mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
2458ea3d32
Changed, internal: made TextLabel and IRenderer2D public properties compatible with DB2 implementation. Fixed some more cases when sidedefs belonging to linedefs, which were moved on top of existing linedefs, were incorrectly reassigned when applying Edit Selection and Drag Geometry modes. Fixed, Map Analysis mode: error checks must be updated after switching map format.
2143 lines
75 KiB
C#
2143 lines
75 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.Generic;
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using System.Drawing;
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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 CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.GZBuilder.Data; //mxd
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using CodeImp.DoomBuilder.Config; //mxd
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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/* This renders a 2D presentation of the map. This is done in several
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* layers which each are optimized for a different purpose. Set the
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* PresentationLayer(s) to specify how to present these layers.
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*/
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internal sealed class Renderer2D : Renderer, IRenderer2D
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{
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#region ================== Constants
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private const float FSAA_FACTOR = 0.6f;
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private const int MAP_CENTER_SIZE = 16; //mxd
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private const float THING_ARROW_SIZE = 1.4f;
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//private const float THING_ARROW_SHRINK = 2f;
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//private const float THING_CIRCLE_SIZE = 1f;
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private const float THING_SPRITE_SHRINK = 2f;
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private const int THING_BUFFER_SIZE = 100;
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private const float MINIMUM_THING_RADIUS = 1.5f; //mxd
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private const float MINIMUM_SPRITE_RADIUS = 8.0f; //mxd
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internal const float FIXED_THING_SIZE = 48.0f; //mxd
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internal const int NUM_VIEW_MODES = 4;
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#endregion
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#region ================== Variables
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// Rendertargets
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private Texture backtex;
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private Texture plottertex;
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private Texture thingstex;
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private Texture overlaytex;
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private Texture surfacetex;
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// Locking data
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private DataRectangle plotlocked;
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private Surface targetsurface;
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// Rendertarget sizes
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private Size windowsize;
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private Size structsize;
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private Size thingssize;
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private Size overlaysize;
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private Size backsize;
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// Geometry plotter
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private Plotter plotter;
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// Vertices to present the textures
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private VertexBuffer screenverts;
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private FlatVertex[] backimageverts;
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// Batch buffer for things rendering
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private VertexBuffer thingsvertices;
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// Render settings
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private int vertexsize;
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private RenderLayers renderlayer = RenderLayers.None;
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// Surfaces
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private SurfaceManager surfaces;
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// View settings (world coordinates)
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private ViewMode viewmode;
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private float scale;
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private float scaleinv;
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private float offsetx;
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private float offsety;
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private float translatex;
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private float translatey;
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private float linenormalsize;
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private float minlinelength; //mxd. Linedef should be longer than this to be rendered
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private float minlinenormallength; //mxd. Linedef direction indicator should be longer than this to be rendered
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private float lastgridscale = -1f;
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private int lastgridsize;
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private float lastgridx;
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private float lastgridy;
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private RectangleF viewport;
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private RectangleF yviewport;
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// Presentation
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private Presentation present;
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#endregion
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#region ================== Properties
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public float OffsetX { get { return offsetx; } }
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public float OffsetY { get { return offsety; } }
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public float TranslateX { get { return translatex; } }
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public float TranslateY { get { return translatey; } }
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public float Scale { get { return scale; } }
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public int VertexSize { get { return vertexsize; } }
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public ViewMode ViewMode { get { return viewmode; } }
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public SurfaceManager Surfaces { get { return surfaces; } }
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public RectangleF Viewport { get { return viewport; } } //mxd
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal Renderer2D(D3DDevice graphics) : base(graphics)
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{
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// Create surface manager
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surfaces = new SurfaceManager();
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// Create rendertargets
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CreateRendertargets();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public override 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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// Destroy rendertargets
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DestroyRendertargets();
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// Dispose surface manager
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surfaces.Dispose();
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Presenting
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// This sets the presentation to use
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public void SetPresentation(Presentation present)
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{
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this.present = new Presentation(present);
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}
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// This draws the image on screen
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public unsafe void Present()
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{
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General.Plugins.OnPresentDisplayBegin();
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// Start drawing
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if(graphics.StartRendering(true, General.Colors.Background.ToColorValue(), graphics.BackBuffer, graphics.DepthBuffer))
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{
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// Renderstates that count for this whole sequence
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graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
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graphics.Device.SetRenderState(RenderState.ZEnable, false);
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graphics.Device.SetRenderState(RenderState.FogEnable, false);
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graphics.Device.SetStreamSource(0, screenverts, 0, sizeof(FlatVertex));
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graphics.Device.SetTransform(TransformState.World, Matrix.Identity);
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graphics.Shaders.Display2D.Begin();
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// Go for all layers
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foreach(PresentLayer layer in present.layers)
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{
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int aapass;
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// Set blending mode
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switch(layer.blending)
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{
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case BlendingMode.None:
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graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
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graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
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break;
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case BlendingMode.Mask:
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graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true);
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graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
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break;
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case BlendingMode.Alpha:
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graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
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graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
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graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
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graphics.Device.SetRenderState(RenderState.TextureFactor, (new Color4(layer.alpha, 1f, 1f, 1f)).ToArgb());
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break;
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case BlendingMode.Additive:
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graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
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graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
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graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One);
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graphics.Device.SetRenderState(RenderState.TextureFactor, (new Color4(layer.alpha, 1f, 1f, 1f)).ToArgb());
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break;
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}
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// Check which pass to use
