#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections.Generic; using System.Drawing; using System.Threading.Tasks; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.GZBuilder.Data; //mxd using CodeImp.DoomBuilder.Config; //mxd using CodeImp.DoomBuilder.GZBuilder; using System.Linq; #endregion namespace CodeImp.DoomBuilder.Rendering { /* This renders a 2D presentation of the map. This is done in several * layers which each are optimized for a different purpose. Set the * PresentationLayer(s) to specify how to present these layers. */ internal sealed class Renderer2D : Renderer, IRenderer2D { #region ================== Constants private const float FSAA_FACTOR = 0.6f; private const int MAP_CENTER_SIZE = 16; //mxd private const float THING_ARROW_SIZE = 1.4f; //private const float THING_ARROW_SHRINK = 2f; //private const float THING_CIRCLE_SIZE = 1f; private const float THING_SPRITE_SHRINK = 2f; private const int THING_BUFFER_SIZE = 100; private const float MINIMUM_THING_RADIUS = 1.5f; //mxd private const float MINIMUM_SPRITE_RADIUS = 8.0f; //mxd internal const float FIXED_THING_SIZE = 48.0f; //mxd internal const int NUM_VIEW_MODES = 4; #endregion #region ================== Variables // Rendertargets private Plotter gridplotter; private Plotter plotter; private Texture thingstex; private List overlaytex; private Texture surfacetex; // Rendertarget sizes private Size windowsize; // Vertices to present the textures private VertexBuffer screenverts; private FlatVertex[] backimageverts; // Batch buffer for things rendering private VertexBuffer thingsvertices; // Render settings private int vertexsize; private RenderLayers renderlayer = RenderLayers.None; // Surfaces private SurfaceManager surfaces; // View settings (world coordinates) private ViewMode viewmode; private float scale; private float scaleinv; private float offsetx; private float offsety; private float translatex; private float translatey; private float linenormalsize; private float minlinelength; //mxd. Linedef should be longer than this to be rendered private float minlinenormallength; //mxd. Linedef direction indicator should be longer than this to be rendered private bool drawmapcenter = true; //mxd private bool lastdrawmapcenter = true; //mxd private float lastgridscale = -1f; private float lastgridsize; private float lastgridx; private float lastgridy; private RectangleF viewport; private RectangleF yviewport; // Spaghetti Matrix viewmatrix = Matrix.Identity; Matrix worldmatrix = Matrix.Identity; // Presentation private Presentation present; #endregion #region ================== Properties public float OffsetX { get { return offsetx; } } public float OffsetY { get { return offsety; } } public float TranslateX { get { return translatex; } } public float TranslateY { get { return translatey; } } public float Scale { get { return scale; } } public int VertexSize { get { return vertexsize; } } public bool DrawMapCenter { get { return drawmapcenter; } set { drawmapcenter = value; } } //mxd public ViewMode ViewMode { get { return viewmode; } } public SurfaceManager Surfaces { get { return surfaces; } } public RectangleF Viewport { get { return viewport; } } //mxd private bool ShouldRenderVertices { get { if (!(General.Editing.Mode is ClassicMode mode)) { return true; } return mode.AlwaysShowVertices || General.Settings.AlwaysShowVertices; } } #endregion #region ================== Constructor / Disposer // Constructor internal Renderer2D(RenderDevice graphics) : base(graphics) { // Create surface manager surfaces = new SurfaceManager(); // Create rendertargets CreateRendertargets(); // We have no destructor GC.SuppressFinalize(this); } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Destroy rendertargets DestroyRendertargets(); // Dispose surface manager surfaces.Dispose(); // Done base.Dispose(); } } #endregion #region ================== Presenting // This sets the presentation to use public void SetPresentation(Presentation present) { this.present = new Presentation(present); // We might have to create additional overlay textures int numoverlaylayers = present.layers.Count(l => l.layer == RendererLayer.Overlay); if(numoverlaylayers > overlaytex.Count) { Texture t = new Texture(windowsize.Width, windowsize.Height, TextureFormat.Rgba8); graphics.ClearTexture(General.Colors.Background.WithAlpha(0).ToColorValue(), t); overlaytex.Add(t); } } // This draws the image on screen public void Present() { int currentoverlaylayer = 0; General.Plugins.OnPresentDisplayBegin(); // Start drawing graphics.StartRendering(true, General.Colors.Background.ToColorValue()); // Renderstates that count for this whole sequence graphics.SetCullMode(Cull.None); graphics.SetZEnable(false); graphics.SetVertexBuffer(screenverts); worldmatrix = Matrix.Identity; // Go for all layers foreach(PresentLayer layer in present.layers) { ShaderName aapass; // Set blending mode switch(layer.blending) { case BlendingMode.None: graphics.SetAlphaBlendEnable(false); graphics.SetAlphaTestEnable(false); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); break; case BlendingMode.Mask: graphics.SetAlphaBlendEnable(false); graphics.SetAlphaTestEnable(true); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); break; case BlendingMode.Alpha: graphics.SetAlphaBlendEnable(true); graphics.SetAlphaTestEnable(false); graphics.SetSourceBlend(Blend.SourceAlpha); graphics.SetDestinationBlend(Blend.InverseSourceAlpha); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); break; case BlendingMode.Additive: graphics.SetAlphaBlendEnable(true); graphics.SetAlphaTestEnable(false); graphics.SetSourceBlend(Blend.SourceAlpha); graphics.SetDestinationBlend(Blend.One); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); break; } // Check which pass to use if(layer.antialiasing && General.Settings.QualityDisplay) aapass = ShaderName.display2d_fsaa; else aapass = ShaderName.display2d_normal; // Render layer switch(layer.layer) { // BACKGROUND case RendererLayer.Background: if((backimageverts == null) || (General.Map.Grid.Background.Texture == null)) break; graphics.SetShader(aapass); graphics.SetTexture(General.Map.Grid.Background.Texture); graphics.SetSamplerState(TextureAddress.Wrap); SetDisplay2DSettings(1f / windowsize.Width, 1f / windowsize.Height, FSAA_FACTOR, layer.alpha, false, true); graphics.Draw(PrimitiveType.TriangleStrip, 0, 2, backimageverts); graphics.SetVertexBuffer(screenverts); break; // GRID case RendererLayer.Grid: graphics.SetShader(aapass); graphics.SetTexture(gridplotter.Texture); graphics.SetSamplerState(TextureAddress.Wrap); SetDisplay2DSettings(1f / gridplotter.Width, 1f / gridplotter.Height, FSAA_FACTOR, layer.alpha, false, true); graphics.Draw(PrimitiveType.TriangleStrip, 0, 2); break; // GEOMETRY case RendererLayer.Geometry: graphics.SetShader(aapass); graphics.SetTexture(plotter.Texture); graphics.SetSamplerState(TextureAddress.Wrap); SetDisplay2DSettings(1f / plotter.Width, 1f / plotter.Height, FSAA_FACTOR, layer.alpha, false, false); graphics.Draw(PrimitiveType.TriangleStrip, 0, 2); break; // THINGS case RendererLayer.Things: graphics.SetShader(aapass); graphics.SetTexture(thingstex); graphics.SetSamplerState(TextureAddress.Clamp); SetDisplay2DSettings(1f / thingstex.Width, 1f / thingstex.Height, FSAA_FACTOR, layer.alpha, false, true); graphics.Draw(PrimitiveType.TriangleStrip, 0, 2); break; // OVERLAY case RendererLayer.Overlay: graphics.SetShader(aapass); graphics.SetTexture(overlaytex[currentoverlaylayer]); graphics.SetSamplerState(TextureAddress.Wrap); SetDisplay2DSettings(1f / overlaytex[currentoverlaylayer].Width, 1f / overlaytex[currentoverlaylayer].Height, FSAA_FACTOR, layer.alpha, false, true); graphics.Draw(PrimitiveType.TriangleStrip, 0, 2); currentoverlaylayer++; break; // SURFACE case RendererLayer.Surface: graphics.SetShader(aapass); graphics.SetTexture(surfacetex); graphics.SetSamplerState(TextureAddress.Wrap); SetDisplay2DSettings(1f / surfacetex.Width, 1f / surfacetex.Height, FSAA_FACTOR, layer.alpha, false, true); graphics.Draw(PrimitiveType.TriangleStrip, 0, 2); break; } } // Done graphics.FinishRendering(); graphics.Present(); // Release binds graphics.SetTexture(null); graphics.SetVertexBuffer(null); } #endregion #region ================== Management // This is called before a device is reset // (when resized or display adapter was changed) public override void UnloadResource() { // Destroy rendertargets DestroyRendertargets(); } // This is called resets when the device is reset // (when resized or display adapter was changed) public override void ReloadResource() { // Re-create