool smoothlighting = General.Map.Data.MapInfo.SmoothLighting;
//check for possiburu UDMF overrides
if(General.Map.UDMF)
{
if(sd.IsFlagSet("lightabsolute") && sd.Fields.ContainsKey("light"))
{
evenlighting = true;
}
else
{
if(sd.IsFlagSet("nofakecontrast"))
evenlighting = true;
if(sd.IsFlagSet("smoothlighting"))
smoothlighting = true;
}
}
if(!evenlighting)
{
//all walls are shaded by their angle
if(smoothlighting)
{
float ammount = Math.Abs((float)Math.Sin(sd.Angle));
int hAmmount = (int)((1.0f - ammount) * General.Map.Data.MapInfo.HorizWallShade);
int vAmmount = (int)(ammount * General.Map.Data.MapInfo.VertWallShade);
level = General.Clamp(level - hAmmount - vAmmount, 0, 255);
}
else //only horizontal/verticel walls are shaded
{
switch((int)Angle2D.RadToDeg(sd.Angle))
{
// Horizontal wall
case 90:
case 270:
level = General.Clamp(level + General.Map.Data.MapInfo.HorizWallShade, 0, 255);
break;
// Vertical wall
case 180:
case 0:
level = General.Clamp(level + General.Map.Data.MapInfo.VertWallShade, 0, 255);
break;
}
}
}
}
return CalculateBrightness(level);
}
// This is called when the graphics need to be reset
//public virtual void Reset() { }
// For DirectX resources
public virtual void UnloadResource() { }
public virtual void ReloadResource() { }
#endregion
}
}