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if(layer.antialiasing && General.Settings.QualityDisplay) aapass = 0; else aapass = 1;
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// Render layer
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switch(layer.layer)
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{
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// BACKGROUND
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case RendererLayer.Background:
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if((backimageverts == null) || (General.Map.Grid.Background.Texture == null)) break;
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graphics.Shaders.Display2D.Texture1 = General.Map.Grid.Background.Texture;
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graphics.Shaders.Display2D.SetSettings(1f / windowsize.Width, 1f / windowsize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Shaders.Display2D.BeginPass(aapass);
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graphics.Device.DrawUserPrimitives(PrimitiveType.TriangleStrip, 0, 2, backimageverts);
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graphics.Shaders.Display2D.EndPass();
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graphics.Device.SetStreamSource(0, screenverts, 0, sizeof(FlatVertex));
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break;
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// GRID
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case RendererLayer.Grid:
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graphics.Shaders.Display2D.Texture1 = backtex;
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graphics.Shaders.Display2D.SetSettings(1f / backsize.Width, 1f / backsize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Shaders.Display2D.BeginPass(aapass);
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graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
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graphics.Shaders.Display2D.EndPass();
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break;
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// GEOMETRY
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case RendererLayer.Geometry:
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graphics.Shaders.Display2D.Texture1 = plottertex;
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graphics.Shaders.Display2D.SetSettings(1f / structsize.Width, 1f / structsize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Shaders.Display2D.BeginPass(aapass);
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graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
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graphics.Shaders.Display2D.EndPass();
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break;
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// THINGS
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case RendererLayer.Things:
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graphics.Shaders.Display2D.Texture1 = thingstex;
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graphics.Shaders.Display2D.SetSettings(1f / thingssize.Width, 1f / thingssize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Shaders.Display2D.BeginPass(aapass);
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graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
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graphics.Shaders.Display2D.EndPass();
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break;
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// OVERLAY
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case RendererLayer.Overlay:
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graphics.Shaders.Display2D.Texture1 = overlaytex;
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graphics.Shaders.Display2D.SetSettings(1f / overlaysize.Width, 1f / overlaysize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Shaders.Display2D.BeginPass(aapass);
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graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
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graphics.Shaders.Display2D.EndPass();
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break;
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// SURFACE
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case RendererLayer.Surface:
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graphics.Shaders.Display2D.Texture1 = surfacetex;
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graphics.Shaders.Display2D.SetSettings(1f / overlaysize.Width, 1f / overlaysize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Shaders.Display2D.BeginPass(aapass);
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graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
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graphics.Shaders.Display2D.EndPass();
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break;
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}
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}
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// Done
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graphics.Shaders.Display2D.End();
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graphics.FinishRendering();
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graphics.Present();
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// Release binds
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graphics.Shaders.Display2D.Texture1 = null;
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graphics.Device.SetStreamSource(0, null, 0, 0);
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}
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else
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{
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// Request delayed redraw
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General.MainWindow.DelayedRedraw();
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}
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}
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#endregion
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#region ================== Management
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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 override void UnloadResource()
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{
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// Destroy rendertargets
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DestroyRendertargets();
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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 override void ReloadResource()
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{
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// Re-create rendertargets
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CreateRendertargets();
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}
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// This resets the graphics
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/*public override void Reset()
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{
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UnloadResource();
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ReloadResource();
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}*/
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// This destroys the rendertargets
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public void DestroyRendertargets()
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{
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// Trash rendertargets
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if(plottertex != null) plottertex.Dispose();
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if(thingstex != null) thingstex.Dispose();
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if(overlaytex != null) overlaytex.Dispose();
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if(surfacetex != null) surfacetex.Dispose();
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if(backtex != null) backtex.Dispose();
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if(screenverts != null) screenverts.Dispose();
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plottertex = null;
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thingstex = null;
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backtex = null;
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screenverts = null;
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overlaytex = null;
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surfacetex = null;
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// Trash things batch buffer
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if(thingsvertices != null) thingsvertices.Dispose();
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thingsvertices = null;
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lastgridscale = -1f;
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lastgridsize = 0;
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}
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// Allocates new image memory to render on
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public unsafe void CreateRendertargets()
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{
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// Destroy rendertargets
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DestroyRendertargets();
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// Get new width and height
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windowsize.Width = graphics.RenderTarget.ClientSize.Width;
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windowsize.Height = graphics.RenderTarget.ClientSize.Height;
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// Create rendertargets textures
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plottertex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
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thingstex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
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backtex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
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overlaytex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
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surfacetex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
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// Get the real surface sizes
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SurfaceDescription sd = plottertex.GetLevelDescription(0);
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structsize.Width = sd.Width;
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structsize.Height = sd.Height;
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sd = thingstex.GetLevelDescription(0);
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thingssize.Width = sd.Width;
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thingssize.Height = sd.Height;
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sd = backtex.GetLevelDescription(0);
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backsize.Width = sd.Width;
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backsize.Height = sd.Height;
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sd = overlaytex.GetLevelDescription(0);
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overlaysize.Width = sd.Width;
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overlaysize.Height = sd.Height;
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// Clear rendertargets
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// This may cause a crash when resetting because it recursively
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// calls Reset in the Start functions and doesn't get to Finish
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//StartPlotter(true); Finish();
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//StartThings(true); Finish();
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//StartOverlay(true); Finish();
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graphics.ClearRendertarget(General.Colors.Background.WithAlpha(0).ToColorValue(), thingstex.GetSurfaceLevel(0), null);
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graphics.ClearRendertarget(General.Colors.Background.WithAlpha(0).ToColorValue(), overlaytex.GetSurfaceLevel(0), null);
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// Create vertex buffers
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screenverts = new VertexBuffer(graphics.Device, 4 * sizeof(FlatVertex), Usage.Dynamic | Usage.WriteOnly, VertexFormat.None, Pool.Default);
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thingsvertices = new VertexBuffer(graphics.Device, THING_BUFFER_SIZE * 12 * sizeof(FlatVertex), Usage.Dynamic | Usage.WriteOnly, VertexFormat.None, Pool.Default);
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// Make screen vertices