rendertargets CreateRendertargets(); } // This resets the graphics /*public override void Reset() { UnloadResource(); ReloadResource(); }*/ // This destroys the rendertargets public void DestroyRendertargets() { // Trash rendertargets if (plotter != null) plotter.Dispose(); if (thingstex != null) thingstex.Dispose(); if (overlaytex != null) for(int i=0; i < overlaytex.Count; i++) { overlaytex[i].Dispose(); overlaytex[i] = null; } ; if (surfacetex != null) surfacetex.Dispose(); if (gridplotter != null) gridplotter.Dispose(); if (screenverts != null) screenverts.Dispose(); thingstex = null; gridplotter = null; screenverts = null; overlaytex = null; surfacetex = null; // Trash things batch buffer if(thingsvertices != null) thingsvertices.Dispose(); thingsvertices = null; lastgridscale = -1f; lastgridsize = 0.0f; } // Allocates new image memory to render on public void CreateRendertargets() { // Destroy rendertargets DestroyRendertargets(); // Get new width and height windowsize.Width = graphics.RenderTarget.ClientSize.Width; windowsize.Height = graphics.RenderTarget.ClientSize.Height; // Create rendertargets textures plotter = new Plotter(windowsize.Width, windowsize.Height); gridplotter = new Plotter(windowsize.Width, windowsize.Height); thingstex = new Texture(windowsize.Width, windowsize.Height, TextureFormat.Rgba8); surfacetex = new Texture(windowsize.Width, windowsize.Height, TextureFormat.Rgba8); if (present == null) { overlaytex = new List() { new Texture(windowsize.Width, windowsize.Height, TextureFormat.Rgba8) }; } else { overlaytex = new List(); for (int i = 0; i < present.layers.Count(l => l.layer == RendererLayer.Overlay); i++) overlaytex.Add(new Texture(windowsize.Width, windowsize.Height, TextureFormat.Rgba8)); } // Clear rendertargets graphics.ClearTexture(General.Colors.Background.WithAlpha(0).ToColorValue(), thingstex); foreach(Texture t in overlaytex) graphics.ClearTexture(General.Colors.Background.WithAlpha(0).ToColorValue(), t); // Create vertex buffers screenverts = new VertexBuffer(); thingsvertices = new VertexBuffer(); graphics.SetBufferData(thingsvertices, THING_BUFFER_SIZE * 12, VertexFormat.Flat); // Make screen vertices FlatVertex[] verts = CreateScreenVerts(new Size(windowsize.Width, windowsize.Height)); graphics.SetBufferData(screenverts, verts); // Force update of view lastgridscale = -1f; lastgridsize = 0.0f; lastgridx = 0.0f; lastgridy = 0.0f; UpdateTransformations(); if (General.Map != null && General.Map.Config != null) { // [ZZ] old texture is Gone here. Redraw plotter.Clear(); gridplotter.Clear(); RenderBackgroundGrid(); SetupBackground(); gridplotter.DrawContents(graphics); plotter.DrawContents(graphics); } } // This makes screen vertices for display private static FlatVertex[] CreateScreenVerts(Size texturesize) { FlatVertex[] screenverts = new FlatVertex[4]; screenverts[0].x = 0.0f; screenverts[0].y = 0.0f; screenverts[0].c = -1; screenverts[0].u = 0.0f; screenverts[0].v = 0.0f; screenverts[1].x = texturesize.Width; screenverts[1].y = 0.0f; screenverts[1].c = -1; screenverts[1].u = 1.0f; screenverts[1].v = 0.0f; screenverts[2].x = 0.0f; screenverts[2].y = texturesize.Height; screenverts[2].c = -1; screenverts[2].u = 0.0f; screenverts[2].v = 1.0f; screenverts[3].x = texturesize.Width; screenverts[3].y = texturesize.Height; screenverts[3].c = -1; screenverts[3].u = 1.0f; screenverts[3].v = 1.0f; return screenverts; } #endregion #region ================== View // This changes view mode public void SetViewMode(ViewMode mode) { viewmode = mode; } // This changes view position public void PositionView(float x, float y) { // Change position in world coordinates offsetx = x; offsety = y; UpdateTransformations(); } // This changes zoom public void ScaleView(float scale) { // Change zoom scale this.scale = scale; UpdateTransformations(); // Show zoom on main window General.MainWindow.UpdateZoom(scale); } // This updates some maths private void UpdateTransformations() { scaleinv = 1f / scale; translatex = -offsetx + (windowsize.Width * 0.5f) * scaleinv; translatey = -offsety - (windowsize.Height * 0.5f) * scaleinv; linenormalsize = 10f * scaleinv; minlinelength = linenormalsize * 0.0625f; //mxd minlinenormallength = linenormalsize * 2f; //mxd vertexsize = (int)(1.7f * General.Settings.GZVertexScale2D * scale + 0.5f); //mxd. added GZVertexScale2D if(vertexsize < 0) vertexsize = 0; if(vertexsize > 4) vertexsize = 4; viewmatrix = Matrix.Scaling(2.0f / windowsize.Width, -2.0f / windowsize.Height, 1.0f) * Matrix.Translation(-1.0f, 1.0f, 0.0f); Vector2D lt = DisplayToMap(new Vector2D(0.0f, 0.0f)); Vector2D rb = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height)); viewport = new RectangleF((float)lt.x, (float)lt.y, (float)(rb.x - lt.x), (float)(rb.y - lt.y)); yviewport = new RectangleF((float)lt.x, (float)rb.y, (float)(rb.x - lt.x), (float)(lt.y - rb.y)); } // This sets the world matrix for transformation private void SetWorldTransformation(bool transform) { if(transform) { Matrix translate = Matrix.Translation(translatex, translatey, 0f); Matrix scaling = Matrix.Scaling(scale, -scale, 1f); worldmatrix = translate * scaling; } else { worldmatrix = Matrix.Identity; } } private void SetDisplay2DSettings(float texelx, float texely, float fsaafactor, float alpha, bool bilinear, bool flipY = false) { Vector4f values = new Vector4f(texelx, texely, fsaafactor, alpha); graphics.SetUniform(UniformName.rendersettings, values); if (flipY) graphics.SetUniform(UniformName.projection, worldmatrix * viewmatrix * Matrix.Scaling(1f, -1f, 1f)); else graphics.SetUniform(UniformName.projection, worldmatrix * viewmatrix); graphics.SetSamplerFilter(bilinear ? TextureFilter.Linear : TextureFilter.Nearest); } private void SetThings2DSettings(float alpha) { Vector4f values = new Vector4f(0.0f, 0.0f, 1.0f, alpha); graphics.SetUniform(UniformName.rendersettings, values); graphics.SetUniform(UniformName.projection, worldmatrix * viewmatrix); } //mxd. Used to render models private void SetThings2DTransformSettings(Matrix world) { graphics.SetUniform(UniformName.projection, world * viewmatrix); } /// /// This unprojects display coordinates (screen space) to map coordinates /// public Vector2D DisplayToMap(Vector2D mousepos) { return mousepos.GetInvTransformed(-translatex, -translatey, scaleinv, -scaleinv); } /// /// This projects map coordinates to display coordinates (screen space) /// public Vector2D MapToDisplay(Vector2D mappos) { return mappos.GetTransformed(translatex, translatey, scale, -scale); } #endregion #region ================== Colors // This returns the color for a thing public PixelColor DetermineThingColor(Thing t) { // Determine color if(t.Selected) return General.Colors.Selection; //mxd. If thing is light, set it's color to light color: if(t.DynamicLightType != null) { if (t.DynamicLightType.LightDef == GZGeneral.LightDef.VAVOOM_GENERIC) //vavoom light return new PixelColor(255, 255, 255, 255); if (t.DynamicLightType.LightDef == GZGeneral.LightDef.VAVOOM_COLORED) //vavoom colored light return new PixelColor(255, (byte)t.Args[1], (byte)t.Args[2], (byte)t.Args[3]); if (t.DynamicLightType.LightType == GZGeneral.LightType.SPOT) { PixelColor color; if (t.Fields.ContainsKey("arg0str")) { ZDoom.ZDTextParser.GetColorFromString(t.Fields["arg0str"].Value.ToString(), out color); color.a = 255; } else color = new PixelColor(255, (byte)((t.Args[0] & 0xFF0000) >> 16), (byte)((t.Args[0] & 0x00FF00) >> 8), (byte)((t.Args[0] & 0x0000FF))); // ZDRay static lights have an intensity that's set through the thing's alpha value if (t.DynamicLightType.LightDef == GZGeneral.LightDef.SPOT_STATIC) { double intensity = t.Fields.GetValue("alpha", 1.0); if (intensity != 1.0) { byte r = (byte)General.Clamp(color.r * intensity, 0.0, 255.0); byte g = (byte)General.Clamp(color.g * intensity, 0.0, 255.0); byte b = (byte)General.Clamp(color.b * intensity, 0.0, 255.0); color = new PixelColor(255, r, g, b); } } return color; } // Point light if (t.DynamicLightType.LightDef == GZGeneral.LightDef.POINT_STATIC) { // ZDRay static lights have an intensity that's set through the thing's alpha value double intensity = t.Fields.GetValue("alpha", 1.0); byte r = (byte)General.Clamp(t.Args[0] * intensity, 0.0, 255.0); byte g = (byte)General.Clamp(t.Args[1] * intensity, 0.0, 255.0); byte b = (byte)General.Clamp(t.Args[2] * intensity, 0.0, 255.0); return new PixelColor(255, r, g, b); } else return new PixelColor(255, (byte)t.Args[0], (byte)t.Args[1], (byte)t.Args[2]); } return t.Color; } // This returns the color for a vertex public int DetermineVertexColor(Vertex