mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-01-18 14:31:50 +00:00
- added overlay rendertarget
- renamed some rendering methods - added rectangle rendering method for overlay
This commit is contained in:
parent
3d43205f2c
commit
535ecc54a2
20 changed files with 1042 additions and 436 deletions
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@ -317,16 +317,19 @@
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<DesignTime>True</DesignTime>
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<DependentUpon>Resources.resx</DependentUpon>
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</Compile>
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<Compile Include="Rendering\Color2DShader.cs" />
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<Compile Include="Rendering\Display2DShader.cs" />
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<Compile Include="Rendering\ColorCollection.cs" />
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<Compile Include="Rendering\ColorSetting.cs" />
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<Compile Include="Rendering\D3DDevice.cs" />
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<Compile Include="Data\ImageData.cs" />
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<Compile Include="Rendering\D3DShader.cs" />
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<Compile Include="Rendering\FlatQuad.cs" />
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<Compile Include="Rendering\FlatVertex.cs" />
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<Compile Include="Rendering\ID3DResource.cs" />
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<Compile Include="Rendering\IRenderer2D.cs" />
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<Compile Include="Rendering\IRenderer3D.cs" />
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<Compile Include="Rendering\RenderLayers.cs" />
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<Compile Include="Rendering\VisualGeometry.cs" />
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<Compile Include="Rendering\PixelColor.cs" />
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<Compile Include="Rendering\PixelColorBlock.cs" />
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@ -503,6 +506,7 @@
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</ItemGroup>
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<ItemGroup>
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<Content Include="Resources\DB2.ico" />
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<EmbeddedResource Include="Resources\color2d.fx" />
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<None Include="Resources\Splash2_small.png" />
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<None Include="Resources\Splash2_trans.png" />
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</ItemGroup>
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@ -138,14 +138,14 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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*/
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// Render lines and vertices
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renderer.RenderLinedefSet(unselectedlines);
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renderer.RenderLinedefSet(selectedlines);
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renderer.RenderVerticesSet(General.Map.Map.Vertices);
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renderer.PlotLinedefSet(unselectedlines);
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renderer.PlotLinedefSet(selectedlines);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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// Draw the dragged item highlighted
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// This is important to know, because this item is used
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// for snapping to the grid and snapping to nearest items
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renderer.RenderVertex(dragitem, ColorCollection.HIGHLIGHT);
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renderer.PlotVertex(dragitem, ColorCollection.HIGHLIGHT);
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// Done
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renderer.Finish();
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@ -129,10 +129,10 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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// Render lines
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if(renderer.StartPlotter(true))
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{
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renderer.RenderLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.RenderLinedef(highlighted, General.Colors.Highlight);
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renderer.RenderVerticesSet(General.Map.Map.Vertices);
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renderer.PlotLinedef(highlighted, General.Colors.Highlight);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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renderer.Finish();
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}
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@ -156,9 +156,9 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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// Undraw previous highlight
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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renderer.RenderLinedef(highlighted, renderer.DetermineLinedefColor(highlighted));
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renderer.RenderVertex(highlighted.Start, renderer.DetermineVertexColor(highlighted.Start));
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renderer.RenderVertex(highlighted.End, renderer.DetermineVertexColor(highlighted.End));
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renderer.PlotLinedef(highlighted, renderer.DetermineLinedefColor(highlighted));
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renderer.PlotVertex(highlighted.Start, renderer.DetermineVertexColor(highlighted.Start));
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renderer.PlotVertex(highlighted.End, renderer.DetermineVertexColor(highlighted.End));
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}
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// Set new highlight
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@ -167,9 +167,9 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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// Render highlighted item
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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renderer.RenderLinedef(highlighted, General.Colors.Highlight);
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renderer.RenderVertex(highlighted.Start, renderer.DetermineVertexColor(highlighted.Start));
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renderer.RenderVertex(highlighted.End, renderer.DetermineVertexColor(highlighted.End));
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renderer.PlotLinedef(highlighted, General.Colors.Highlight);
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renderer.PlotVertex(highlighted.Start, renderer.DetermineVertexColor(highlighted.Start));
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renderer.PlotVertex(highlighted.End, renderer.DetermineVertexColor(highlighted.End));
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}
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// Done
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@ -189,11 +189,15 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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base.MouseMove(e);
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// Find the nearest linedef within highlight range
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Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, LINEDEF_HIGHLIGHT_RANGE / renderer.Scale);
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// Not holding any buttons?
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if(e.Button == MouseButtons.None)
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{
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// Find the nearest linedef within highlight range
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Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, LINEDEF_HIGHLIGHT_RANGE / renderer.Scale);
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// Highlight if not the same
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if(l != highlighted) Highlight(l);
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// Highlight if not the same
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if(l != highlighted) Highlight(l);
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}
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}
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// Mouse leaves
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@ -223,9 +227,9 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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if(renderer.StartPlotter(false))
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{
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// Redraw highlight to show selection
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renderer.RenderLinedef(highlighted, renderer.DetermineLinedefColor(highlighted));
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renderer.RenderVertex(highlighted.Start, renderer.DetermineVertexColor(highlighted.Start));
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renderer.RenderVertex(highlighted.End, renderer.DetermineVertexColor(highlighted.End));
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renderer.PlotLinedef(highlighted, renderer.DetermineLinedefColor(highlighted));
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renderer.PlotVertex(highlighted.Start, renderer.DetermineVertexColor(highlighted.Start));
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renderer.PlotVertex(highlighted.End, renderer.DetermineVertexColor(highlighted.End));
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renderer.Finish();
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renderer.Present();
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}
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@ -250,9 +254,9 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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if(renderer.StartPlotter(false))
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{
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// Redraw highlight to show selection
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renderer.RenderLinedef(highlighted, renderer.DetermineLinedefColor(highlighted));
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renderer.RenderVertex(highlighted.Start, renderer.DetermineVertexColor(highlighted.Start));
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renderer.RenderVertex(highlighted.End, renderer.DetermineVertexColor(highlighted.End));
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renderer.PlotLinedef(highlighted, renderer.DetermineLinedefColor(highlighted));
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renderer.PlotVertex(highlighted.Start, renderer.DetermineVertexColor(highlighted.Start));
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renderer.PlotVertex(highlighted.End, renderer.DetermineVertexColor(highlighted.End));
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renderer.Finish();
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renderer.Present();
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}
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@ -274,9 +278,9 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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if(renderer.StartPlotter(false))
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{
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// Render highlighted item
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renderer.RenderLinedef(highlighted, General.Colors.Highlight);
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renderer.RenderVertex(highlighted.Start, renderer.DetermineVertexColor(highlighted.Start));
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renderer.RenderVertex(highlighted.End, renderer.DetermineVertexColor(highlighted.End));
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renderer.PlotLinedef(highlighted, General.Colors.Highlight);
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renderer.PlotVertex(highlighted.Start, renderer.DetermineVertexColor(highlighted.Start));
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renderer.PlotVertex(highlighted.End, renderer.DetermineVertexColor(highlighted.End));
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renderer.Finish();
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renderer.Present();
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}
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@ -144,14 +144,14 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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*/
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// Render lines and vertices
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renderer.RenderLinedefSet(unselectedlines);
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renderer.RenderLinedefSet(selectedlines);
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renderer.RenderVerticesSet(General.Map.Map.Vertices);
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renderer.PlotLinedefSet(unselectedlines);
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renderer.PlotLinedefSet(selectedlines);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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// Draw the dragged item highlighted
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// This is important to know, because this item is used
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// for snapping to the grid and snapping to nearest items
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renderer.RenderVertex(dragitem, ColorCollection.HIGHLIGHT);
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renderer.PlotVertex(dragitem, ColorCollection.HIGHLIGHT);
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// Done
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renderer.Finish();
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@ -30,6 +30,7 @@ using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using System.Drawing;
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#endregion
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@ -143,10 +144,10 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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// Render lines and vertices
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if(renderer.StartPlotter(true))
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{
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renderer.RenderLinedefSet(General.Map.Map.Linedefs);
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renderer.RenderVerticesSet(General.Map.Map.Vertices);
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.RenderSector(highlighted, General.Colors.Highlight);
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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renderer.Finish();
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}
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@ -169,7 +170,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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// Undraw previous highlight
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.RenderSector(highlighted);
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renderer.PlotSector(highlighted);
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/*
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// Undraw highlighted things
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@ -183,7 +184,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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// Render highlighted item
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.RenderSector(highlighted, General.Colors.Highlight);
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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/*
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// Render highlighted things
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{
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base.MouseMove(e);
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// Find the nearest linedef within highlight range
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Linedef l = General.Map.Map.NearestLinedef(mousemappos);
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// Not holding any buttons?
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if(e.Button == MouseButtons.None)
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{
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// Find the nearest linedef within highlight range
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Linedef l = General.Map.Map.NearestLinedef(mousemappos);
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// Check on which side of the linedef the mouse is
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float side = l.SideOfLine(mousemappos);
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if(side > 0)
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{
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// Is there a sidedef here?
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if(l.Back != null)
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// Check on which side of the linedef the mouse is
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float side = l.SideOfLine(mousemappos);
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if(side > 0)
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{
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// Highlight if not the same
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if(l.Back.Sector != highlighted) Highlight(l.Back.Sector);
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// Is there a sidedef here?
