UltimateZoneBuilder/Source/Core/Rendering/Renderer.cs
MaxED 16b97e1c83 Added GLDEFS and (Z)MAPINFO parsers.
Dynamic lights defined in GLDEFS are now rendered in Visual modes (currently only one light per Thing is supported).
Several values from (Z)MAPINFO are now used in Visual modes.
Added "Reload GLDEFS", "Reload (Z)MAPINFO" and "Reload MODELDEF" menu options (in "Tools" section).
MODELDEF parser now checks which model(s) is/are used in first frame.
Dynamic lights are now created with more meaningful default parameters.
Added errors and warnings indicator to main window.
2012-06-01 10:17:47 +00:00

139 lines
3.7 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 CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal abstract class Renderer : ID3DResource
{
#region ================== Constants
#endregion
#region ================== Variables
// Graphics
protected D3DDevice graphics;
// Disposing
protected bool isdisposed = false;
#endregion
#region ================== Properties
// Disposing
public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Renderer(D3DDevice g)
{
// Initialize
this.graphics = g;
// Register as resource
g.RegisterResource(this);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
internal virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Unregister resource
graphics.UnregisterResource(this);
// Done
graphics = null;
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This calculates the sector brightness level
public int CalculateBrightness(int level)
{
float flevel = level;
// Simulat doom light levels
if((level < 192) && General.Map.Config.DoomLightLevels)
flevel = (192.0f - (float)(192 - level) * 1.5f);
byte blevel = (byte)General.Clamp((int)flevel, 0, 255);
PixelColor c = new PixelColor(255, blevel, blevel, blevel);
return c.ToInt();
}
//mxd. This calculates wall brightness level with doom-style shading
public int CalculateBrightness(int level, Sidedef sd) {
if (!General.Map.Data.MapInfo.EvenLighting && sd != null) {
//all walls are shaded by their angle
if (General.Map.Data.MapInfo.SmoothLighting) {
float ammount = Math.Abs((float)Math.Sin(sd.Angle));
int hAmmount = (int)((1.0f - ammount) * General.Map.Data.MapInfo.HorizWallShade);
int vAmmount = (int)(ammount * General.Map.Data.MapInfo.VertWallShade);
level = General.Clamp(level - hAmmount - vAmmount, 0, 255);
} else { //only horizontal/verticel walls are shaded
int angle = (int)(sd.Angle * 180.0f / Math.PI);
//horizontal wall
if (angle == 270 || angle == 90) {
level = General.Clamp(level + General.Map.Data.MapInfo.HorizWallShade, 0, 255);
//vertical wall
} else if (angle == 0 || angle == 180) {
level = General.Clamp(level + General.Map.Data.MapInfo.VertWallShade, 0, 255);
}
}
}
return CalculateBrightness(level);
}
// This is called when the graphics need to be reset
public virtual void Reset() { }
// For DirectX resources
public virtual void UnloadResource() { }
public virtual void ReloadResource() { }
#endregion
}
}