#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.Collections.Generic; #endregion namespace CodeImp.DoomBuilder.Rendering { /// /// Presentation settings /// public class Presentation { // Constants for static instances public const float THINGS_BACK_ALPHA = 0.3f; public const float THINGS_HIDDEN_ALPHA = 0.66f; public const float THINGS_ALPHA = 1.0f; //mxd // Static instances private static Presentation standard; private static Presentation things; // Static properties public static Presentation Standard { get { return standard; } } public static Presentation Things { get { return things; } } // Public properties public bool SkipHiddenSectors { get; set; } // Skip drawing sectors with the "hidden" flag set (i.e. UDMF's "hide on textured automap" property) // Variables protected internal List layers; // Constructor public Presentation() { // Initialize layers = new List(); SkipHiddenSectors = false; } // Copy constructor public Presentation(Presentation p) { layers = new List(p.layers); SkipHiddenSectors = p.SkipHiddenSectors; } // This creates the static instances internal static void Initialize() { // Standard classic mode standard = new Presentation(); standard.layers.Add(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha)); standard.layers.Add(new PresentLayer(RendererLayer.Surface, BlendingMode.Mask)); standard.layers.Add(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, General.Settings.InactiveThingsAlpha)); standard.layers.Add(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask)); standard.layers.Add(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true)); standard.layers.Add(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true)); // Things classic mode things = new Presentation(); things.layers.Add(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha)); things.layers.Add(new PresentLayer(RendererLayer.Surface, BlendingMode.Mask)); things.layers.Add(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, 1f)); things.layers.Add(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask)); things.layers.Add(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true)); things.layers.Add(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, 0.5f)); //mxd things.layers.Add(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true)); } } /// /// Customizable Presentation /// public class CustomPresentation : Presentation { // Allow public adding public void AddLayer(PresentLayer layer) { this.layers.Add(layer); } } public struct PresentLayer { public RendererLayer layer; public BlendingMode blending; public float alpha; public bool antialiasing; // Constructor public PresentLayer(RendererLayer layer, BlendingMode blending, float alpha, bool antialiasing) { this.layer = layer; this.blending = blending; this.alpha = alpha; this.antialiasing = antialiasing; } // Constructor public PresentLayer(RendererLayer layer, BlendingMode blending, float alpha) { this.layer = layer; this.blending = blending; this.alpha = alpha; this.antialiasing = false; } // Constructor public PresentLayer(RendererLayer layer, BlendingMode blending) { this.layer = layer; this.blending = blending; this.alpha = 1f; this.antialiasing = false; } // Constructor public PresentLayer(RendererLayer layer) { this.layer = layer; this.blending = BlendingMode.None; this.alpha = 1f; this.antialiasing = false; } } // The different layers public enum RendererLayer { Background, Grid, Things, Geometry, Overlay, Surface } // Blending modes public enum BlendingMode { None, Mask, Alpha, Additive, } }