UltimateZoneBuilder/Source/Rendering/Renderer2D.cs
2007-10-20 19:50:03 +00:00

402 lines
10 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using CodeImp.DoomBuilder.Map;
using SlimDX.Direct3D;
using SlimDX.Direct3D9;
using SlimDX;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal unsafe class Renderer2D : Renderer
{
#region ================== Constants
private const byte DOUBLESIDED_LINE_ALPHA = 130;
private const float FSAA_BLEND_FACTOR = 0.6f;
#endregion
#region ================== Variables
// Rendering memory
private Texture tex;
private int width, height;
private int pwidth, pheight;
private Plotter plotter;
// View settings (world coordinates)
private float scale;
private float scaleinv;
private float offsetx;
private float offsety;
private float translatex;
private float translatey;
private float linenormalsize;
#endregion
#region ================== Properties
public float OffsetX { get { return offsetx; } }
public float OffsetY { get { return offsety; } }
public float Scale { get { return scale; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public Renderer2D(D3DGraphics graphics) : base(graphics)
{
// Initialize
// We have no destructor
GC.SuppressFinalize(this);
}
// Diposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
if(tex != null) tex.Dispose();
tex = null;
// Done
base.Dispose();
}
}
#endregion
#region ================== Control
// This draws the image on screen
public void Present()
{
FlatVertex[] verts = new FlatVertex[4];
// Start drawing
if(graphics.StartRendering(General.Colors.Background.PixelColor.ToInt()))
{
// Left top
verts[0].x = -0.5f;
verts[0].y = -0.5f;
verts[0].w = 1f;
verts[0].u = 0f;
verts[0].v = 0f;
// Right top
verts[1].x = pwidth - 0.5f;
verts[1].y = -0.5f;
verts[1].w = 1f;
verts[1].u = 1f;
verts[1].v = 0f;
// Left bottom
verts[2].x = -0.5f;
verts[2].y = pheight - 0.5f;
verts[2].w = 1f;
verts[2].u = 0f;
verts[2].v = 1f;
// Right bottom
verts[3].x = pwidth - 0.5f;
verts[3].y = pheight - 0.5f;
verts[3].w = 1f;
verts[3].u = 1f;
verts[3].v = 1f;
// Set renderstates AND shader settings
graphics.Device.SetTexture(0, tex);
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
graphics.Device.SetRenderState(RenderState.DestBlend, Blend.InvSourceAlpha);
graphics.Shaders.Base2D.Texture1 = tex;
graphics.Shaders.Base2D.SetSettings(1f / pwidth, 1f / pheight, FSAA_BLEND_FACTOR);
// Draw
graphics.Shaders.Base2D.Begin();
graphics.Shaders.Base2D.BeginPass(0);
try { graphics.Device.DrawUserPrimitives<FlatVertex>(PrimitiveType.TriangleStrip, 0, 2, verts); }
catch(Exception) { }
graphics.Shaders.Base2D.EndPass();
graphics.Shaders.Base2D.End();
// Done
graphics.FinishRendering();
}
}
// This is called before a device is reset
// (when resized or display adapter was changed)
public override void UnloadResource()
{
// Trash old texture
if(tex != null) tex.Dispose();
tex = null;
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public override void ReloadResource()
{
// Re-create texture
CreateTexture();
}
// This resets the graphics
public override void Reset()
{
UnloadResource();
ReloadResource();
}
// Allocates new image memory to render on
public void CreateTexture()
{
SurfaceDescription sd;
// Get new width and height
width = graphics.RenderTarget.ClientSize.Width;
height = graphics.RenderTarget.ClientSize.Height;
// Trash old texture
if(tex != null) tex.Dispose();
tex = null;
// Create new texture
tex = new Texture(graphics.Device, width, height, 1, Usage.Dynamic, Format.A8R8G8B8, Pool.Default);
// Get the real surface size
sd = tex.GetLevelDescription(0);
pwidth = sd.Width;
pheight = sd.Height;
}
// This begins a drawing session
public unsafe bool StartRendering(bool cleardisplay)
{
LockFlags lockflags;
LockedRect rect;
// Do we have a texture?
