UltimateZoneBuilder/Source/Core/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.Generic;
using System.Drawing;
using System.Net;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.GZBuilder.Data; //mxd
using CodeImp.DoomBuilder.Config; //mxd
using CodeImp.DoomBuilder.GZBuilder;
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#endregion
namespace CodeImp.DoomBuilder.Rendering
{
/* This renders a 2D presentation of the map. This is done in several
* layers which each are optimized for a different purpose. Set the
* PresentationLayer(s) to specify how to present these layers.
*/
internal sealed class Renderer2D : Renderer, IRenderer2D
{
#region ================== Constants
private const float FSAA_FACTOR = 0.6f;
private const int MAP_CENTER_SIZE = 16; //mxd
private const float THING_ARROW_SIZE = 1.4f;
//private const float THING_ARROW_SHRINK = 2f;
//private const float THING_CIRCLE_SIZE = 1f;
private const float THING_SPRITE_SHRINK = 2f;
private const int THING_BUFFER_SIZE = 100;
private const float MINIMUM_THING_RADIUS = 1.5f; //mxd
private const float MINIMUM_SPRITE_RADIUS = 8.0f; //mxd
internal const float FIXED_THING_SIZE = 48.0f; //mxd
internal const int NUM_VIEW_MODES = 4;
#endregion
#region ================== Variables
// Rendertargets
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private Plotter gridplotter;
private Plotter plotter;
private Texture thingstex;
private Texture overlaytex;
private Texture surfacetex;
// Rendertarget sizes
private Size windowsize;
// Vertices to present the textures
private VertexBuffer screenverts;
private FlatVertex[] backimageverts;
// Batch buffer for things rendering
private VertexBuffer thingsvertices;
// Render settings
private int vertexsize;
private RenderLayers renderlayer = RenderLayers.None;
// Surfaces
private SurfaceManager surfaces;
// View settings (world coordinates)
private ViewMode viewmode;
private float scale;
private float scaleinv;
private float offsetx;
private float offsety;
private float translatex;
private float translatey;
private float linenormalsize;
private float minlinelength; //mxd. Linedef should be longer than this to be rendered
private float minlinenormallength; //mxd. Linedef direction indicator should be longer than this to be rendered
private bool drawmapcenter = true; //mxd
private bool lastdrawmapcenter = true; //mxd
private float lastgridscale = -1f;
private float lastgridsize;
private float lastgridx;
private float lastgridy;
private RectangleF viewport;
private RectangleF yviewport;
// Spaghetti
Matrix viewmatrix = Matrix.Identity;
Matrix worldmatrix = Matrix.Identity;
// Presentation
private Presentation present;
#endregion
#region ================== Properties
public float OffsetX { get { return offsetx; } }
public float OffsetY { get { return offsety; } }
public float TranslateX { get { return translatex; } }
public float TranslateY { get { return translatey; } }
public float Scale { get { return scale; } }
public int VertexSize { get { return vertexsize; } }
public bool DrawMapCenter { get { return drawmapcenter; } set { drawmapcenter = value; } } //mxd
public ViewMode ViewMode { get { return viewmode; } }
public SurfaceManager Surfaces { get { return surfaces; } }
public RectangleF Viewport { get { return viewport; } } //mxd
#endregion
#region ================== Constructor / Disposer
// Constructor
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internal Renderer2D(RenderDevice graphics) : base(graphics)
{
// Create surface manager
surfaces = new SurfaceManager();
// Create rendertargets
CreateRendertargets();
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Destroy rendertargets
DestroyRendertargets();
// Dispose surface manager
surfaces.Dispose();
// Done
base.Dispose();
}
}
#endregion
#region ================== Presenting
// This sets the presentation to use
public void SetPresentation(Presentation present)
{
this.present = new Presentation(present);
}
// This draws the image on screen
public void Present()
{
General.Plugins.OnPresentDisplayBegin();
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// Start drawing
graphics.StartRendering(true, General.Colors.Background.ToColorValue());
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// Renderstates that count for this whole sequence
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graphics.SetCullMode(Cull.None);
graphics.SetZEnable(false);
graphics.SetVertexBuffer(screenverts);
worldmatrix = Matrix.Identity;
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// Go for all layers
foreach(PresentLayer layer in present.layers)
{
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ShaderName aapass;
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// Set blending mode
switch(layer.blending)
{
case BlendingMode.None:
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graphics.SetAlphaBlendEnable(false);
graphics.SetAlphaTestEnable(false);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
break;
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case BlendingMode.Mask:
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graphics.SetAlphaBlendEnable(false);
graphics.SetAlphaTestEnable(true);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
break;
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case BlendingMode.Alpha:
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graphics.SetAlphaBlendEnable(true);
graphics.SetAlphaTestEnable(false);
graphics.SetSourceBlend(Blend.SourceAlpha);
graphics.SetDestinationBlend(Blend.InverseSourceAlpha);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, layer.alpha));
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break;
case BlendingMode.Additive:
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graphics.SetAlphaBlendEnable(true);
graphics.SetAlphaTestEnable(false);
graphics.SetSourceBlend(Blend.SourceAlpha);
graphics.SetDestinationBlend(Blend.One);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, layer.alpha));
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break;
}
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// Check which pass to use
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if(layer.antialiasing && General.Settings.QualityDisplay) aapass = ShaderName.display2d_fsaa; else aapass = ShaderName.display2d_normal;
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// Render layer
switch(layer.layer)
{
// BACKGROUND
case RendererLayer.Background:
if((backimageverts == null) || (General.Map.Grid.Background.Texture == null)) break;
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graphics.SetShader(aapass);
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graphics.SetTexture(General.Map.Grid.Background.Texture);
graphics.SetSamplerState(TextureAddress.Wrap);
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SetDisplay2DSettings(1f / windowsize.Width, 1f / windowsize.Height, FSAA_FACTOR, layer.alpha, false, true);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2, backimageverts);
graphics.SetVertexBuffer(screenverts);
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break;
// GRID
case RendererLayer.Grid:
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graphics.SetShader(aapass);
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graphics.SetTexture(gridplotter.Texture);
graphics.SetSamplerState(TextureAddress.Wrap);
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SetDisplay2DSettings(1f / gridplotter.Width, 1f / gridplotter.Height, FSAA_FACTOR, layer.alpha, false, true);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
// GEOMETRY
case RendererLayer.Geometry:
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graphics.SetShader(aapass);
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graphics.SetTexture(plotter.Texture);
graphics.SetSamplerState(TextureAddress.Wrap);
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SetDisplay2DSettings(1f / plotter.Width, 1f / plotter.Height, FSAA_FACTOR, layer.alpha, false, false);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
// THINGS
case RendererLayer.Things:
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graphics.SetShader(aapass);
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graphics.SetTexture(thingstex);
graphics.SetSamplerState(TextureAddress.Clamp);
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SetDisplay2DSettings(1f / thingstex.Width, 1f / thingstex.Height, FSAA_FACTOR, layer.alpha, false, true);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
// OVERLAY
case RendererLayer.Overlay:
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graphics.SetShader(aapass);
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graphics.SetTexture(overlaytex);
graphics.SetSamplerState(TextureAddress.Wrap);
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SetDisplay2DSettings(1f / overlaytex.Width, 1f / overlaytex.Height, FSAA_FACTOR, layer.alpha, false, true);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
// SURFACE
case RendererLayer.Surface:
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graphics.SetShader(aapass);
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graphics.SetTexture(surfacetex);
graphics.SetSamplerState(TextureAddress.Wrap);
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SetDisplay2DSettings(1f / overlaytex.Width, 1f / overlaytex.Height, FSAA_FACTOR, layer.alpha, false, true);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
}
}
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// Done
graphics.FinishRendering();
graphics.Present();
// Release binds
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graphics.SetTexture(null);
graphics.SetVertexBuffer(null);
}
#endregion
#region ================== Management
// This is called before a device is reset
// (when resized or display adapter was changed)
public override void UnloadResource()
{
// Destroy rendertargets
