#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.Direct3D9; using SlimDX; using CodeImp.DoomBuilder.Geometry; using System.Drawing.Imaging; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Editing; #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 unsafe sealed class Renderer2D : Renderer, IRenderer2D { #region ================== Constants private const float FSAA_FACTOR = 0.6f; private const float THING_ARROW_SIZE = 1.5f; private const float THING_ARROW_SHRINK = 2f; private const float THING_CIRCLE_SIZE = 1f; private const float THING_CIRCLE_SHRINK = 0f; private const int THING_BUFFER_STEP = 100; private const float THINGS_BACK_ALPHA = 0.3f; private const string FONT_NAME = "Verdana"; private const int FONT_WIDTH = 0; private const int FONT_HEIGHT = 0; private const int THING_SHINY = 1; private const int THING_SQUARE = 2; private const int NUM_THING_TEXTURES = 4; internal const int NUM_VIEW_MODES = 4; #endregion #region ================== Variables // Rendertargets private Texture backtex; private Texture plottertex; private Texture thingstex; private Texture overlaytex; private Texture surfacetex; // Locking data private DataRectangle plotlocked; private Surface targetsurface; // Rendertarget sizes private Size windowsize; private Size structsize; private Size thingssize; private Size overlaysize; private Size backsize; // Font private SlimDX.Direct3D9.Font font; // Geometry plotter private Plotter plotter; // Vertices to present the textures private VertexBuffer screenverts; private FlatVertex[] backimageverts; // Batch buffer for things rendering private VertexBuffer thingsvertices; private int maxthings, numthings; // Render settings private bool thingsfront; private int vertexsize; private RenderLayers renderlayer = RenderLayers.None; // Images private ResourceImage whitetexture; private ResourceImage[] thingtexture; // 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 lastgridscale = -1f; private int lastgridsize; private float lastgridx; private float lastgridy; // 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 ViewMode ViewMode { get { return viewmode; } } #endregion #region ================== Constructor / Disposer // Constructor internal Renderer2D(D3DDevice graphics) : base(graphics) { // Load thing textures thingtexture = new ResourceImage[NUM_THING_TEXTURES]; for(int i = 0; i < NUM_THING_TEXTURES; i++) { thingtexture[i] = new ResourceImage("Thing2D_" + i.ToString(CultureInfo.InvariantCulture) + ".png"); thingtexture[i].UseColorCorrection = false; thingtexture[i].LoadImage(); thingtexture[i].CreateTexture(); } // Load white texture whitetexture = new ResourceImage("White.png"); whitetexture.UseColorCorrection = false; whitetexture.LoadImage(); whitetexture.CreateTexture(); // Create rendertargets CreateRendertargets(); // We have no destructor GC.SuppressFinalize(this); } // Disposer internal override void Dispose() { // Not already disposed? if(!isdisposed) { // Destroy rendertargets DestroyRendertargets(); foreach(ResourceImage i in thingtexture) i.Dispose(); whitetexture.Dispose(); // Done base.Dispose(); } } #endregion #region ================== Presenting // This sets the presentation to use public void SetPresentation(Presentation present) { this.present = new Presentation(present); } // This draws the image on screen public void Present() { // Start drawing if(graphics.StartRendering(true, General.Colors.Background.ToColorValue(), graphics.BackBuffer, graphics.DepthBuffer)) { // Renderstates that count for this whole sequence graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); graphics.Device.SetRenderState(RenderState.ZEnable, false); graphics.Device.SetRenderState(RenderState.FogEnable, false); graphics.Device.SetStreamSource(0, screenverts, 0, sizeof(FlatVertex)); graphics.Device.SetTransform(TransformState.World, Matrix.Identity); graphics.Shaders.Display2D.Begin(); // Go for all layers foreach(PresentLayer layer in present.layers) { int aapass; // Set blending mode switch(layer.blending) { case BlendingMode.None: graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.TextureFactor, -1); break; case