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if(l.Back != null)
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{
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// Highlight if not the same
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if(l.Back.Sector != highlighted) Highlight(l.Back.Sector);
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}
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else
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{
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// Highlight nothing
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if(highlighted != null) Highlight(null);
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}
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}
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else
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{
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// Highlight nothing
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if(highlighted != null) Highlight(null);
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}
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}
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else
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{
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// Is there a sidedef here?
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if(l.Front != null)
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{
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// Highlight if not the same
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if(l.Front.Sector != highlighted) Highlight(l.Front.Sector);
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}
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else
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{
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// Highlight nothing
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if(highlighted != null) Highlight(null);
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// Is there a sidedef here?
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if(l.Front != null)
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{
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// Highlight if not the same
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if(l.Front.Sector != highlighted) Highlight(l.Front.Sector);
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}
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else
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{
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// Highlight nothing
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if(highlighted != null) Highlight(null);
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}
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}
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}
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}
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@ -271,7 +276,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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if(renderer.StartPlotter(false))
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{
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// Redraw highlight to show selection
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renderer.RenderSector(highlighted);
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renderer.PlotSector(highlighted);
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renderer.Finish();
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renderer.Present();
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}
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@ -297,7 +302,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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if(renderer.StartPlotter(false))
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{
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// Redraw highlight to show selection
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renderer.RenderSector(highlighted);
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renderer.PlotSector(highlighted);
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renderer.Finish();
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renderer.Present();
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}
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@ -319,7 +324,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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if(renderer.StartPlotter(false))
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{
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// Render highlighted item
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renderer.RenderSector(highlighted, General.Colors.Highlight);
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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renderer.Finish();
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renderer.Present();
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}
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@ -131,10 +131,10 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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// Render lines and vertices
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if(renderer.StartPlotter(true))
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{
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renderer.RenderLinedefSet(General.Map.Map.Linedefs);
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renderer.RenderVerticesSet(General.Map.Map.Vertices);
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.RenderSector(highlighted, General.Colors.Highlight);
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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renderer.Finish();
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}
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@ -156,14 +156,14 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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// Undraw previous highlight
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.RenderSector(highlighted);
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renderer.PlotSector(highlighted);
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// Set new highlight
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highlighted = s;
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// Render highlighted item
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.RenderSector(highlighted, General.Colors.Highlight);
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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// Done
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renderer.Finish();
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@ -253,7 +253,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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if(renderer.StartPlotter(false))
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{
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// Redraw highlight to show selection
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renderer.RenderSector(highlighted);
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renderer.PlotSector(highlighted);
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renderer.Finish();
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renderer.Present();
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}
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@ -301,15 +301,15 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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if(renderer.StartPlotter(true))
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{
|
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// Render lines and vertices
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renderer.RenderLinedefSet(General.Map.Map.Linedefs);
|
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renderer.RenderVerticesSet(General.Map.Map.Vertices);
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
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|
||||
// Go for all triangle vertices
|
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for(int i = 0; i < triangles.Count; i += 3)
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{
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renderer.RenderLine(triangles[i + 0], triangles[i + 1], General.Colors.Selection);
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||||
renderer.RenderLine(triangles[i + 1], triangles[i + 2], General.Colors.Selection);
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renderer.RenderLine(triangles[i + 2], triangles[i + 0], General.Colors.Selection);
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||||
renderer.PlotLine(triangles[i + 0], triangles[i + 1], General.Colors.Selection);
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||||
renderer.PlotLine(triangles[i + 1], triangles[i + 2], General.Colors.Selection);
|
||||
renderer.PlotLine(triangles[i + 2], triangles[i + 0], General.Colors.Selection);
|
||||
}
|
||||
|
||||
// Done
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||||
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@ -333,15 +333,15 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
if(renderer.StartPlotter(true))
|
||||
{
|
||||
// Render lines and vertices
|
||||
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.RenderVerticesSet(General.Map.Map.Vertices);
|
||||
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
||||
|
||||
// Go for all triangle vertices
|
||||
for(int i = 0; i < triangles.Count; i += 3)
|
||||
{
|
||||
renderer.RenderLine(triangles[i + 0], triangles[i + 1], General.Colors.Selection);
|
||||
renderer.RenderLine(triangles[i + 1], triangles[i + 2], General.Colors.Selection);
|
||||
renderer.RenderLine(triangles[i + 2], triangles[i + 0], General.Colors.Selection);
|
||||
renderer.PlotLine(triangles[i + 0], triangles[i + 1], General.Colors.Selection);
|
||||
renderer.PlotLine(triangles[i + 1], triangles[i + 2], General.Colors.Selection);
|
||||
renderer.PlotLine(triangles[i + 2], triangles[i + 0], General.Colors.Selection);
|
||||
}
|
||||
|
||||
// Done
|
||||
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@ -365,11 +365,11 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
if(renderer.StartPlotter(true))
|
||||
{
|
||||
// Render lines and vertices
|
||||
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.RenderVerticesSet(General.Map.Map.Vertices);
|
||||
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
||||
|
||||
// Show the point
|
||||
renderer.RenderVertexAt(v, c);
|
||||
renderer.PlotVertexAt(v, c);
|
||||
|
||||
// Done
|
||||
renderer.Finish();
|
||||
|
@ -394,11 +394,11 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
if(renderer.StartPlotter(true))
|
||||
{
|
||||
// Render lines and vertices
|
||||
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.RenderVerticesSet(General.Map.Map.Vertices);
|
||||
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
||||
|
||||
// Show the line
|
||||
renderer.RenderLine(v1, v2, c);
|
||||
renderer.PlotLine(v1, v2, c);
|
||||
|
||||
// Done
|
||||
renderer.Finish();
|
||||
|
@ -425,20 +425,20 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
if(renderer.StartPlotter(true))
|
||||
{
|
||||
// Render lines and vertices
|
||||
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.RenderVerticesSet(General.Map.Map.Vertices);
|
||||
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
||||
|
||||
// Go for all vertices in the polygon
|
||||
v = p.First;
|
||||
while(v != null)
|
||||
{
|
||||
// Show the line
|
||||
if(v.Next != null) renderer.RenderLine(v.Value.Position, v.Next.Value.Position, c);
|
||||
if(v.Next != null) renderer.PlotLine(v.Value.Position, v.Next.Value.Position, c);
|
||||
v = v.Next;
|
||||
}
|
||||
|
||||
// Show last line as well
|
||||
renderer.RenderLine(p.Last.Value.Position, p.First.Value.Position, c);
|
||||
renderer.PlotLine(p.Last.Value.Position, p.First.Value.Position, c);
|
||||
|
||||
// Done
|
||||
renderer.Finish();
|
||||
|
@ -461,31 +461,31 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
if(renderer.StartPlotter(true))
|
||||
{
|
||||
// Render lines and vertices
|
||||
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.RenderVerticesSet(General.Map.Map.Vertices);
|
||||
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
||||
|
||||
// Go for all remaining vertices
|
||||
prev = null; first = null;
|
||||