v) { // Determine color if(v.Selected) return ColorCollection.SELECTION; return ColorCollection.VERTICES; } // This returns the color for a linedef public PixelColor DetermineLinedefColor(Linedef l) { if(l.Selected) return General.Colors.Selection; //mxd. Impassable lines if(l.ImpassableFlag) { if(l.ColorPresetIndex != -1) return General.Map.ConfigSettings.LinedefColorPresets[l.ColorPresetIndex].Color; return General.Colors.Linedefs; } //mxd. Passable lines if(l.ColorPresetIndex != -1) return General.Map.ConfigSettings.LinedefColorPresets[l.ColorPresetIndex].Color.WithAlpha(General.Settings.DoubleSidedAlphaByte); return General.Colors.Linedefs.WithAlpha(General.Settings.DoubleSidedAlphaByte); } //mxd. This collects indices of linedefs, which are parts of sectors with 3d floors public void UpdateExtraFloorFlag() { HashSet tags = new HashSet(); //find lines with 3d floor action and collect sector tags foreach(Linedef l in General.Map.Map.Linedefs) { if(l.Action == 160) { int sectortag = (General.Map.UDMF || (l.Args[1] & 8) != 0) ? l.Args[0] : l.Args[0] + (l.Args[4] << 8); if(sectortag != 0 && !tags.Contains(sectortag)) tags.Add(sectortag); } } //find lines, which are related to sectors with 3d floors, and collect their valuable indices foreach(Linedef l in General.Map.Map.Linedefs) { if(l.Front != null && l.Front.Sector != null && l.Front.Sector.Tag != 0 && tags.Overlaps(l.Front.Sector.Tags)) { l.ExtraFloorFlag = true; continue; } if(l.Back != null && l.Back.Sector != null && l.Back.Sector.Tag != 0 && tags.Overlaps(l.Back.Sector.Tags)) { l.ExtraFloorFlag = true; continue; } l.ExtraFloorFlag = false; } } #endregion #region ================== Start / Finish // This begins a drawing session public bool StartPlotter(bool clear) { if(renderlayer != RenderLayers.None) { #if DEBUG throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!"); #else return false; //mxd. Can't render. Most probably because previous frame or render layer wasn't finished yet. #endif } renderlayer = RenderLayers.Plotter; // Rendertargets available? if(plotter != null) { // Redraw grid when structures image was cleared if(clear) { plotter.Clear(); RenderBackgroundGrid(); SetupBackground(); } // Ready for rendering UpdateTransformations(); return true; } // Can't render! Finish(); return false; } // This begins a drawing session public bool StartThings(bool clear) { if(renderlayer != RenderLayers.None) { #if DEBUG throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!"); #else return false; //mxd. Can't render. Most probably because previous frame or render layer wasn't finished yet. #endif } renderlayer = RenderLayers.Things; // Rendertargets available? if(thingstex != null) { // Set the rendertarget to the things texture graphics.StartRendering(clear, General.Colors.Background.WithAlpha(0).ToColorValue(), thingstex, false); // Ready for rendering UpdateTransformations(); return true; } // Can't render! Finish(); return false; } // This begins a drawing session public bool StartOverlay(bool clear, int layernum = 0) { if(renderlayer != RenderLayers.None) { #if DEBUG throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!"); #else return false; //mxd. Can't render. Most probably because previous frame or render layer wasn't finished yet. #endif } renderlayer = RenderLayers.Overlay; // Rendertargets available? if(overlaytex != null && layernum >= 0 && layernum < overlaytex.Count) { // Set the rendertarget to the things texture graphics.StartRendering(clear, General.Colors.Background.WithAlpha(0).ToColorValue(), overlaytex[layernum], false); // Ready for rendering UpdateTransformations(); return true; } // Can't render! Finish(); return false; } // This ends a drawing session public void Finish() { // Draw plotter contents if(renderlayer == RenderLayers.Plotter) { plotter.DrawContents(graphics); } // Clean up things / overlay if((renderlayer == RenderLayers.Things) || (renderlayer == RenderLayers.Overlay) || (renderlayer == RenderLayers.Surface)) { // Stop rendering graphics.FinishRendering(); } // Done renderlayer = RenderLayers.None; } #endregion #region ================== Background // This sets up background image vertices private void SetupBackground() { // Only if a background image is set if((General.Map.Grid.Background != null) && !(General.Map.Grid.Background is UnknownImage)) { Vector2D backoffset = new Vector2D(General.Map.Grid.BackgroundX, General.Map.Grid.BackgroundY); Vector2D backimagesize = new Vector2D(General.Map.Grid.Background.ScaledWidth, General.Map.Grid.Background.ScaledHeight); Vector2D backimagescale = new Vector2D(General.Map.Grid.BackgroundScaleX, General.Map.Grid.BackgroundScaleY); // Scale the background image size backimagesize *= backimagescale; // Make vertices backimageverts = CreateScreenVerts(windowsize); // Determine map coordinates for view window Vector2D lbpos = DisplayToMap(new Vector2D(0f, windowsize.Height)); Vector2D rtpos = DisplayToMap(new Vector2D(windowsize.Width, 0)); // Offset by given background offset lbpos -= backoffset; rtpos -= backoffset; // Calculate UV coordinates // NOTE: backimagesize.y is made negative to match Doom's coordinate system backimageverts[0].u = (float)(lbpos.x / backimagesize.x); backimageverts[0].v = (float)(lbpos.y / -backimagesize.y); backimageverts[1].u = (float)(rtpos.x / backimagesize.x); backimageverts[1].v = (float)(lbpos.y / -backimagesize.y); backimageverts[2].u = (float)(lbpos.x / backimagesize.x); backimageverts[2].v = (float)(rtpos.y / -backimagesize.y); backimageverts[3].u = (float)(rtpos.x / backimagesize.x); backimageverts[3].v = (float)(rtpos.y / -backimagesize.y); } else { // No background image backimageverts = null; } } // This renders all grid private void RenderBackgroundGrid() { // Do we need to redraw grid? if(lastgridsize != General.Map.Grid.GridSizeF || lastgridscale != scale || lastgridx != offsetx || lastgridy != offsety || drawmapcenter != lastdrawmapcenter) { gridplotter.Clear(); if(General.Settings.RenderGrid) //mxd { bool transformed = Math.Abs(General.Map.Grid.GridOriginX) > 1e-4 || Math.Abs(General.Map.Grid.GridOriginY) > 1e-4 || Math.Abs(General.Map.Grid.GridRotate) > 1e-4; if (transformed) { // Render normal grid RenderGridTransformed(General.Map.Grid.GridSizeF, General.Map.Grid.GridRotate, General.Map.Grid.GridOriginX, General.Map.Grid.GridOriginY, General.Colors.Grid, gridplotter); // Render 64 grid if(General.Map.Grid.GridSizeF <= 64) { RenderGridTransformed(64f, General.Map.Grid.GridRotate, General.Map.Grid.GridOriginX, General.Map.Grid.GridOriginY, General.Colors.Grid64, gridplotter); } } else { // Render normal grid RenderGrid((float)General.Map.Grid.GridSizeF, General.Colors.Grid, gridplotter); // Render 64 grid if(General.Map.Grid.GridSizeF <= 64) RenderGrid(64f, General.Colors.Grid64, gridplotter); } } else { //mxd. Render map format bounds Vector2D tl = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary).GetTransformed(translatex, translatey, scale, -scale); Vector2D rb = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary).GetTransformed(translatex, translatey, scale, -scale); PixelColor g = General.Colors.Grid64; gridplotter.DrawGridLineH((int)tl.y, (int)tl.x, (int)rb.x, ref g); gridplotter.DrawGridLineH((int)rb.y, (int)tl.x, (int)rb.x, ref g); gridplotter.DrawGridLineV((int)tl.x, (int)tl.y, (int)rb.y, ref g); gridplotter.DrawGridLineV((int)rb.x, (int)tl.y, (int)rb.y, ref g); } //mxd. Render center of map if(drawmapcenter) { Vector2D center = new Vector2D(0, 0).GetTransformed(translatex, translatey, scale, -scale); int cx = (int)center.x; int cy = (int)center.y; PixelColor c = General.Colors.Highlight; gridplotter.DrawLineSolid(cx, cy + MAP_CENTER_SIZE, cx, cy - MAP_CENTER_SIZE, ref c); gridplotter.DrawLineSolid(cx - MAP_CENTER_SIZE, cy, cx + MAP_CENTER_SIZE, cy, ref c); } // Done gridplotter.DrawContents(graphics); lastgridscale = scale; lastgridsize = (float)General.Map.Grid.GridSizeF; lastgridx = offsetx; lastgridy = offsety; lastdrawmapcenter = drawmapcenter; //mxd } } // This renders the grid with a transform applied private void RenderGridTransformed(double size, double angle, double originx, double originy, PixelColor c, Plotter gridplotter) { uint mask = 0x55555555; //mxd. Increase rendered grid size if needed if(!General.Settings.DynamicGridSize && size * scale <= 6f) do { size *= 2; } while(size * scale <= 6f); double sizeinv = 1f / size; if (double.IsInfinity(size) || size < 1e-10) { return; } // Determine map coordinates for view window Vector2D ltview = DisplayToMap(new Vector2D(0, 0)); Vector2D rbview = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height)); Vector2D mapsize = rbview - ltview; Vector2D ltbound = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary); Vector2D rbbound = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary); // Translate top left boundary and right bottom boundary of map to screen coords Vector2D tlb = ltbound.GetTransformed(translatex, translatey, scale, -scale); Vector2D rbb = rbbound.GetTransformed(translatex, translatey, scale, -scale); Vector2D center = GridSetup.SnappedToGrid(0.5f * (ltview + rbview), size, sizeinv, angle, originx, originy); // Get the angle vectors for the gridlines Vector2D dx = new Vector2D(Math.Cos(angle), Math.Sin(angle)); Vector2D dy = new Vector2D(-Math.Sin(angle), Math.Cos(angle)); double maxextent = Math.Max(mapsize.x, mapsize.y); RectangleF bounds = new RectangleF((float)tlb.x, (float)tlb.y, (float)(rbb.x - tlb.x), (float)(rbb.y - tlb.y)); bounds.Intersect(new RectangleF(0, 0, windowsize.Width, windowsize.Height)); bool xminintersect = true, xmaxintersect = true, yminintersect = true, ymaxintersect = true; int num = 0; while (xminintersect || xmaxintersect || yminintersect || ymaxintersect) { if (num > 1e6) { // just in case garbage inputs breaks the algorithm and causes an infinite loop break; } Vector2D xminstart = center - num * size * dy; Vector2D xmaxstart = center + num * size * dy; Vector2D yminstart = center - num * size * dx; Vector2D ymaxstart = center + num * size * dx; Line2D xminscanline = new Line2D(xminstart - dx * maxextent, xminstart + dx * maxextent); Line2D xmaxscanline = new Line2D(xmaxstart - dx * maxextent, xmaxstart + dx * maxextent); Line2D yminscanline = new Line2D(yminstart - dy * maxextent, yminstart + dy * maxextent); Line2D ymaxscanline = new Line2D(ymaxstart - dy * maxextent, ymaxstart + dy * maxextent); Line2D xminplotline = xminscanline.GetTransformed(translatex, translatey, scale, -scale); Line2D xmaxplotline = xmaxscanline.GetTransformed(translatex, translatey, scale, -scale); Line2D yminplotline = yminscanline.GetTransformed(translatex, translatey, scale, -scale); Line2D ymaxplotline = ymaxscanline.GetTransformed(translatex, translatey, scale, -scale); xminplotline = Line2D.ClipToRectangle(xminplotline, bounds, out xminintersect); xmaxplotline = Line2D.ClipToRectangle(xmaxplotline, bounds, out xmaxintersect); yminplotline = Line2D.ClipToRectangle(yminplotline, bounds, out yminintersect); ymaxplotline = Line2D.ClipToRectangle(ymaxplotline, bounds, out ymaxintersect); if (xminintersect) { gridplotter.DrawLineSolid((int)xminplotline.v1.x, (int)Math.Round(xminplotline.v1.y + 0.499999), (int)xminplotline.v2.x, (int)Math.Round(xminplotline.v2.y + 0.499999), ref c, mask); } if (xmaxintersect) { gridplotter.DrawLineSolid((int)xmaxplotline.v1.x, (int)Math.Round(xmaxplotline.v1.y + 0.499999), (int)xmaxplotline.v2.x, (int)Math.Round(xmaxplotline.v2.y + 0.499999), ref c, mask); } if (yminintersect) { gridplotter.DrawLineSolid((int)yminplotline.v1.x, (int)Math.Round(yminplotline.v1.y + 0.499999), (int)yminplotline.v2.x, (int)Math.Round(yminplotline.v2.y + 0.499999), ref c, mask); } if (ymaxintersect) { gridplotter.DrawLineSolid((int)ymaxplotline.v1.x, (int)Math.Round(ymaxplotline.v1.y + 0.499999), (int)ymaxplotline.v2.x, (int)Math.Round(ymaxplotline.v2.y + 0.499999), ref c, mask); } num++; } } // This renders the grid private void RenderGrid(float size, PixelColor c, Plotter gridplotter) { Vector2D pos = new Vector2D(); //mxd. Increase rendered grid size if needed if(!General.Settings.DynamicGridSize && size * scale <= 6f) do { size *= 2; } while(size * scale <= 6f); float sizeinv = 1f / size; // Determine map coordinates for view window Vector2D ltpos = DisplayToMap(new Vector2D(0, 0)); Vector2D rbpos = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height)); // Clip to nearest grid ltpos = GridSetup.SnappedToGrid(ltpos, size, sizeinv); rbpos = GridSetup.SnappedToGrid(rbpos, size, sizeinv); // Translate top left boundary and right bottom boundary of map to screen coords Vector2D tlb = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary).GetTransformed(translatex, translatey, scale, -scale); Vector2D rbb = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary).GetTransformed(translatex, translatey, scale, -scale); // Draw all horizontal grid lines float ystart = (float)(rbpos.y > General.Map.Config.BottomBoundary ? rbpos.y : General.Map.Config.BottomBoundary); float yend = (float)(ltpos.y < General.Map.Config.TopBoundary ? ltpos.y : General.Map.Config.TopBoundary); for(float y = ystart; y < yend + size; y += size) { if(y > General.Map.Config.TopBoundary) y = General.Map.Config.TopBoundary; else if(y < General.Map.Config.BottomBoundary) y = General.Map.Config.BottomBoundary; float from = (float)(tlb.x < 0 ? 0 : tlb.x); float to = (float)(rbb.x > windowsize.Width ? windowsize.Width : rbb.x); pos.y = y; pos = pos.GetTransformed(translatex, translatey, scale, -scale); gridplotter.DrawGridLineH((int)Math.Round(pos.y + 0.49999f), (int)from, (int)to, ref c); } // Draw all vertical grid lines float xstart = (float)(ltpos.x > General.Map.Config.LeftBoundary ? ltpos.x : General.Map.Config.LeftBoundary); float xend = (float)(rbpos.x < General.Map.Config.RightBoundary ? rbpos.x : General.Map.Config.RightBoundary); for(float x = xstart; x < xend + size; x += size) { if(x > General.Map.Config.RightBoundary) x = General.Map.Config.RightBoundary; else if(x < General.Map.Config.LeftBoundary) x = General.Map.Config.LeftBoundary; float from = (float)(tlb.y < 0 ? 0 : tlb.y); float to = (float)(rbb.y > windowsize.Height ? windowsize.Height : rbb.y); pos.x = x; pos = pos.GetTransformed(translatex, translatey, scale, -scale); gridplotter.DrawGridLineV((int)pos.x, (int)Math.Round(from + 0.49999f), (int)Math.Round(to + 0.49999f), ref c); } } //mxd internal void GridVisibilityChanged() { lastgridscale = -1; } #endregion #region ================== Things // This makes vertices for a thing // Returns false when not on the screen private bool CreateThingBoxVerts(Thing t, ref FlatVertex[] verts, ref List bboxes, Dictionary thingsByPosition, int offset, PixelColor c, byte bboxalpha) { if(t.Size * scale < MINIMUM_THING_RADIUS) return false; //mxd. Don't render tiny little things // Determine sizes float circlesize, bboxsize; if(t.FixedSize && scale > 1.0f) { circlesize = t.Size; bboxsize = -1; } else if(General.Settings.FixedThingsScale && t.Size * scale > FIXED_THING_SIZE) { circlesize = FIXED_THING_SIZE; bboxsize = t.Size * scale; } else { circlesize = t.Size * scale; bboxsize = -1; } float screensize = (bboxsize > 0 ? bboxsize : circlesize); //mxd // Transform to screen coordinates Vector2D screenpos = ((Vector2D)t.Position).GetTransformed(translatex, translatey, scale, -scale); // Check if the thing is actually on screen if(((screenpos.x + screensize) <= 0.0f) || ((screenpos.x - screensize) >= windowsize.Width) || ((screenpos.y + screensize) <= 0.0f) || ((screenpos.y - screensize) >= windowsize.Height)) return false; // Get integral color int color = c.ToInt(); // Setup fixed rect for circle verts[offset].x = (float)screenpos.x - circlesize; verts[offset].y = (float)screenpos.y - circlesize; verts[offset].c = color; verts[offset].u = 0f; verts[offset].v = 0f; offset++; verts[offset].x = (float)screenpos.x + circlesize; verts[offset].y = (float)screenpos.y - circlesize; verts[offset].c = color; verts[offset].u = 0.5f; verts[offset].v = 0f; offset++; verts[offset].x = (float)screenpos.x - circlesize; verts[offset].y = (float)screenpos.y + circlesize; verts[offset].c = color; verts[offset].u = 0f; verts[offset].v = 1f; offset++; verts[offset] = verts[offset - 2]; offset++; verts[offset] = verts[offset - 2]; offset++; verts[offset].x = (float)screenpos.x + circlesize; verts[offset].y = (float)screenpos.y + circlesize; verts[offset].c = color; verts[offset].u = 0.5f; verts[offset].v = 1f; //mxd. Add to list thingsByPosition.Add(t, screenpos); //mxd. Add bounding box? if(bboxsize > 0) { PixelColor boxcolor = c.WithAlpha(bboxalpha); Vector2D tl = new Vector2D(screenpos.x - bboxsize, screenpos.y - bboxsize); Vector2D tr = new Vector2D(screenpos.x + bboxsize, screenpos.y - bboxsize); Vector2D bl = new Vector2D(screenpos.x - bboxsize, screenpos.y + bboxsize); Vector2D br = new Vector2D(screenpos.x + bboxsize, screenpos.y + bboxsize); bboxes.Add(new Line3D(tl, tr, boxcolor, false)); bboxes.Add(new Line3D(tr, br, boxcolor, false)); bboxes.Add(new Line3D(bl, br, boxcolor, false)); bboxes.Add(new Line3D(tl, bl, boxcolor, false)); } // Done return true; } //mxd