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DataStream stream = screenverts.Lock(0, 4 * sizeof(FlatVertex), LockFlags.Discard | LockFlags.NoSystemLock);
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FlatVertex[] verts = CreateScreenVerts(structsize);
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stream.WriteRange(verts);
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screenverts.Unlock();
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stream.Dispose();
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// Force update of view
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lastgridscale = -1f;
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lastgridsize = 0;
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lastgridx = 0.0f;
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lastgridy = 0.0f;
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UpdateTransformations();
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}
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// This makes screen vertices for display
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private static FlatVertex[] CreateScreenVerts(Size texturesize)
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{
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FlatVertex[] screenverts = new FlatVertex[4];
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screenverts[0].x = 0.5f;
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screenverts[0].y = 0.5f;
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screenverts[0].c = -1;
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screenverts[0].u = 1f / texturesize.Width;
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screenverts[0].v = 1f / texturesize.Height;
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screenverts[1].x = texturesize.Width - 1.5f;
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screenverts[1].y = 0.5f;
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screenverts[1].c = -1;
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screenverts[1].u = 1f - 1f / texturesize.Width;
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screenverts[1].v = 1f / texturesize.Height;
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screenverts[2].x = 0.5f;
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screenverts[2].y = texturesize.Height - 1.5f;
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screenverts[2].c = -1;
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screenverts[2].u = 1f / texturesize.Width;
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screenverts[2].v = 1f - 1f / texturesize.Height;
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screenverts[3].x = texturesize.Width - 1.5f;
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screenverts[3].y = texturesize.Height - 1.5f;
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screenverts[3].c = -1;
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screenverts[3].u = 1f - 1f / texturesize.Width;
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screenverts[3].v = 1f - 1f / texturesize.Height;
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return screenverts;
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}
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#endregion
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#region ================== View
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// This changes view mode
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public void SetViewMode(ViewMode mode)
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{
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viewmode = mode;
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}
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// This changes view position
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public void PositionView(float x, float y)
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{
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// Change position in world coordinates
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offsetx = x;
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offsety = y;
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UpdateTransformations();
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}
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// This changes zoom
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public void ScaleView(float scale)
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{
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// Change zoom scale
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this.scale = scale;
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UpdateTransformations();
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// Show zoom on main window
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General.MainWindow.UpdateZoom(scale);
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}
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// This updates some maths
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private void UpdateTransformations()
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{
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scaleinv = 1f / scale;
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translatex = -offsetx + (windowsize.Width * 0.5f) * scaleinv;
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translatey = -offsety - (windowsize.Height * 0.5f) * scaleinv;
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linenormalsize = 10f * scaleinv;
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minlinelength = linenormalsize * 0.0625f; //mxd
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minlinenormallength = linenormalsize * 2f; //mxd
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vertexsize = (int)(1.7f * General.Settings.GZVertexScale2D * scale + 0.5f); //mxd. added GZVertexScale2D
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if(vertexsize < 0) vertexsize = 0;
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if(vertexsize > 4) vertexsize = 4;
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Matrix scaling = Matrix.Scaling((1f / windowsize.Width) * 2f, (1f / windowsize.Height) * -2f, 1f);
|
|
Matrix translate = Matrix.Translation(-(float)windowsize.Width * 0.5f, -(float)windowsize.Height * 0.5f, 0f);
|
|
graphics.Device.SetTransform(TransformState.View, translate * scaling);
|
|
graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity);
|
|
Vector2D lt = DisplayToMap(new Vector2D(0.0f, 0.0f));
|
|
Vector2D rb = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height));
|
|
viewport = new RectangleF(lt.x, lt.y, rb.x - lt.x, rb.y - lt.y);
|
|
yviewport = new RectangleF(lt.x, rb.y, rb.x - lt.x, lt.y - rb.y);
|
|
}
|
|
|
|
// 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, translate * scaling);
|
|
}
|
|
else
|
|
{
|
|
graphics.Device.SetTransform(TransformState.World, Matrix.Identity);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This unprojects display coordinates (screen space) to map coordinates
|
|
/// </summary>
|
|
public Vector2D DisplayToMap(Vector2D mousepos)
|
|
{
|
|
return mousepos.GetInvTransformed(-translatex, -translatey, scaleinv, -scaleinv);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This projects map coordinates to display coordinates (screen space)
|
|
/// </summary>
|
|
public Vector2D MapToDisplay(Vector2D mappos)
|
|
{
|
|
return mappos.GetTransformed(translatex, translatey, scale, -scale);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Colors
|
|
|
|
// This returns the color for a thing
|
|
public PixelColor DetermineThingColor(Thing t)
|
|
{
|
|
// Determine color
|
|
if(t.Selected) return General.Colors.Selection;
|
|
|
|
//mxd. If thing is light, set it's color to light color:
|
|
if(Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, t.Type) != -1)
|
|
{
|
|
if(t.Type == 1502) //vavoom light
|
|
return new PixelColor(255, 255, 255, 255);
|
|
if(t.Type == 1503) //vavoom colored light
|
|
return new PixelColor(255, (byte)t.Args[1], (byte)t.Args[2], (byte)t.Args[3]);
|
|
return new PixelColor(255, (byte)t.Args[0], (byte)t.Args[1], (byte)t.Args[2]);
|
|
}
|
|
|
|
return t.Color;
|
|
}
|
|
|
|
// This returns the color for a vertex
|
|
public int DetermineVertexColor(Vertex v)
|
|
{
|
|
// Determine color
|
|
if(v.Selected) return ColorCollection.SELECTION;
|
|
return ColorCollection.VERTICES;
|
|
}
|
|
|
|
// This returns the color for a linedef
|
|
public PixelColor DetermineLinedefColor(Linedef l)
|
|
{
|
|
if(l.Selected) return General.Colors.Selection;
|
|
|
|
//mxd. Impassable lines
|
|
if(l.ImpassableFlag)
|
|
{
|
|
if(l.ColorPresetIndex != -1)
|
|
return General.Map.ConfigSettings.LinedefColorPresets[l.ColorPresetIndex].Color;
|
|
return General.Colors.Linedefs;
|
|
}
|
|
|
|
//mxd. Passable lines
|
|
if(l.ColorPresetIndex != -1)
|
|
return General.Map.ConfigSettings.LinedefColorPresets[l.ColorPresetIndex].Color.WithAlpha(General.Settings.DoubleSidedAlphaByte);
|
|
return General.Colors.Linedefs.WithAlpha(General.Settings.DoubleSidedAlphaByte);
|
|
}
|
|
|
|
//mxd. This collects indices of linedefs, which are parts of sectors with 3d floors
|
|
public void UpdateExtraFloorFlag()
|
|
{
|
|
HashSet<int> tags = new HashSet<int>();
|
|
|
|
//find lines with 3d floor action and collect sector tags
|
|
foreach(Linedef l in General.Map.Map.Linedefs)
|
|
{
|
|
if(l.Action == 160)
|
|
{
|
|
int sectortag = (General.Map.UDMF || (l.Args[1] & 8) != 0) ? l.Args[0] : l.Args[0] + (l.Args[4] << 8);
|
|
if(sectortag != 0 && !tags.Contains(sectortag)) tags.Add(sectortag);
|
|
}
|
|
}
|
|
|
|
//find lines, which are related to sectors with 3d floors, and collect their valuable indices
|
|
foreach(Linedef l in General.Map.Map.Linedefs)
|
|
{
|
|
if(l.Front != null && l.Front.Sector != null && l.Front.Sector.Tag != 0 && tags.Overlaps(l.Front.Sector.Tags))
|
|
{
|
|
l.ExtraFloorFlag = true;
|
|
continue;
|
|
}
|
|
if(l.Back != null && l.Back.Sector != null && l.Back.Sector.Tag != 0 && tags.Overlaps(l.Back.Sector.Tags))
|
|
{
|
|
l.ExtraFloorFlag = true;
|
|
continue;
|
|
}
|
|
|
|
l.ExtraFloorFlag = false;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Start / Finish
|
|
|
|
// This begins a drawing session
|
|
public unsafe bool StartPlotter(bool clear)
|
|
{
|
|
if(renderlayer != RenderLayers.None)
|
|
{
|
|
#if DEBUG
|
|
throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
|
|
#else
|
|
return false; //mxd. Can't render. Most probably because previous frame or render layer wasn't finished yet.
|
|
#endif
|
|
}
|
|
|
|
renderlayer = RenderLayers.Plotter;
|
|
|
|
// 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);
|
|
|
|
// Redraw grid when structures image was cleared
|
|
if(clear)
|
|
{
|
|
plotter.Clear();
|
|
RenderBackgroundGrid();
|
|
SetupBackground();
|
|
}
|
|
|
|
// Ready for rendering
|
|
UpdateTransformations();
|
|
return true;
|
|
}
|
|
|
|
// Can't render!
|
|
Finish();
|
|
return false;
|
|
}
|
|
|
|
// This begins a drawing session
|
|
public bool StartThings(bool clear)
|
|
{
|
|
if(renderlayer != RenderLayers.None)
|
|
{
|
|
#if DEBUG
|
|
throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
|
|
#else
|
|
return false; //mxd. Can't render. Most probably because previous frame or render layer wasn't finished yet.
|
|
#endif
|
|
}
|
|
|
|
renderlayer = RenderLayers.Things;
|
|
|
|
// Rendertargets available?
|
|
if(thingstex != null)
|
|
{
|
|
// 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;
|
|
}
|
|
|
|
// Can't render!
|
|
Finish();
|
|
return false;
|
|
}
|
|
|
|
// Can't render!
|
|
Finish();
|
|
return false;
|
|
}
|
|
|
|
// This begins a drawing session
|
|
public bool StartOverlay(bool clear)
|
|
{
|
|
if(renderlayer != RenderLayers.None)
|
|
{
|
|
#if DEBUG
|
|
throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
|
|
#else
|
|
return false; //mxd. Can't render. Most probably because previous frame or render layer wasn't finished yet.
|
|
#endif
|
|
}
|
|
|
|
renderlayer = RenderLayers.Overlay;
|
|
|
|
// 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;
|
|
}
|
|
|
|
// Can't render!
|
|
Finish();
|
|
return false;
|
|
}
|
|
|
|
// 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()
|
|
{
|
|
// Only if a background image is set
|
|
if((General.Map.Grid.Background != null) && !(General.Map.Grid.Background is UnknownImage))
|
|
{
|
|
Vector2D backoffset = new Vector2D(General.Map.Grid.BackgroundX, General.Map.Grid.BackgroundY);
|
|
Vector2D backimagesize = new Vector2D(General.Map.Grid.Background.ScaledWidth, General.Map.Grid.Background.ScaledHeight);
|
|
Vector2D backimagescale = new Vector2D(General.Map.Grid.BackgroundScaleX, General.Map.Grid.BackgroundScaleY);
|
|
|
|
// Scale the background image size
|
|
backimagesize *= backimagescale;
|
|
|
|
// Make vertices
|
|
backimageverts = CreateScreenVerts(windowsize);
|
|
|
|
// Determine map coordinates for view window
|
|
Vector2D ltpos = DisplayToMap(new Vector2D(0f, 0f));
|
|
Vector2D rbpos = DisplayToMap(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 unsafe void RenderBackgroundGrid()
|
|
{
|
|
// Do we need to redraw grid?