foreach(EarClipVertex v in remains)
|
||||
{
|
||||
// Show the line
|
||||
if(prev != null) renderer.RenderLine(v.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
|
||||
if(prev != null) renderer.PlotLine(v.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
|
||||
if(prev == null) first = v;
|
||||
prev = v;
|
||||
|
||||
if(v.IsReflex)
|
||||
renderer.RenderVertexAt(v.Position, ColorCollection.SELECTION);
|
||||
renderer.PlotVertexAt(v.Position, ColorCollection.SELECTION);
|
||||
else
|
||||
renderer.RenderVertexAt(v.Position, ColorCollection.VERTICES);
|
||||
renderer.PlotVertexAt(v.Position, ColorCollection.VERTICES);
|
||||
}
|
||||
if(first != null) renderer.RenderLine(first.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
|
||||
if(first != null) renderer.PlotLine(first.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
|
||||
|
||||
if(found != null)
|
||||
{
|
||||
renderer.RenderLine(found[0].Position, found[1].Position, PixelColor.FromColor(Color.SkyBlue));
|
||||
renderer.RenderLine(found[1].Position, found[2].Position, PixelColor.FromColor(Color.SkyBlue));
|
||||
renderer.RenderLine(found[2].Position, found[0].Position, PixelColor.FromColor(Color.SkyBlue));
|
||||
renderer.RenderVertexAt(found[1].Position, ColorCollection.ASSOCIATION);
|
||||
renderer.PlotLine(found[0].Position, found[1].Position, PixelColor.FromColor(Color.SkyBlue));
|
||||
renderer.PlotLine(found[1].Position, found[2].Position, PixelColor.FromColor(Color.SkyBlue));
|
||||
renderer.PlotLine(found[2].Position, found[0].Position, PixelColor.FromColor(Color.SkyBlue));
|
||||
renderer.PlotVertexAt(found[1].Position, ColorCollection.ASSOCIATION);
|
||||
}
|
||||
|
||||
// Done
|
||||
|
@ -498,24 +498,24 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
if(renderer.StartPlotter(true))
|
||||
{
|
||||
// Render lines and vertices
|
||||
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.RenderVerticesSet(General.Map.Map.Vertices);
|
||||
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
||||
|
||||
// Go for all remaining vertices
|
||||
prev = null; first = null;
|
||||
foreach(EarClipVertex v in remains)
|
||||
{
|
||||
// Show the line
|
||||
if(prev != null) renderer.RenderLine(v.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
|
||||
if(prev != null) renderer.PlotLine(v.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
|
||||
if(prev == null) first = v;
|
||||
prev = v;
|
||||
|
||||
if(v.IsReflex)
|
||||
renderer.RenderVertexAt(v.Position, ColorCollection.SELECTION);
|
||||
renderer.PlotVertexAt(v.Position, ColorCollection.SELECTION);
|
||||
else
|
||||
renderer.RenderVertexAt(v.Position, ColorCollection.VERTICES);
|
||||
renderer.PlotVertexAt(v.Position, ColorCollection.VERTICES);
|
||||
}
|
||||
if(first != null) renderer.RenderLine(first.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
|
||||
if(first != null) renderer.PlotLine(first.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
|
||||
|
||||
// Done
|
||||
renderer.Finish();
|
||||
|
|
|
@ -133,8 +133,8 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
// Render lines and vertices
|
||||
if(renderer.StartPlotter(true))
|
||||
{
|
||||
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.RenderVerticesSet(General.Map.Map.Vertices);
|
||||
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
||||
if((highlighted != null) && !(highlighted is Thing)) DrawHighlight(true);
|
||||
renderer.Finish();
|
||||
}
|
||||
|
@ -161,21 +161,21 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
if(highlighted is Vertex)
|
||||
{
|
||||
if((highlighted as Vertex).IsDisposed) return;
|
||||
renderer.RenderVertex(highlighted as Vertex, ColorCollection.HIGHLIGHT);
|
||||
renderer.PlotVertex(highlighted as Vertex, ColorCollection.HIGHLIGHT);
|
||||
}
|
||||
// Linedef
|
||||
else if(highlighted is Linedef)
|
||||
{
|
||||
if((highlighted as Linedef).IsDisposed) return;
|
||||
renderer.RenderLinedef((highlighted as Linedef), General.Colors.Highlight);
|
||||
renderer.RenderVertex((highlighted as Linedef).Start, renderer.DetermineVertexColor((highlighted as Linedef).Start));
|
||||
renderer.RenderVertex((highlighted as Linedef).End, renderer.DetermineVertexColor((highlighted as Linedef).End));
|
||||
renderer.PlotLinedef((highlighted as Linedef), General.Colors.Highlight);
|
||||
renderer.PlotVertex((highlighted as Linedef).Start, renderer.DetermineVertexColor((highlighted as Linedef).Start));
|
||||
renderer.PlotVertex((highlighted as Linedef).End, renderer.DetermineVertexColor((highlighted as Linedef).End));
|
||||
}
|
||||
// Sector
|
||||
else if(highlighted is Sector)
|
||||
{
|
||||
if((highlighted as Sector).IsDisposed) return;
|
||||
renderer.RenderSector((highlighted as Sector), General.Colors.Highlight);
|
||||
renderer.PlotSector((highlighted as Sector), General.Colors.Highlight);
|
||||
}
|
||||
// Thing
|
||||
else if(highlighted is Thing)
|
||||
|
@ -191,21 +191,21 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
if(highlighted is Vertex)
|
||||
{
|
||||
if((highlighted as Vertex).IsDisposed) return;
|
||||
renderer.RenderVertex(highlighted as Vertex, renderer.DetermineVertexColor(highlighted as Vertex));
|
||||
renderer.PlotVertex(highlighted as Vertex, renderer.DetermineVertexColor(highlighted as Vertex));
|
||||
}
|
||||
// Linedef
|
||||
else if(highlighted is Linedef)
|
||||
{
|
||||
if((highlighted as Linedef).IsDisposed) return;
|
||||
renderer.RenderLinedef((highlighted as Linedef), renderer.DetermineLinedefColor((highlighted as Linedef)));
|
||||
renderer.RenderVertex((highlighted as Linedef).Start, renderer.DetermineVertexColor((highlighted as Linedef).Start));
|
||||
renderer.RenderVertex((highlighted as Linedef).End, renderer.DetermineVertexColor((highlighted as Linedef).End));
|
||||
renderer.PlotLinedef((highlighted as Linedef), renderer.DetermineLinedefColor((highlighted as Linedef)));
|
||||
renderer.PlotVertex((highlighted as Linedef).Start, renderer.DetermineVertexColor((highlighted as Linedef).Start));
|
||||
renderer.PlotVertex((highlighted as Linedef).End, renderer.DetermineVertexColor((highlighted as Linedef).End));
|
||||
}
|
||||
// Sector
|
||||
else if(highlighted is Sector)
|
||||
{
|
||||
if((highlighted as Sector).IsDisposed) return;
|
||||
renderer.RenderSector((highlighted as Sector));
|
||||
renderer.PlotSector((highlighted as Sector));
|
||||
}
|
||||
// Thing
|
||||
else if(highlighted is Thing)
|
||||
|
|
|
@ -214,8 +214,8 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
// Render lines and vertices
|
||||
if(renderer.StartPlotter(true))
|
||||
{
|
||||
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.RenderVerticesSet(General.Map.Map.Vertices);
|
||||
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
||||
renderer.Finish();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -113,8 +113,8 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
// Render lines and vertices
|
||||
if(renderer.StartPlotter(true))
|
||||
{
|
||||
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.RenderVerticesSet(General.Map.Map.Vertices);
|
||||
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
||||
if((highlighted != null) && !highlighted.IsDisposed)
|
||||
renderer.RenderThing(highlighted, General.Colors.Highlight);
|
||||
renderer.Finish();
|
||||
|
@ -165,11 +165,15 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
{
|
||||
base.MouseMove(e);
|
||||
|
||||
// Find the nearest vertex within highlight range
|
||||
Thing t = General.Map.Map.NearestThingSquareRange(mousemappos, THING_HIGHLIGHT_RANGE / renderer.Scale);
|
||||
// Not holding any buttons?
|
||||
if(e.Button == MouseButtons.None)
|
||||
{
|
||||
// Find the nearest vertex within highlight range
|
||||
Thing t = General.Map.Map.NearestThingSquareRange(mousemappos, THING_HIGHLIGHT_RANGE / renderer.Scale);
|
||||
|
||||
// Highlight if not the same
|
||||
if(t != highlighted) Highlight(t);
|
||||
// Highlight if not the same
|
||||
if(t != highlighted) Highlight(t);
|
||||
}
|
||||
}
|
||||
|
||||
// Mouse leaves
|
||||
|
|
|
@ -135,14 +135,14 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
*/
|
||||
|
||||
// Render lines and vertices
|
||||
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.RenderVerticesSet(unselectedverts);
|
||||
renderer.RenderVerticesSet(selectedverts);
|
||||
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.PlotVerticesSet(unselectedverts);
|
||||
renderer.PlotVerticesSet(selectedverts);
|
||||
|
||||
// Draw the dragged item highlighted
|
||||
// This is important to know, because this item is used
|
||||
// for snapping to the grid and snapping to nearest items
|
||||
renderer.RenderVertex(dragitem, ColorCollection.HIGHLIGHT);
|
||||
renderer.PlotVertex(dragitem, ColorCollection.HIGHLIGHT);
|
||||
|
||||
// Done
|
||||
renderer.Finish();
|
||||
|
|
|
@ -129,10 +129,10 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
// Render lines and vertices
|
||||
if(renderer.StartPlotter(true))
|
||||
{
|
||||
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.RenderVerticesSet(General.Map.Map.Vertices);
|
||||
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
||||
renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
||||
if((highlighted != null) && !highlighted.IsDisposed)
|
||||
renderer.RenderVertex(highlighted, ColorCollection.HIGHLIGHT);
|
||||
renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
|
||||
renderer.Finish();
|
||||
}
|
||||
|
||||
|
@ -155,14 +155,14 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
{
|
||||
// Undraw previous highlight
|
||||
if((highlighted != null) && !highlighted.IsDisposed)
|
||||
renderer.RenderVertex(highlighted, renderer.DetermineVertexColor(highlighted));
|
||||
renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted));
|
||||
|
||||
// Set new highlight
|
||||
highlighted = v;
|
||||
|
||||
// Render highlighted item
|
||||
if((highlighted != null) && !highlighted.IsDisposed)
|
||||
renderer.RenderVertex(highlighted, ColorCollection.HIGHLIGHT);
|
||||
renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
|
||||
|
||||
// Done
|
||||
renderer.Finish();
|
||||
|
@ -218,7 +218,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
// Redraw highlight to show selection
|
||||
if(renderer.StartPlotter(false))
|
||||
{
|
||||
renderer.RenderVertex(highlighted, renderer.DetermineVertexColor(highlighted));
|
||||
renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted));
|
||||
renderer.Finish();
|
||||
renderer.Present();
|
||||
}
|
||||
|
@ -237,7 +237,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
// Render highlighted item
|
||||
if(renderer.StartPlotter(false))
|
||||
{
|
||||
renderer.RenderVertex(highlighted, ColorCollection.HIGHLIGHT);
|
||||
renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
|
||||
renderer.Finish();
|
||||
renderer.Present();
|
||||
}
|
||||
|
|
|
@ -23,6 +23,7 @@ using System.Globalization;
|
|||
using System.Text;
|
||||
using CodeImp.DoomBuilder.IO;
|
||||
using CodeImp.DoomBuilder.Geometry;
|
||||
using System.Drawing;
|
||||
|
||||
#endregion
|
||||
|
||||
|
|
91
Source/Rendering/Color2DShader.cs
Normal file
91
Source/Rendering/Color2DShader.cs
Normal file
|
@ -0,0 +1,91 @@
|
|||
|
||||
#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;
|
||||
using CodeImp.DoomBuilder.Map;
|
||||
using SlimDX.Direct3D;
|
||||
using SlimDX.Direct3D9;
|
||||
using SlimDX;
|
||||
using CodeImp.DoomBuilder.Geometry;
|
||||
using System.Drawing.Imaging;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace CodeImp.DoomBuilder.Rendering
|
||||
{
|
||||
internal sealed class Color2DShader : D3DShader
|
||||
{
|
||||
#region ================== Variables
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Properties
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Constructor / Disposer
|
||||
|
||||
// Constructor
|
||||
public Color2DShader(ShaderManager manager) : base(manager)
|
||||
{
|
||||
// Load effect from file
|
||||
effect = LoadEffect("color2d.fx");
|
||||
|
||||
// Initialize world vertex declaration
|
||||
VertexElement[] elements = new VertexElement[]
|
||||
{
|
||||
new VertexElement(0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0),
|
||||
new VertexElement(0, 16, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
|
||||
new VertexElement(0, 20, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
|
||||
VertexElement.VertexDeclarationEnd
|
||||
};
|
||||
vertexdecl = new VertexDeclaration(General.Map.Graphics.Device, elements);
|
||||
|
||||
// We have no destructor
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
|
||||
// Disposer
|
||||
public override void Dispose()
|
||||
{
|
||||
// Not already disposed?