private void CreateThingArrowVerts(Thing t, ref FlatVertex[] verts, Vector3D screenpos, int offset) { // Determine size float arrowsize; if(t.FixedSize && scale > 1.0f) arrowsize = t.Size * THING_ARROW_SIZE; else if(General.Settings.FixedThingsScale && t.Size * scale > FIXED_THING_SIZE) arrowsize = FIXED_THING_SIZE * THING_ARROW_SIZE; else arrowsize = t.Size * scale * THING_ARROW_SIZE; // Setup rotated rect for arrow float sinarrowsize = (float)Math.Sin(t.Angle + Angle2D.PI * 0.25f) * arrowsize; float cosarrowsize = (float)Math.Cos(t.Angle + Angle2D.PI * 0.25f) * arrowsize; // Sprite is not rendered? float ut, ub, ul, ur; if(screenpos.z < 0) { ul = 0.625f; ur = 0.874f; ut = -0.039f; ub = 0.46f; } else { ul = 0.501f; ur = 0.999f; ut = 0.001f; ub = 0.999f; } verts[offset].x = (float)screenpos.x + sinarrowsize; verts[offset].y = (float)screenpos.y + cosarrowsize; verts[offset].c = -1; verts[offset].u = ul; verts[offset].v = ut; offset++; verts[offset].x = (float)screenpos.x - cosarrowsize; verts[offset].y = (float)screenpos.y + sinarrowsize; verts[offset].c = -1; verts[offset].u = ur; verts[offset].v = ut; offset++; verts[offset].x = (float)screenpos.x + cosarrowsize; verts[offset].y = (float)screenpos.y - sinarrowsize; verts[offset].c = -1; verts[offset].u = ul; verts[offset].v = ub; offset++; verts[offset] = verts[offset - 2]; offset++; verts[offset] = verts[offset - 2]; offset++; verts[offset].x = (float)screenpos.x - sinarrowsize; verts[offset].y = (float)screenpos.y - cosarrowsize; verts[offset].c = -1; verts[offset].u = ur; verts[offset].v = ub; } //mxd private static void CreateThingSpriteVerts(Vector2D screenpos, float width, float height, ref FlatVertex[] verts, int offset, int color, bool mirror) { float ul = (mirror ? 1f : 0f); float ur = (mirror ? 0f : 1f); // Setup fixed rect for circle verts[offset].x = (float)screenpos.x - width; verts[offset].y = (float)screenpos.y - height; verts[offset].c = color; verts[offset].u = ul; verts[offset].v = 0; offset++; verts[offset].x = (float)screenpos.x + width; verts[offset].y = (float)screenpos.y - height; verts[offset].c = color; verts[offset].u = ur; verts[offset].v = 0; offset++; verts[offset].x = (float)screenpos.x - width; verts[offset].y = (float)screenpos.y + height; verts[offset].c = color; verts[offset].u = ul; verts[offset].v = 1; offset++; verts[offset] = verts[offset - 2]; offset++; verts[offset] = verts[offset - 2]; offset++; verts[offset].x = (float)screenpos.x + width; verts[offset].y = (float)screenpos.y + height; verts[offset].c = color; verts[offset].u = ur; verts[offset].v = 1; } // This draws a set of things private void RenderThingsBatch(ICollection things, float alpha, bool fixedcolor, PixelColor c) { // Anything to render? if(things.Count > 0) { // Make alpha color Color4 alphacolor = new Color4(1.0f, 1.0f, 1.0f, alpha); bool isthingsmode = (General.Editing.Mode.GetType().Name == "ThingsMode"); // Set renderstates for things rendering graphics.SetCullMode(Cull.None); graphics.SetZEnable(false); graphics.SetAlphaBlendEnable(true); graphics.SetSourceBlend(Blend.SourceAlpha); graphics.SetDestinationBlend(Blend.InverseSourceAlpha); graphics.SetAlphaTestEnable(false); graphics.SetUniform(UniformName.texturefactor, alphacolor); graphics.SetVertexBuffer(thingsvertices); // Set things texture graphics.SetTexture(General.Map.Data.ThingTexture.Texture); //mxd SetWorldTransformation(false); graphics.SetShader(ShaderName.things2d_thing); SetThings2DSettings(alpha); // Determine next lock size int locksize = (things.Count > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : things.Count; FlatVertex[] verts = new FlatVertex[THING_BUFFER_SIZE * 6]; List bboxes = new List(locksize); //mxd //mxd Dictionary> thingsByType = new Dictionary>(); Dictionary> modelsByType = new Dictionary>(); Dictionary thingsByPosition = new Dictionary(); // Go for all things int buffercount = 0; int totalcount = 0; foreach(Thing t in things) { //mxd. Highlighted thing should be rendered separately if(!fixedcolor && t.Highlighted) continue; // Collect models if(t.RenderMode == ThingRenderMode.MODEL || t.RenderMode == ThingRenderMode.VOXEL) { if(!modelsByType.ContainsKey(t.Type)) modelsByType.Add(t.Type, new List()); modelsByType[t.Type].Add(t); } // Create vertices PixelColor tc = fixedcolor ? c : DetermineThingColor(t); byte bboxalpha = (byte)(alpha * ((!fixedcolor && !t.Selected && isthingsmode) ? 128 : 255)); if(CreateThingBoxVerts(t, ref verts, ref bboxes, thingsByPosition, buffercount * 6, tc, bboxalpha)) { buffercount++; //mxd if(!thingsByType.ContainsKey(t.Type)) thingsByType.Add(t.Type, new List()); thingsByType[t.Type].Add(t); } totalcount++; // Buffer filled? if(buffercount == locksize) { // Write to buffer graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6); // Draw! graphics.Draw(PrimitiveType.TriangleList, 0, buffercount * 2); buffercount = 0; // Determine next lock size locksize = ((things.Count - totalcount) > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : (things.Count - totalcount); } } // Write to buffer if(buffercount > 0) graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6); // Draw what's still remaining if(buffercount > 0) graphics.Draw(PrimitiveType.TriangleList, 0, buffercount * 2); //mxd. Render sprites int selectionColor = General.Colors.Selection.ToInt(); graphics.SetShader(ShaderName.things2d_sprite); foreach(KeyValuePair> group in thingsByType) { // Skip when all things of this type will be rendered as models if((group.Value[0].RenderMode == ThingRenderMode.MODEL || group.Value[0].RenderMode == ThingRenderMode.VOXEL) && (General.Settings.GZDrawModelsMode == ModelRenderMode.ALL)) continue; // Find thing information ThingTypeInfo info = General.Map.Data.GetThingInfo(group.Key); // Find sprite texture if(info.Sprite.Length == 0) continue; // Sort by sprite angle... Dictionary> thingsbyangle = new Dictionary>(group.Value.Count); if(info.SpriteFrame.Length == 8) { foreach(Thing t in group.Value) { // Choose which sprite angle to show int spriteangle = General.ClampAngle(-t.AngleDoom + 270) / 45; // Convert to [0..7] range // Add to collection if(!thingsbyangle.ContainsKey(spriteangle)) thingsbyangle.Add(spriteangle, new List()); thingsbyangle[spriteangle].Add(t); } } else { thingsbyangle[0] = group.Value; } foreach(KeyValuePair> framegroup in thingsbyangle) { SpriteFrameInfo sfi = info.SpriteFrame[framegroup.Key]; ImageData sprite = General.Map.Data.GetSpriteImage(sfi.Sprite); if(sprite == null) continue; graphics.SetTexture(sprite.Texture); // Determine next lock size locksize = (framegroup.Value.Count > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : framegroup.Value.Count; verts = new FlatVertex[THING_BUFFER_SIZE * 6]; // Go for all things buffercount = 0; totalcount = 0; foreach(Thing t in framegroup.Value) { if((t.RenderMode == ThingRenderMode.MODEL || t.RenderMode == ThingRenderMode.VOXEL) && ((General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && t.Selected) || (General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER && alpha == 1.0f))) continue; bool forcespriterendering; float spritewidth, spriteheight, spritescale; // Determine sizes if(t.FixedSize && scale > 1.0f) { spritescale = 1.0f; forcespriterendering = true; // Always render sprite when thing size is affected by FixedSize setting } else if(General.Settings.FixedThingsScale && t.Size * scale > FIXED_THING_SIZE) { spritescale = FIXED_THING_SIZE / t.Size; forcespriterendering = true; // Always render sprite when thing size is affected by FixedThingsScale setting } else { spritescale = scale; forcespriterendering = false; } // Calculate scaled sprite size if(sprite.Width > sprite.Height) { spritewidth = (t.Size - THING_SPRITE_SHRINK) * spritescale; spriteheight = spritewidth * ((float)sprite.Height / sprite.Width); } else if(sprite.Width < sprite.Height) { spriteheight = (t.Size - THING_SPRITE_SHRINK) * spritescale; spritewidth = spriteheight * ((float)sprite.Width / sprite.Height); } else { spritewidth = (t.Size - THING_SPRITE_SHRINK) * spritescale; spriteheight = spritewidth; } float spritesize = Math.Max(spritewidth, spriteheight); if(!forcespriterendering && spritesize < MINIMUM_SPRITE_RADIUS) { // Hackish way to tell arrow rendering code to draw bigger arrow... Vector3D v = thingsByPosition[t]; v.z = -1; thingsByPosition[t] = v; // Don't render tiny little sprites continue; } CreateThingSpriteVerts(thingsByPosition[t], spritewidth, spriteheight, ref verts, buffercount * 6, (t.Selected ? selectionColor : 0xFFFFFF), sfi.Mirror); buffercount++; totalcount++; // Buffer