DestroyRendertargets();
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public override void ReloadResource()
{
// Re-create rendertargets
CreateRendertargets();
}
// This resets the graphics
/*public override void Reset()
{
UnloadResource();
ReloadResource();
}*/
// This destroys the rendertargets
public void DestroyRendertargets()
{
// Trash rendertargets
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if(plotter != null) plotter.Dispose();
if(thingstex != null) thingstex.Dispose();
if(overlaytex != null) overlaytex.Dispose();
if(surfacetex != null) surfacetex.Dispose();
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if(gridplotter != null) gridplotter.Dispose();
if(screenverts != null) screenverts.Dispose();
thingstex = null;
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gridplotter = null;
screenverts = null;
overlaytex = null;
surfacetex = null;
// Trash things batch buffer
if(thingsvertices != null) thingsvertices.Dispose();
thingsvertices = null;
lastgridscale = -1f;
lastgridsize = 0.0f;
}
// Allocates new image memory to render on
public void CreateRendertargets()
{
// Destroy rendertargets
DestroyRendertargets();
// Get new width and height
windowsize.Width = graphics.RenderTarget.ClientSize.Width;
windowsize.Height = graphics.RenderTarget.ClientSize.Height;
// Create rendertargets textures
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plotter = new Plotter(windowsize.Width, windowsize.Height);
gridplotter = new Plotter(windowsize.Width, windowsize.Height);
thingstex = new Texture(windowsize.Width, windowsize.Height);
overlaytex = new Texture(windowsize.Width, windowsize.Height);
surfacetex = new Texture(windowsize.Width, windowsize.Height);
// Clear rendertargets
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graphics.ClearTexture(General.Colors.Background.WithAlpha(0).ToColorValue(), thingstex);
graphics.ClearTexture(General.Colors.Background.WithAlpha(0).ToColorValue(), overlaytex);
// Create vertex buffers
screenverts = new VertexBuffer();
thingsvertices = new VertexBuffer();
graphics.SetBufferData(thingsvertices, THING_BUFFER_SIZE * 12, VertexFormat.Flat);
// Make screen vertices
FlatVertex[] verts = CreateScreenVerts(new Size(windowsize.Width, windowsize.Height));
graphics.SetBufferData(screenverts, verts);
// Force update of view
lastgridscale = -1f;
lastgridsize = 0.0f;
lastgridx = 0.0f;
lastgridy = 0.0f;
UpdateTransformations();
}
// This makes screen vertices for display
private static FlatVertex[] CreateScreenVerts(Size texturesize)
{
FlatVertex[] screenverts = new FlatVertex[4];
screenverts[0].x = 0.0f;
screenverts[0].y = 0.0f;
screenverts[0].c = -1;
screenverts[0].u = 0.0f;
screenverts[0].v = 0.0f;
screenverts[1].x = texturesize.Width;
screenverts[1].y = 0.0f;
screenverts[1].c = -1;
screenverts[1].u = 1.0f;
screenverts[1].v = 0.0f;
screenverts[2].x = 0.0f;
screenverts[2].y = texturesize.Height;
screenverts[2].c = -1;
screenverts[2].u = 0.0f;
screenverts[2].v = 1.0f;
screenverts[3].x = texturesize.Width;
screenverts[3].y = texturesize.Height;
screenverts[3].c = -1;
screenverts[3].u = 1.0f;
screenverts[3].v = 1.0f;
return screenverts;
}
#endregion
#region ================== View
// This changes view mode
public void SetViewMode(ViewMode mode)
{
viewmode = mode;
}
// This changes view position
public void PositionView(float x, float y)
{
// Change position in world coordinates
offsetx = x;
offsety = y;
UpdateTransformations();
}
// This changes zoom
public void ScaleView(float scale)
{
// Change zoom scale
this.scale = scale;
UpdateTransformations();
// Show zoom on main window
General.MainWindow.UpdateZoom(scale);
}
// This updates some maths
private void UpdateTransformations()
{
scaleinv = 1f / scale;
translatex = -offsetx + (windowsize.Width * 0.5f) * scaleinv;
translatey = -offsety - (windowsize.Height * 0.5f) * scaleinv;
linenormalsize = 10f * scaleinv;
minlinelength = linenormalsize * 0.0625f; //mxd
minlinenormallength = linenormalsize * 2f; //mxd
vertexsize = (int)(1.7f * General.Settings.GZVertexScale2D * scale + 0.5f); //mxd. added GZVertexScale2D
if(vertexsize < 0) vertexsize = 0;
if(vertexsize > 4) vertexsize = 4;
viewmatrix = Matrix.Scaling(2.0f / windowsize.Width, -2.0f / windowsize.Height, 1.0f) * Matrix.Translation(-1.0f, 1.0f, 0.0f);
Vector2D lt = DisplayToMap(new Vector2D(0.0f, 0.0f));
Vector2D rb = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height));
viewport = new RectangleF(lt.x, lt.y, rb.x - lt.x, rb.y - lt.y);
yviewport = new RectangleF(lt.x, rb.y, rb.x - lt.x, lt.y - rb.y);
}
// This sets the world matrix for transformation
private void SetWorldTransformation(bool transform)
{
if(transform)
{
Matrix translate = Matrix.Translation(translatex, translatey, 0f);
Matrix scaling = Matrix.Scaling(scale, -scale, 1f);
worldmatrix = translate * scaling;
}
else
{
worldmatrix = Matrix.Identity;
}
}
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private void SetDisplay2DSettings(float texelx, float texely, float fsaafactor, float alpha, bool bilinear, bool flipY = false)
{
Vector4 values = new Vector4(texelx, texely, fsaafactor, alpha);
graphics.SetUniform(UniformName.rendersettings, values);
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if (flipY)
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graphics.SetUniform(UniformName.projection, worldmatrix * viewmatrix * Matrix.Scaling(1f, -1f, 1f));
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else
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graphics.SetUniform(UniformName.projection, worldmatrix * viewmatrix);
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graphics.SetSamplerFilter(bilinear ? TextureFilter.Linear : TextureFilter.Point);
}
private void SetThings2DSettings(float alpha)
{
Vector4 values = new Vector4(0.0f, 0.0f, 1.0f, alpha);
graphics.SetUniform(UniformName.rendersettings, values);
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graphics.SetUniform(UniformName.projection, worldmatrix * viewmatrix);
}
//mxd. Used to render models
private void SetThings2DTransformSettings(Matrix world)
{
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graphics.SetUniform(UniformName.projection, world * viewmatrix);
}
/// <summary>
/// This unprojects display coordinates (screen space) to map coordinates
/// </summary>
public Vector2D DisplayToMap(Vector2D mousepos)
{
return mousepos.GetInvTransformed(-translatex, -translatey, scaleinv, -scaleinv);
}
/// <summary>
/// This projects map coordinates to display coordinates (screen space)
/// </summary>
public Vector2D MapToDisplay(Vector2D mappos)
{
return mappos.GetTransformed(translatex, translatey, scale, -scale);
}
#endregion
#region ================== Colors
// This returns the color for a thing
public PixelColor DetermineThingColor(Thing t)
{
// Determine color
if(t.Selected) return General.Colors.Selection;
//mxd. If thing is light, set it's color to light color:
if(t.DynamicLightType != null)
{
if (t.DynamicLightType.LightDef == GZGeneral.LightDef.VAVOOM_GENERIC) //vavoom light
return new PixelColor(255, 255, 255, 255);
if (t.DynamicLightType.LightDef == GZGeneral.LightDef.VAVOOM_COLORED) //vavoom colored light
return new PixelColor(255, (byte)t.Args[1], (byte)t.Args[2], (byte)t.Args[3]);
if (t.DynamicLightType.LightType == GZGeneral.LightType.SPOT)
{
if (t.Fields.ContainsKey("arg0str"))
{
PixelColor pc;
ZDoom.ZDTextParser.GetColorFromString(t.Fields["arg0str"].Value.ToString(), out pc);
pc.a = 255;
return pc;
}
return new PixelColor(255, (byte)((t.Args[0] & 0xFF0000) >> 16), (byte)((t.Args[0] & 0x00FF00) >> 8), (byte)((t.Args[0] & 0x0000FF)));
}
return new PixelColor(255, (byte)t.Args[0], (byte)t.Args[1], (byte)t.Args[2]);
}
return t.Color;
}
// This returns the color for a vertex
public int DetermineVertexColor(Vertex v)
{
// Determine color
if(v.Selected) return ColorCollection.SELECTION;
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return ColorCollection.VERTICES;
}
// This returns the color for a linedef
public PixelColor DetermineLinedefColor(Linedef l)
{
if(l.Selected) return General.Colors.Selection;
//mxd. Impassable lines
if(l.ImpassableFlag)
{
if(l.ColorPresetIndex != -1)
return General.Map.ConfigSettings.LinedefColorPresets[l.ColorPresetIndex].Color;
return General.Colors.Linedefs;
}
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//mxd. Passable lines
if(l.ColorPresetIndex != -1)
return General.Map.ConfigSettings.LinedefColorPresets[l.ColorPresetIndex].Color.WithAlpha(General.Settings.DoubleSidedAlphaByte);
return General.Colors.Linedefs.WithAlpha(General.Settings.DoubleSidedAlphaByte);
}
//mxd. This collects indices of linedefs, which are parts of sectors with 3d floors
public void UpdateExtraFloorFlag()
{
HashSet<int> tags = new HashSet<int>();
//find lines with 3d floor action and collect sector tags
foreach(Linedef l in General.Map.Map.Linedefs)
{
if(l.Action == 160)
{
int sectortag = (General.Map.UDMF || (l.Args[1] & 8) != 0) ? l.Args[0] : l.Args[0] + (l.Args[4] << 8);
if(sectortag != 0 && !tags.Contains(sectortag)) tags.Add(sectortag);
}
}
//find lines, which are related to sectors with 3d floors, and collect their valuable indices
foreach(Linedef l in General.Map.Map.Linedefs)
{
if(l.Front != null && l.Front.Sector != null && l.Front.Sector.Tag != 0 && tags.Overlaps(l.Front.Sector.Tags))
{
l.ExtraFloorFlag = true;
continue;
}
if(l.Back != null && l.Back.Sector != null && l.Back.Sector.Tag != 0 && tags.Overlaps(l.Back.Sector.Tags))
{
l.ExtraFloorFlag = true;
continue;
}
l.ExtraFloorFlag = false;
}
}
#endregion
#region ================== Start / Finish
// This begins a drawing session
public bool StartPlotter(bool clear)
{
if(renderlayer != RenderLayers.None)
{
#if DEBUG
throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
#else
return false; //mxd. Can't render. Most probably because previous frame or render layer wasn't finished yet.