|
||||
if(!isdisposed)
|
||||
{
|
||||
// Clean up
|
||||
|
||||
// Done
|
||||
base.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Methods
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
|
@ -124,6 +124,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
device.SetRenderState(RenderState.AntialiasedLineEnable, false);
|
||||
device.SetRenderState(RenderState.Ambient, Color.White.ToArgb());
|
||||
device.SetRenderState(RenderState.AmbientMaterialSource, ColorSource.Material);
|
||||
device.SetRenderState(RenderState.ColorWriteEnable, ColorWriteEnable.Red | ColorWriteEnable.Green | ColorWriteEnable.Blue | ColorWriteEnable.Alpha);
|
||||
device.SetRenderState(RenderState.ColorVertex, false);
|
||||
device.SetRenderState(RenderState.DiffuseMaterialSource, ColorSource.Color1);
|
||||
device.SetRenderState(RenderState.FillMode, FillMode.Solid);
|
||||
|
|
253
Source/Rendering/FlatQuad.cs
Normal file
253
Source/Rendering/FlatQuad.cs
Normal file
|
@ -0,0 +1,253 @@
|
|||
|
||||
#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.Drawing;
|
||||
using SlimDX.Direct3D;
|
||||
using SlimDX.Direct3D9;
|
||||
using SlimDX;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace CodeImp.DoomBuilder.Rendering
|
||||
{
|
||||
// FlatQuad
|
||||
internal class FlatQuad
|
||||
{
|
||||
#region ================== Variables
|
||||
|
||||
// Vertices
|
||||
private FlatVertex[] vertices;
|
||||
private PrimitiveType type;
|
||||
private int numvertices;
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Properties
|
||||
|
||||
public FlatVertex[] Vertices { get { return vertices; } }
|
||||
public PrimitiveType Type { get { return type; } }
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Constructors
|
||||
|
||||
// Constructor
|
||||
public FlatQuad(PrimitiveType type, float left, float top, float right, float bottom)
|
||||
{
|
||||
// Initialize
|
||||
Initialize(type);
|
||||
|
||||
// Set coordinates
|
||||
if(type == PrimitiveType.TriangleList)
|
||||
SetTriangleListCoordinates(left, top, right, bottom, 0f, 0f, 1f, 1f);
|
||||
else if(type == PrimitiveType.TriangleStrip)
|
||||
SetTriangleStripCoordinates(left, top, right, bottom, 0f, 0f, 1f, 1f);
|
||||
|
||||
// We have no destructor
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
|
||||
// Constructor
|
||||
public FlatQuad(PrimitiveType type, float left, float top, float right, float bottom, float twidth, float theight)
|
||||
{
|
||||
float twd, thd;
|
||||
|
||||
// Initialize
|
||||
Initialize(type);
|
||||
|
||||
// Determine texture size dividers
|
||||
twd = 1f / twidth;
|
||||
thd = 1f / theight;
|
||||
|
||||
// Set coordinates
|
||||
if(type == PrimitiveType.TriangleList)
|
||||
SetTriangleListCoordinates(left, top, right, bottom, twd, thd, 1f - twd, 1f - thd);
|
||||
else if(type == PrimitiveType.TriangleStrip)
|
||||
SetTriangleStripCoordinates(left, top, right, bottom, twd, thd, 1f - twd, 1f - thd);
|
||||
|
||||
// We have no destructor
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
|
||||
// Constructor
|
||||
public FlatQuad(PrimitiveType type, RectangleF pos, float tl, float tt, float tr, float tb)
|
||||
{
|
||||
// Initialize
|
||||
Initialize(type);
|
||||
|
||||
// Set coordinates
|
||||
if(type == PrimitiveType.TriangleList)
|
||||
SetTriangleListCoordinates(pos.Left, pos.Top, pos.Right, pos.Bottom, tl, tt, tr, tb);
|
||||
else if(type == PrimitiveType.TriangleStrip)
|
||||
SetTriangleStripCoordinates(pos.Left, pos.Top, pos.Right, pos.Bottom, tl, tt, tr, tb);
|
||||
|
||||
// We have no destructor
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
|
||||
// Constructor
|
||||
public FlatQuad(PrimitiveType type, float left, float top, float right, float bottom, float tl, float tt, float tr, float tb)
|
||||
{
|
||||
// Initialize
|
||||
Initialize(type);
|
||||
|
||||
// Set coordinates
|
||||
if(type == PrimitiveType.TriangleList)
|
||||
SetTriangleListCoordinates(left, top, right, bottom, tl, tt, tr, tb);
|
||||
else if(type == PrimitiveType.TriangleStrip)
|
||||
SetTriangleStripCoordinates(left, top, right, bottom, tl, tt, tr, tb);
|
||||
|
||||
// We have no destructor
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Methods
|
||||
|
||||
// This sets the color on all vertices
|
||||
public void SetColors(int color)
|
||||
{
|
||||
// Go for all vertices to set the color
|
||||
for(int i = 0; i < numvertices; i++)
|
||||
vertices[i].c = color;
|
||||
}
|
||||
|
||||
// This sets the color on all vertices
|
||||
public void SetColors(int clt, int crt, int clb, int crb)
|
||||
{
|
||||
// Determine polygon type
|
||||
if(type == PrimitiveType.TriangleList)
|
||||
{
|
||||
// Go for all vertices to set the color
|
||||
vertices[0].c = clt;
|
||||
vertices[1].c = crt;
|
||||
vertices[2].c = clb;
|
||||
vertices[3].c = clb;
|
||||
vertices[4].c = crt;
|
||||
vertices[5].c = crb;
|
||||
}
|
||||
else if(type == PrimitiveType.TriangleStrip)
|
||||
{
|
||||
// Go for all vertices to set the color
|
||||
vertices[0].c = clt;
|
||||
vertices[1].c = crt;
|
||||
vertices[2].c = clb;
|
||||
vertices[3].c = crb;
|
||||
}
|
||||
}
|
||||
|
||||
// This applies coordinates for TriangleList type
|
||||
private void SetTriangleListCoordinates(float vl, float vt, float vr, float vb,
|
||||
float tl, float tt, float tr, float tb)
|
||||
{
|
||||
// Setup coordinates
|
||||
vertices[0].x = vl;
|
||||
vertices[0].y = vt;
|
||||
vertices[1].x = vr;
|
||||
vertices[1].y = vt;
|
||||
vertices[2].x = vl;
|
||||
vertices[2].y = vb;
|
||||
vertices[3].x = vl;
|
||||
vertices[3].y = vb;
|
||||
vertices[4].x = vr;
|
||||
vertices[4].y = vt;
|
||||
vertices[5].x = vr;
|
||||
vertices[5].y = vb;
|
||||
|
||||
// Set texture coordinates
|
||||
vertices[0].u = tl;
|
||||
vertices[0].v = tt;
|
||||
vertices[1].u = tr;
|
||||
vertices[1].v = tt;
|
||||
vertices[2].u = tl;
|
||||
vertices[2].v = tb;
|
||||
vertices[3].u = tl;
|
||||
vertices[3].v = tb;
|
||||
vertices[4].u = tr;
|
||||
vertices[4].v = tt;
|
||||
vertices[5].u = tr;
|
||||
vertices[5].v = tb;
|
||||
}
|
||||
|
||||
// This applies coordinates for TriangleStrip type
|
||||
private void SetTriangleStripCoordinates(float vl, float vt, float vr, float vb,
|
||||
float tl, float tt, float tr, float tb)
|
||||
{
|
||||
// Setup coordinates
|
||||
vertices[0].x = vl;
|
||||
vertices[0].y = vt;
|
||||
vertices[1].x = vr;
|
||||
vertices[1].y = vt;
|
||||
vertices[2].x = vl;
|
||||
vertices[2].y = vb;
|
||||
vertices[3].x = vr;
|
||||
vertices[3].y = vb;
|
||||
|
||||
// Set texture coordinates
|
||||
vertices[0].u = tl;
|
||||
vertices[0].v = tt;
|
||||
vertices[1].u = tr;
|
||||
vertices[1].v = tt;
|
||||
vertices[2].u = tl;
|
||||
vertices[2].v = tb;
|
||||
vertices[3].u = tr;
|
||||
vertices[3].v = tb;
|
||||
}
|
||||
|
||||
// This initializes vertices to default values
|
||||
private void Initialize(PrimitiveType type)
|
||||
{
|
||||
// Determine primitive type
|
||||
this.type = type;
|
||||
|
||||
// Determine number of vertices
|
||||
if(type == PrimitiveType.TriangleList)
|
||||
numvertices = 6;
|
||||
else if(type == PrimitiveType.TriangleStrip)
|
||||
numvertices = 4;
|
||||
else
|
||||
throw new NotSupportedException("Unsupported PrimitiveType");
|
||||
|
||||
// Make the array
|
||||
vertices = new FlatVertex[numvertices];
|
||||
|
||||
// Go for all vertices
|
||||
for(int i = 0; i < numvertices; i++)
|
||||
{
|
||||
// Initialize to defaults
|
||||
vertices[i].w = 1f;
|
||||
vertices[i].c = -1;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Rendering
|
||||
|
||||
// This renders the quad
|
||||
public void Render(D3DDevice device)
|
||||
{
|
||||
// Render the quad
|
||||
device.Device.DrawUserPrimitives<FlatVertex>(type, 0, 2, vertices);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
|
@ -54,20 +54,22 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
// Rendering management methods
|
||||
bool StartPlotter(bool clear);
|
||||
bool StartThings(bool clear);
|
||||
bool StartOverlay(bool clear);
|
||||
void Finish();
|
||||