|
|
if((lastgridsize != General.Map.Grid.GridSize) || (lastgridscale != scale) ||
|
|
(lastgridx != offsetx) || (lastgridy != offsety))
|
|
{
|
|
// Lock background rendertarget memory
|
|
DataRectangle lockedrect = backtex.LockRectangle(0, LockFlags.NoSystemLock);
|
|
|
|
// Create a plotter
|
|
Plotter gridplotter = new Plotter((PixelColor*)lockedrect.Data.DataPointer.ToPointer(), lockedrect.Pitch / sizeof(PixelColor), backsize.Height, backsize.Width, backsize.Height);
|
|
gridplotter.Clear();
|
|
|
|
if(General.Settings.RenderGrid) //mxd
|
|
{
|
|
// 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);
|
|
}
|
|
else
|
|
{
|
|
//mxd. Render map format bounds
|
|
Vector2D tl = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary).GetTransformed(translatex, translatey, scale, -scale);
|
|
Vector2D rb = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary).GetTransformed(translatex, translatey, scale, -scale);
|
|
PixelColor g = General.Colors.Grid64;
|
|
gridplotter.DrawGridLineH((int)tl.y, (int)tl.x, (int)rb.x, ref g);
|
|
gridplotter.DrawGridLineH((int)rb.y, (int)tl.x, (int)rb.x, ref g);
|
|
gridplotter.DrawGridLineV((int)tl.x, (int)tl.y, (int)rb.y, ref g);
|
|
gridplotter.DrawGridLineV((int)rb.x, (int)tl.y, (int)rb.y, ref g);
|
|
}
|
|
|
|
//mxd. Render center of map
|
|
Vector2D center = new Vector2D().GetTransformed(translatex, translatey, scale, -scale);
|
|
int cx = (int)center.x;
|
|
int cy = (int)center.y;
|
|
PixelColor c = General.Colors.Highlight;
|
|
gridplotter.DrawLineSolid(cx, cy + MAP_CENTER_SIZE, cx, cy - MAP_CENTER_SIZE, ref c);
|
|
gridplotter.DrawLineSolid(cx - MAP_CENTER_SIZE, cy, cx + MAP_CENTER_SIZE, cy, ref c);
|
|
|
|
// 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 pos = new Vector2D();
|
|
|
|
//mxd. Increase rendered grid size if needed
|
|
if(!General.Settings.DynamicGridSize && size * scale <= 6f)
|
|
do { size *= 2; } while(size * scale <= 6f);
|
|
float sizeinv = 1f / size;
|
|
|
|
// Determine map coordinates for view window
|
|
Vector2D ltpos = DisplayToMap(new Vector2D(0, 0));
|
|
Vector2D rbpos = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height));
|
|
|
|
// Clip to nearest grid
|
|
ltpos = GridSetup.SnappedToGrid(ltpos, size, sizeinv);
|
|
rbpos = GridSetup.SnappedToGrid(rbpos, size, sizeinv);
|
|
|
|
// Translate top left boundary and right bottom boundary of map to screen coords
|
|
Vector2D tlb = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary).GetTransformed(translatex, translatey, scale, -scale);
|
|
Vector2D rbb = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary).GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
// Draw all horizontal grid lines
|
|
float ystart = rbpos.y > General.Map.Config.BottomBoundary ? rbpos.y : General.Map.Config.BottomBoundary;
|
|
float yend = ltpos.y < General.Map.Config.TopBoundary ? ltpos.y : General.Map.Config.TopBoundary;
|
|
|
|
for(float y = ystart; y < yend + size; y += size)
|
|
{
|
|
if(y > General.Map.Config.TopBoundary) y = General.Map.Config.TopBoundary;
|
|
else if(y < General.Map.Config.BottomBoundary) y = General.Map.Config.BottomBoundary;
|
|
|
|
float from = tlb.x < 0 ? 0 : tlb.x;
|
|
float to = rbb.x > windowsize.Width ? windowsize.Width : rbb.x;
|
|
|
|
pos.y = y;
|
|
pos = pos.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
// Note: I'm not using Math.Ceiling in this case, because that doesn't work right.
|
|
gridplotter.DrawGridLineH((int)pos.y, (int)Math.Round(from + 0.49999f), (int)Math.Round(to + 0.49999f), ref c);
|
|
}
|
|
|
|
// Draw all vertical grid lines
|
|
float xstart = ltpos.x > General.Map.Config.LeftBoundary ? ltpos.x : General.Map.Config.LeftBoundary;
|
|
float xend = rbpos.x < General.Map.Config.RightBoundary ? rbpos.x : General.Map.Config.RightBoundary;
|
|
|
|
for(float x = xstart; x < xend + size; x += size)
|
|
{
|
|
if(x > General.Map.Config.RightBoundary) x = General.Map.Config.RightBoundary;
|
|
else if(x < General.Map.Config.LeftBoundary) x = General.Map.Config.LeftBoundary;
|
|
|
|
float from = tlb.y < 0 ? 0 : tlb.y;
|
|
float to = rbb.y > windowsize.Height ? windowsize.Height : rbb.y;
|
|
|
|
pos.x = x;
|
|
pos = pos.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
// Note: I'm not using Math.Ceiling in this case, because that doesn't work right.
|
|
gridplotter.DrawGridLineV((int)pos.x, (int)Math.Round(from + 0.49999f), (int)Math.Round(to + 0.49999f), ref c);
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
internal void GridVisibilityChanged()
|
|
{
|
|
lastgridscale = -1;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Things
|
|
|
|
// This makes vertices for a thing
|
|
// Returns false when not on the screen
|
|
private bool CreateThingBoxVerts(Thing t, ref FlatVertex[] verts, ref List<Line3D> bboxes, Dictionary<Thing, Vector3D> thingsByPosition, int offset, PixelColor c, byte bboxalpha)
|
|
{
|
|
if(t.Size * scale < MINIMUM_THING_RADIUS) return false; //mxd. Don't render tiny little things
|
|
|
|
// Determine sizes
|
|
float circlesize, bboxsize;
|
|
|
|
if(t.FixedSize && scale > 1.0f)
|
|
{
|
|
circlesize = t.Size;
|
|
bboxsize = -1;
|
|
}
|
|
else if(General.Settings.FixedThingsScale && t.Size * scale > FIXED_THING_SIZE)
|
|
{
|
|
circlesize = FIXED_THING_SIZE;
|
|
bboxsize = t.Size * scale;
|
|
}
|
|
else
|
|
{
|
|
circlesize = t.Size * scale;
|
|
bboxsize = -1;
|
|
}
|
|
|
|
float screensize = (bboxsize > 0 ? bboxsize : circlesize); //mxd
|
|
|
|
// Transform to screen coordinates
|
|
Vector2D screenpos = ((Vector2D)t.Position).GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
// Check if the thing is actually on screen
|
|
if(((screenpos.x + screensize) <= 0.0f) || ((screenpos.x - screensize) >= windowsize.Width) ||
|
|
((screenpos.y + screensize) <= 0.0f) || ((screenpos.y - screensize) >= windowsize.Height))
|
|
return false;
|
|
|
|
// Get integral color
|
|
int 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 = 0f;
|
|
verts[offset].v = 0f;
|
|
offset++;
|
|
verts[offset].x = screenpos.x + circlesize;
|
|
verts[offset].y = screenpos.y - circlesize;
|
|
verts[offset].c = color;
|
|
verts[offset].u = 0.5f;
|
|
verts[offset].v = 0f;
|
|
offset++;
|
|
verts[offset].x = screenpos.x - circlesize;
|
|
verts[offset].y = screenpos.y + circlesize;
|
|
verts[offset].c = color;
|
|
verts[offset].u = 0f;
|
|
verts[offset].v = 1f;
|
|
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 = 0.5f;
|
|
verts[offset].v = 1f;
|
|
|
|
//mxd. Add to list
|
|
thingsByPosition.Add(t, screenpos);
|
|
|
|
//mxd. Add bounding box?
|
|
if(bboxsize > 0)
|
|
{
|
|
PixelColor boxcolor = c.WithAlpha(bboxalpha);
|
|
|
|
Vector2D tl = new Vector2D(screenpos.x - bboxsize, screenpos.y - bboxsize);
|
|
Vector2D tr = new Vector2D(screenpos.x + bboxsize, screenpos.y - bboxsize);
|
|
Vector2D bl = new Vector2D(screenpos.x - bboxsize, screenpos.y + bboxsize);
|
|
Vector2D br = new Vector2D(screenpos.x + bboxsize, screenpos.y + bboxsize);
|
|
|
|
bboxes.Add(new Line3D(tl, tr, boxcolor, false));
|
|
bboxes.Add(new Line3D(tr, br, boxcolor, false));
|
|
bboxes.Add(new Line3D(bl, br, boxcolor, false));
|
|
bboxes.Add(new Line3D(tl, bl, boxcolor, false));
|
|
}
|
|
|
|
// Done
|
|
return true;
|
|
}
|
|
|
|
//mxd
|
|
private void CreateThingArrowVerts(Thing t, ref FlatVertex[] verts, Vector3D screenpos, int offset)
|
|
{
|
|
// Determine size
|
|
float arrowsize;
|
|
if(t.FixedSize && scale > 1.0f)
|
|
arrowsize = t.Size * THING_ARROW_SIZE;
|
|
else if(General.Settings.FixedThingsScale && t.Size * scale > FIXED_THING_SIZE)
|
|
arrowsize = FIXED_THING_SIZE * THING_ARROW_SIZE;
|
|
else
|
|
arrowsize = t.Size * scale * THING_ARROW_SIZE;
|
|
|
|
// Setup rotated rect for arrow
|
|
float sinarrowsize = (float)Math.Sin(t.Angle + Angle2D.PI * 0.25f) * arrowsize;
|
|
float cosarrowsize = (float)Math.Cos(t.Angle + Angle2D.PI * 0.25f) * arrowsize;
|
|
|
|
// Sprite is not rendered?