filled? if(buffercount == locksize) { // Write to buffer graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6); // Draw! graphics.Draw(PrimitiveType.TriangleList, 0, buffercount * 2); buffercount = 0; // Determine next lock size locksize = ((framegroup.Value.Count - totalcount) > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : (framegroup.Value.Count - totalcount); } } // Write to buffer graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6); // Draw what's still remaining if(buffercount > 0) graphics.Draw(PrimitiveType.TriangleList, 0, buffercount * 2); } } //mxd. Render thing arrows graphics.SetTexture(General.Map.Data.ThingTexture.Texture); graphics.SetShader(ShaderName.things2d_thing); // Determine next lock size locksize = (thingsByPosition.Count > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : thingsByPosition.Count; verts = new FlatVertex[THING_BUFFER_SIZE * 6]; // Go for all things buffercount = 0; totalcount = 0; foreach(KeyValuePair group in thingsByPosition) { if(!group.Key.IsDirectional) continue; CreateThingArrowVerts(group.Key, ref verts, group.Value, buffercount * 6); buffercount++; totalcount++; // Buffer filled? if(buffercount == locksize) { // Write to buffer graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6); // Draw! graphics.Draw(PrimitiveType.TriangleList, 0, buffercount * 2); buffercount = 0; // Determine next lock size locksize = ((thingsByPosition.Count - totalcount) > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : (thingsByPosition.Count - totalcount); } } // Write to buffer if(buffercount > 0) graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6); // Draw what's still remaining if(buffercount > 0) graphics.Draw(PrimitiveType.TriangleList, 0, buffercount * 2); //mxd. Render models if(General.Settings.GZDrawModelsMode != ModelRenderMode.NONE) { // Set renderstates for rendering graphics.SetAlphaBlendEnable(false); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); graphics.SetFillMode(FillMode.Wireframe); graphics.SetShader(ShaderName.things2d_fill); Color4 cSelection = General.Colors.Selection.ToColorValue(); Color4 cWire = ((c.ToInt() == General.Colors.Highlight.ToInt()) ? General.Colors.Highlight.ToColorValue() : General.Colors.ModelWireframe.ToColorValue()); cSelection.Alpha = ((alpha < 1.0f) ? alpha * 0.25f : 0.6f); cWire.Alpha = cSelection.Alpha; Matrix viewscale = Matrix.Scaling(scale, -scale, 0.0f); foreach(KeyValuePair> group in modelsByType) { ModelData mde = General.Map.Data.ModeldefEntries[group.Key]; foreach(Thing t in group.Value) { if((General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && !t.Selected) || (General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER && alpha < 1.0f)) continue; Vector2D screenpos = ((Vector2D)t.Position).GetTransformed(translatex, translatey, scale, -scale); double modelScale = scale * t.ActorScale.Width * t.ScaleX; //should we render this model? if(((screenpos.x + mde.Model.Radius * modelScale) <= 0.0f) || ((screenpos.x - mde.Model.Radius * modelScale) >= windowsize.Width) || ((screenpos.y + mde.Model.Radius * modelScale) <= 0.0f) || ((screenpos.y - mde.Model.Radius * modelScale) >= windowsize.Height)) continue; graphics.SetUniform(UniformName.FillColor, (t.Selected ? cSelection : cWire)); // Set transform settings double sx = t.ScaleX * t.ActorScale.Width; double sy = t.ScaleY * t.ActorScale.Height; Matrix modelscale = Matrix.Scaling((float)sx, (float)sx, (float)sy); Matrix rotation = Matrix.RotationY((float)-t.RollRad) * Matrix.RotationX((float)-t.PitchRad) * Matrix.RotationZ((float)t.Angle); Matrix position = Matrix.Translation((float)screenpos.x, (float)screenpos.y, 0.0f); Matrix world; if (General.Map.Data.ModeldefEntries[t.Type].UseRotationCenter) world = General.Map.Data.ModeldefEntries[t.Type].Transform * modelscale * Matrix.Translation(-General.Map.Data.ModeldefEntries[t.Type].RotationCenter) * rotation * Matrix.Translation(General.Map.Data.ModeldefEntries[t.Type].RotationCenter) * viewscale * position; else world = General.Map.Data.ModeldefEntries[t.Type].Transform * modelscale * rotation * viewscale * position; SetThings2DTransformSettings(world); // Draw foreach(Mesh mesh in mde.Model.Meshes) mesh.Draw(graphics); } } //Done with this pass graphics.SetFillMode(FillMode.Solid); } //mxd. Render thing boxes RenderArrows(bboxes, false); } } // This adds a thing in the things buffer for rendering public void RenderThing(Thing t, PixelColor c, float alpha) { List things = new List(1); things.Add(t); RenderThingsBatch(things, alpha, true, c); } // This adds a thing in the things buffer for rendering public void RenderThingSet(ICollection things, float alpha) { RenderThingsBatch(things, alpha, false, new PixelColor()); } // This adds a thing in the things buffer for rendering public void RenderThingSet(ICollection things, PixelColor c, float alpha) { RenderThingsBatch(things, alpha, false, c); } #endregion #region ================== Surface // This redraws the surface public void RedrawSurface() { if(renderlayer != RenderLayers.None) return; //mxd renderlayer = RenderLayers.Surface; // Recreate render targets if the window was resized if (windowsize.Width != graphics.RenderTarget.ClientSize.Width || windowsize.Height != graphics.RenderTarget.ClientSize.Height) CreateRendertargets(); // Rendertargets available? if(surfacetex != null) { // Set the rendertarget to the surface texture graphics.StartRendering(true, General.Colors.Background.WithAlpha(0).ToColorValue(), surfacetex, false); // Set transformations UpdateTransformations(); // Set states graphics.SetCullMode(Cull.None); graphics.SetZEnable(false); graphics.SetAlphaBlendEnable(false); graphics.SetAlphaTestEnable(false); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); graphics.SetUniform(UniformName.desaturation, 0.0f); SetWorldTransformation(true); SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear); // Prepare for rendering switch(viewmode) { case ViewMode.Brightness: surfaces.RenderSectorBrightness(yviewport, present.SkipHiddenSectors); surfaces.RenderSectorSurfaces(graphics); break; case ViewMode.FloorTextures: surfaces.RenderSectorFloors(yviewport, present.SkipHiddenSectors); surfaces.RenderSectorSurfaces(graphics); break; case ViewMode.CeilingTextures: surfaces.RenderSectorCeilings(yviewport, present.SkipHiddenSectors); surfaces.RenderSectorSurfaces(graphics); break; } } // Done Finish(); } #endregion #region ================== Overlay // This renders geometry // The geometry must be a triangle list public void RenderGeometry(FlatVertex[] vertices, ImageData texture, bool transformcoords) { if(vertices.Length > 0) { Texture t; if(texture != null) { t = texture.Texture; } else { t = General.Map.Data.WhiteTexture.Texture; } // Set renderstates for rendering graphics.SetCullMode(Cull.None); graphics.SetZEnable(false); graphics.SetAlphaBlendEnable(false); graphics.SetAlphaTestEnable(false); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); graphics.SetShader(ShaderName.display2d_normal); graphics.SetTexture(t); SetWorldTransformation(transformcoords); SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear); // Draw graphics.Draw(PrimitiveType.TriangleList, 0, vertices.Length / 3, vertices); } } //mxd public void RenderHighlight(FlatVertex[] vertices, int color) { if(vertices.Length < 3) return; // Set renderstates for rendering graphics.SetCullMode(Cull.None); graphics.SetZEnable(false); graphics.SetAlphaBlendEnable(false); graphics.SetAlphaTestEnable(false); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); SetWorldTransformation(true); graphics.SetUniform(UniformName.FillColor, new Color4(color)); SetThings2DSettings(1.0f); // Draw graphics.SetShader(ShaderName.things2d_fill); graphics.Draw(PrimitiveType.TriangleList, 0, vertices.Length / 3, vertices); } //mxd. This renders text (DB2 compatibility) [Obsolete("Method is deprecated, please use RenderText(ITextLabel label) method instead.")] public void RenderText(TextLabel label){ RenderText((ITextLabel)label); } // This renders text public void RenderText(ITextLabel label) { //mxd. Update the text if needed label.Update(graphics, translatex, translatey, scale, -scale); if(label.SkipRendering) return; // Set renderstates for rendering graphics.SetCullMode(Cull.None); graphics.SetZEnable(false); graphics.SetAlphaBlendEnable(true); graphics.SetAlphaTestEnable(false); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); graphics.SetShader(ShaderName.display2d_normal); graphics.SetTexture(label.Texture); SetWorldTransformation(false); SetDisplay2DSettings(1f, 1f, 