#endif
}
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renderlayer = RenderLayers.Plotter;
// Rendertargets available?
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if(plotter != null)
{
// Redraw grid when structures image was cleared
if(clear)
{
plotter.Clear();
RenderBackgroundGrid();
SetupBackground();
}
// Ready for rendering
UpdateTransformations();
return true;
}
// Can't render!
Finish();
return false;
}
// This begins a drawing session
public bool StartThings(bool clear)
{
if(renderlayer != RenderLayers.None)
{
#if DEBUG
throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
#else
return false; //mxd. Can't render. Most probably because previous frame or render layer wasn't finished yet.
#endif
}
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renderlayer = RenderLayers.Things;
// Rendertargets available?
if(thingstex != null)
{
// Set the rendertarget to the things texture
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graphics.StartRendering(clear, General.Colors.Background.WithAlpha(0).ToColorValue(), thingstex, false);
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// Ready for rendering
UpdateTransformations();
return true;
}
// Can't render!
Finish();
return false;
}
// This begins a drawing session
public bool StartOverlay(bool clear)
{
if(renderlayer != RenderLayers.None)
{
#if DEBUG
throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
#else
return false; //mxd. Can't render. Most probably because previous frame or render layer wasn't finished yet.
#endif
}
renderlayer = RenderLayers.Overlay;
// Rendertargets available?
if(overlaytex != null)
{
// Set the rendertarget to the things texture
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graphics.StartRendering(clear, General.Colors.Background.WithAlpha(0).ToColorValue(), overlaytex, false);
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// Ready for rendering
UpdateTransformations();
return true;
}
// Can't render!
Finish();
return false;
}
// This ends a drawing session
public void Finish()
{
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// Draw plotter contents
if(renderlayer == RenderLayers.Plotter)
{
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plotter.DrawContents(graphics);
}
// Clean up things / overlay
if((renderlayer == RenderLayers.Things) || (renderlayer == RenderLayers.Overlay) || (renderlayer == RenderLayers.Surface))
{
// Stop rendering
graphics.FinishRendering();
}
// Done
renderlayer = RenderLayers.None;
}
#endregion
#region ================== Background
// This sets up background image vertices
private void SetupBackground()
{
// Only if a background image is set
if((General.Map.Grid.Background != null) && !(General.Map.Grid.Background is UnknownImage))
{
Vector2D backoffset = new Vector2D(General.Map.Grid.BackgroundX, General.Map.Grid.BackgroundY);
Vector2D backimagesize = new Vector2D(General.Map.Grid.Background.ScaledWidth, General.Map.Grid.Background.ScaledHeight);
Vector2D backimagescale = new Vector2D(General.Map.Grid.BackgroundScaleX, General.Map.Grid.BackgroundScaleY);
// Scale the background image size
backimagesize *= backimagescale;
// Make vertices
backimageverts = CreateScreenVerts(windowsize);
// Determine map coordinates for view window
Vector2D ltpos = DisplayToMap(new Vector2D(0f, 0f));
Vector2D rbpos = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height));
// Offset by given background offset
ltpos -= backoffset;
rbpos -= backoffset;
// Calculate UV coordinates
// NOTE: backimagesize.y is made negative to match Doom's coordinate system
backimageverts[0].u = ltpos.x / backimagesize.x;
backimageverts[0].v = ltpos.y / -backimagesize.y;
backimageverts[1].u = rbpos.x / backimagesize.x;
backimageverts[1].v = ltpos.y / -backimagesize.y;
backimageverts[2].u = ltpos.x / backimagesize.x;
backimageverts[2].v = rbpos.y / -backimagesize.y;
backimageverts[3].u = rbpos.x / backimagesize.x;
backimageverts[3].v = rbpos.y / -backimagesize.y;
}
else
{
// No background image
backimageverts = null;
}
}
// This renders all grid
private void RenderBackgroundGrid()
{
// Do we need to redraw grid?
if(lastgridsize != General.Map.Grid.GridSizeF || lastgridscale != scale ||
lastgridx != offsetx || lastgridy != offsety || drawmapcenter != lastdrawmapcenter)
{
gridplotter.Clear();
if(General.Settings.RenderGrid) //mxd
{
bool transformed = Math.Abs(General.Map.Grid.GridOriginX) > 1e-4 || Math.Abs(General.Map.Grid.GridOriginY) > 1e-4 || Math.Abs(General.Map.Grid.GridRotate) > 1e-4;
if (transformed)
{
// Render normal grid
RenderGridTransformed(General.Map.Grid.GridSizeF, General.Map.Grid.GridRotate,
General.Map.Grid.GridOriginX, General.Map.Grid.GridOriginY, General.Colors.Grid, gridplotter);
// Render 64 grid
if(General.Map.Grid.GridSizeF <= 64)
{
RenderGridTransformed(64f, General.Map.Grid.GridRotate,
General.Map.Grid.GridOriginX, General.Map.Grid.GridOriginY, General.Colors.Grid64, gridplotter);
}
}
else
{
// Render normal grid
RenderGrid(General.Map.Grid.GridSizeF, General.Colors.Grid, gridplotter);
// Render 64 grid
if(General.Map.Grid.GridSizeF <= 64) RenderGrid(64f, General.Colors.Grid64, gridplotter);
}
}
else
{
//mxd. Render map format bounds
Vector2D tl = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary).GetTransformed(translatex, translatey, scale, -scale);
Vector2D rb = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary).GetTransformed(translatex, translatey, scale, -scale);
PixelColor g = General.Colors.Grid64;
gridplotter.DrawGridLineH((int)tl.y, (int)tl.x, (int)rb.x, g);
gridplotter.DrawGridLineH((int)rb.y, (int)tl.x, (int)rb.x, g);
gridplotter.DrawGridLineV((int)tl.x, (int)tl.y, (int)rb.y, g);
gridplotter.DrawGridLineV((int)rb.x, (int)tl.y, (int)rb.y, g);
}
//mxd. Render center of map
if(drawmapcenter)
{
Vector2D center = new Vector2D(0, 0).GetTransformed(translatex, translatey, scale, -scale);
int cx = (int)center.x;
int cy = (int)center.y;
PixelColor c = General.Colors.Highlight;
gridplotter.DrawLineSolid(cx, cy + MAP_CENTER_SIZE, cx, cy - MAP_CENTER_SIZE, c);
gridplotter.DrawLineSolid(cx - MAP_CENTER_SIZE, cy, cx + MAP_CENTER_SIZE, cy, c);
}
// Done
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gridplotter.DrawContents(graphics);
lastgridscale = scale;
lastgridsize = General.Map.Grid.GridSizeF;
lastgridx = offsetx;
lastgridy = offsety;
lastdrawmapcenter = drawmapcenter; //mxd
}
}
// This renders the grid with a transform applied
private void RenderGridTransformed(float size, float angle, float originx, float originy, PixelColor c, Plotter gridplotter)
{
//mxd. Increase rendered grid size if needed
if(!General.Settings.DynamicGridSize && size * scale <= 6f)
do { size *= 2; } while(size * scale <= 6f);
float sizeinv = 1f / size;
if (float.IsInfinity(size) || size < 1e-10)
{
return;
}
// Determine map coordinates for view window
Vector2D ltview = DisplayToMap(new Vector2D(0, 0));
Vector2D rbview = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height));
Vector2D mapsize = rbview - ltview;
Vector2D ltbound = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary);
Vector2D rbbound = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary);
// Translate top left boundary and right bottom boundary of map to screen coords
Vector2D tlb = ltbound.GetTransformed(translatex, translatey, scale, -scale);
Vector2D rbb = rbbound.GetTransformed(translatex, translatey, scale, -scale);
Vector2D center = GridSetup.SnappedToGrid(0.5f * (ltview + rbview), size, sizeinv, angle, originx, originy);
// Get the angle vectors for the gridlines
Vector2D dx = new Vector2D((float)Math.Cos(angle), (float)Math.Sin(angle));
Vector2D dy = new Vector2D((float)-Math.Sin(angle), (float)Math.Cos(angle));
float maxextent = Math.Max(mapsize.x, mapsize.y);
RectangleF bounds = new RectangleF(tlb.x, tlb.y, rbb.x - tlb.x, rbb.y - tlb.y);
bounds.Intersect(new RectangleF(0, 0, windowsize.Width, windowsize.Height));
bool xminintersect = true, xmaxintersect = true, yminintersect = true, ymaxintersect = true;
int num = 0;
while (xminintersect || xmaxintersect || yminintersect || ymaxintersect) {
if (num > 1e6)
{
// just in case garbage inputs breaks the algorithm and causes an infinite loop
break;
}
Vector2D xminstart = center - num * size * dy;
Vector2D xmaxstart = center + num * size * dy;
Vector2D yminstart = center - num * size * dx;
Vector2D ymaxstart = center + num * size * dx;
Line2D xminscanline = new Line2D(xminstart - dx * maxextent, xminstart + dx * maxextent);
Line2D xmaxscanline = new Line2D(xmaxstart - dx * maxextent, xmaxstart + dx * maxextent);
Line2D yminscanline = new Line2D(yminstart - dy * maxextent, yminstart + dy * maxextent);
Line2D ymaxscanline = new Line2D(ymaxstart - dy * maxextent, ymaxstart + dy * maxextent);
Line2D xminplotline = xminscanline.GetTransformed(translatex, translatey, scale, -scale);
Line2D xmaxplotline = xmaxscanline.GetTransformed(translatex, translatey, scale, -scale);
Line2D yminplotline = yminscanline.GetTransformed(translatex, translatey, scale, -scale);
Line2D ymaxplotline = ymaxscanline.GetTransformed(translatex, translatey, scale, -scale);
xminplotline = Line2D.ClipToRectangle(xminplotline, bounds, out xminintersect);
xmaxplotline = Line2D.ClipToRectangle(xmaxplotline, bounds, out xmaxintersect);
yminplotline = Line2D.ClipToRectangle(yminplotline, bounds, out yminintersect);
ymaxplotline = Line2D.ClipToRectangle(ymaxplotline, bounds, out ymaxintersect);
if (xminintersect)
{
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gridplotter.DrawLineSolid((int)xminplotline.v1.x, (int)xminplotline.v1.y, (int)xminplotline.v2.x, (int)xminplotline.v2.y, c, true);
}
if (xmaxintersect)
{
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gridplotter.DrawLineSolid((int)xmaxplotline.v1.x, (int)xmaxplotline.v1.y, (int)xmaxplotline.v2.x, (int)xmaxplotline.v2.y, c, true);
}
if (yminintersect)
{
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gridplotter.DrawLineSolid((int)yminplotline.v1.x, (int)yminplotline.v1.y, (int)yminplotline.v2.x, (int)yminplotline.v2.y, c, true);
}
if (ymaxintersect)
{
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gridplotter.DrawLineSolid((int)ymaxplotline.v1.x, (int)ymaxplotline.v1.y, (int)ymaxplotline.v2.x, (int)ymaxplotline.v2.y, c, true);
}
num++;
}
}
// This renders the grid
private void RenderGrid(float size, PixelColor c, Plotter gridplotter)
{
Vector2D pos = new Vector2D();
//mxd. Increase rendered grid size if needed
if(!General.Settings.DynamicGridSize && size * scale <= 6f)
do { size *= 2; } while(size * scale <= 6f);
float sizeinv = 1f / size;
// Determine map coordinates for view window
Vector2D ltpos = DisplayToMap(new Vector2D(0, 0));
Vector2D rbpos = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height));
// Clip to nearest grid
ltpos = GridSetup.SnappedToGrid(ltpos, size, sizeinv);
rbpos = GridSetup.SnappedToGrid(rbpos, size, sizeinv);
// Translate top left boundary and right bottom boundary of map to screen coords
Vector2D tlb = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary).GetTransformed(translatex, translatey, scale, -scale);
Vector2D rbb = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary).GetTransformed(translatex, translatey, scale, -scale);
// Draw all horizontal grid lines
float ystart = rbpos.y > General.Map.Config.BottomBoundary ? rbpos.y : General.Map.Config.BottomBoundary;
float yend = ltpos.y < General.Map.Config.TopBoundary ? ltpos.y : General.Map.Config.TopBoundary;
for(float y = ystart; y < yend + size; y += size)
{
if(y > General.Map.Config.TopBoundary) y = General.Map.Config.TopBoundary;
else if(y < General.Map.Config.BottomBoundary) y = General.Map.Config.BottomBoundary;
float from = tlb.x < 0 ? 0 : tlb.x;
float to = rbb.x > windowsize.Width ? windowsize.Width : rbb.x;
pos.y = y;
pos = pos.GetTransformed(translatex, translatey, scale, -scale);
// Note: I'm not using Math.Ceiling in this case, because that doesn't work right.
gridplotter.DrawGridLineH((int)pos.y, (int)from, (int)to, c);
}
// Draw all vertical grid lines
float xstart = ltpos.x > General.Map.Config.LeftBoundary ? ltpos.x : General.Map.Config.LeftBoundary;
float xend = rbpos.x < General.Map.Config.RightBoundary ? rbpos.x : General.Map.Config.RightBoundary;
for(float x = xstart; x < xend + size; x += size)
{
if(x > General.Map.Config.RightBoundary) x = General.Map.Config.RightBoundary;
else if(x < General.Map.Config.LeftBoundary) x = General.Map.Config.LeftBoundary;
float from = tlb.y < 0 ? 0 : tlb.y;
float to = rbb.y > windowsize.Height ? windowsize.Height : rbb.y;
pos.x = x;
pos = pos.GetTransformed(translatex, translatey, scale, -scale);
// Note: I'm not using Math.Ceiling in this case, because that doesn't work right.
gridplotter.DrawGridLineV((int)pos.x, (int)from, (int)to, c);
}
}
//mxd
internal void GridVisibilityChanged()
{
lastgridscale = -1;
}
#endregion
#region ================== Things
// This makes vertices for a thing
// Returns false when not on the screen
private bool CreateThingBoxVerts(Thing t, ref FlatVertex[] verts, ref List<Line3D> bboxes, Dictionary<Thing, Vector3D> thingsByPosition, int offset, PixelColor c, byte bboxalpha)
{
if(t.Size * scale < MINIMUM_THING_RADIUS) return false; //mxd. Don't render tiny little things
// Determine sizes
float circlesize, bboxsize;
if(t.FixedSize && scale > 1.0f)
{
circlesize = t.Size;
bboxsize = -1;
}
else if(General.Settings.FixedThingsScale && t.Size * scale > FIXED_THING_SIZE)
{
circlesize = FIXED_THING_SIZE;
bboxsize = t.Size * scale;
}
else
{
circlesize = t.Size * scale;
bboxsize = -1;
}
float screensize = (bboxsize > 0 ? bboxsize : circlesize); //mxd
// Transform to screen coordinates
Vector2D screenpos = ((Vector2D)t.Position).GetTransformed(translatex, translatey, scale, -scale);
// Check if the thing is actually on screen
if(((screenpos.x + screensize) <= 0.0f) || ((screenpos.x - screensize) >= windowsize.Width) ||
((screenpos.y + screensize) <= 0.0f) || ((screenpos.y - screensize) >= windowsize.Height))
return false;
// Get integral color
int color = c.ToInt();
// Setup fixed rect for circle
verts[offset].x = screenpos.x - circlesize;
verts[offset].y = screenpos.y - circlesize;
verts[offset].c = color;
verts[offset].u = 0f;
verts[offset].v = 0f;
offset++;
verts[offset].x = screenpos.x + circlesize;
verts[offset].y = screenpos.y - circlesize;
verts[offset].c = color;
verts[offset].u = 0.5f;
verts[offset].v = 0f;
offset++;
verts[offset].x = screenpos.x - circlesize;
verts[offset].y = screenpos.y + circlesize;
verts[offset].c = color;
verts[offset].u = 0f;
verts[offset].v = 1f;
offset++;
verts[offset] = verts[offset - 2];
offset++;
verts[offset] = verts[offset - 2];
offset++;
verts[offset].x = screenpos.x + circlesize;
verts[offset].y = screenpos.y + circlesize;
verts[offset].c = color;
verts[offset].u = 0.5f;
verts[offset].v = 1f;
//mxd. Add to list
thingsByPosition.Add(t, screenpos);
//mxd. Add bounding box?
if(bboxsize > 0)
{
PixelColor boxcolor = c.WithAlpha(bboxalpha);
Vector2D tl = new Vector2D(screenpos.x - bboxsize, screenpos.y - bboxsize);
Vector2D tr = new Vector2D(screenpos.x + bboxsize, screenpos.y - bboxsize);
Vector2D bl = new Vector2D(screenpos.x - bboxsize, screenpos.y + bboxsize);
Vector2D br = new Vector2D(screenpos.x + bboxsize, screenpos.y + bboxsize);
bboxes.Add(new Line3D(tl, tr, boxcolor, false));
bboxes.Add(new Line3D(tr, br, boxcolor, false));
bboxes.Add(new Line3D(bl, br, boxcolor, false));
bboxes.Add(new Line3D(tl, bl, boxcolor, false));
}
// Done
return true;
}
//mxd
private void CreateThingArrowVerts(Thing t, ref FlatVertex[] verts, Vector3D screenpos, int offset)
{
// Determine size
float arrowsize;
if(t.FixedSize && scale > 1.0f)
arrowsize = t.Size * THING_ARROW_SIZE;
else if(General.Settings.FixedThingsScale && t.Size * scale > FIXED_THING_SIZE)
arrowsize = FIXED_THING_SIZE * THING_ARROW_SIZE;
else
arrowsize = t.Size * scale * THING_ARROW_SIZE;
// Setup rotated rect for arrow
float sinarrowsize = (float)Math.Sin(t.Angle + Angle2D.PI * 0.25f) * arrowsize;
float cosarrowsize = (float)Math.Cos(t.Angle + Angle2D.PI * 0.25f) * arrowsize;
// Sprite is not rendered?
float ut, ub, ul, ur;
if(screenpos.z < 0)
{
ul = 0.625f;
ur = 0.874f;
ut = -0.039f;
ub = 0.46f;
}
else
{
ul = 0.501f;
ur = 0.999f;
ut = 0.001f;
ub = 0.999f;
}
verts[offset].x = screenpos.x + sinarrowsize;
verts[offset].y = screenpos.y + cosarrowsize;
verts[offset].c = -1;
verts[offset].u = ul;
verts[offset].v = ut;
offset++;
verts[offset].x = screenpos.x - cosarrowsize;
verts[offset].y = screenpos.y + sinarrowsize;
verts[offset].c = -1;
verts[offset].u = ur;
verts[offset].v = ut;
offset++;
verts[offset].x = screenpos.x + cosarrowsize;
verts[offset].y = screenpos.y - sinarrowsize;
verts[offset].c = -1;
verts[offset].u = ul;
verts[offset].v = ub;
offset++;
verts[offset] = verts[offset - 2];
offset++;
verts[offset] = verts[offset - 2];
offset++;
verts[offset].x = screenpos.x - sinarrowsize;
verts[offset].y = screenpos.y - cosarrowsize;
verts[offset].c = -1;
verts[offset].u = ur;
verts[offset].v = ub;
}
//mxd
private static void CreateThingSpriteVerts(Vector2D screenpos, float width, float height, ref FlatVertex[] verts, int offset, int color, bool mirror)
{
float ul = (mirror ? 1f : 0f);
float ur = (mirror ? 0f : 1f);
// Setup fixed rect for circle
verts[offset].x = screenpos.x - width;
verts[offset].y = screenpos.y - height;
verts[offset].c = color;
verts[offset].u = ul;
verts[offset].v = 0;
offset++;
verts[offset].x = screenpos.x + width;
verts[offset].y = screenpos.y - height;
verts[offset].c = color;
verts[offset].u = ur;
verts[offset].v = 0;
offset++;
verts[offset].x = screenpos.x - width;
verts[offset].y = screenpos.y + height;
verts[offset].c = color;
verts[offset].u = ul;
verts[offset].v = 1;
offset++;
verts[offset] = verts[offset - 2];
offset++;
verts[offset] = verts[offset - 2];
offset++;
verts[offset].x = screenpos.x + width;
verts[offset].y = screenpos.y + height;
verts[offset].c = color;
verts[offset].u = ur;
verts[offset].v = 1;
}
// This draws a set of things
private void RenderThingsBatch(ICollection<Thing> things, float alpha, bool fixedcolor, PixelColor c)
{
// Anything to render?
if(things.Count > 0)
{
// Make alpha color
2019-08-16 03:37:03 +00:00
Color4 alphacolor = new Color4(1.0f, 1.0f, 1.0f, alpha);
bool isthingsmode = (General.Editing.Mode.GetType().Name == "ThingsMode");
// Set renderstates for things rendering
2019-08-09 22:46:51 +00:00
graphics.SetCullMode(Cull.None);
graphics.SetZEnable(false);
graphics.SetAlphaBlendEnable(true);
graphics.SetSourceBlend(Blend.SourceAlpha);
graphics.SetDestinationBlend(Blend.InverseSourceAlpha);
graphics.SetAlphaTestEnable(false);
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graphics.SetUniform(UniformName.texturefactor, alphacolor);
graphics.SetVertexBuffer(thingsvertices);
// Set things texture
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graphics.SetTexture(General.Map.Data.ThingTexture.Texture); //mxd
SetWorldTransformation(false);
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graphics.SetShader(ShaderName.things2d_thing);
SetThings2DSettings(alpha);
// Determine next lock size
int locksize = (things.Count > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : things.Count;
FlatVertex[] verts = new FlatVertex[THING_BUFFER_SIZE * 6];
List<Line3D> bboxes = new List<Line3D>(locksize); //mxd
2012-04-17 19:13:47 +00:00
//mxd
Dictionary<int, List<Thing>> thingsByType = new Dictionary<int, List<Thing>>();
Dictionary<int, List<Thing>> modelsByType = new Dictionary<int, List<Thing>>();
Dictionary<Thing, Vector3D> thingsByPosition = new Dictionary<Thing, Vector3D>();
2012-04-17 19:13:47 +00:00
// Go for all things
int buffercount = 0;
int totalcount = 0;
foreach(Thing t in things)
{
//mxd. Highlighted thing should be rendered separately
if(!fixedcolor && t.Highlighted) continue;
// Collect models
if(t.RenderMode == ThingRenderMode.MODEL || t.RenderMode == ThingRenderMode.VOXEL)
{
if(!modelsByType.ContainsKey(t.Type)) modelsByType.Add(t.Type, new List<Thing>());
modelsByType[t.Type].Add(t);
}
// Create vertices
PixelColor tc = fixedcolor ? c : DetermineThingColor(t);
byte bboxalpha = (byte)(alpha * ((!fixedcolor && !t.Selected && isthingsmode) ? 128 : 255));
if(CreateThingBoxVerts(t, ref verts, ref bboxes, thingsByPosition, buffercount * 6, tc, bboxalpha))
{
buffercount++;
//mxd
if(!thingsByType.ContainsKey(t.Type)) thingsByType.Add(t.Type, new List<Thing>());
thingsByType[t.Type].Add(t);
}
totalcount++;
// Buffer filled?
if(buffercount == locksize)
{
// Write to buffer
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graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6);
// Draw!
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graphics.Draw(PrimitiveType.TriangleList, 0, buffercount * 2);
buffercount = 0;
// Determine next lock size
locksize = ((things.Count - totalcount) > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : (things.Count - totalcount);
}
}
// Write to buffer
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if(buffercount > 0) graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6);
// Draw what's still remaining
if(buffercount > 0)
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graphics.Draw(PrimitiveType.TriangleList, 0, buffercount * 2);
//mxd. Render sprites
int selectionColor = General.Colors.Selection.ToInt();
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graphics.SetShader(ShaderName.things2d_sprite);
foreach(KeyValuePair<int, List<Thing>> group in thingsByType)
{
// Skip when all things of this type will be rendered as models
if((group.Value[0].RenderMode == ThingRenderMode.MODEL || group.Value[0].RenderMode == ThingRenderMode.VOXEL)
&& (General.Settings.GZDrawModelsMode == ModelRenderMode.ALL)) continue;
// Find thing information
ThingTypeInfo info = General.Map.Data.GetThingInfo(group.Key);
// Find sprite texture
if(info.Sprite.Length == 0) continue;
// Sort by sprite angle...
Dictionary<int, List<Thing>> thingsbyangle = new Dictionary<int, List<Thing>>(group.Value.Count);
if(info.SpriteFrame.Length == 8)
{
foreach(Thing t in group.Value)
{
// Choose which sprite angle to show
int spriteangle = General.ClampAngle(-t.AngleDoom + 270) / 45; // Convert to [0..7] range
// Add to collection
if(!thingsbyangle.ContainsKey(spriteangle)) thingsbyangle.Add(spriteangle, new List<Thing>());
thingsbyangle[spriteangle].Add(t);
}
}
else
{
thingsbyangle[0] = group.Value;
}
foreach(KeyValuePair<int, List<Thing>> framegroup in thingsbyangle)
{
SpriteFrameInfo sfi = info.SpriteFrame[framegroup.Key];
ImageData sprite = General.Map.Data.GetSpriteImage(sfi.Sprite);
if(sprite == null) continue;
if(!sprite.IsImageLoaded)
{
sprite.SetUsedInMap(true);
continue;
}
if(sprite.Texture == null) sprite.CreateTexture();
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graphics.SetTexture(sprite.Texture);
// Determine next lock size
locksize = (framegroup.Value.Count > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : framegroup.Value.Count;
verts = new FlatVertex[THING_BUFFER_SIZE * 6];
// Go for all things
buffercount = 0;
totalcount = 0;
foreach(Thing t in framegroup.Value)
{
if((t.RenderMode == ThingRenderMode.MODEL || t.RenderMode == ThingRenderMode.VOXEL)
&& ((General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && t.Selected) || (General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER && alpha == 1.0f)))
continue;
bool forcespriterendering;
float spritewidth, spriteheight, spritescale;
// Determine sizes
if(t.FixedSize && scale > 1.0f)
{
spritescale = 1.0f;
forcespriterendering = true; // Always render sprite when thing size is affected by FixedSize setting
}
else if(General.Settings.FixedThingsScale && t.Size * scale > FIXED_THING_SIZE)
{
spritescale = FIXED_THING_SIZE / t.Size;
forcespriterendering = true; // Always render sprite when thing size is affected by FixedThingsScale setting
}
else
{
spritescale = scale;
forcespriterendering = false;
}
// Calculate scaled sprite size
if(sprite.Width > sprite.Height)
{
spritewidth = (t.Size - THING_SPRITE_SHRINK) * spritescale;
spriteheight = spritewidth * ((float)sprite.Height / sprite.Width);
}
else if(sprite.Width < sprite.Height)
{
spriteheight = (t.Size - THING_SPRITE_SHRINK) * spritescale;
spritewidth = spriteheight * ((float)sprite.Width / sprite.Height);
}
else
{
spritewidth = (t.Size - THING_SPRITE_SHRINK) * spritescale;
spriteheight = spritewidth;
}
float spritesize = Math.Max(spritewidth, spriteheight);
if(!forcespriterendering && spritesize < MINIMUM_SPRITE_RADIUS)
{
// Hackish way to tell arrow rendering code to draw bigger arrow...
Vector3D v = thingsByPosition[t];
v.z = -1;
thingsByPosition[t] = v;
// Don't render tiny little sprites
continue;
}
CreateThingSpriteVerts(thingsByPosition[t], spritewidth, spriteheight, ref verts, buffercount * 6, (t.Selected ? selectionColor : 0xFFFFFF), sfi.Mirror);
buffercount++;
totalcount++;
// Buffer filled?
if(buffercount == locksize)
{
// Write to buffer
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graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6);
// Draw!
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graphics.Draw(PrimitiveType.TriangleList, 0, buffercount * 2);
buffercount = 0;
// Determine next lock size
locksize = ((framegroup.Value.Count - totalcount) > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : (framegroup.Value.Count - totalcount);
}
}
// Write to buffer
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graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6);
// Draw what's still remaining
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if(buffercount > 0) graphics.Draw(PrimitiveType.TriangleList, 0, buffercount * 2);
}
}
2012-04-17 19:13:47 +00:00
//mxd. Render thing arrows
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graphics.SetTexture(General.Map.Data.ThingTexture.Texture);
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graphics.SetShader(ShaderName.things2d_thing);
// Determine next lock size
locksize = (thingsByPosition.Count > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : thingsByPosition.Count;
verts = new FlatVertex[THING_BUFFER_SIZE * 6];
// Go for all things
buffercount = 0;
totalcount = 0;
foreach(KeyValuePair<Thing, Vector3D> group in thingsByPosition)
{
if(!group.Key.IsDirectional) continue;
CreateThingArrowVerts(group.Key, ref verts, group.Value, buffercount * 6);
buffercount++;
totalcount++;
// Buffer filled?
if(buffercount == locksize)
{
// Write to buffer
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graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6);
// Draw!
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graphics.Draw(PrimitiveType.TriangleList, 0, buffercount * 2);
buffercount = 0;
// Determine next lock size
locksize = ((thingsByPosition.Count - totalcount) > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : (thingsByPosition.Count - totalcount);
}
}
// Write to buffer
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if(buffercount > 0) graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6);
// Draw what's still remaining
if(buffercount > 0)
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graphics.Draw(PrimitiveType.TriangleList, 0, buffercount * 2);
//mxd. Render models
if(General.Settings.GZDrawModelsMode != ModelRenderMode.NONE)
{
// Set renderstates for rendering
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graphics.SetAlphaBlendEnable(false);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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graphics.SetFillMode(FillMode.Wireframe);
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graphics.SetShader(ShaderName.things2d_fill);
Color4 cSelection = General.Colors.Selection.ToColorValue();
Color4 cWire = ((c.ToInt() == General.Colors.Highlight.ToInt()) ? General.Colors.Highlight.ToColorValue() : General.Colors.ModelWireframe.ToColorValue());
cSelection.Alpha = ((alpha < 1.0f) ? alpha * 0.25f : 0.6f);
cWire.Alpha = cSelection.Alpha;
Matrix viewscale = Matrix.Scaling(scale, -scale, 0.0f);
foreach(KeyValuePair<int, List<Thing>> group in modelsByType)
{
ModelData mde = General.Map.Data.ModeldefEntries[group.Key];
foreach(Thing t in group.Value)
{
if((General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && !t.Selected) || (General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER && alpha < 1.0f)) continue;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
Vector2D screenpos = ((Vector2D)t.Position).GetTransformed(translatex, translatey, scale, -scale);
float modelScale = scale * t.ActorScale.Width * t.ScaleX;
//should we render this model?
if(((screenpos.x + mde.Model.Radius * modelScale) <= 0.0f) || ((screenpos.x - mde.Model.Radius * modelScale) >= windowsize.Width) ||
((screenpos.y + mde.Model.Radius * modelScale) <= 0.0f) || ((screenpos.y - mde.Model.Radius * modelScale) >= windowsize.Height))
continue;
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graphics.SetUniform(UniformName.FillColor, (t.Selected ? cSelection : cWire));
// Set transform settings
float sx = t.ScaleX * t.ActorScale.Width;
float sy = t.ScaleY * t.ActorScale.Height;
Matrix modelscale = Matrix.Scaling(sx, sx, sy);
Matrix rotation = Matrix.RotationY(-t.RollRad) * Matrix.RotationX(-t.PitchRad) * Matrix.RotationZ(t.Angle);
Matrix position = Matrix.Translation(screenpos.x, screenpos.y, 0.0f);
Matrix world = General.Map.Data.ModeldefEntries[t.Type].Transform * modelscale * rotation * viewscale * position;
SetThings2DTransformSettings(world);
// Draw
foreach(Mesh mesh in mde.Model.Meshes) mesh.Draw(graphics);
}
}
//Done with this pass
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graphics.SetFillMode(FillMode.Solid);
}
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//mxd. Render thing boxes
RenderArrows(bboxes, false);
}
}
// This adds a thing in the things buffer for rendering
public void RenderThing(Thing t, PixelColor c, float alpha)
{
List<Thing> things = new List<Thing>(1);
things.Add(t);
RenderThingsBatch(things, alpha, true, c);
}
// This adds a thing in the things buffer for rendering
public void RenderThingSet(ICollection<Thing> things, float alpha)
{
RenderThingsBatch(things, alpha, false, new PixelColor());
}
#endregion
#region ================== Surface
// This redraws the surface
public void RedrawSurface()
{
if(renderlayer != RenderLayers.None) return; //mxd
renderlayer = RenderLayers.Surface;
// Recreate render targets if the window was resized
if (windowsize.Width != graphics.RenderTarget.ClientSize.Width || windowsize.Height != graphics.RenderTarget.ClientSize.Height)
CreateRendertargets();
// Rendertargets available?
if(surfacetex != null)
{
// Set the rendertarget to the surface texture
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graphics.StartRendering(true, General.Colors.Background.WithAlpha(0).ToColorValue(), surfacetex, false);
// Make sure anything we need is loaded
General.Map.Data.UnknownTexture3D.CreateTexture();
General.Map.Data.MissingTexture3D.CreateTexture(); //mxd
// Set transformations
UpdateTransformations();
// Set states
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graphics.SetCullMode(Cull.None);
graphics.SetZEnable(false);
graphics.SetAlphaBlendEnable(false);
graphics.SetAlphaTestEnable(false);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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SetWorldTransformation(true);
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
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// Prepare for rendering
switch(viewmode)
{
case ViewMode.Brightness:
surfaces.RenderSectorBrightness(yviewport);
surfaces.RenderSectorSurfaces(graphics);
break;
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case ViewMode.FloorTextures:
surfaces.RenderSectorFloors(yviewport);
surfaces.RenderSectorSurfaces(graphics);
break;
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case ViewMode.CeilingTextures:
surfaces.RenderSectorCeilings(yviewport);
surfaces.RenderSectorSurfaces(graphics);
break;
}
}
// Done
Finish();
}
#endregion
#region ================== Overlay
// This renders geometry
// The geometry must be a triangle list
public void RenderGeometry(FlatVertex[] vertices, ImageData texture, bool transformcoords)
{
if(vertices.Length > 0)
{
Texture t;
if(texture != null)
{
// Make sure the texture is loaded
if(!texture.IsImageLoaded) texture.LoadImage();
if(texture.Texture == null) texture.CreateTexture();
t = texture.Texture;
}
else
{
t = General.Map.Data.WhiteTexture.Texture;
}
// Set renderstates for rendering
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graphics.SetCullMode(Cull.None);
graphics.SetZEnable(false);
graphics.SetAlphaBlendEnable(false);
graphics.SetAlphaTestEnable(false);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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graphics.SetShader(ShaderName.display2d_normal);
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graphics.SetTexture(t);
SetWorldTransformation(transformcoords);
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
// Draw
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graphics.Draw(PrimitiveType.TriangleList, 0, vertices.Length / 3, vertices);
}
}
//mxd
public void RenderHighlight(FlatVertex[] vertices, int color)
{
if(vertices.Length < 3) return;
// Set renderstates for rendering
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graphics.SetCullMode(Cull.None);
graphics.SetZEnable(false);
graphics.SetAlphaBlendEnable(false);
graphics.SetAlphaTestEnable(false);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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SetWorldTransformation(true);
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graphics.SetUniform(UniformName.FillColor, new Color4(color));
SetThings2DSettings(1.0f);
// Draw
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graphics.SetShader(ShaderName.things2d_fill);
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graphics.Draw(PrimitiveType.TriangleList, 0, vertices.Length / 3, vertices);
}
//mxd. This renders text (DB2 compatibility)
[Obsolete("Method is deprecated, please use RenderText(ITextLabel label) method instead.")]
public void RenderText(TextLabel label){ RenderText((ITextLabel)label); }
// This renders text
public void RenderText(ITextLabel label)
{
//mxd. Update the text if needed
label.Update(graphics, translatex, translatey, scale, -scale);
if(label.SkipRendering) return;
// Set renderstates for rendering
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graphics.SetCullMode(Cull.None);
graphics.SetZEnable(false);
graphics.SetAlphaBlendEnable(true);
graphics.SetAlphaTestEnable(false);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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graphics.SetShader(ShaderName.display2d_normal);
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graphics.SetTexture(label.Texture);
SetWorldTransformation(false);
SetDisplay2DSettings(1f, 1f, 0f, 1f, false);
graphics.SetVertexBuffer(label.VertexBuffer);
// Draw
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
}
//mxd. This renders text
public void RenderText(IList<ITextLabel> labels)
{
// Update labels
int skipped = 0;
foreach(ITextLabel label in labels)
{
// Update the text if needed
label.Update(graphics, translatex, translatey, scale, -scale);
if(label.SkipRendering) skipped++;
}
if(labels.Count == skipped) return;
// Set renderstates for rendering
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graphics.SetCullMode(Cull.None);
graphics.SetZEnable(false);
graphics.SetAlphaBlendEnable(true);
graphics.SetAlphaTestEnable(false);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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SetWorldTransformation(false);
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graphics.SetShader(ShaderName.display2d_normal);
SetDisplay2DSettings(1f, 1f, 0f, 1f, false);
foreach(ITextLabel label in labels)
{
// Text is created?
if(!label.SkipRendering)
{
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graphics.SetTexture(label.Texture);
graphics.SetVertexBuffer(label.VertexBuffer);
// Draw
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
}
}
}
// This renders a rectangle with given border size and color
public void RenderRectangle(RectangleF rect, float bordersize, PixelColor c, bool transformrect)
{
FlatQuad[] quads = new FlatQuad[4];
/*
* Rectangle setup:
*
* --------------------------
* |___________0____________|
* | | | |
* | | | |
* | | | |
* | 2| |3 |
* | | | |
* | | | |
* |__|__________________|__|
* | 1 |
* --------------------------
*
* Don't you just love ASCII art?
*/
// Calculate positions
Vector2D lt = new Vector2D(rect.Left, rect.Top);
Vector2D rb = new Vector2D(rect.Right, rect.Bottom);
if(transformrect)
{
lt = lt.GetTransformed(translatex, translatey, scale, -scale);
rb = rb.GetTransformed(translatex, translatey, scale, -scale);
}
// Make quads
quads[0] = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, lt.y, rb.x, lt.y - bordersize);
quads[1] = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, rb.y + bordersize, rb.x, rb.y);
quads[2] = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, lt.y - bordersize, lt.x + bordersize, rb.y + bordersize);
quads[3] = new FlatQuad(PrimitiveType.TriangleStrip, rb.x - bordersize, lt.y - bordersize, rb.x, rb.y + bordersize);
quads[0].SetColors(c.ToInt());
quads[1].SetColors(c.ToInt());
quads[2].SetColors(c.ToInt());
quads[3].SetColors(c.ToInt());
// Set renderstates for rendering
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graphics.SetCullMode(Cull.None);
graphics.SetZEnable(false);
graphics.SetAlphaBlendEnable(false);
graphics.SetAlphaTestEnable(false);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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SetWorldTransformation(false);
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graphics.SetShader(ShaderName.display2d_normal);
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graphics.SetTexture(General.Map.Data.WhiteTexture.Texture);
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
// Draw
quads[0].Render(graphics);
quads[1].Render(graphics);
quads[2].Render(graphics);
quads[3].Render(graphics);
}
// This renders a filled rectangle with given color
public void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect)
{
// Calculate positions
Vector2D lt = new Vector2D(rect.Left, rect.Top);
Vector2D rb = new Vector2D(rect.Right, rect.Bottom);
if(transformrect)
{
lt = lt.GetTransformed(translatex, translatey, scale, -scale);
rb = rb.GetTransformed(translatex, translatey, scale, -scale);
}
// Make quad
FlatQuad quad = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, lt.y, rb.x, rb.y);
quad.SetColors(c.ToInt());
// Set renderstates for rendering
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graphics.SetCullMode(Cull.None);
graphics.SetZEnable(false);
graphics.SetAlphaBlendEnable(false);
graphics.SetAlphaTestEnable(false);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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SetWorldTransformation(false);
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graphics.SetShader(ShaderName.display2d_normal);
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graphics.SetTexture(General.Map.Data.WhiteTexture.Texture);
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
// Draw
quad.Render(graphics);
}
// This renders a filled rectangle with given color
public void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect, ImageData texture)
{
// Calculate positions
Vector2D lt = new Vector2D(rect.Left, rect.Top);
Vector2D rb = new Vector2D(rect.Right, rect.Bottom);
if(transformrect)
{
lt = lt.GetTransformed(translatex, translatey, scale, -scale);
rb = rb.GetTransformed(translatex, translatey, scale, -scale);
}
// Make quad
FlatQuad quad = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, lt.y, rb.x, rb.y);
quad.SetColors(c.ToInt());
// Set renderstates for rendering
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graphics.SetCullMode(Cull.None);
graphics.SetZEnable(false);
graphics.SetAlphaBlendEnable(false);
graphics.SetAlphaTestEnable(false);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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SetWorldTransformation(false);
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graphics.SetShader(ShaderName.display2d_normal);
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graphics.SetTexture(texture.Texture);
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
// Draw
quad.Render(graphics);
}
//mxd
public void RenderArrows(ICollection<Line3D> lines) { RenderArrows(lines, true); }
public void RenderArrows(ICollection<Line3D> lines, bool transformcoords)
{
if(lines.Count == 0) return;
int pointscount = 0;
// Translate to screen coords, determine renderability
foreach(Line3D line in lines)
{
// Calculate screen positions?
if(transformcoords)
{
line.Start2D = ((Vector2D)line.Start).GetTransformed(translatex, translatey, scale, -scale); //start
line.End2D = ((Vector2D)line.End).GetTransformed(translatex, translatey, scale, -scale); //end
}
float maxx = Math.Max(line.Start2D.x, line.End2D.x);
float minx = Math.Min(line.Start2D.x, line.End2D.x);
float maxy = Math.Max(line.Start2D.y, line.End2D.y);
float miny = Math.Min(line.Start2D.y, line.End2D.y);
// Too small / not on screen?
if(((line.End2D - line.Start2D).GetLengthSq() < MINIMUM_SPRITE_RADIUS) || ((maxx <= 0.0f) || (minx >= windowsize.Width) || (maxy <= 0.0f) || (miny >= windowsize.Height)))
{
line.SkipRendering = true;
}
else
{
pointscount += (line.RenderArrowhead ? 6 : 2); // 4 extra points for the arrowhead
line.SkipRendering = false;
}
}
// Anything to do?
if(pointscount < 2) return;
FlatVertex[] verts = new FlatVertex[pointscount];
float scaler = 16f / scale;
// Create verts array
pointscount = 0;
foreach(Line3D line in lines)
{
if(line.SkipRendering) continue;
int color = line.Color.ToInt();
// Add regular points
verts[pointscount].x = line.Start2D.x;
verts[pointscount].y = line.Start2D.y;
verts[pointscount].c = color;
pointscount++;
verts[pointscount].x = line.End2D.x;
verts[pointscount].y = line.End2D.y;
verts[pointscount].c = color;
pointscount++;
// Add arrowhead
if(line.RenderArrowhead)
{
float angle = line.GetAngle();
Vector2D a1 = new Vector2D(line.End.x - scaler * (float)Math.Sin(angle - 0.46f), line.End.y + scaler * (float)Math.Cos(angle - 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 1
Vector2D a2 = new Vector2D(line.End.x - scaler * (float)Math.Sin(angle + 0.46f), line.End.y + scaler * (float)Math.Cos(angle + 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 2
verts[pointscount] = verts[pointscount - 1];
verts[pointscount + 1].x = a1.x;
verts[pointscount + 1].y = a1.y;
verts[pointscount + 1].c = color;
verts[pointscount + 2] = verts[pointscount - 1];
verts[pointscount + 3].x = a2.x;
verts[pointscount + 3].y = a2.y;
verts[pointscount + 3].c = color;
pointscount += 4;
}
}
// Write to buffer
VertexBuffer vb = new VertexBuffer();
graphics.SetBufferData(vb, verts);
// Set renderstates for rendering
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graphics.SetCullMode(Cull.None);
graphics.SetZEnable(false);
graphics.SetAlphaBlendEnable(false);
graphics.SetAlphaTestEnable(false);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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SetWorldTransformation(false);
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graphics.SetShader(ShaderName.display2d_normal);
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graphics.SetTexture(General.Map.Data.WhiteTexture.Texture);
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
// Draw
graphics.SetVertexBuffer(vb);
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graphics.Draw(PrimitiveType.LineList, 0, pointscount / 2);
vb.Dispose();
}
// This renders a line with given color
public void RenderLine(Vector2D start, Vector2D end, float thickness, PixelColor c, bool transformcoords)
{
FlatVertex[] verts = new FlatVertex[4];
// Calculate positions
if(transformcoords)
{
start = start.GetTransformed(translatex, translatey, scale, -scale);
end = end.GetTransformed(translatex, translatey, scale, -scale);
}
// Calculate offsets
Vector2D delta = end - start;
Vector2D dn = delta.GetNormal() * thickness;
// Make vertices
verts[0].x = start.x - dn.x + dn.y;
verts[0].y = start.y - dn.y - dn.x;
verts[0].z = 0.0f;
verts[0].c = c.ToInt();
verts[1].x = start.x - dn.x - dn.y;
verts[1].y = start.y - dn.y + dn.x;
verts[1].z = 0.0f;
verts[1].c = c.ToInt();
verts[2].x = end.x + dn.x + dn.y;
verts[2].y = end.y + dn.y - dn.x;
verts[2].z = 0.0f;
verts[2].c = c.ToInt();
verts[3].x = end.x + dn.x - dn.y;
verts[3].y = end.y + dn.y + dn.x;
verts[3].z = 0.0f;
verts[3].c = c.ToInt();
// Set renderstates for rendering
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graphics.SetCullMode(Cull.None);
graphics.SetZEnable(false);
graphics.SetAlphaBlendEnable(false);
graphics.SetAlphaTestEnable(false);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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SetWorldTransformation(false);
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graphics.SetShader(ShaderName.display2d_normal);
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graphics.SetTexture(General.Map.Data.WhiteTexture.Texture);
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
// Draw
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2, verts);
}
#endregion
#region ================== Geometry
// This renders the linedefs of a sector with special color
public void PlotSector(Sector s, PixelColor c)
{
// Go for all sides in the sector
foreach(Sidedef sd in s.Sidedefs)
{
// Render this linedef
PlotLinedef(sd.Line, c);
// Render the two vertices on top
PlotVertex(sd.Line.Start, DetermineVertexColor(sd.Line.Start));
PlotVertex(sd.Line.End, DetermineVertexColor(sd.Line.End));
}
}
// This renders the linedefs of a sector
public void PlotSector(Sector s)
{
// Go for all sides in the sector
foreach(Sidedef sd in s.Sidedefs)
{
// Render this linedef
PlotLinedef(sd.Line, DetermineLinedefColor(sd.Line));
// Render the two vertices on top
PlotVertex(sd.Line.Start, DetermineVertexColor(sd.Line.Start));
PlotVertex(sd.Line.End, DetermineVertexColor(sd.Line.End));
}
}
// This renders a simple line
public void PlotLine(Vector2D start, Vector2D end, PixelColor c) { PlotLine(start, end, c, 0.0625f); }
public void PlotLine(Vector2D start, Vector2D end, PixelColor c, float lengthscaler)
{
// Transform coordinates
Vector2D v1 = start.GetTransformed(translatex, translatey, scale, -scale);
Vector2D v2 = end.GetTransformed(translatex, translatey, scale, -scale);
//mxd. Should we bother?
if((v2 - v1).GetLengthSq() < linenormalsize * lengthscaler) return;
// Draw line
plotter.DrawLineSolid((int)v1.x, (int)v1.y, (int)v2.x, (int)v2.y, c);
}
private Vector2D TransformY(Vector2D v)
{
return new Vector2D(v.x, TransformY(v.y));
}
private float TransformY(float y)
{
return windowsize.Height - y;
}
private int TransformY(int y)
{
return windowsize.Height - y;
}
// This renders a single linedef
public void PlotLinedef(Linedef l, PixelColor c)
{
// Transform vertex coordinates
Vector2D v1 = l.Start.Position.GetTransformed(translatex, translatey, scale, -scale);
Vector2D v2 = l.End.Position.GetTransformed(translatex, translatey, scale, -scale);
//mxd. Should we bother?
float lengthsq = (v2 - v1).GetLengthSq();
if(lengthsq < minlinelength) return; //mxd
// Draw line. mxd: added 3d-floor indication
if(l.ExtraFloorFlag && General.Settings.GZMarkExtraFloors)
plotter.DrawLine3DFloor(TransformY(v1), TransformY(v2), c, General.Colors.ThreeDFloor);
else
plotter.DrawLineSolid((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), c);
//mxd. Should we bother?
if(lengthsq < minlinenormallength) return; //mxd
// Calculate normal indicator
float mx = (v2.x - v1.x) * 0.5f;
float my = (v2.y - v1.y) * 0.5f;
// Draw normal indicator
plotter.DrawLineSolid((int)(v1.x + mx), TransformY((int)(v1.y + my)),
(int)((v1.x + mx) - (my * l.LengthInv) * linenormalsize),
TransformY((int)((v1.y + my) + (mx * l.LengthInv) * linenormalsize)), c);
}
// This renders a set of linedefs
public void PlotLinedefSet(ICollection<Linedef> linedefs)
{
// Go for all linedefs
foreach(Linedef l in linedefs)
{
// Transform vertex coordinates
Vector2D v1 = l.Start.Position.GetTransformed(translatex, translatey, scale, -scale);
Vector2D v2 = l.End.Position.GetTransformed(translatex, translatey, scale, -scale);
//mxd. Should we bother?
float lengthsq = (v2 - v1).GetLengthSq();
if(lengthsq < minlinelength) continue; //mxd
// Determine color
PixelColor c = DetermineLinedefColor(l);
// Draw line. mxd: added 3d-floor indication
if(l.ExtraFloorFlag && General.Settings.GZMarkExtraFloors)
plotter.DrawLine3DFloor(TransformY(v1), TransformY(v2), c, General.Colors.ThreeDFloor);
else
plotter.DrawLineSolid((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), c);
//mxd. Should we bother?
if(lengthsq < minlinenormallength) continue; //mxd
// Calculate normal indicator
float mx = (v2.x - v1.x) * 0.5f;
float my = (v2.y - v1.y) * 0.5f;
// Draw normal indicator
plotter.DrawLineSolid((int)(v1.x + mx), TransformY((int)(v1.y + my)),
(int)((v1.x + mx) - (my * l.LengthInv) * linenormalsize),
TransformY((int)((v1.y + my) + (mx * l.LengthInv) * linenormalsize)), c);
}
}
// This renders a single vertex
public void PlotVertex(Vertex v, int colorindex)
{
// Transform vertex coordinates
Vector2D nv = v.Position.GetTransformed(translatex, translatey, scale, -scale);
// Draw pixel here
plotter.DrawVertexSolid((int)nv.x, TransformY((int)nv.y), vertexsize, General.Colors.Colors[colorindex], General.Colors.BrightColors[colorindex], General.Colors.DarkColors[colorindex]);
}
// This renders a single vertex at specified coordinates
public void PlotVertexAt(Vector2D v, int colorindex)
{
// Transform vertex coordinates
Vector2D nv = v.GetTransformed(translatex, translatey, scale, -scale);
// Draw pixel here
plotter.DrawVertexSolid((int)nv.x, TransformY((int)nv.y), vertexsize, General.Colors.Colors[colorindex], General.Colors.BrightColors[colorindex], General.Colors.DarkColors[colorindex]);
}
// This renders a set of vertices
public void PlotVerticesSet(ICollection<Vertex> vertices)
{
// Go for all vertices
foreach(Vertex v in vertices) PlotVertex(v, DetermineVertexColor(v));
}
#endregion
}
}