|
|
float ut, ub, ul, ur;
|
|
if(screenpos.z < 0)
|
|
{
|
|
ul = 0.625f;
|
|
ur = 0.874f;
|
|
ut = -0.039f;
|
|
ub = 0.46f;
|
|
}
|
|
else
|
|
{
|
|
ul = 0.501f;
|
|
ur = 0.999f;
|
|
ut = 0.001f;
|
|
ub = 0.999f;
|
|
}
|
|
|
|
verts[offset].x = screenpos.x + sinarrowsize;
|
|
verts[offset].y = screenpos.y + cosarrowsize;
|
|
verts[offset].c = -1;
|
|
verts[offset].u = ul;
|
|
verts[offset].v = ut;
|
|
offset++;
|
|
verts[offset].x = screenpos.x - cosarrowsize;
|
|
verts[offset].y = screenpos.y + sinarrowsize;
|
|
verts[offset].c = -1;
|
|
verts[offset].u = ur;
|
|
verts[offset].v = ut;
|
|
offset++;
|
|
verts[offset].x = screenpos.x + cosarrowsize;
|
|
verts[offset].y = screenpos.y - sinarrowsize;
|
|
verts[offset].c = -1;
|
|
verts[offset].u = ul;
|
|
verts[offset].v = ub;
|
|
offset++;
|
|
verts[offset] = verts[offset - 2];
|
|
offset++;
|
|
verts[offset] = verts[offset - 2];
|
|
offset++;
|
|
verts[offset].x = screenpos.x - sinarrowsize;
|
|
verts[offset].y = screenpos.y - cosarrowsize;
|
|
verts[offset].c = -1;
|
|
verts[offset].u = ur;
|
|
verts[offset].v = ub;
|
|
}
|
|
|
|
//mxd
|
|
private static void CreateThingSpriteVerts(Vector2D screenpos, float width, float height, ref FlatVertex[] verts, int offset, int color, bool mirror)
|
|
{
|
|
float ul = (mirror ? 1f : 0f);
|
|
float ur = (mirror ? 0f : 1f);
|
|
|
|
// Setup fixed rect for circle
|
|
verts[offset].x = screenpos.x - width;
|
|
verts[offset].y = screenpos.y - height;
|
|
verts[offset].c = color;
|
|
verts[offset].u = ul;
|
|
verts[offset].v = 0;
|
|
offset++;
|
|
verts[offset].x = screenpos.x + width;
|
|
verts[offset].y = screenpos.y - height;
|
|
verts[offset].c = color;
|
|
verts[offset].u = ur;
|
|
verts[offset].v = 0;
|
|
offset++;
|
|
verts[offset].x = screenpos.x - width;
|
|
verts[offset].y = screenpos.y + height;
|
|
verts[offset].c = color;
|
|
verts[offset].u = ul;
|
|
verts[offset].v = 1;
|
|
offset++;
|
|
verts[offset] = verts[offset - 2];
|
|
offset++;
|
|
verts[offset] = verts[offset - 2];
|
|
offset++;
|
|
verts[offset].x = screenpos.x + width;
|
|
verts[offset].y = screenpos.y + height;
|
|
verts[offset].c = color;
|
|
verts[offset].u = ur;
|
|
verts[offset].v = 1;
|
|
}
|
|
|
|
// This draws a set of things
|
|
private void RenderThingsBatch(ICollection<Thing> things, float alpha, bool fixedcolor, PixelColor c)
|
|
{
|
|
// Anything to render?
|
|
if(things.Count > 0)
|
|
{
|
|
DataStream stream;
|
|
|
|
// Make alpha color
|
|
Color4 alphacolor = new Color4(alpha, 1.0f, 1.0f, 1.0f);
|
|
bool isthingsmode = (General.Editing.Mode.GetType().Name == "ThingsMode");
|
|
|
|
// 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);
|
|
|
|
// Set things texture
|
|
graphics.Shaders.Things2D.Texture1 = General.Map.Data.ThingTexture.Texture; //mxd
|
|
SetWorldTransformation(false);
|
|
graphics.Shaders.Things2D.SetSettings(alpha);
|
|
|
|
// Begin drawing
|
|
graphics.Shaders.Things2D.Begin();
|
|
graphics.Shaders.Things2D.BeginPass(0);
|
|
|
|
// Determine next lock size
|
|
int locksize = (things.Count > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : things.Count;
|
|
FlatVertex[] verts = new FlatVertex[THING_BUFFER_SIZE * 6];
|
|
List<Line3D> bboxes = new List<Line3D>(locksize); //mxd
|
|
|
|
//mxd
|
|
Dictionary<int, List<Thing>> thingsByType = new Dictionary<int, List<Thing>>();
|
|
Dictionary<int, List<Thing>> modelsByType = new Dictionary<int, List<Thing>>();
|
|
Dictionary<Thing, Vector3D> thingsByPosition = new Dictionary<Thing, Vector3D>();
|
|
|
|
// Go for all things
|
|
int buffercount = 0;
|
|
int totalcount = 0;
|
|
foreach(Thing t in things)
|
|
{
|
|
//mxd. Highlighted thing should be rendered separately
|
|
if(!fixedcolor && t.Highlighted) continue;
|
|
|
|
//collect models
|
|
if(t.IsModel)
|
|
{
|
|
if(!modelsByType.ContainsKey(t.Type)) modelsByType.Add(t.Type, new List<Thing>());
|
|
modelsByType[t.Type].Add(t);
|
|
}
|
|
|
|
// Create vertices
|
|
PixelColor tc = fixedcolor ? c : DetermineThingColor(t);
|
|
byte bboxalpha = (byte)(alpha * ((!fixedcolor && !t.Selected && isthingsmode) ? 128 : 255));
|
|
if(CreateThingBoxVerts(t, ref verts, ref bboxes, thingsByPosition, buffercount * 6, tc, bboxalpha))
|
|
{
|
|
buffercount++;
|
|
|
|
//mxd
|
|
if(!thingsByType.ContainsKey(t.Type)) thingsByType.Add(t.Type, new List<Thing>());
|
|
thingsByType[t.Type].Add(t);
|
|
}
|
|
|
|
totalcount++;
|
|
|
|
// Buffer filled?
|
|
if(buffercount == locksize)
|
|
{
|
|
// Write to buffer
|
|
stream = thingsvertices.Lock(0, locksize * 6 * FlatVertex.Stride, LockFlags.Discard);
|
|
stream.WriteRange(verts, 0, buffercount * 6);
|
|
thingsvertices.Unlock();
|
|
stream.Dispose();
|
|
|
|
// Draw!
