#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; using CodeImp.DoomBuilder.IO; #endregion namespace CodeImp.DoomBuilder.Rendering { public class VisualSector : ID3DResource { #region ================== Constants #endregion #region ================== Variables // Geometry private List geolist; private VertexBuffer geobuffer; private bool updategeo; // Original sector private Sector sector; // Disposing private bool isdisposed = false; #endregion #region ================== Properties internal List GeometryList { get { return geolist; } } internal VertexBuffer GeometryBuffer { get { return geobuffer; } } internal bool NeedsUpdateGeo { get { return updategeo; } set { updategeo |= value; } } public bool IsDisposed { get { return isdisposed; } } public Sector Sector { get { return sector; } } #endregion #region ================== Constructor / Disposer // Constructor public VisualSector(Sector s) { // Initialize this.sector = s; geolist = new List(); // Register as resource General.Map.Graphics.RegisterResource(this); } // Disposer public virtual void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up foreach(VisualGeometry g in geolist) g.Sector = null; if(geobuffer != null) geobuffer.Dispose(); geobuffer = null; // Unregister resource General.Map.Graphics.UnregisterResource(this); // Done isdisposed = true; } } #endregion #region ================== Methods // This is called before a device is reset // (when resized or display adapter was changed) public virtual void UnloadResource() { // Trash geometry buffer if(geobuffer != null) geobuffer.Dispose(); geobuffer = null; updategeo = true; } // This is called resets when the device is reset // (when resized or display adapter was changed) public virtual void ReloadResource() { // Make new geometry //Update(); } // This updates the visual sector public void Update() { DataStream bufferstream; int numverts = 0; int v = 0; // Trash geometry buffer if(geobuffer != null) geobuffer.Dispose(); geobuffer = null; // Sort the geo list by texture geolist.Sort(); // Count the number of vertices there are foreach(VisualGeometry g in geolist) numverts += g.Vertices.Length; // Any vertics? if(numverts > 0) { // Make a new buffer geobuffer = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * numverts, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default); // Fill the buffer bufferstream = geobuffer.Lock(0, WorldVertex.Stride * numverts, LockFlags.Discard); foreach(VisualGeometry g in geolist) { if(g.Vertices.Length > 0) { bufferstream.WriteRange(g.Vertices); g.VertexOffset = v; v += g.Vertices.Length; } } geobuffer.Unlock(); bufferstream.Dispose(); } // Done updategeo = false; } // This adds geometry public void AddGeometry(VisualGeometry geo) { geo.Sector = this; geolist.Add(geo); updategeo = true; } // This removes all geometry public void ClearGeometry() { foreach(VisualGeometry g in geolist) g.Sector = null; geolist.Clear(); updategeo = true; } #endregion } }