void SetThingsRenderOrder(bool front);
|
||||
void Present();
|
||||
|
||||
// Drawing methods
|
||||
void RenderLine(Vector2D start, Vector2D end, PixelColor c);
|
||||
void RenderLinedef(Linedef l, PixelColor c);
|
||||
void RenderLinedefSet(ICollection<Linedef> linedefs);
|
||||
void RenderSector(Sector s);
|
||||
void RenderSector(Sector s, PixelColor c);
|
||||
void PlotLine(Vector2D start, Vector2D end, PixelColor c);
|
||||
void PlotLinedef(Linedef l, PixelColor c);
|
||||
void PlotLinedefSet(ICollection<Linedef> linedefs);
|
||||
void PlotSector(Sector s);
|
||||
void PlotSector(Sector s, PixelColor c);
|
||||
void PlotVertex(Vertex v, int colorindex);
|
||||
void PlotVertexAt(Vector2D v, int colorindex);
|
||||
void PlotVerticesSet(ICollection<Vertex> vertices);
|
||||
void RenderThing(Thing t, PixelColor c);
|
||||
void RenderThingSet(ICollection<Thing> things);
|
||||
void RenderVertex(Vertex v, int colorindex);
|
||||
void RenderVertexAt(Vector2D v, int colorindex);
|
||||
void RenderVerticesSet(ICollection<Vertex> vertices);
|
||||
void RenderRectangle(RectangleF rect, float bordersize, PixelColor c, bool transformrect);
|
||||
}
|
||||
}
|
||||
|
|
21
Source/Rendering/RenderLayers.cs
Normal file
21
Source/Rendering/RenderLayers.cs
Normal file
|
@ -0,0 +1,21 @@
|
|||
#region ================== Namespaces
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Text;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace CodeImp.DoomBuilder.Rendering
|
||||
{
|
||||
internal enum RenderLayers : int
|
||||
{
|
||||
None = 0,
|
||||
Background = 1,
|
||||
Plotter = 2,
|
||||
Things = 3,
|
||||
Overlay = 4
|
||||
}
|
||||
}
|
|
@ -43,17 +43,18 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
/* This renders a 2D presentation of the map
|
||||
* This is done in several layers:
|
||||
*
|
||||
* 1) Background image
|
||||
* 1) Background grid
|
||||
*
|
||||
* 2) Things
|
||||
*
|
||||
* 3) Plotter (grid and geometric structures)
|
||||
* 3) Plotter (geometric structures)
|
||||
*
|
||||
* 4) Overlay
|
||||
*
|
||||
* The order of layers 2 and 3 can be changed by
|
||||
* calling SetThingsRenderOrder.
|
||||
*/
|
||||
|
||||
internal unsafe sealed class Renderer2D : Renderer, IRenderer2D
|
||||
{
|
||||
#region ================== Constants
|
||||
|
@ -75,15 +76,17 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
private Texture backtex;
|
||||
private Texture plottertex;
|
||||
private Texture thingstex;
|
||||
private Texture overlaytex;
|
||||
|
||||
// Locking data
|
||||
private LockedRect plotlocked;
|
||||
private Surface thingssurface;
|
||||
private Surface targetsurface;
|
||||
|
||||
// Rendertarget sizes
|
||||
private Size windowsize;
|
||||
private Size structsize;
|
||||
private Size thingssize;
|
||||
private Size overlaysize;
|
||||
private Size backsize;
|
||||
|
||||
// Geometry plotter
|
||||
|
@ -100,6 +103,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
// Render settings
|
||||
private bool thingsfront;
|
||||
private int vertexsize;
|
||||
private RenderLayers renderlayer = RenderLayers.None;
|
||||
|
||||
// Images
|
||||
private ResourceImage thingtexture;
|
||||
|
@ -237,6 +241,21 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
// Render things in front?
|
||||
if(thingsfront) PresentThings(1f);
|
||||
|
||||
// Set renderstates
|
||||
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
|
||||
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
|
||||
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
|
||||
graphics.Device.SetRenderState(RenderState.DestBlend, Blend.InvSourceAlpha);
|
||||
graphics.Device.SetRenderState(RenderState.TextureFactor, (new ColorValue(1f, 1f, 1f, 1f)).ToArgb());
|
||||
graphics.Device.SetTexture(0, overlaytex);
|
||||
graphics.Shaders.Display2D.Texture1 = overlaytex;
|
||||
graphics.Shaders.Display2D.SetSettings(1f / thingssize.Width, 1f / thingssize.Height, FSAA_BLEND_FACTOR, 1f);
|
||||
|
||||
// Draw the overlay texture
|
||||
graphics.Shaders.Display2D.BeginPass(0);
|
||||
graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
|
||||
graphics.Shaders.Display2D.EndPass();
|
||||
|
||||
// Done
|
||||
graphics.Shaders.Display2D.End();
|
||||
graphics.FinishRendering();
|
||||
|
@ -307,12 +326,14 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
// Trash rendertargets
|
||||
if(plottertex != null) plottertex.Dispose();
|
||||
if(thingstex != null) thingstex.Dispose();
|
||||
if(overlaytex != null) overlaytex.Dispose();
|
||||
if(backtex != null) backtex.Dispose();
|
||||
if(screenverts != null) screenverts.Dispose();
|
||||
plottertex = null;
|
||||
thingstex = null;
|
||||
backtex = null;
|
||||
screenverts = null;
|
||||
overlaytex = null;
|
||||
|
||||
// Trash things batch buffer
|
||||
if(thingsvertices != null) thingsvertices.Dispose();
|
||||
|
@ -340,6 +361,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
plottertex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
|
||||
thingstex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
|
||||
backtex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
|
||||
overlaytex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
|
||||
|
||||
// Get the real surface sizes
|
||||
sd = plottertex.GetLevelDescription(0);
|
||||
|
@ -351,7 +373,15 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
sd = backtex.GetLevelDescription(0);
|
||||
backsize.Width = sd.Width;
|
||||
backsize.Height = sd.Height;
|
||||
|
||||
sd = overlaytex.GetLevelDescription(0);
|
||||
overlaysize.Width = sd.Width;
|
||||
overlaysize.Height = sd.Height;
|
||||
|
||||
// Clear rendertargets
|
||||
StartPlotter(true); Finish();
|
||||
StartThings(true); Finish();
|
||||
StartOverlay(true); Finish();
|
||||
|
||||
// Create vertex buffers
|
||||
screenverts = new VertexBuffer(graphics.Device, 4 * sizeof(FlatVertex), Usage.Dynamic | Usage.WriteOnly, VertexFormat.None, Pool.Default);
|
||||
|
||||
|
@ -441,6 +471,307 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
|
||||
#endregion
|
||||
|
||||
#region ================== Colors
|
||||
|
||||
// This returns the color for a thing
|
||||
public PixelColor DetermineThingColor(Thing t)
|
||||
{
|
||||
// Determine color
|
||||
if(t.Selected) return General.Colors.Selection;
|
||||
else return t.Color;
|
||||
}
|
||||
|
||||
// This returns the color for a vertex
|
||||
public int DetermineVertexColor(Vertex v)
|
||||
{
|
||||
// Determine color
|
||||
if(v.Selected) return ColorCollection.SELECTION;
|
||||
else return ColorCollection.VERTICES;
|
||||
}
|
||||
|
||||
// This returns the color for a linedef
|
||||
public PixelColor DetermineLinedefColor(Linedef l)
|
||||
{
|
||||
// Impassable lines
|
||||
if((l.Flags & General.Map.Config.ImpassableFlags) != 0)
|
||||
{
|
||||
// Determine color
|
||||
if(l.Selected) return General.Colors.Selection;
|
||||
else if(l.Action != 0) return General.Colors.Actions;
|
||||
else return General.Colors.Linedefs;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Determine color
|
||||
if(l.Selected) return General.Colors.Selection;
|
||||
else if(l.Action != 0) return General.Colors.Actions.WithAlpha(DOUBLESIDED_LINE_ALPHA);
|
||||
else if((l.Flags & General.Map.Config.SoundLinedefFlags) != 0) return General.Colors.Sounds.WithAlpha(DOUBLESIDED_LINE_ALPHA);
|
||||
else return General.Colors.Linedefs.WithAlpha(DOUBLESIDED_LINE_ALPHA);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Settings
|
||||
|
||||
// This sets the things in front or back
|
||||
public void SetThingsRenderOrder(bool front)
|
||||
{
|
||||
// Set things render order
|
||||
this.thingsfront = front;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Start / Finish
|
||||
|
||||
// This begins a drawing session
|
||||
public unsafe bool StartPlotter(bool clear)
|
||||
{
|
||||
if(renderlayer != RenderLayers.None) throw new InvalidCallException("Renderer starting called before finished previous layer. Call Finish() first!");
|
||||
renderlayer = RenderLayers.Plotter;
|
||||
|
||||
// Rendertargets available?