BlendingMode.Mask: graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true); graphics.Device.SetRenderState(RenderState.TextureFactor, -1); break; case BlendingMode.Alpha: graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); graphics.Device.SetRenderState(RenderState.TextureFactor, (new Color4(layer.alpha, 1f, 1f, 1f)).ToArgb()); break; case BlendingMode.Additive: graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One); graphics.Device.SetRenderState(RenderState.TextureFactor, (new Color4(layer.alpha, 1f, 1f, 1f)).ToArgb()); break; } // Check which pass to use if(layer.antialiasing) aapass = 0; else aapass = 1; // Render layer switch(layer.layer) { // BACKGROUND case RendererLayer.Background: if((backimageverts == null) || (General.Map.Grid.Background.Texture == null)) break; graphics.Device.SetTexture(0, General.Map.Grid.Background.Texture); graphics.Shaders.Display2D.Texture1 = General.Map.Grid.Background.Texture; graphics.Shaders.Display2D.SetSettings(1f / windowsize.Width, 1f / windowsize.Height, FSAA_FACTOR, layer.alpha, false); graphics.Shaders.Display2D.BeginPass(aapass); graphics.Device.DrawUserPrimitives(PrimitiveType.TriangleStrip, 0, 2, backimageverts); graphics.Shaders.Display2D.EndPass(); graphics.Device.SetStreamSource(0, screenverts, 0, sizeof(FlatVertex)); break; // GRID case RendererLayer.Grid: graphics.Device.SetTexture(0, backtex); graphics.Shaders.Display2D.Texture1 = backtex; graphics.Shaders.Display2D.SetSettings(1f / backsize.Width, 1f / backsize.Height, FSAA_FACTOR, layer.alpha, false); graphics.Shaders.Display2D.BeginPass(aapass); graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); graphics.Shaders.Display2D.EndPass(); break; // GEOMETRY case RendererLayer.Geometry: graphics.Device.SetTexture(0, plottertex); graphics.Shaders.Display2D.Texture1 = plottertex; graphics.Shaders.Display2D.SetSettings(1f / structsize.Width, 1f / structsize.Height, FSAA_FACTOR, layer.alpha, false); graphics.Shaders.Display2D.BeginPass(aapass); graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); graphics.Shaders.Display2D.EndPass(); break; // THINGS case RendererLayer.Things: graphics.Device.SetTexture(0, thingstex); graphics.Shaders.Display2D.Texture1 = thingstex; graphics.Shaders.Display2D.SetSettings(1f / thingssize.Width, 1f / thingssize.Height, FSAA_FACTOR, layer.alpha, false); graphics.Shaders.Display2D.BeginPass(aapass); graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); graphics.Shaders.Display2D.EndPass(); break; // OVERLAY case RendererLayer.Overlay: graphics.Device.SetTexture(0, overlaytex); graphics.Shaders.Display2D.Texture1 = overlaytex; graphics.Shaders.Display2D.SetSettings(1f / overlaysize.Width, 1f / overlaysize.Height, FSAA_FACTOR, layer.alpha, false); graphics.Shaders.Display2D.BeginPass(aapass); graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); graphics.Shaders.Display2D.EndPass(); break; // SURFACE case RendererLayer.Surface: graphics.Device.SetTexture(0, surfacetex); graphics.Shaders.Display2D.Texture1 = surfacetex; graphics.Shaders.Display2D.SetSettings(1f / overlaysize.Width, 1f / overlaysize.Height, FSAA_FACTOR, layer.alpha, false); graphics.Shaders.Display2D.BeginPass(aapass); graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); graphics.Shaders.Display2D.EndPass(); break; } } // Done graphics.Shaders.Display2D.End(); graphics.FinishRendering(); graphics.Present(); // Release binds graphics.Device.SetTexture(0, null); graphics.Shaders.Display2D.Texture1 = null; graphics.Device.SetStreamSource(0, null, 0, 0); } else { // Request delayed redraw General.MainWindow.DelayedRedraw(); } } #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(plottertex != null) plottertex.Dispose(); if(thingstex != null) thingstex.Dispose(); if(overlaytex != null) overlaytex.Dispose(); if(surfacetex != null) surfacetex.Dispose(); if(backtex != null) backtex.Dispose(); if(screenverts != null) screenverts.Dispose(); plottertex = null; thingstex = null; backtex = null; screenverts = null; overlaytex = null; surfacetex = null; // Trash things batch buffer if(thingsvertices != null) thingsvertices.Dispose(); thingsvertices = null; numthings = 0; maxthings = 0; lastgridscale = -1f; lastgridsize = 0; // Trash font if(font != null) font.Dispose(); font = null; } // Allocates new image memory to render on public void CreateRendertargets() { SurfaceDescription sd; DataStream stream; FlatVertex[] verts; // Destroy rendertargets DestroyRendertargets(); // Get new width and height windowsize.Width = graphics.RenderTarget.ClientSize.Width; windowsize.Height = graphics.RenderTarget.ClientSize.Height; // Create rendertargets textures 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); surfacetex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default); // Get the real surface sizes sd = plottertex.GetLevelDescription(0); structsize.Width = sd.Width; structsize.Height = sd.Height; sd = thingstex.GetLevelDescription(0); thingssize.Width = sd.Width; thingssize.Height = sd.Height; 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 font font = new SlimDX.Direct3D9.Font(graphics.Device, FONT_WIDTH, FONT_HEIGHT, FontWeight.Bold, 1, false, CharacterSet.Ansi, Precision.Default, FontQuality.Antialiased, PitchAndFamily.Default, FONT_NAME); // Create vertex buffers screenverts = new VertexBuffer(graphics.Device, 4 * sizeof(FlatVertex), Usage.Dynamic | Usage.WriteOnly, VertexFormat.None, Pool.Default); // Make screen vertices stream = screenverts.Lock(0, 4 * sizeof(FlatVertex), LockFlags.Discard | LockFlags.NoSystemLock); verts = CreateScreenVerts(structsize); stream.WriteRange(verts); screenverts.Unlock(); stream.Dispose(); } // This makes screen vertices for display private FlatVertex[] CreateScreenVerts(Size texturesize) { FlatVertex[] screenverts = new FlatVertex[4]; screenverts[0].x = 0.5f; screenverts[0].y = 0.5f; screenverts[0].c = -1; screenverts[0].u = 1f / texturesize.Width; screenverts[0].v = 1f / texturesize.Height; screenverts[1].x = texturesize.Width - 1.5f; screenverts[1].y = 0.5f; screenverts[1].c = -1; screenverts[1].u = 1f - 1f / texturesize.Width; screenverts[1].v = 1f / texturesize.Height; screenverts[2].x = 0.5f; screenverts[2].y = texturesize.Height - 1.5f; screenverts[2].c = -1; screenverts[2].u = 1f / texturesize.Width; screenverts[2].v = 1f - 1f / texturesize.Height; screenverts[3].x = texturesize.Width - 1.5f; screenverts[3].y = texturesize.Height - 1.5f; screenverts[3].c = -1; screenverts[3].u = 1f - 1f / texturesize.Width; screenverts[3].v = 1f - 1f / texturesize.Height; 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; vertexsize = (int)(1.7f * scale + 0.5f); if(vertexsize < 0) vertexsize = 0; if(vertexsize > 4) vertexsize = 4; Matrix scaling = Matrix.Scaling((1f / (float)windowsize.Width) * 2f, (1f / (float)windowsize.Height) * -2f, 1f); Matrix translate = Matrix.Translation(-(float)windowsize.Width * 0.5f, -(float)windowsize.Height * 0.5f, 0f); graphics.Device.SetTransform(TransformState.View, Matrix.Multiply(translate, scaling)); graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity); } // 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); graphics.Device.SetTransform(TransformState.World, Matrix.Multiply(translate, scaling)); } else { graphics.Device.SetTransform(TransformState.World, Matrix.Identity); } } // This unprojects mouse coordinates into map coordinates public Vector2D GetMapCoordinates(Vector2D mousepos) { return mousepos.GetInvTransformed(-translatex, -translatey, scaleinv, -scaleinv); } #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.IsFlagSet(General.Map.Config.ImpassableFlag)) { // 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 byte a = (byte)(General.Settings.DoubleSidedAlpha * 255.0f); if(l.Selected) return General.Colors.Selection; else if(l.Action != 0) return General.Colors.Actions.WithAlpha(a); else if(l.IsFlagSet(General.Map.Config.SoundLinedefFlag)) return General.Colors.Sounds.WithAlpha(a); else return General.Colors.Linedefs.WithAlpha(a); } } #endregion #region ================== Start / Finish // This begins a drawing session public unsafe bool StartPlotter(bool clear) { if(renderlayer != RenderLayers.None) throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!"); renderlayer = RenderLayers.Plotter; try { graphics.Device.SetRenderState(RenderState.FogEnable, false); } catch(Exception) { } // 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 UpdateTransformations(); 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 InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!"); renderlayer = RenderLayers.Things; try { graphics.Device.SetRenderState(RenderState.FogEnable, false); } catch(Exception) { } // 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, General.Colors.Background.WithAlpha(0).ToColorValue(), targetsurface, null)) { // Ready for rendering UpdateTransformations(); 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 InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!"); renderlayer = RenderLayers.Overlay; try { graphics.Device.SetRenderState(RenderState.FogEnable, false); } catch(Exception) { } // Rendertargets available? if(overlaytex != null) { // Set the rendertarget to the things texture targetsurface = overlaytex.GetSurfaceLevel(0); if(graphics.StartRendering(clear, General.Colors.Background.WithAlpha(0).ToColorValue(), targetsurface, null)) { // Ready for rendering UpdateTransformations(); return true; } else { // Can't render! Finish(); return false; } } else { // Can't render! Finish(); return false; } } // This ends a drawing session public void Finish() { // 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) || (renderlayer == RenderLayers.Surface)) { // Stop rendering graphics.FinishRendering(); // Release rendertarget try { graphics.Device.DepthStencilSurface = 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.ScaledWidth, (float)General.Map.Grid.Background.ScaledHeight); Vector2D backimagescale = new Vector2D(General.Map.Grid.BackgroundScaleX, General.Map.Grid.BackgroundScaleY); // Scale the background image size backimagesize *= backimagescale; // Only if a background image is set if((General.Map.Grid.Background != null) && !(General.Map.Grid.Background is UnknownImage)) { // 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; DataRectangle lockedrect; // Do we need to redraw grid? if((lastgridsize != General.Map.Grid.GridSize) || (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; lastgridsize = General.Map.Grid.GridSize; 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, ref 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, ref c); } } } #endregion #region ================== Things // This ensures there is enough place in the things buffer private void ReserveThingsMemory(int newnumthings, bool preserve) { int newmaxthings; DataStream stream; FlatVertex[] verts = null; // Do we need to make changes? if((newnumthings > maxthings) || !preserve) { // Read old things data if we want to keep it if(preserve && (thingsvertices != null) && (numthings > 0)) { stream = thingsvertices.Lock(0, numthings * 12 * FlatVertex.Stride, LockFlags.ReadOnly | LockFlags.NoSystemLock); verts = stream.ReadRange(numthings * 12); thingsvertices.Unlock(); stream.Dispose(); } // Buffer needs to be reallocated? if(newnumthings > maxthings) { // Calculate new size newmaxthings = newnumthings + THING_BUFFER_STEP; // Trash old buffer if(thingsvertices != null) thingsvertices.Dispose(); // Create new buffer thingsvertices = new VertexBuffer(graphics.Device, newmaxthings * 12 * FlatVertex.Stride, Usage.None, VertexFormat.None, Pool.Managed); maxthings = newmaxthings; } else { // Buffer stays the same newmaxthings = maxthings; } // Keep old things? if(preserve && (verts != null)) { // Write old things into new buffer stream = thingsvertices.Lock(0, maxthings * 12 * FlatVertex.Stride, LockFlags.Discard | LockFlags.NoSystemLock); stream.WriteRange(verts); thingsvertices.Unlock(); stream.Dispose(); } else { // Things were trashed numthings = 0; } } } // This makes vertices for a thing // Returns false when not on the screen private bool CreateThingVerts(Thing t, ref FlatVertex[] verts, int offset, PixelColor c) { float circlesize; float arrowsize; int color; // Transform to screen coordinates Vector2D screenpos = ((Vector2D)t.Position).GetTransformed(translatex, translatey, scale, -scale); // Determine sizes