0f, 1f, false); graphics.SetVertexBuffer(label.VertexBuffer); // Draw graphics.Draw(PrimitiveType.TriangleStrip, 0, 2); } //mxd. This renders text public void RenderText(IList labels) { // Update labels int skipped = 0; foreach(ITextLabel label in labels) { // Update the text if needed label.Update(graphics, translatex, translatey, scale, -scale); if(label.SkipRendering) skipped++; } if(labels.Count == skipped) return; // Set renderstates for rendering graphics.SetCullMode(Cull.None); graphics.SetZEnable(false); graphics.SetAlphaBlendEnable(true); graphics.SetAlphaTestEnable(false); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); SetWorldTransformation(false); graphics.SetShader(ShaderName.display2d_normal); SetDisplay2DSettings(1f, 1f, 0f, 1f, false); foreach(ITextLabel label in labels) { // Text is created? if(!label.SkipRendering) { graphics.SetTexture(label.Texture); graphics.SetVertexBuffer(label.VertexBuffer); // Draw graphics.Draw(PrimitiveType.TriangleStrip, 0, 2); } } } // This renders a rectangle with given border size and color public void RenderRectangle(RectangleF rect, float bordersize, PixelColor c, bool transformrect) { FlatQuad[] quads = new FlatQuad[4]; /* * Rectangle setup: * * -------------------------- * |___________0____________| * | | | | * | | | | * | | | | * | 2| |3 | * | | | | * | | | | * |__|__________________|__| * | 1 | * -------------------------- * * Don't you just love ASCII art? */ // Calculate positions Vector2D lt = new Vector2D(rect.Left, rect.Top); Vector2D rb = new Vector2D(rect.Right, rect.Bottom); if(transformrect) { lt = lt.GetTransformed(translatex, translatey, scale, -scale); rb = rb.GetTransformed(translatex, translatey, scale, -scale); } // Make quads quads[0] = new FlatQuad(PrimitiveType.TriangleStrip, (float)lt.x, (float)lt.y, (float)rb.x, (float)lt.y - bordersize); quads[1] = new FlatQuad(PrimitiveType.TriangleStrip, (float)lt.x, (float)rb.y + bordersize, (float)rb.x, (float)rb.y); quads[2] = new FlatQuad(PrimitiveType.TriangleStrip, (float)lt.x, (float)lt.y - bordersize, (float)lt.x + bordersize, (float)rb.y + bordersize); quads[3] = new FlatQuad(PrimitiveType.TriangleStrip, (float)rb.x - bordersize, (float)lt.y - bordersize, (float)rb.x, (float)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.SetCullMode(Cull.None); graphics.SetZEnable(false); graphics.SetAlphaBlendEnable(false); graphics.SetAlphaTestEnable(false); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); SetWorldTransformation(false); graphics.SetShader(ShaderName.display2d_normal); graphics.SetTexture(General.Map.Data.WhiteTexture.Texture); SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear); // Draw quads[0].Render(graphics); quads[1].Render(graphics); quads[2].Render(graphics); quads[3].Render(graphics); } // This renders a filled rectangle with given color public void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect) { // Calculate positions Vector2D lt = new Vector2D(rect.Left, rect.Top); Vector2D rb = new Vector2D(rect.Right, rect.Bottom); if(transformrect) { lt = lt.GetTransformed(translatex, translatey, scale, -scale); rb = rb.GetTransformed(translatex, translatey, scale, -scale); } // Make quad FlatQuad quad = new FlatQuad(PrimitiveType.TriangleStrip, (float)lt.x, (float)lt.y, (float)rb.x, (float)rb.y); quad.SetColors(c.ToInt()); // Set renderstates for rendering graphics.SetCullMode(Cull.None); graphics.SetZEnable(false); graphics.SetAlphaBlendEnable(false); graphics.SetAlphaTestEnable(false); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); SetWorldTransformation(false); graphics.SetShader(ShaderName.display2d_normal); graphics.SetTexture(General.Map.Data.WhiteTexture.Texture); SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear); // Draw quad.Render(graphics); } // This renders a filled rectangle with given color public void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect, ImageData texture) { // Calculate positions Vector2D lt = new Vector2D(rect.Left, rect.Top); Vector2D rb = new Vector2D(rect.Right, rect.Bottom); if(transformrect) { lt = lt.GetTransformed(translatex, translatey, scale, -scale); rb = rb.GetTransformed(translatex, translatey, scale, -scale); } // Make quad FlatQuad quad = new FlatQuad(PrimitiveType.TriangleStrip, (float)lt.x, (float)lt.y, (float)rb.x, (float)rb.y); quad.SetColors(c.ToInt()); // Set renderstates for rendering graphics.SetCullMode(Cull.None); graphics.SetZEnable(false); graphics.SetAlphaBlendEnable(false); graphics.SetAlphaTestEnable(false); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); SetWorldTransformation(false); graphics.SetShader(ShaderName.display2d_normal); graphics.SetTexture(texture.Texture); SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear); // Draw quad.Render(graphics); } //mxd public void RenderArrows(ICollection lines) { RenderArrows(lines, true); } public void RenderArrows(ICollection lines, bool transformcoords) { if(lines.Count == 0) return; int pointscount = 0; // Translate to screen coords, determine renderability foreach(Line3D line in lines) { // Calculate screen positions? if(transformcoords) { line.Start2D = ((Vector2D)line.Start).GetTransformed(translatex, translatey, scale, -scale); //start line.End2D = ((Vector2D)line.End).GetTransformed(translatex, translatey, scale, -scale); //end } float maxx = (float)Math.Max(line.Start2D.x, line.End2D.x); float minx = (float)Math.Min(line.Start2D.x, line.End2D.x); float maxy = (float)Math.Max(line.Start2D.y, line.End2D.y); float miny = (float)Math.Min(line.Start2D.y, line.End2D.y); // Too small / not on screen? if(((line.End2D - line.Start2D).GetLengthSq() < MINIMUM_SPRITE_RADIUS) || ((maxx <= 0.0f) || (minx >= windowsize.Width) || (maxy <= 0.0f) || (miny >= windowsize.Height))) { line.SkipRendering = true; } else { pointscount += (line.RenderArrowhead ? 6 : 2); // 4 extra points for the arrowhead line.SkipRendering = false; } } // Anything to do? if(pointscount < 2) return; FlatVertex[] verts = new FlatVertex[pointscount]; float scaler = 16f / scale; // Create verts array pointscount = 0; foreach(Line3D line in lines) { if(line.SkipRendering) continue; int color = line.Color.ToInt(); // Add regular points verts[pointscount].x = (float)line.Start2D.x; verts[pointscount].y = (float)line.Start2D.y; verts[pointscount].c = color; pointscount++; verts[pointscount].x = (float)line.End2D.x; verts[pointscount].y = (float)line.End2D.y; verts[pointscount].c = color; pointscount++; // Add arrowhead if(line.RenderArrowhead) { double angle = line.GetAngle(); Vector2D a1 = new Vector2D(line.End.x - scaler * Math.Sin(angle - 0.46f), line.End.y + scaler * Math.Cos(angle - 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 1 Vector2D a2 = new Vector2D(line.End.x - scaler * Math.Sin(angle + 0.46f), line.End.y + scaler * Math.Cos(angle + 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 2 verts[pointscount] = verts[pointscount - 1]; verts[pointscount + 1].x = (float)a1.x; verts[pointscount + 1].y = (float)a1.y; verts[pointscount + 1].c = color; verts[pointscount + 2] = verts[pointscount - 1]; verts[pointscount + 3].x = (float)a2.x; verts[pointscount + 3].y = (float)a2.y; verts[pointscount + 3].c = color; pointscount += 4; } } // Write to buffer VertexBuffer vb = new VertexBuffer(); graphics.SetBufferData(vb, verts); // Set renderstates for rendering graphics.SetCullMode(Cull.None); graphics.SetZEnable(false); graphics.SetAlphaBlendEnable(false); graphics.SetAlphaTestEnable(false); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); SetWorldTransformation(false); graphics.SetShader(ShaderName.display2d_normal); graphics.SetTexture(General.Map.Data.WhiteTexture.Texture); SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear); // Draw graphics.SetVertexBuffer(vb); graphics.Draw(PrimitiveType.LineList, 0, pointscount / 2); vb.Dispose(); } // This renders a line with given color public void RenderLine(Vector2D start, Vector2D end, float thickness, PixelColor c, bool transformcoords) { FlatVertex[] verts = new FlatVertex[4]; // Calculate positions if(transformcoords) { start = start.GetTransformed(translatex, translatey, scale, -scale); end = end.GetTransformed(translatex, translatey, scale, -scale); } // Calculate offsets Vector2D delta = end - start; Vector2D dn = delta.GetNormal() * thickness; // Make vertices verts[0].x = (float)(start.x - dn.x + dn.y); verts[0].y = (float)(start.y - dn.y - dn.x); verts[0].z = 0.0f; verts[0].c = c.ToInt(); verts[1].x = (float)(start.x - dn.x - dn.y); verts[1].y = (float)(start.y - dn.y + dn.x); verts[1].z = 