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffercount * 2);
|
|
buffercount = 0;
|
|
|
|
// Determine next lock size
|
|
locksize = ((things.Count - totalcount) > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : (things.Count - totalcount);
|
|
}
|
|
}
|
|
|
|
// Write to buffer
|
|
stream = thingsvertices.Lock(0, locksize * 6 * FlatVertex.Stride, LockFlags.Discard);
|
|
if(buffercount > 0) stream.WriteRange(verts, 0, buffercount * 6);
|
|
thingsvertices.Unlock();
|
|
stream.Dispose();
|
|
|
|
// Draw what's still remaining
|
|
if(buffercount > 0)
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffercount * 2);
|
|
|
|
// Done
|
|
graphics.Shaders.Things2D.EndPass();
|
|
|
|
//mxd. Render sprites
|
|
int selectionColor = General.Colors.Selection.ToInt();
|
|
graphics.Shaders.Things2D.BeginPass(1);
|
|
|
|
foreach(KeyValuePair<int, List<Thing>> group in thingsByType)
|
|
{
|
|
// Skip when all things of this type will be rendered as models
|
|
if(group.Value[0].IsModel && (General.Settings.GZDrawModelsMode == ModelRenderMode.ALL)) continue;
|
|
|
|
// Find thing information
|
|
ThingTypeInfo info = General.Map.Data.GetThingInfo(group.Key);
|
|
|
|
// Find sprite texture
|
|
if(info.Sprite.Length == 0) continue;
|
|
|
|
// Sort by sprite angle...
|
|
Dictionary<int, List<Thing>> thingsbyangle = new Dictionary<int, List<Thing>>(group.Value.Count);
|
|
if(info.SpriteFrame.Length == 8)
|
|
{
|
|
foreach(Thing t in group.Value)
|
|
{
|
|
// Choose which sprite angle to show
|
|
int spriteangle = General.ClampAngle(-t.AngleDoom + 270) / 45; // Convert to [0..7] range
|
|
|
|
// Add to collection
|
|
if(!thingsbyangle.ContainsKey(spriteangle)) thingsbyangle.Add(spriteangle, new List<Thing>());
|
|
thingsbyangle[spriteangle].Add(t);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
thingsbyangle[0] = group.Value;
|
|
}
|
|
|
|
foreach(KeyValuePair<int, List<Thing>> framegroup in thingsbyangle)
|
|
{
|
|
SpriteFrameInfo sfi = info.SpriteFrame[framegroup.Key];
|
|
ImageData sprite = General.Map.Data.GetSpriteImage(sfi.Sprite);
|
|
if(sprite == null) continue;
|
|
if(!sprite.IsImageLoaded)
|
|
{
|
|
sprite.SetUsedInMap(true);
|
|
continue;
|
|
}
|
|
if(sprite.Texture == null) sprite.CreateTexture();
|
|
|
|
graphics.Shaders.Things2D.Texture1 = sprite.Texture;
|
|
graphics.Shaders.Things2D.ApplySettings();
|
|
|
|
// Determine next lock size
|
|
locksize = (framegroup.Value.Count > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : framegroup.Value.Count;
|
|
verts = new FlatVertex[THING_BUFFER_SIZE * 6];
|
|
|
|
// Go for all things
|
|
buffercount = 0;
|
|
totalcount = 0;
|
|
|
|
foreach(Thing t in framegroup.Value)
|
|
{
|
|
if(t.IsModel && ((General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && t.Selected) || (General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER && alpha == 1.0f)))
|
|
continue;
|
|
|
|
bool forcespriterendering;
|
|
float spritewidth, spriteheight, spritescale;
|
|
|
|
// Determine sizes
|
|
if(t.FixedSize && scale > 1.0f)
|
|
{
|
|
spritescale = 1.0f;
|
|
forcespriterendering = true; // Always render sprite when thing size is affected by FixedSize setting
|
|
}
|
|
else if(General.Settings.FixedThingsScale && t.Size * scale > FIXED_THING_SIZE)
|
|
{
|
|
spritescale = FIXED_THING_SIZE / t.Size;
|
|
forcespriterendering = true; // Always render sprite when thing size is affected by FixedThingsScale setting
|
|
}
|
|
else
|
|
{
|
|
spritescale = scale;
|
|
forcespriterendering = false;
|
|
}
|
|
|
|
// Calculate scaled sprite size
|
|
if(sprite.Width > sprite.Height)
|
|
{
|
|
spritewidth = (t.Size - THING_SPRITE_SHRINK) * spritescale;
|
|
spriteheight = spritewidth * ((float)sprite.Height / sprite.Width);
|
|
}
|
|
else if(sprite.Width < sprite.Height)
|
|
{
|
|
spriteheight = (t.Size - THING_SPRITE_SHRINK) * spritescale;
|
|
spritewidth = spriteheight * ((float)sprite.Width / sprite.Height);
|
|
}
|
|
else
|
|
{
|
|
spritewidth = (t.Size - THING_SPRITE_SHRINK) * spritescale;
|
|
spriteheight = spritewidth;
|
|
}
|
|
|
|
float spritesize = Math.Max(spritewidth, spriteheight);
|
|
|
|
if(!forcespriterendering && spritesize < MINIMUM_SPRITE_RADIUS)
|
|
{
|
|
// Hackish way to tell arrow rendering code to draw bigger arrow...
|
|
Vector3D v = thingsByPosition[t];
|
|
v.z = -1;
|
|
thingsByPosition[t] = v;
|
|
|
|
// Don't render tiny little sprites
|
|
continue;
|
|
}
|
|
|
|
CreateThingSpriteVerts(thingsByPosition[t], spritewidth, spriteheight, ref verts, buffercount * 6, (t.Selected ? selectionColor : 0xFFFFFF), sfi.Mirror);
|
|
buffercount++;
|
|
totalcount++;
|
|
|
|
// Buffer filled?
|
|
if(buffercount == locksize)
|
|
{
|
|
// Write to buffer
|
|
stream = thingsvertices.Lock(0, locksize * 6 * FlatVertex.Stride, LockFlags.Discard);
|
|
stream.WriteRange(verts, 0, buffercount * 6);
|
|
thingsvertices.Unlock();
|
|
stream.Dispose();
|
|
|
|
// Draw!
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffercount * 2);
|
|
|
|
buffercount = 0;
|
|
|
|
// Determine next lock size
|
|
locksize = ((framegroup.Value.Count - totalcount) > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : (framegroup.Value.Count - totalcount);
|
|
}
|
|
}
|
|
|
|
// Write to buffer
|
|
stream = thingsvertices.Lock(0, locksize * 6 * FlatVertex.Stride, LockFlags.Discard);
|
|
if(buffercount > 0) stream.WriteRange(verts, 0, buffercount * 6);
|
|
thingsvertices.Unlock();
|
|
stream.Dispose();
|
|
|
|
// Draw what's still remaining
|
|
if(buffercount > 0) graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffercount * 2);
|
|
}
|
|
}
|
|
|
|
// Done
|
|
graphics.Shaders.Things2D.EndPass();
|
|
|
|
//mxd. Render thing arrows
|
|
graphics.Shaders.Things2D.Texture1 = General.Map.Data.ThingTexture.Texture;
|
|
graphics.Shaders.Things2D.BeginPass(0);
|
|
|
|
// Determine next lock size
|
|
locksize = (thingsByPosition.Count > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : thingsByPosition.Count;
|
|
verts = new FlatVertex[THING_BUFFER_SIZE * 6];
|
|
|
|
// Go for all things
|
|
buffercount = 0;
|
|
totalcount = 0;
|
|
|
|
foreach(KeyValuePair<Thing, Vector3D> group in thingsByPosition)
|
|
{
|
|
if(!group.Key.IsDirectional) continue;
|
|
|
|
CreateThingArrowVerts(group.Key, ref verts, group.Value, buffercount * 6);
|
|
buffercount++;
|
|
totalcount++;
|
|
|
|
// Buffer filled?
|
|
if(buffercount == locksize)
|
|
{
|
|
// Write to buffer
|
|
stream = thingsvertices.Lock(0, locksize * 6 * FlatVertex.Stride, LockFlags.Discard);
|
|
stream.WriteRange(verts, 0, buffercount * 6);
|
|
thingsvertices.Unlock();
|
|
stream.Dispose();
|
|
|
|
// Draw!