if(t.FixedSize && (scale > 1.0f)) { circlesize = (t.Size - THING_CIRCLE_SHRINK) * THING_CIRCLE_SIZE; arrowsize = (t.Size - THING_ARROW_SHRINK) * THING_ARROW_SIZE; } else { circlesize = (t.Size - THING_CIRCLE_SHRINK) * scale * THING_CIRCLE_SIZE; arrowsize = (t.Size - THING_ARROW_SHRINK) * scale * THING_ARROW_SIZE; } // Check if the thing is actually on screen if(((screenpos.x + circlesize) > 0.0f) && ((screenpos.x - circlesize) < (float)windowsize.Width) && ((screenpos.y + circlesize) > 0.0f) && ((screenpos.y - circlesize) < (float)windowsize.Height)) { // Get integral color color = c.ToInt(); // Setup fixed rect for circle verts[offset].x = screenpos.x - circlesize; verts[offset].y = screenpos.y - circlesize; verts[offset].c = color; verts[offset].u = 1f / 512f; verts[offset].v = 1f / 128f; offset++; verts[offset].x = screenpos.x + circlesize; verts[offset].y = screenpos.y - circlesize; verts[offset].c = color; verts[offset].u = 0.25f - 1f / 512f; verts[offset].v = 1f / 128f; offset++; verts[offset].x = screenpos.x - circlesize; verts[offset].y = screenpos.y + circlesize; verts[offset].c = color; verts[offset].u = 1f / 512f; verts[offset].v = 1f - 1f / 128f; offset++; verts[offset] = verts[offset - 2]; offset++; verts[offset] = verts[offset - 2]; offset++; verts[offset].x = screenpos.x + circlesize; verts[offset].y = screenpos.y + circlesize; verts[offset].c = color; verts[offset].u = 0.25f - 1f / 512f; verts[offset].v = 1f - 1f / 128f; offset++; // Setup rotated rect for arrow verts[offset].x = screenpos.x + (float)Math.Sin(t.Angle - Angle2D.PI * 0.25f) * arrowsize; verts[offset].y = screenpos.y + (float)Math.Cos(t.Angle - Angle2D.PI * 0.25f) * arrowsize; verts[offset].c = -1; verts[offset].u = 0.50f + t.IconOffset; verts[offset].v = 0f; offset++; verts[offset].x = screenpos.x + (float)Math.Sin(t.Angle + Angle2D.PI * 0.25f) * arrowsize; verts[offset].y = screenpos.y + (float)Math.Cos(t.Angle + Angle2D.PI * 0.25f) * arrowsize; verts[offset].c = -1; verts[offset].u = 0.75f + t.IconOffset; verts[offset].v = 0f; offset++; verts[offset].x = screenpos.x + (float)Math.Sin(t.Angle - Angle2D.PI * 0.75f) * arrowsize; verts[offset].y = screenpos.y + (float)Math.Cos(t.Angle - Angle2D.PI * 0.75f) * arrowsize; verts[offset].c = -1; verts[offset].u = 0.50f + t.IconOffset; verts[offset].v = 1f; offset++; verts[offset] = verts[offset - 2]; offset++; verts[offset] = verts[offset - 2]; offset++; verts[offset].x = screenpos.x + (float)Math.Sin(t.Angle + Angle2D.PI * 0.75f) * arrowsize; verts[offset].y = screenpos.y + (float)Math.Cos(t.Angle + Angle2D.PI * 0.75f) * arrowsize; verts[offset].c = -1; verts[offset].u = 0.75f + t.IconOffset; verts[offset].v = 1f; // Done return true; } else { // Not on screen return false; } } // This draws a set of things private void RenderThingsBatch(int offset, int count, float alpha) { int thingtextureindex = 0; // Anything to render? if(count > 0) { // Make alpha color Color4 alphacolor = new Color4(alpha, 1.0f, 1.0f, 1.0f); // Set renderstates for things rendering graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); graphics.Device.SetRenderState(RenderState.ZEnable, false); graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true); graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.FogEnable, false); graphics.Device.SetRenderState(RenderState.TextureFactor, alphacolor.ToArgb()); graphics.Device.SetStreamSource(0, thingsvertices, 0, FlatVertex.Stride); // Determine things texture to use if(General.Settings.QualityDisplay) thingtextureindex |= THING_SHINY; if(General.Settings.SquareThings) thingtextureindex |= THING_SQUARE; graphics.Device.SetTexture(0, thingtexture[thingtextureindex].Texture); graphics.Shaders.Things2D.Texture1 = thingtexture[thingtextureindex].Texture; SetWorldTransformation(false); graphics.Shaders.Things2D.SetSettings(alpha); // Draw the things batched graphics.Shaders.Things2D.Begin(); graphics.Shaders.Things2D.BeginPass(0); graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, offset * 12, count * 4); graphics.Shaders.Things2D.EndPass(); graphics.Shaders.Things2D.End(); } } // This adds a thing in the