0.0f; verts[1].c = c.ToInt(); verts[2].x = (float)(end.x + dn.x + dn.y); verts[2].y = (float)(end.y + dn.y - dn.x); verts[2].z = 0.0f; verts[2].c = c.ToInt(); verts[3].x = (float)(end.x + dn.x - dn.y); verts[3].y = (float)(end.y + dn.y + dn.x); verts[3].z = 0.0f; verts[3].c = c.ToInt(); // Set renderstates for rendering graphics.SetCullMode(Cull.None); graphics.SetZEnable(false); graphics.SetAlphaBlendEnable(false); graphics.SetAlphaTestEnable(false); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); SetWorldTransformation(false); graphics.SetShader(ShaderName.display2d_normal); graphics.SetTexture(General.Map.Data.WhiteTexture.Texture); SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear); // Draw graphics.Draw(PrimitiveType.TriangleStrip, 0, 2, verts); } #endregion #region ================== Geometry // This renders the linedefs of a sector with special color public void PlotSector(Sector s, PixelColor c) { // Go for all sides in the sector foreach(Sidedef sd in s.Sidedefs) { // Render this linedef PlotLinedef(sd.Line, c); // Render the two vertices on top PlotVertex(sd.Line.Start, DetermineVertexColor(sd.Line.Start)); PlotVertex(sd.Line.End, DetermineVertexColor(sd.Line.End)); } } // This renders the linedefs of a sector public void PlotSector(Sector s) { // Go for all sides in the sector foreach(Sidedef sd in s.Sidedefs) { // Render this linedef PlotLinedef(sd.Line, DetermineLinedefColor(sd.Line)); // Render the two vertices on top PlotVertex(sd.Line.Start, DetermineVertexColor(sd.Line.Start)); PlotVertex(sd.Line.End, DetermineVertexColor(sd.Line.End)); } } // This renders a simple line public void PlotLine(Vector2D start, Vector2D end, PixelColor c) { PlotLine(start, end, c, 0.0625f); } public void PlotLine(Vector2D start, Vector2D end, PixelColor c, float lengthscaler) { // Transform coordinates Vector2D v1 = start.GetTransformed(translatex, translatey, scale, -scale); Vector2D v2 = end.GetTransformed(translatex, translatey, scale, -scale); //mxd. Should we bother? if((v2 - v1).GetLengthSq() < linenormalsize * lengthscaler) return; // Draw line plotter.DrawLineSolid((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), ref c); } private Vector2D TransformY(Vector2D v) { return new Vector2D(v.x, TransformY(v.y)); } private double TransformY(double y) { return windowsize.Height - y; } private int TransformY(int y) { return windowsize.Height - y; } // This renders a single linedef public void PlotLinedef(Linedef l, PixelColor c) { // Transform vertex coordinates Vector2D v1 = l.Start.Position.GetTransformed(translatex, translatey, scale, -scale); Vector2D v2 = l.End.Position.GetTransformed(translatex, translatey, scale, -scale); //mxd. Should we bother? double lengthsq = (v2 - v1).GetLengthSq(); if(lengthsq < minlinelength) return; //mxd // Draw line. mxd: added 3d-floor indication if(l.ExtraFloorFlag && General.Settings.GZMarkExtraFloors) plotter.DrawLine3DFloor((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), ref c, General.Colors.ThreeDFloor); else plotter.DrawLineSolid((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), ref c); //mxd. Should we bother? if(lengthsq < minlinenormallength) return; //mxd // Calculate normal indicator double mx = (v2.x - v1.x) * 0.5f; double my = (v2.y - v1.y) * 0.5f; // Draw normal indicator plotter.DrawLineSolid((int)(v1.x + mx), TransformY((int)(v1.y + my)), (int)((v1.x + mx) - (my * l.LengthInv) * linenormalsize), TransformY((int)((v1.y + my) + (mx * l.LengthInv) * linenormalsize)), ref c); } // This renders a set of linedefs public void PlotLinedefSet(ICollection linedefs) { // biwa. Code duplication because the performance hit from the overhead of calling PlotLinedef in a loop causes reduced FPS. // Telling the compiler to agressively inline PlotLinedef seems to mostly alleviate the problem, but I'm not sure how reliable that is if (General.Settings.ParallelizedLinedefPlotting) { // Go for all linedefs Parallel.ForEach(linedefs, l => { // Transform vertex coordinates Vector2D v1 = l.Start.Position.GetTransformed(translatex, translatey, scale, -scale); Vector2D v2 = l.End.Position.GetTransformed(translatex, translatey, scale, -scale); //mxd. Should we bother? double lengthsq = (v2 - v1).GetLengthSq(); if (lengthsq < minlinelength) return; //mxd // Determine color PixelColor c = DetermineLinedefColor(l); // Draw line. mxd: added 3d-floor indication if (l.ExtraFloorFlag && General.Settings.GZMarkExtraFloors) plotter.DrawLine3DFloor((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), ref c, General.Colors.ThreeDFloor); else plotter.DrawLineSolid((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), ref c); //mxd. Should we bother? if (lengthsq < minlinenormallength) return; //mxd // Calculate normal indicator double mx = (v2.x - v1.x) * 0.5f; double my = (v2.y - v1.y) * 0.5f; // Draw normal indicator plotter.DrawLineSolid((int)(v1.x + mx), TransformY((int)(v1.y + my)), (int)((v1.x + mx) - (my * l.LengthInv) * linenormalsize), TransformY((int)((v1.y + my) + (mx * l.LengthInv) * linenormalsize)), ref c); }); } else { // Go for all linedefs foreach (Linedef l in linedefs) { // Transform vertex coordinates Vector2D v1 = l.Start.Position.GetTransformed(translatex, translatey, scale, -scale); Vector2D v2 = l.End.Position.GetTransformed(translatex, translatey, scale, -scale); //mxd. Should we bother? double lengthsq = (v2 - v1).GetLengthSq(); if (lengthsq < minlinelength) continue; //mxd // Determine color PixelColor c = DetermineLinedefColor(l); // Draw line. mxd: added 3d-floor indication if (l.ExtraFloorFlag && General.Settings.GZMarkExtraFloors) plotter.DrawLine3DFloor((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), ref c, General.Colors.ThreeDFloor); else plotter.DrawLineSolid((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), ref c); //mxd. Should we bother? if (lengthsq < minlinenormallength) continue; //mxd // Calculate normal indicator double mx = (v2.x - v1.x) * 0.5f; double my = (v2.y - v1.y) * 0.5f; // Draw normal indicator plotter.DrawLineSolid((int)(v1.x + mx), TransformY((int)(v1.y + my)), (int)((v1.x + mx) - (my * l.LengthInv) * linenormalsize), TransformY((int)((v1.y + my) + (mx * l.LengthInv) * linenormalsize)), ref c); } } } // This renders a single vertex public void PlotVertex(Vertex v, int colorindex, bool checkMode = true) { if (checkMode && !ShouldRenderVertices) { return; } // Transform vertex coordinates Vector2D nv = v.Position.GetTransformed(translatex, translatey, scale, -scale); // Draw pixel here plotter.DrawVertexSolid((int)nv.x, TransformY((int)nv.y), vertexsize, ref General.Colors.Colors[colorindex], ref General.Colors.BrightColors[colorindex], ref General.Colors.DarkColors[colorindex]); } // This renders a single vertex at specified coordinates public void PlotVertexAt(Vector2D v, int colorindex, bool checkMode = true) { if (checkMode && !ShouldRenderVertices) { return; } // Transform vertex coordinates Vector2D nv = v.GetTransformed(translatex, translatey, scale, -scale); // Draw pixel here plotter.DrawVertexSolid((int)nv.x, TransformY((int)nv.y), vertexsize, ref General.Colors.Colors[colorindex], ref General.Colors.BrightColors[colorindex], ref General.Colors.DarkColors[colorindex]); } // This renders a set of vertices public void PlotVerticesSet(ICollection vertices, bool checkMode = true) { if (checkMode && !ShouldRenderVertices) { return; } // biwa. Code duplication because the performance hit from the overhead of calling PlotLinedef in a loop causes reduced FPS. // Telling the compiler to agressively inline PlotLinedef seems to mostly alleviate the problem, but I'm not sure how reliable that is if (General.Settings.ParallelizedVertexPlotting) { // Go for all vertices Parallel.ForEach(vertices, v => { // Transform vertex coordinates Vector2D nv = v.Position.GetTransformed(translatex, translatey, scale, -scale); int colorindex = DetermineVertexColor(v); // Draw pixel here plotter.DrawVertexSolid((int)nv.x, TransformY((int)nv.y), vertexsize, ref General.Colors.Colors[colorindex], ref General.Colors.BrightColors[colorindex], ref General.Colors.DarkColors[colorindex]); }); } else { // Go for all vertices foreach (Vertex v in vertices) { // Transform vertex coordinates Vector2D nv = v.Position.GetTransformed(translatex, translatey, scale, -scale); int colorindex = DetermineVertexColor(v); // Draw pixel here plotter.DrawVertexSolid((int)nv.x, TransformY((int)nv.y), vertexsize, ref General.Colors.Colors[colorindex], ref General.Colors.BrightColors[colorindex], ref General.Colors.DarkColors[colorindex]); } } } #endregion } }