|
||||
if(plottertex != null)
|
||||
{
|
||||
// Lock structures rendertarget memory
|
||||
plotlocked = plottertex.LockRectangle(0, LockFlags.NoSystemLock);
|
||||
|
||||
// Create structures plotter
|
||||
plotter = new Plotter((PixelColor*)plotlocked.Data.DataPointer.ToPointer(), plotlocked.Pitch / sizeof(PixelColor), structsize.Height, structsize.Width, structsize.Height);
|
||||
if(clear) plotter.Clear();
|
||||
|
||||
// Redraw grid when structures image was cleared
|
||||
if(clear)
|
||||
{
|
||||
RenderBackgroundGrid();
|
||||
SetupBackground();
|
||||
}
|
||||
|
||||
// Ready for rendering
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Can't render!
|
||||
Finish();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// This begins a drawing session
|
||||
public unsafe bool StartThings(bool clear)
|
||||
{
|
||||
if(renderlayer != RenderLayers.None) throw new InvalidCallException("Renderer starting called before finished previous layer. Call Finish() first!");
|
||||
renderlayer = RenderLayers.Things;
|
||||
|
||||
// Rendertargets available?
|
||||
if(thingstex != null)
|
||||
{
|
||||
// Always trash things batch buffer
|
||||
if(thingsvertices != null) thingsvertices.Dispose();
|
||||
thingsvertices = null;
|
||||
numthings = 0;
|
||||
maxthings = 0;
|
||||
|
||||
// Set the rendertarget to the things texture
|
||||
targetsurface = thingstex.GetSurfaceLevel(0);
|
||||
if(graphics.StartRendering(clear, 0, targetsurface, null))
|
||||
{
|
||||
// Ready for rendering
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Can't render!
|
||||
Finish();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Can't render!
|
||||
Finish();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// This begins a drawing session
|
||||
public unsafe bool StartOverlay(bool clear)
|
||||
{
|
||||
if(renderlayer != RenderLayers.None) throw new InvalidCallException("Renderer starting called before finished previous layer. Call Finish() first!");
|
||||
renderlayer = RenderLayers.Overlay;
|
||||
|
||||
// Rendertargets available?
|
||||
if(overlaytex != null)
|
||||
{
|
||||
// Set the rendertarget to the things texture
|
||||
targetsurface = overlaytex.GetSurfaceLevel(0);
|
||||
if(graphics.StartRendering(clear, 0, targetsurface, null))
|
||||
{
|
||||
// Ready for rendering
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Can't render!
|
||||
Finish();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Can't render!
|
||||
Finish();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// This ends a drawing session
|
||||
public void Finish()
|
||||
{
|
||||
// Stop rendering
|
||||
graphics.FinishRendering();
|
||||
|
||||
// Clean up plotter
|
||||
if(renderlayer == RenderLayers.Plotter)
|
||||
{
|
||||
if(plottertex != null) plottertex.UnlockRectangle(0);
|
||||
if(plotlocked.Data != null) plotlocked.Data.Dispose();
|
||||
plotter = null;
|
||||
}
|
||||
|
||||
// Clean up things / overlay
|
||||
if((renderlayer == RenderLayers.Things) || (renderlayer == RenderLayers.Overlay))
|
||||
{
|
||||
// Release rendertarget
|
||||
try
|
||||
{
|
||||
graphics.Device.SetDepthStencilSurface(graphics.DepthBuffer);
|
||||
graphics.Device.SetRenderTarget(0, graphics.BackBuffer);
|
||||
}
|
||||
catch(Exception) { }
|
||||
if(targetsurface != null) targetsurface.Dispose();
|
||||
targetsurface = null;
|
||||
}
|
||||
|
||||
// Done
|
||||
renderlayer = RenderLayers.None;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Background
|
||||
|
||||
// This sets up background image vertices
|
||||
private void SetupBackground()
|
||||
{
|
||||
Vector2D ltpos, rbpos;
|
||||
Vector2D backoffset = new Vector2D((float)General.Map.Grid.BackgroundX, (float)General.Map.Grid.BackgroundY);
|
||||
Vector2D backimagesize = new Vector2D((float)General.Map.Grid.Background.Width, (float)General.Map.Grid.Background.Height);
|
||||
|
||||
// Only if a background image is set
|
||||
if((General.Map.Grid.Background != null) &&
|
||||
!(General.Map.Grid.Background is NullImage))
|
||||
{
|
||||
// Make vertices
|
||||
backimageverts = CreateScreenVerts(windowsize);
|
||||
|
||||
// Determine map coordinates for view window
|
||||
ltpos = GetMapCoordinates(new Vector2D(0f, 0f));
|
||||
rbpos = GetMapCoordinates(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()
|
||||
{
|
||||
Plotter gridplotter;
|
||||
LockedRect lockedrect;
|
||||
|
||||
// Do we need to redraw grid?
|
||||
if((lastgridscale != scale) || (lastgridx != offsetx) || (lastgridy != offsety))
|
||||
{
|
||||
// Lock background rendertarget memory
|
||||
lockedrect = backtex.LockRectangle(0, LockFlags.NoSystemLock);
|
||||
|
||||
// Create a plotter
|
||||
gridplotter = new Plotter((PixelColor*)lockedrect.Data.DataPointer.ToPointer(), lockedrect.Pitch / sizeof(PixelColor), backsize.Height, backsize.Width, backsize.Height);
|
||||
gridplotter.Clear();
|
||||
|
||||
// Render normal grid
|
||||
RenderGrid(General.Map.Grid.GridSize, General.Colors.Grid, gridplotter);
|
||||
|
||||
// Render 64 grid
|
||||
if(General.Map.Grid.GridSize <= 64) RenderGrid(64f, General.Colors.Grid64, gridplotter);
|
||||
|
||||
// Done
|
||||
backtex.UnlockRectangle(0);
|
||||
lockedrect.Data.Dispose();
|
||||
lastgridscale = scale;
|
||||
lastgridx = offsetx;
|
||||
lastgridy = offsety;
|
||||
}
|
||||
}
|
||||
|
||||
// This renders the grid
|
||||
private void RenderGrid(float size, PixelColor c, Plotter gridplotter)
|
||||
{
|
||||
Vector2D ltpos, rbpos;
|
||||
Vector2D pos = new Vector2D();
|
||||
float sizeinv = 1f / size;
|
||||
|
||||
// Only render grid when not screen-filling
|
||||
if((size * scale) > 6f)
|
||||
{
|
||||
// Determine map coordinates for view window
|
||||
ltpos = GetMapCoordinates(new Vector2D(0, 0));
|
||||
rbpos = GetMapCoordinates(new Vector2D(windowsize.Width, windowsize.Height));
|
||||
|
||||
// Clip to nearest grid
|
||||
ltpos = GridSetup.SnappedToGrid(ltpos, size, sizeinv);
|
||||
rbpos = GridSetup.SnappedToGrid(rbpos, size, sizeinv);
|
||||
|
||||
// Draw all horizontal grid lines
|
||||
for(float y = ltpos.y + size; y > rbpos.y - size; y -= size)
|
||||
{
|
||||
pos.y = y;
|
||||
pos = pos.GetTransformed(translatex, translatey, scale, -scale);
|
||||
gridplotter.DrawGridLineH((int)pos.y, c);
|
||||
}
|
||||
|
||||
// Draw all vertical grid lines
|
||||
for(float x = ltpos.x - size; x < rbpos.x + size; x += size)
|
||||
{
|
||||
pos.x = x;
|
||||
pos = pos.GetTransformed(translatex, translatey, scale, -scale);
|
||||
gridplotter.DrawGridLineV((int)pos.x, c);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Things
|
||||
|
||||
// This ensures there is enough place in the things buffer
|
||||
|
@ -631,274 +962,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
graphics.Shaders.Things2D.End();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Colors
|
||||
|
||||
// This returns the color for a thing
|
||||
public PixelColor DetermineThingColor(Thing t)
|
||||
{
|
||||
// Determine color
|
||||
if(t.Selected) return General.Colors.Selection;
|
||||
else return t.Color;
|
||||
}
|
||||
|
||||
// This returns the color for a vertex
|
||||
public int DetermineVertexColor(Vertex v)
|
||||
{
|
||||
// Determine color
|
||||
if(v.Selected) return ColorCollection.SELECTION;
|
||||
else return ColorCollection.VERTICES;
|
||||
}
|
||||
|
||||
// This returns the color for a linedef
|
||||
public PixelColor DetermineLinedefColor(Linedef l)
|
||||
{
|
||||
// Impassable lines
|
||||
if((l.Flags & General.Map.Config.ImpassableFlags) != 0)
|
||||
{
|
||||
// Determine color
|
||||
if(l.Selected) return General.Colors.Selection;
|
||||
else if(l.Action != 0) return General.Colors.Actions;
|
||||
else return General.Colors.Linedefs;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Determine color
|
||||
if(l.Selected) return General.Colors.Selection;
|
||||
else if(l.Action != 0) return General.Colors.Actions.WithAlpha(DOUBLESIDED_LINE_ALPHA);
|
||||
else if((l.Flags & General.Map.Config.SoundLinedefFlags) != 0) return General.Colors.Sounds.WithAlpha(DOUBLESIDED_LINE_ALPHA);
|
||||
else return General.Colors.Linedefs.WithAlpha(DOUBLESIDED_LINE_ALPHA);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Settings
|
||||
|
||||
// This sets the things in front or back
|
||||
public void SetThingsRenderOrder(bool front)
|
||||
{
|
||||
// Set things render order
|
||||
this.thingsfront = front;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Background
|
||||
|
||||
// This sets up background image vertices
|
||||
private void SetupBackground()
|
||||
{
|
||||
Vector2D ltpos, rbpos;
|
||||
Vector2D backoffset = new Vector2D((float)General.Map.Grid.BackgroundX, (float)General.Map.Grid.BackgroundY);
|
||||
Vector2D backimagesize = new Vector2D((float)General.Map.Grid.Background.Width, (float)General.Map.Grid.Background.Height);
|
||||
|
||||
// Only if a background image is set
|
||||
if((General.Map.Grid.Background != null) &&
|
||||
!(General.Map.Grid.Background is NullImage))
|
||||
{
|
||||
// Make vertices
|
||||
backimageverts = CreateScreenVerts(windowsize);
|
||||
|
||||
// Determine map coordinates for view window
|
||||
ltpos = GetMapCoordinates(new Vector2D(0f, 0f));
|
||||
rbpos = GetMapCoordinates(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()
|
||||
{
|
||||
Plotter gridplotter;
|
||||
LockedRect lockedrect;
|
||||
|
||||
// Do we need to redraw grid?