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffercount * 2);
|
|
buffercount = 0;
|
|
|
|
// Determine next lock size
|
|
locksize = ((thingsByPosition.Count - totalcount) > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : (thingsByPosition.Count - totalcount);
|
|
}
|
|
}
|
|
|
|
// Write to buffer
|
|
stream = thingsvertices.Lock(0, locksize * 6 * FlatVertex.Stride, LockFlags.Discard);
|
|
if(buffercount > 0) stream.WriteRange(verts, 0, buffercount * 6);
|
|
thingsvertices.Unlock();
|
|
stream.Dispose();
|
|
|
|
// Draw what's still remaining
|
|
if(buffercount > 0)
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffercount * 2);
|
|
|
|
//Done with this pass
|
|
graphics.Shaders.Things2D.EndPass();
|
|
|
|
//mxd. Render models
|
|
if(General.Settings.GZDrawModelsMode != ModelRenderMode.NONE)
|
|
{
|
|
// Set renderstates for rendering
|
|
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
|
graphics.Device.SetRenderState(RenderState.FillMode, FillMode.Wireframe);
|
|
|
|
graphics.Shaders.Things2D.BeginPass(2);
|
|
|
|
Color4 cSelection = General.Colors.Selection.ToColorValue();
|
|
Color4 cWire = ((c.ToInt() == General.Colors.Highlight.ToInt()) ? General.Colors.Highlight.ToColorValue() : General.Colors.ModelWireframe.ToColorValue());
|
|
|
|
cSelection.Alpha = ((alpha < 1.0f) ? alpha * 0.25f : 0.6f);
|
|
cWire.Alpha = cSelection.Alpha;
|
|
|
|
Matrix viewscale = Matrix.Scaling(scale, -scale, 0.0f);
|
|
|
|
foreach(KeyValuePair<int, List<Thing>> group in modelsByType)
|
|
{
|
|
ModelData mde = General.Map.Data.ModeldefEntries[group.Key];
|
|
foreach(Thing t in group.Value)
|
|
{
|
|
if((General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && !t.Selected) || (General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER && alpha < 1.0f)) continue;
|
|
Vector2D screenpos = ((Vector2D)t.Position).GetTransformed(translatex, translatey, scale, -scale);
|
|
float modelScale = scale * t.ActorScale.Width * t.ScaleX;
|
|
|
|
//should we render this model?
|
|
if(((screenpos.x + mde.Model.Radius * modelScale) <= 0.0f) || ((screenpos.x - mde.Model.Radius * modelScale) >= windowsize.Width) ||
|
|
((screenpos.y + mde.Model.Radius * modelScale) <= 0.0f) || ((screenpos.y - mde.Model.Radius * modelScale) >= windowsize.Height))
|
|
continue;
|
|
|
|
graphics.Shaders.Things2D.FillColor = (t.Selected ? cSelection : cWire);
|
|
|
|
// Set transform settings
|
|
float sx = t.ScaleX * t.ActorScale.Width;
|
|
float sy = t.ScaleY * t.ActorScale.Height;
|
|
|
|
Matrix modelscale = Matrix.Scaling(sx, sx, sy);
|
|
Matrix rotation = Matrix.RotationY(-t.RollRad) * Matrix.RotationX(-t.PitchRad) * Matrix.RotationZ(t.Angle);
|
|
Matrix position = Matrix.Translation(screenpos.x, screenpos.y, 0.0f);
|
|
Matrix world = General.Map.Data.ModeldefEntries[t.Type].Transform * modelscale * rotation * viewscale * position;
|
|
|
|
graphics.Shaders.Things2D.SetTransformSettings(world);
|
|
graphics.Shaders.Things2D.ApplySettings();
|
|
|
|
// Draw
|
|
foreach(Mesh mesh in mde.Model.Meshes) mesh.DrawSubset(0);
|
|
}
|
|
}
|
|
|
|
//Done with this pass
|
|
graphics.Shaders.Things2D.EndPass();
|
|
graphics.Device.SetRenderState(RenderState.FillMode, FillMode.Solid);
|
|
}
|
|
|
|
graphics.Shaders.Things2D.End();
|
|
|
|
//mxd. Render thing boxes
|
|
RenderArrows(bboxes, false);
|
|
}
|
|
}
|
|
|
|
// This adds a thing in the things buffer for rendering
|
|
public void RenderThing(Thing t, PixelColor c, float alpha)
|
|
{
|
|
List<Thing> things = new List<Thing>(1);
|
|
things.Add(t);
|
|
RenderThingsBatch(things, alpha, true, c);
|
|
}
|
|
|
|
// This adds a thing in the things buffer for rendering
|
|
public void RenderThingSet(ICollection<Thing> things, float alpha)
|
|
{
|
|
RenderThingsBatch(things, alpha, false, new PixelColor());
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Surface
|
|
|
|
// This redraws the surface
|
|
public void RedrawSurface()
|
|
{
|
|
if(renderlayer != RenderLayers.None) return; //mxd
|
|
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))
|
|
{
|
|
// Make sure anything we need is loaded
|
|
General.Map.Data.UnknownTexture3D.CreateTexture();
|
|
General.Map.Data.MissingTexture3D.CreateTexture(); //mxd
|
|
|
|
// Set transformations
|
|
UpdateTransformations();
|
|
|
|
// 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);
|
|
|
|
// Prepare for rendering
|
|
switch(viewmode)
|
|
{
|
|
case ViewMode.Brightness:
|
|
surfaces.RenderSectorBrightness(yviewport);
|
|
surfaces.RenderSectorSurfaces(graphics);
|
|
break;
|
|
|
|
case ViewMode.FloorTextures:
|
|
surfaces.RenderSectorFloors(yviewport);
|
|
surfaces.RenderSectorSurfaces(graphics);
|
|
break;
|
|
|
|
case ViewMode.CeilingTextures:
|
|
surfaces.RenderSectorCeilings(yviewport);
|
|
surfaces.RenderSectorSurfaces(graphics);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Done
|
|
Finish();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Overlay
|
|
|
|
// This renders geometry
|
|
// The geometry must be a triangle list
|
|
public void RenderGeometry(FlatVertex[] vertices, ImageData texture, bool transformcoords)
|
|
{
|
|
if(vertices.Length > 0)
|
|
{
|
|
Texture t;
|
|
|
|
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 = General.Map.Data.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;
|
|
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();
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
public void RenderHighlight(FlatVertex[] vertices, int color)
|
|
{
|
|
if(vertices.Length < 3) return;
|
|
|
|
// 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(true);
|
|
graphics.Shaders.Things2D.FillColor = new Color4(color);
|
|
graphics.Shaders.Things2D.SetSettings(1.0f);
|
|
|
|
// Draw
|
|
graphics.Shaders.Things2D.Begin();
|
|
graphics.Shaders.Things2D.BeginPass(2);
|
|
graphics.Device.DrawUserPrimitives(PrimitiveType.TriangleList, 0, vertices.Length / 3, vertices);
|
|
graphics.Shaders.Things2D.EndPass();
|
|
graphics.Shaders.Things2D.End();
|
|
}
|
|
|
|
//mxd. This renders text (DB2 compatibility)
|
|
[Obsolete("Method is deprecated, please use RenderText(ITextLabel label) method instead.")]
|
|
public void RenderText(TextLabel label){ RenderText((ITextLabel)label); }
|
|
|
|
// This renders text
|
|
public void RenderText(ITextLabel label)
|
|
{
|
|
//mxd. Update the text if needed
|
|
label.Update(translatex, translatey, scale, -scale);
|
|
if(label.SkipRendering) return;
|
|
|
|
// 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 = label.Texture;
|
|
SetWorldTransformation(false);
|
|
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, false);
|
|
graphics.Device.SetStreamSource(0, label.VertexBuffer, 0, FlatVertex.Stride);
|
|
|
|
// Draw
|
|
graphics.Shaders.Display2D.Begin();
|
|
graphics.Shaders.Display2D.BeginPass(1); //mxd
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
|
|
graphics.Shaders.Display2D.EndPass();
|
|
graphics.Shaders.Display2D.End();
|
|
}
|
|
|
|
//mxd. This renders text
|
|
public void RenderText(IList<ITextLabel> labels)
|
|
{
|
|
// Update labels
|
|
int skipped = 0;
|
|
foreach(ITextLabel label in labels)
|
|
{
|
|
// Update the text if needed
|
|
label.Update(translatex, translatey, scale, -scale);
|
|
if(label.SkipRendering) skipped++;
|
|
}
|
|
|
|
if(labels.Count == skipped) return;
|
|
|
|
// 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);
|
|
SetWorldTransformation(false);
|
|
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, false);
|
|
|
|
// Begin drawing
|
|
graphics.Shaders.Display2D.Begin();
|
|
graphics.Shaders.Display2D.BeginPass(1);
|
|
|
|
foreach(ITextLabel label in labels)
|
|
{
|
|
// Text is created?