things buffer for rendering public void RenderThing(Thing t, PixelColor c, float alpha) { FlatVertex[] verts = new FlatVertex[12]; DataStream stream; // Create vertices if(CreateThingVerts(t, ref verts, 0, c)) { // Make sure there is enough memory reserved ReserveThingsMemory(numthings + 1, true); // Store vertices in buffer if(thingsvertices != null) { stream = thingsvertices.Lock(numthings * 12 * FlatVertex.Stride, 12 * FlatVertex.Stride, LockFlags.NoSystemLock); stream.WriteRange(verts); thingsvertices.Unlock(); stream.Dispose(); } // Thing added, render it RenderThingsBatch(numthings, 1, alpha); numthings++; } } // This adds a thing in the things buffer for rendering public void RenderThingSet(ICollection things, float alpha) { // Anything to do? if(things.Count > 0) { FlatVertex[] verts = new FlatVertex[things.Count * 12]; // Make sure there is enough memory reserved ReserveThingsMemory(numthings + things.Count, true); // Go for all things int addcount = 0; foreach(Thing t in things) { // Create vertices if(CreateThingVerts(t, ref verts, addcount * 12, DetermineThingColor(t))) { // Next addcount++; } } // Store vertices in buffer if(thingsvertices != null) { DataStream stream = thingsvertices.Lock(numthings * 12 * FlatVertex.Stride, things.Count * 12 * FlatVertex.Stride, LockFlags.NoSystemLock); stream.WriteRange(verts); thingsvertices.Unlock(); stream.Dispose(); } // Things added, render them RenderThingsBatch(numthings, addcount, alpha); numthings += addcount; } } #endregion #region ================== Surface // This redraws the surface public void RedrawSurface() { if(renderlayer != RenderLayers.None) throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!"); renderlayer = RenderLayers.Surface; // Rendertargets available? if(surfacetex != null) { // Set the rendertarget to the surface texture targetsurface = surfacetex.GetSurfaceLevel(0); if(graphics.StartRendering(true, General.Colors.Background.WithAlpha(0).ToColorValue(), targetsurface, null)) { // Set transformations UpdateTransformations(); // Render what must be rendered switch(viewmode) { case ViewMode.Brightness: RenderSectorBrightness(General.Map.Map.Sectors); break; case ViewMode.FloorTextures: RenderSectorFloors(General.Map.Map.Sectors); break; case ViewMode.CeilingTextures: RenderSectorCeilings(General.Map.Map.Sectors); break; } } } // Done Finish(); } // This renders all sector floors private void RenderSectorFloors(ICollection sectors) { // Set states 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); graphics.Device.SetRenderState(RenderState.FogEnable, false); SetWorldTransformation(true); graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear); // Render all sectors foreach(Sector s in sectors) RenderSectorSurface(s, s.FlatFloorBuffer, s.LongFloorTexture); } // This renders all sector ceilings private void RenderSectorCeilings(ICollection sectors) { // Set states 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); graphics.Device.SetRenderState(RenderState.FogEnable, false); SetWorldTransformation(true); graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear); // Render all sectors foreach(Sector s in sectors) RenderSectorSurface(s, s.FlatCeilingBuffer, s.LongCeilTexture); } // This renders all sector brightness levels private void RenderSectorBrightness(ICollection sectors) { // Set states 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); graphics.Device.SetRenderState(RenderState.FogEnable, false); SetWorldTransformation(true); graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear); // Render all sectors foreach(Sector s in sectors) RenderSectorSurface(s, s.FlatFloorBuffer, 0); } // This renders the geometry and tecture of the sector private void RenderSectorSurface(Sector s, VertexBuffer buffer, long longimagename) { Texture t = null; if((buffer != null) && (s.FlatVertices != null) && (s.FlatVertices.Length > 0)) { if(longimagename == 0) { t = whitetexture.Texture; } else { ImageData img = General.Map.Data.GetFlatImage(longimagename); if(img != null) { // Texture unknown? if(img is UnknownImage) { General.Map.Data.UnknownTexture3D.CreateTexture(); t = General.Map.Data.UnknownTexture3D.Texture; } // Is the texture loaded? else if(img.IsImageLoaded && !img.LoadFailed) { if(img.Texture == null) img.CreateTexture(); t = img.Texture; } else { t = whitetexture.Texture; } } else { t = whitetexture.Texture; } } // Set renderstates for rendering graphics.Shaders.Display2D.Texture1 = t; graphics.Device.SetTexture(0, t); graphics.Device.SetStreamSource(0, buffer, 0, FlatVertex.Stride); // Draw graphics.Shaders.Display2D.Begin(); graphics.Shaders.Display2D.BeginPass(1); graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, s.FlatVertices.Length / 3); graphics.Shaders.Display2D.EndPass(); graphics.Shaders.Display2D.End(); } } #endregion #region ================== Overlay // This renders geometry // The geometry must be a triangle list public void RenderGeometry(FlatVertex[] vertices, ImageData texture, bool transformcoords) { Texture t = null; if(vertices.Length > 0) { if(texture != null) { // Make sure the texture is loaded if(!texture.IsImageLoaded) texture.LoadImage(); if(texture.Texture == null) texture.CreateTexture(); t = texture.Texture; } else { t = whitetexture.Texture; } // 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); graphics.Device.SetRenderState(RenderState.FogEnable, false); graphics.Shaders.Display2D.Texture1 = t; graphics.Device.SetTexture(0, t); SetWorldTransformation(transformcoords); graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear); // Draw graphics.Shaders.Display2D.Begin(); graphics.Shaders.Display2D.BeginPass(1); graphics.Device.DrawUserPrimitives(PrimitiveType.TriangleList, 0, vertices.Length / 3, vertices); graphics.Shaders.Display2D.EndPass(); graphics.Shaders.Display2D.End(); } } // This renders text public void RenderText(TextLabel text) { // Update the text if needed text.Update(translatex, translatey, scale, -scale); // Text is created? if(text.VertexBuffer != null) { // Set renderstates for rendering graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); graphics.Device.SetRenderState(RenderState.ZEnable, false); graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true); graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false); graphics.Device.SetRenderState(RenderState.TextureFactor, -1); graphics.Device.SetRenderState(RenderState.FogEnable, false); graphics.Shaders.Display2D.Texture1 = graphics.FontTexture; SetWorldTransformation(false); graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, true); graphics.Device.SetTexture(0, graphics.FontTexture); graphics.Device.SetStreamSource(0, text.VertexBuffer, 0, FlatVertex.Stride); // Draw graphics.Shaders.Display2D.Begin(); graphics.Shaders.Display2D.BeginPass(2); graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, text.NumFaces >> 1); graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, text.NumFaces); graphics.Shaders.Display2D.EndPass(); graphics.Shaders.Display2D.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.TriangleStrip, lt.x, lt.y, rb.x, lt.y - bordersize); quads[1] = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, rb.y + bordersize, rb.x, rb.y); quads[2] = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, lt.y - bordersize, lt.x + bordersize, rb.y + bordersize); quads[3] = new FlatQuad(PrimitiveType.TriangleStrip, rb.x - bordersize, lt.y - bordersize, rb.x, rb.y + bordersize); quads[0].SetColors(c.ToInt()); quads[1].SetColors(c.ToInt()); quads[2].SetColors(c.ToInt()); quads[3].SetColors(c.ToInt()); // Set renderstates for rendering 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); graphics.Device.SetRenderState(RenderState.FogEnable, false); SetWorldTransformation(false); graphics.Device.SetTexture(0, whitetexture.Texture); graphics.Shaders.Display2D.Texture1 = whitetexture.Texture; graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear); // Draw graphics.Shaders.Display2D.Begin(); graphics.Shaders.Display2D.BeginPass(1); quads[0].Render(graphics); quads[1].Render(graphics); quads[2].Render(graphics); quads[3].Render(graphics); graphics.Shaders.Display2D.EndPass(); graphics.Shaders.Display2D.End(); } // This renders a filled rectangle with given