mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
5ca3cd46cb
- added error dialog when missing DirectX
188 lines
4.4 KiB
C#
188 lines
4.4 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
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using SlimDX.Direct3D9;
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using SlimDX;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.IO;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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public class VisualSector : ID3DResource
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Geometry
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private List<VisualGeometry> geolist;
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private VertexBuffer geobuffer;
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private bool updategeo;
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// Original sector
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private Sector sector;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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internal List<VisualGeometry> GeometryList { get { return geolist; } }
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internal VertexBuffer GeometryBuffer { get { return geobuffer; } }
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internal bool NeedsUpdateGeo { get { return updategeo; } set { updategeo |= value; } }
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public bool IsDisposed { get { return isdisposed; } }
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public Sector Sector { get { return sector; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public VisualSector(Sector s)
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{
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// Initialize
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this.sector = s;
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geolist = new List<VisualGeometry>();
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// Register as resource
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General.Map.Graphics.RegisterResource(this);
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}
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// Disposer
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public virtual void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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foreach(VisualGeometry g in geolist) g.Sector = null;
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if(geobuffer != null) geobuffer.Dispose();
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geobuffer = null;
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// Unregister resource
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General.Map.Graphics.UnregisterResource(this);
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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// This is called before a device is reset
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// (when resized or display adapter was changed)
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public virtual void UnloadResource()
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{
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// Trash geometry buffer
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if(geobuffer != null) geobuffer.Dispose();
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geobuffer = null;
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updategeo = true;
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}
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// This is called resets when the device is reset
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// (when resized or display adapter was changed)
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public virtual void ReloadResource()
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{
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// Make new geometry
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//Update();
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}
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// This updates the visual sector
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public void Update()
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{
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DataStream bufferstream;
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int numverts = 0;
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int v = 0;
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// Trash geometry buffer
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if(geobuffer != null) geobuffer.Dispose();
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geobuffer = null;
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// Sort the geo list by texture
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geolist.Sort();
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// Count the number of vertices there are
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foreach(VisualGeometry g in geolist) numverts += g.Vertices.Length;
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// Any vertics?
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if(numverts > 0)
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{
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// Make a new buffer
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geobuffer = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * numverts,
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Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
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// Fill the buffer
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bufferstream = geobuffer.Lock(0, WorldVertex.Stride * numverts, LockFlags.Discard);
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foreach(VisualGeometry g in geolist)
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{
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if(g.Vertices.Length > 0)
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{
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bufferstream.WriteRange<WorldVertex>(g.Vertices);
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g.VertexOffset = v;
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v += g.Vertices.Length;
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}
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}
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geobuffer.Unlock();
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bufferstream.Dispose();
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}
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// Done
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updategeo = false;
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}
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// This adds geometry
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public void AddGeometry(VisualGeometry geo)
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{
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geo.Sector = this;
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geolist.Add(geo);
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updategeo = true;
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}
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// This removes all geometry
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public void ClearGeometry()
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{
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foreach(VisualGeometry g in geolist) g.Sector = null;
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geolist.Clear();
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updategeo = true;
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}
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#endregion
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}
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}
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