if(tex != null)
{
// Determine lock requirements
if(cleardisplay) lockflags = LockFlags.Discard | LockFlags.NoSystemLock;
else lockflags = LockFlags.NoSystemLock;
// Lock memory
rect = tex.LockRectangle(0, lockflags);
// Create plotter
plotter = new Plotter((PixelColor*)rect.Data.DataPointer.ToPointer(), rect.Pitch / sizeof(PixelColor), pheight, width, height);
if(cleardisplay) plotter.Clear();
// Ready for rendering
return true;
}
else
{
// Can't render!
return false;
}
}
// This ends a drawing session
public void FinishRendering()
{
// Unlock memory
tex.UnlockRectangle(0);
// Present new image
Present();
}
// 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);
// Recalculate linedefs (normal lengths must be adjusted)
foreach(Linedef l in General.Map.Map.Linedefs) l.NeedUpdate();
}
// This updates some maths
private void UpdateTransformations()
{
scaleinv = 1f / scale;
translatex = -offsetx + (width * 0.5f) * scaleinv;
translatey = -offsety - (height * 0.5f) * scaleinv;
linenormalsize = 10f * scaleinv;
}
// 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 vertex
public PixelColor DetermineVertexColor(Vertex v)
{
// Determine color
if(v.Selected > 0) return General.Colors.Selection;
else return General.Colors.Vertices;
}
// This returns the color for a linedef
public PixelColor DetermineLinedefColor(Linedef l)
{
// Sinlgesided lines
if((l.Back == null) || (l.Front == null))
{
// Determine color
if(l.Selected > 0) return General.Colors.Selection;
else if(l.Action != 0) return General.Colors.Actions;
else return General.Colors.Linedefs;
}
// Doublesided lines
else
{
// Determine color
if(l.Selected > 0) return General.Colors.Selection;
else if(l.Action != 0) return General.Colors.Actions.WithAlpha(DOUBLESIDED_LINE_ALPHA);
else if((l.Flags & General.Map.Settings.SoundLinedefFlags) != 0) return General.Colors.Sounds.WithAlpha(DOUBLESIDED_LINE_ALPHA);
else return General.Colors.Linedefs.WithAlpha(DOUBLESIDED_LINE_ALPHA);
}
}
#endregion
#region ================== Map Rendering
// This renders the linedefs of a sector with special color
public void RenderSector(Sector s, PixelColor c)
{
// Go for all sides in the sector
foreach(Sidedef sd in s.Sidedefs)
{
// Render this linedef
RenderLinedef(sd.Line, c);
// Render the two vertices on top
RenderVertex(sd.Line.Start, DetermineVertexColor(sd.Line.Start));
RenderVertex(sd.Line.End, DetermineVertexColor(sd.Line.End));
}
}
// This renders the linedefs of a sector
public void RenderSector(Sector s)
{
// Go for all sides in the sector
foreach(Sidedef sd in s.Sidedefs)
{
// Render this linedef
RenderLinedef(sd.Line, DetermineLinedefColor(sd.Line));
// Render the two vertices on top
RenderVertex(sd.Line.Start, DetermineVertexColor(sd.Line.Start));
RenderVertex(sd.Line.End, DetermineVertexColor(sd.Line.End));
}
}
// This renders a single linedef
public void RenderLinedef(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, 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), c);
}
// This renders a set of linedefs
public void RenderLinedefSet(MapSet map, ICollection<Linedef> linedefs)
{
// Go for all linedefs
foreach(Linedef l in linedefs) RenderLinedef(l, DetermineLinedefColor(l));
}
// This renders a single vertex
public void RenderVertex(Vertex v, PixelColor c)
{
// Transform vertex coordinates
Vector2D nv = v.Position.GetTransformed(translatex, translatey, scale, -scale);
// Draw pixel here
plotter.DrawVertexSolid((int)nv.x, (int)nv.y, 2, c);
}
// This renders a set of vertices
public void RenderVerticesSet(MapSet map, ICollection<Vertex> vertices)
{
// Go for all vertices
foreach(Vertex v in vertices) RenderVertex(v, DetermineVertexColor(v));
}
#endregion
}
}