color public void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect) { // Calculate positions Vector2D lt = new Vector2D(rect.Left, rect.Top); Vector2D rb = new Vector2D(rect.Right, rect.Bottom); if(transformrect) { lt = lt.GetTransformed(translatex, translatey, scale, -scale); rb = rb.GetTransformed(translatex, translatey, scale, -scale); } // Make quad FlatQuad quad = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, lt.y, rb.x, rb.y); quad.SetColors(c.ToInt()); // Set renderstates for rendering 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); graphics.Device.SetRenderState(RenderState.FogEnable, false); SetWorldTransformation(false); graphics.Device.SetTexture(0, whitetexture.Texture); graphics.Shaders.Display2D.Texture1 = whitetexture.Texture; graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear); // Draw graphics.Shaders.Display2D.Begin(); graphics.Shaders.Display2D.BeginPass(1); quad.Render(graphics); graphics.Shaders.Display2D.EndPass(); graphics.Shaders.Display2D.End(); } // This renders a line with given color public void RenderLine(Vector2D start, Vector2D end, float thickness, PixelColor c, bool transformcoords) { FlatVertex[] verts = new FlatVertex[4]; // Calculate positions if(transformcoords) { start = start.GetTransformed(translatex, translatey, scale, -scale); end = end.GetTransformed(translatex, translatey, scale, -scale); } // Calculate offsets Vector2D delta = end - start; Vector2D dn = delta.GetNormal() * thickness; // Make vertices verts[0].x = start.x - dn.x + dn.y; verts[0].y = start.y - dn.y - dn.x; verts[0].z = 0.0f; verts[0].c = c.ToInt(); verts[1].x = start.x - dn.x - dn.y; verts[1].y = start.y - dn.y + dn.x; verts[1].z = 0.0f; verts[1].c = c.ToInt(); verts[2].x = end.x + dn.x + dn.y; verts[2].y = end.y + dn.y - dn.x; verts[2].z = 0.0f; verts[2].c = c.ToInt(); verts[3].x = end.x + dn.x - dn.y; verts[3].y = end.y + dn.y + dn.x; verts[3].z = 0.0f; verts[3].c = c.ToInt(); // Set renderstates for rendering 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); graphics.Device.SetRenderState(RenderState.FogEnable, false); SetWorldTransformation(false); graphics.Device.SetTexture(0, whitetexture.Texture); graphics.Shaders.Display2D.Texture1 = whitetexture.Texture; graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear); // Draw graphics.Shaders.Display2D.Begin(); graphics.Shaders.Display2D.BeginPass(0); graphics.Device.DrawUserPrimitives(PrimitiveType.TriangleStrip, 0, 2, verts); graphics.Shaders.Display2D.EndPass(); graphics.Shaders.Display2D.End(); } #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) { // Transform coordinates Vector2D v1 = start.GetTransformed(translatex, translatey, scale, -scale); Vector2D v2 = end.GetTransformed(translatex, translatey, scale, -scale); // Draw line plotter.DrawLineSolid((int)v1.x, (int)v1.y, (int)v2.x, (int)v2.y, ref c); } // 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); // Draw line plotter.DrawLineSolid((int)v1.x, (int)v1.y, (int)v2.x, (int)v2.y, ref c); // Calculate normal indicator float mx = (v2.x - v1.x) * 0.5f; float my = (v2.y - v1.y) * 0.5f; // Draw normal indicator plotter.DrawLineSolid((int)(v1.x + mx), (int)(v1.y + my), (int)((v1.x + mx) - (my * l.LengthInv) * linenormalsize), (int)((v1.y + my) + (mx * l.LengthInv) * linenormalsize), ref c); } // This renders a set of linedefs public void PlotLinedefSet(ICollection linedefs) { // Go for all linedefs foreach(Linedef l in linedefs) PlotLinedef(l, DetermineLinedefColor(l)); } // This renders a single vertex public void PlotVertex(Vertex v, int colorindex) { // Transform vertex coordinates Vector2D nv = v.Position.GetTransformed(translatex, translatey, scale, -scale); // Draw pixel here plotter.DrawVertexSolid((int)nv.x, (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) { // Transform vertex coordinates Vector2D nv = v.GetTransformed(translatex, translatey, scale, -scale); // Draw pixel here plotter.DrawVertexSolid((int)nv.x, (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) { // Go for all vertices foreach(Vertex v in vertices) PlotVertex(v, DetermineVertexColor(v)); } #endregion } }