UltimateZoneBuilder/Source/Rendering/Renderer2D.cs

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#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 System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
using SlimDX.Direct3D;
using SlimDX.Direct3D9;
using SlimDX;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
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#endregion
namespace CodeImp.DoomBuilder.Rendering
{
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internal unsafe class Renderer2D : Renderer
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{
#region ================== Constants
#endregion
#region ================== Variables
// Rendering memory
private Texture tex;
private int width, height;
private int pwidth, pheight;
private Plotter plotter;
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// View settings (world coordinates)
private float scale;
private float offsetx;
private float offsety;
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#endregion
#region ================== Properties
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public float OffsetX { get { return offsetx; } }
public float OffsetY { get { return offsety; } }
public float Scale { get { return scale; } }
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#endregion
#region ================== Constructor / Disposer
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// Constructor
public Renderer2D(D3DGraphics graphics) : base(graphics)
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{
// Initialize
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// We have no destructor
GC.SuppressFinalize(this);
}
// Diposer
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public override void Dispose()
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{
// Not already disposed?
if(!isdisposed)
{
// Clean up
if(tex != null) tex.Dispose();
tex = null;
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// Done
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base.Dispose();
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}
}
#endregion
#region ================== Control
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// This draws the image on screen
public void Present()
{
FlatVertex[] verts = new FlatVertex[4];
// Start drawing
if(graphics.StartRendering())
{
graphics.Device.VertexFormat = FlatVertex.Format;
// Left top
verts[0].x = -0.5f;
verts[0].y = -0.5f;
verts[0].w = 1f;
verts[0].u = 0f;
verts[0].v = 0f;
// Right top
verts[1].x = pwidth - 0.5f;
verts[1].y = -0.5f;
verts[1].w = 1f;
verts[1].u = 1f;
verts[1].v = 0f;
// Left bottom
verts[2].x = -0.5f;
verts[2].y = pheight - 0.5f;
verts[2].w = 1f;
verts[2].u = 0f;
verts[2].v = 1f;
// Right bottom
verts[3].x = pwidth - 0.5f;
verts[3].y = pheight - 0.5f;
verts[3].w = 1f;
verts[3].u = 1f;
verts[3].v = 1f;
// Draw
graphics.Device.SetTexture(0, tex);
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
try { graphics.Device.DrawUserPrimitives<FlatVertex>(PrimitiveType.TriangleStrip, 0, 2, verts); }
catch(Exception) { }
// Done
graphics.FinishRendering();
}
}
// This is called before a device is reset
// (when resized or display adapter was changed)
public override void UnloadResource()
{
// Trash old texture
if(tex != null) tex.Dispose();
tex = null;
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public override void ReloadResource()
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{
// Re-create texture
CreateTexture();
}
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// This resets the graphics
public override void Reset()
{
UnloadResource();
ReloadResource();
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}
// Allocates new image memory to render on
public void CreateTexture()
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{
SurfaceDescription sd;
// Get new width and height
width = graphics.RenderTarget.ClientSize.Width;
height = graphics.RenderTarget.ClientSize.Height;
// Trash old texture
if(tex != null) tex.Dispose();
tex = null;
// Create new texture
tex = new Texture(graphics.Device, width, height, 1, Usage.Dynamic, Format.A8R8G8B8, Pool.Default);
// Get the real surface size
sd = tex.GetLevelDescription(0);
pwidth = sd.Width;
pheight = sd.Height;
}
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// This begins a drawing session
public unsafe bool StartRendering()
{
LockedRect rect;
// Do we have a texture?
if(tex != null)
{
// Lock memory
rect = tex.LockRectangle(0, LockFlags.Discard);
// Create plotter
plotter = new Plotter((PixelColor*)rect.Data.DataPointer.ToPointer(), rect.Pitch / sizeof(PixelColor), pheight, width, height);
plotter.Clear();
// Ready for rendering
return true;
}
else
{
// Can't render!
return false;
}
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}
// This ends a drawing session
public void FinishRendering()
{
// Unlock memory
tex.UnlockRectangle(0);
// Present new image
Present();
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}
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// This changes view position
public void PositionView(float x, float y)
{
// Change position in world coordinates
offsetx = x;
offsety = y;
}
// This changes zoom
public void ScaleView(float scale)
{
// Change zoom scale
this.scale = scale;
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// Show zoom on main window
General.MainWindow.UpdateZoom(scale);
// Recalculate linedefs (normal lengths must be adjusted)
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foreach(Linedef l in General.Map.Map.Linedefs) l.NeedUpdate();
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}
// This unprojects mouse coordinates into map coordinates
public Vector2D GetMapCoordinates(Vector2D mousepos)
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{
float ox = -offsetx + (width * 0.5f) / scale;
float oy = -offsety - (height * 0.5f) / scale;
return mousepos.GetTransformed(ox, oy, scale, -scale);
}
#endregion
#region ================== Map Rendering
// This renders a set of Linedefs
public void RenderLinedefs(MapSet map, ICollection<Linedef> linedefs)
{
float ox = -offsetx + (width * 0.5f) / scale;
float oy = -offsety - (height * 0.5f) / scale;
PixelColor c = PixelColor.FromColor(Color.White);
Vector2D v1, v2;
// Go for all linedefs
foreach(Linedef l in linedefs)
{
// Transform vertex coordinates
v1 = l.Start.Position.GetTransformed(ox, oy, scale, -scale);
v2 = l.End.Position.GetTransformed(ox, oy, scale, -scale);
// Draw line
plotter.DrawLineSolid((int)v1.x, (int)v1.y, (int)v2.x, (int)v2.y, c);
}
}
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// This renders a set of Linedefs
public void RenderVertices(MapSet map, ICollection<Vertex> vertices)
{
Vector2D nv;
float ox = -offsetx + (width * 0.5f) / scale;
float oy = -offsety - (height * 0.5f) / scale;
PixelColor c = PixelColor.FromColor(Color.DeepSkyBlue);
int x, y;
// Go for all vertices
foreach(Vertex v in vertices)
{
// Transform vertex coordinates
nv = v.Position.GetTransformed(ox, oy, scale, -scale);
x = (int)nv.x;
y = (int)nv.y;
// Draw pixel here
plotter.DrawVertexSolid(x, y, 2, c);
}
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}
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#endregion
}
}