|
||||
if((lastgridscale != scale) || (lastgridx != offsetx) || (lastgridy != offsety))
|
||||
{
|
||||
// Lock background rendertarget memory
|
||||
lockedrect = backtex.LockRectangle(0, LockFlags.NoSystemLock);
|
||||
|
||||
// Create a plotter
|
||||
gridplotter = new Plotter((PixelColor*)lockedrect.Data.DataPointer.ToPointer(), lockedrect.Pitch / sizeof(PixelColor), backsize.Height, backsize.Width, backsize.Height);
|
||||
gridplotter.Clear();
|
||||
|
||||
// Render normal grid
|
||||
RenderGrid(General.Map.Grid.GridSize, General.Colors.Grid, gridplotter);
|
||||
|
||||
// Render 64 grid
|
||||
if(General.Map.Grid.GridSize <= 64) RenderGrid(64f, General.Colors.Grid64, gridplotter);
|
||||
|
||||
// Done
|
||||
backtex.UnlockRectangle(0);
|
||||
lockedrect.Data.Dispose();
|
||||
lastgridscale = scale;
|
||||
lastgridx = offsetx;
|
||||
lastgridy = offsety;
|
||||
}
|
||||
}
|
||||
|
||||
// This renders the grid
|
||||
private void RenderGrid(float size, PixelColor c, Plotter gridplotter)
|
||||
{
|
||||
Vector2D ltpos, rbpos;
|
||||
Vector2D pos = new Vector2D();
|
||||
float sizeinv = 1f / size;
|
||||
|
||||
// Only render grid when not screen-filling
|
||||
if((size * scale) > 6f)
|
||||
{
|
||||
// Determine map coordinates for view window
|
||||
ltpos = GetMapCoordinates(new Vector2D(0, 0));
|
||||
rbpos = GetMapCoordinates(new Vector2D(windowsize.Width, windowsize.Height));
|
||||
|
||||
// Clip to nearest grid
|
||||
ltpos = GridSetup.SnappedToGrid(ltpos, size, sizeinv);
|
||||
rbpos = GridSetup.SnappedToGrid(rbpos, size, sizeinv);
|
||||
|
||||
// Draw all horizontal grid lines
|
||||
for(float y = ltpos.y + size; y > rbpos.y - size; y -= size)
|
||||
{
|
||||
pos.y = y;
|
||||
pos = pos.GetTransformed(translatex, translatey, scale, -scale);
|
||||
gridplotter.DrawGridLineH((int)pos.y, c);
|
||||
}
|
||||
|
||||
// Draw all vertical grid lines
|
||||
for(float x = ltpos.x - size; x < rbpos.x + size; x += size)
|
||||
{
|
||||
pos.x = x;
|
||||
pos = pos.GetTransformed(translatex, translatey, scale, -scale);
|
||||
gridplotter.DrawGridLineV((int)pos.x, c);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Basic Tools
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Rendering
|
||||
|
||||
// This begins a drawing session
|
||||
public unsafe bool StartPlotter(bool clear)
|
||||
{
|
||||
// Rendertargets available?
|
||||
if(plottertex != null)
|
||||
{
|
||||
// Lock structures rendertarget memory
|
||||
plotlocked = plottertex.LockRectangle(0, LockFlags.NoSystemLock);
|
||||
|
||||
// Create structures plotter
|
||||
plotter = new Plotter((PixelColor*)plotlocked.Data.DataPointer.ToPointer(), plotlocked.Pitch / sizeof(PixelColor), structsize.Height, structsize.Width, structsize.Height);
|
||||
if(clear) plotter.Clear();
|
||||
|
||||
// Redraw grid when structures image was cleared
|
||||
if(clear) RenderBackgroundGrid();
|
||||
|
||||
// Always trash things batch buffer
|
||||
if(thingsvertices != null) thingsvertices.Dispose();
|
||||
thingsvertices = null;
|
||||
numthings = 0;
|
||||
maxthings = 0;
|
||||
|
||||
// Setup vertices for background image
|
||||
SetupBackground();
|
||||
|
||||
// Ready for rendering
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Can't render!
|
||||
Finish();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// This begins a drawing session
|
||||
public unsafe bool StartThings(bool clear)
|
||||
{
|
||||
// Rendertargets available?
|
||||
if(thingstex != null)
|
||||
{
|
||||
// Always trash things batch buffer
|
||||
if(thingsvertices != null) thingsvertices.Dispose();
|
||||
thingsvertices = null;
|
||||
numthings = 0;
|
||||
maxthings = 0;
|
||||
|
||||
// Setup vertices for background image
|
||||
SetupBackground();
|
||||
|
||||
// Set the rendertarget to the things texture
|
||||
thingssurface = thingstex.GetSurfaceLevel(0);
|
||||
if(graphics.StartRendering(clear, 0, thingssurface, null))
|
||||
{
|
||||
// Ready for rendering
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Can't render!
|
||||
Finish();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Can't render!