|
|
if(!label.SkipRendering)
|
|
{
|
|
graphics.Shaders.Display2D.Texture1 = label.Texture;
|
|
graphics.Shaders.Display2D.ApplySettings();
|
|
graphics.Device.SetStreamSource(0, label.VertexBuffer, 0, FlatVertex.Stride);
|
|
|
|
// Draw
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
|
|
}
|
|
}
|
|
|
|
// Finish drawing
|
|
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.Shaders.Display2D.Texture1 = General.Map.Data.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.Shaders.Display2D.Texture1 = General.Map.Data.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 filled rectangle with given color
|
|
public void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect, ImageData texture)
|
|
{
|
|
// 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.Shaders.Display2D.Texture1 = texture.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();
|
|
}
|
|
|
|
//mxd
|
|
public void RenderArrows(ICollection<Line3D> lines) { RenderArrows(lines, true); }
|
|
public void RenderArrows(ICollection<Line3D> lines, bool transformcoords)
|
|
{
|
|
if(lines.Count == 0) return;
|
|
int pointscount = 0;
|
|
|
|
// Translate to screen coords, determine renderability
|
|
foreach(Line3D line in lines)
|
|
{
|
|
// Calculate screen positions?
|
|
if(transformcoords)
|
|
{
|
|
line.Start2D = ((Vector2D)line.Start).GetTransformed(translatex, translatey, scale, -scale); //start
|
|
line.End2D = ((Vector2D)line.End).GetTransformed(translatex, translatey, scale, -scale); //end
|
|
}
|
|
|
|
float maxx = Math.Max(line.Start2D.x, line.End2D.x);
|
|
float minx = Math.Min(line.Start2D.x, line.End2D.x);
|
|
float maxy = Math.Max(line.Start2D.y, line.End2D.y);
|
|
float miny = Math.Min(line.Start2D.y, line.End2D.y);
|
|
|
|
// Too small / not on screen?
|
|
if(((line.End2D - line.Start2D).GetLengthSq() < MINIMUM_SPRITE_RADIUS) || ((maxx <= 0.0f) || (minx >= windowsize.Width) || (maxy <= 0.0f) || (miny >= windowsize.Height)))
|
|
{
|
|
line.SkipRendering = true;
|
|
}
|
|
else
|
|
{
|
|
pointscount += (line.RenderArrowhead ? 6 : 2); // 4 extra points for the arrowhead
|
|
line.SkipRendering = false;
|
|
}
|
|
}
|
|
|
|
// Anything to do?
|
|
if(pointscount < 2) return;
|
|
|
|
FlatVertex[] verts = new FlatVertex[pointscount];
|
|
float scaler = 16f / scale;
|
|
|
|
// Create verts array
|
|
pointscount = 0;
|
|
foreach(Line3D line in lines)
|
|
{
|
|
if(line.SkipRendering) continue;
|
|
int color = line.Color.ToInt();
|
|
|
|
// Add regular points
|
|
verts[pointscount].x = line.Start2D.x;
|
|
verts[pointscount].y = line.Start2D.y;
|
|
verts[pointscount].c = color;
|
|
pointscount++;
|
|
|
|
verts[pointscount].x = line.End2D.x;
|
|
verts[pointscount].y = line.End2D.y;
|
|
verts[pointscount].c = color;
|
|
pointscount++;
|
|
|
|
// Add arrowhead
|
|
if(line.RenderArrowhead)
|
|
{
|
|
float angle = line.GetAngle();
|
|
Vector2D a1 = new Vector2D(line.End.x - scaler * (float)Math.Sin(angle - 0.46f), line.End.y + scaler * (float)Math.Cos(angle - 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 1
|
|
Vector2D a2 = new Vector2D(line.End.x - scaler * (float)Math.Sin(angle + 0.46f), line.End.y + scaler * (float)Math.Cos(angle + 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 2
|
|
|
|
verts[pointscount] = verts[pointscount - 1];
|
|
verts[pointscount + 1].x = a1.x;
|
|
verts[pointscount + 1].y = a1.y;
|
|
verts[pointscount + 1].c = color;
|
|
|
|
verts[pointscount + 2] = verts[pointscount - 1];
|
|
verts[pointscount + 3].x = a2.x;
|
|
verts[pointscount + 3].y = a2.y;
|
|
verts[pointscount + 3].c = color;
|
|
|
|
pointscount += 4;
|
|
}
|
|
}
|
|
|
|
// Write to buffer
|
|
VertexBuffer vb = new VertexBuffer(General.Map.Graphics.Device, FlatVertex.Stride * verts.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
|
|
DataStream s = vb.Lock(0, FlatVertex.Stride * verts.Length, LockFlags.Discard);
|
|
s.WriteRange(verts);
|
|
vb.Unlock();
|
|
s.Dispose();
|
|
|
|
// 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.Shaders.Display2D.Texture1 = General.Map.Data.WhiteTexture.Texture;
|
|
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
|
|
|
// Draw
|
|
graphics.Shaders.Display2D.Begin();
|
|
graphics.Shaders.Display2D.BeginPass(1);
|
|
graphics.Device.SetStreamSource(0, vb, 0, FlatVertex.Stride);
|
|
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, pointscount / 2);
|
|
graphics.Shaders.Display2D.EndPass();
|
|
graphics.Shaders.Display2D.End();
|
|
vb.Dispose();
|
|
}
|
|
|
|
// 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.Shaders.Display2D.Texture1 = General.Map.Data.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);
|
|
|
|
//mxd. Should we bother?
|
|
if((v2 - v1).GetLengthSq() < linenormalsize * 0.0625f) return;
|
|
|
|
// 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);
|
|
|
|
//mxd. Should we bother?
|
|
float lengthsq = (v2 - v1).GetLengthSq();
|
|
if(lengthsq < minlinelength) return; //mxd
|
|
|
|
// Draw line. mxd: added 3d-floor indication
|
|
if(l.ExtraFloorFlag && General.Settings.GZMarkExtraFloors)
|
|
plotter.DrawLine3DFloor(v1, v2, ref c, General.Colors.ThreeDFloor);
|
|
else
|
|
plotter.DrawLineSolid((int)v1.x, (int)v1.y, (int)v2.x, (int)v2.y, ref c);
|
|
|
|
//mxd. Should we bother?
|
|
if(lengthsq < minlinenormallength) return; //mxd
|
|
|
|
// 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<Linedef> linedefs)
|
|
{
|
|
// Go for all linedefs
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
// Transform vertex coordinates
|
|
Vector2D v1 = l.Start.Position.GetTransformed(translatex, translatey, scale, -scale);
|
|
Vector2D v2 = l.End.Position.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
//mxd. Should we bother?
|
|
float lengthsq = (v2 - v1).GetLengthSq();
|
|
if(lengthsq < minlinelength) continue; //mxd
|
|
|
|
// Determine color
|
|
PixelColor c = DetermineLinedefColor(l);
|
|
|
|
// Draw line. mxd: added 3d-floor indication
|
|
if(l.ExtraFloorFlag && General.Settings.GZMarkExtraFloors)
|
|
plotter.DrawLine3DFloor(v1, v2, ref c, General.Colors.ThreeDFloor);
|
|
else
|
|
plotter.DrawLineSolid((int)v1.x, (int)v1.y, (int)v2.x, (int)v2.y, ref c);
|
|
|
|
//mxd. Should we bother?
|
|
if(lengthsq < minlinenormallength) continue; //mxd
|
|
|
|
// 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 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<Vertex> vertices)
|
|
{
|
|
// Go for all vertices
|
|
foreach(Vertex v in vertices) PlotVertex(v, DetermineVertexColor(v));
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|