|
||||
Finish();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// This ends a drawing session
|
||||
public void Finish()
|
||||
{
|
||||
// Stop rendering
|
||||
graphics.FinishRendering();
|
||||
|
||||
// Release rendertarget
|
||||
try
|
||||
{
|
||||
graphics.Device.SetDepthStencilSurface(graphics.DepthBuffer);
|
||||
graphics.Device.SetRenderTarget(0, graphics.BackBuffer);
|
||||
}
|
||||
catch(Exception) { }
|
||||
|
||||
// Clean up
|
||||
if(plottertex != null) plottertex.UnlockRectangle(0);
|
||||
if(plotlocked.Data != null) plotlocked.Data.Dispose();
|
||||
if(thingssurface != null) thingssurface.Dispose();
|
||||
thingssurface = null;
|
||||
plotter = null;
|
||||
}
|
||||
|
||||
// This adds a thing in the things buffer for rendering
|
||||
public void RenderThing(Thing t, PixelColor c)
|
||||
{
|
||||
|
@ -919,7 +983,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
thingsvertices.Unlock();
|
||||
stream.Dispose();
|
||||
}
|
||||
|
||||
|
||||
// Thing added, render it
|
||||
RenderThingsBatch(numthings, 1);
|
||||
numthings++;
|
||||
|
@ -932,7 +996,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
FlatVertex[] verts = new FlatVertex[things.Count * 12];
|
||||
DataStream stream;
|
||||
int addcount = 0;
|
||||
|
||||
|
||||
// Make sure there is enough memory reserved
|
||||
ReserveThingsMemory(numthings + things.Count, true);
|
||||
|
||||
|
@ -946,7 +1010,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
addcount++;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Store vertices in buffer
|
||||
if(thingsvertices != null)
|
||||
{
|
||||
|
@ -955,44 +1019,170 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
thingsvertices.Unlock();
|
||||
stream.Dispose();
|
||||
}
|
||||
|
||||
|
||||
// Things added, render them
|
||||
RenderThingsBatch(numthings, addcount);
|
||||
numthings += addcount;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Overlay
|
||||
|
||||
// This renders a rectangle with given border size and color
|
||||
public void RenderRectangle(RectangleF rect, float bordersize, PixelColor c)
|
||||
{
|
||||
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);
|
||||
lt = lt.GetTransformed(translatex, translatey, scale, -scale);
|
||||
rb = rb.GetTransformed(translatex, translatey, scale, -scale);
|
||||
float bw = bordersize;
|
||||
|
||||
// Make quads
|
||||
quads[0] = new FlatQuad(PrimitiveType.TriangleList, lt.x, lt.y, rb.x, lt.y + bw);
|
||||
quads[1] = new FlatQuad(PrimitiveType.TriangleList, lt.x, rb.y - bw, rb.x, rb.y);
|
||||
quads[2] = new FlatQuad(PrimitiveType.TriangleList, lt.x, lt.y + bw, lt.x + bw, rb.y);
|
||||
quads[3] = new FlatQuad(PrimitiveType.TriangleList, rb.x - bw, lt.y + bw, rb.x, rb.y - bw);
|
||||
quads[0].SetColors(c.ToInt());
|
||||
quads[1].SetColors(c.ToInt());
|
||||
quads[2].SetColors(c.ToInt());
|
||||
quads[3].SetColors(c.ToInt());
|
||||
|
||||
// Set renderstates for rendering
|
||||
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
|
||||
graphics.Device.SetRenderState(RenderState.ZEnable, false);
|
||||
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
|
||||
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
|
||||
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
||||
|
||||
// Draw
|
||||
graphics.Shaders.Color2D.Begin();
|
||||
graphics.Shaders.Color2D.BeginPass(0);
|
||||
quads[0].Render(graphics);
|
||||
quads[1].Render(graphics);
|
||||
quads[2].Render(graphics);
|
||||
quads[3].Render(graphics);
|
||||
graphics.Shaders.Color2D.EndPass();
|
||||
graphics.Shaders.Color2D.End();
|
||||
}
|
||||
|
||||
// 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.TriangleList, lt.x, lt.y, rb.x, lt.y + bordersize);
|
||||
quads[1] = new FlatQuad(PrimitiveType.TriangleList, lt.x, rb.y - bordersize, rb.x, rb.y);
|
||||
quads[2] = new FlatQuad(PrimitiveType.TriangleList, lt.x, lt.y + bordersize, lt.x + bordersize, rb.y);
|
||||
quads[3] = new FlatQuad(PrimitiveType.TriangleList, 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
|
||||
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
|
||||
graphics.Device.SetRenderState(RenderState.ZEnable, false);
|
||||
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
|
||||
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
|
||||
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
||||
|
||||
// Draw
|
||||
graphics.Shaders.Color2D.Begin();
|
||||
graphics.Shaders.Color2D.BeginPass(0);
|
||||
quads[0].Render(graphics);
|
||||
quads[1].Render(graphics);
|
||||
quads[2].Render(graphics);
|
||||
quads[3].Render(graphics);
|
||||
graphics.Shaders.Color2D.EndPass();
|
||||
graphics.Shaders.Color2D.End();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Geometry
|
||||
|
||||
// This renders the linedefs of a sector with special color
|
||||
public void RenderSector(Sector s, PixelColor c)
|
||||
public void PlotSector(Sector s, PixelColor c)
|
||||
{
|
||||
// Go for all sides in the sector
|
||||
foreach(Sidedef sd in s.Sidedefs)
|
||||
{
|
||||
// Render this linedef
|
||||
RenderLinedef(sd.Line, c);
|
||||
PlotLinedef(sd.Line, c);
|
||||
|
||||
// Render the two vertices on top
|
||||
RenderVertex(sd.Line.Start, DetermineVertexColor(sd.Line.Start));
|
||||
RenderVertex(sd.Line.End, DetermineVertexColor(sd.Line.End));
|
||||
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 RenderSector(Sector s)
|
||||
public void PlotSector(Sector s)
|
||||
{
|
||||
// Go for all sides in the sector
|
||||
foreach(Sidedef sd in s.Sidedefs)
|
||||
{
|
||||
// Render this linedef
|
||||
RenderLinedef(sd.Line, DetermineLinedefColor(sd.Line));
|
||||
PlotLinedef(sd.Line, DetermineLinedefColor(sd.Line));
|
||||
|
||||
// Render the two vertices on top
|
||||
RenderVertex(sd.Line.Start, DetermineVertexColor(sd.Line.Start));
|
||||
RenderVertex(sd.Line.End, DetermineVertexColor(sd.Line.End));
|
||||
PlotVertex(sd.Line.Start, DetermineVertexColor(sd.Line.Start));
|
||||
PlotVertex(sd.Line.End, DetermineVertexColor(sd.Line.End));
|
||||
}
|
||||
}
|
||||
|
||||
// This renders a simple line
|
||||
public void RenderLine(Vector2D start, Vector2D end, PixelColor c)
|
||||
public void PlotLine(Vector2D start, Vector2D end, PixelColor c)
|
||||
{
|
||||
// Transform coordinates
|
||||
Vector2D v1 = start.GetTransformed(translatex, translatey, scale, -scale);
|
||||
|
@ -1003,7 +1193,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
}
|
||||
|
||||
// This renders a single linedef
|
||||
public void RenderLinedef(Linedef l, PixelColor c)
|
||||
public void PlotLinedef(Linedef l, PixelColor c)
|
||||
{
|
||||
// Transform vertex coordinates
|
||||
Vector2D v1 = l.Start.Position.GetTransformed(translatex, translatey, scale, -scale);
|
||||
|
@ -1023,14 +1213,14 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
}
|
||||
|
||||
// This renders a set of linedefs
|
||||
public void RenderLinedefSet(ICollection<Linedef> linedefs)
|
||||
public void PlotLinedefSet(ICollection<Linedef> linedefs)
|
||||
{
|
||||
// Go for all linedefs
|
||||
foreach(Linedef l in linedefs) RenderLinedef(l, DetermineLinedefColor(l));
|
||||
foreach(Linedef l in linedefs) PlotLinedef(l, DetermineLinedefColor(l));
|
||||
}
|
||||
|
||||
// This renders a single vertex
|
||||
public void RenderVertex(Vertex v, int colorindex)
|
||||
public void PlotVertex(Vertex v, int colorindex)
|
||||
{
|
||||
// Transform vertex coordinates
|
||||
Vector2D nv = v.Position.GetTransformed(translatex, translatey, scale, -scale);
|
||||
|
@ -1040,7 +1230,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
}
|
||||
|
||||
// This renders a single vertex at specified coordinates
|
||||
public void RenderVertexAt(Vector2D v, int colorindex)
|
||||
public void PlotVertexAt(Vector2D v, int colorindex)
|
||||
{
|
||||
// Transform vertex coordinates
|
||||
Vector2D nv = v.GetTransformed(translatex, translatey, scale, -scale);
|
||||
|
@ -1050,10 +1240,10 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
}
|
||||
|
||||
// This renders a set of vertices
|
||||
public void RenderVerticesSet(ICollection<Vertex> vertices)
|
||||
public void PlotVerticesSet(ICollection<Vertex> vertices)
|
||||
{
|
||||
// Go for all vertices
|
||||
foreach(Vertex v in vertices) RenderVertex(v, DetermineVertexColor(v));
|
||||
foreach(Vertex v in vertices) PlotVertex(v, DetermineVertexColor(v));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
|
|
@ -53,6 +53,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
private Display2DShader display2dshader;
|
||||
private Things2DShader things2dshader;
|
||||
private World3DShader world3dshader;
|
||||
private Color2DShader color2dshader;
|
||||
|
||||
// Device
|
||||
private D3DDevice device;
|
||||
|
@ -69,6 +70,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
public Display2DShader Display2D { get { return display2dshader; } }
|
||||
public Things2DShader Things2D { get { return things2dshader; } }
|
||||
public World3DShader World3D { get { return world3dshader; } }
|
||||
public Color2DShader Color2D { get { return color2dshader; } }
|
||||
public bool IsDisposed { get { return isdisposed; } }
|
||||
|
||||
#endregion
|
||||
|
@ -119,6 +121,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
display2dshader.Dispose();
|
||||
things2dshader.Dispose();
|
||||
world3dshader.Dispose();
|
||||
color2dshader.Dispose();
|
||||
}
|
||||
|
||||
// Load resources
|
||||
|
@ -135,6 +138,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
display2dshader = new Display2DShader(this);
|
||||
things2dshader = new Things2DShader(this);
|
||||
world3dshader = new World3DShader(this);
|
||||
color2dshader = new Color2DShader(this);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
|
26
Source/Resources/color2d.fx
Normal file
26
Source/Resources/color2d.fx
Normal file
|
@ -0,0 +1,26 @@
|
|||
// 2D color-only rendering shader
|
||||
// Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
|
||||
|
||||
// Pixel input data
|
||||
struct PixelData
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float4 color : COLOR0;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
// Pixel shader
|
||||
float4 ps_normal(PixelData pd) : COLOR
|
||||
{
|
||||
return pd.color;
|
||||
}
|
||||
|
||||
// Technique for shader model 2.0
|
||||
technique SM20
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
VertexShader = null;
|
||||
PixelShader = compile ps_2_0 ps_normal();
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue