mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
283c6c2272
Visual mode: fog distance calculation is now much closer to GZDoom one. Visual mode: thing brightness calculation when a thing is affected by floor glow is now much closer to GZDoom one. Linedef edit window, UDMF: added "Reset front/back brightness" buttons. Sector edit window, UDMF: added "Reset ceiling/floor brightness" buttons. Internal, Visual mode, Things mode: persistent event lines are now updated only when map objects are changed instead of doing it on every display redraw. Internal: improved Dictionary lookup times when using map objects and textures as keys. Internal: added "Release + Profiler" solution configuration. Updated ZDoom_ACS.cfg (Warp).
124 lines
3.4 KiB
C#
124 lines
3.4 KiB
C#
/*#region ================== Namespaces
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using System;
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using SlimDX.Direct3D9;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.GZBuilder.Rendering
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{
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sealed class ThingBoundingBox : IDisposable, ID3DResource
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{
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#region ================== Variables
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private VertexBuffer cage;
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private VertexBuffer arrow;
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private bool isdisposed;
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#endregion
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#region ================== Properties
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public VertexBuffer Cage { get { return cage; } }
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public VertexBuffer Arrow { get { return arrow; } }
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#endregion
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#region ================== Constructor / Disposer
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public ThingBoundingBox()
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{
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// Create geometry
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ReloadResource();
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// Register as resource
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General.Map.Graphics.RegisterResource(this);
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}
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public 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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if (arrow != null) arrow.Dispose();
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if (cage != null) cage.Dispose();
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// Unregister resource
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General.Map.Graphics.UnregisterResource(this);
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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// This is called resets when the device is reset
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// (when resized or display adapter was changed)
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public void ReloadResource()
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{
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WorldVertex v0 = new WorldVertex(-1.0f, -1.0f, 0.0f);
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WorldVertex v1 = new WorldVertex(-1.0f, 1.0f, 0.0f);
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WorldVertex v2 = new WorldVertex(1.0f, 1.0f, 0.0f);
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WorldVertex v3 = new WorldVertex(1.0f, -1.0f, 0.0f);
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WorldVertex v4 = new WorldVertex(-1.0f, -1.0f, 1.0f);
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WorldVertex v5 = new WorldVertex(-1.0f, 1.0f, 1.0f);
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WorldVertex v6 = new WorldVertex(1.0f, 1.0f, 1.0f);
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WorldVertex v7 = new WorldVertex(1.0f, -1.0f, 1.0f);
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//cage
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WorldVertex[] cageVerts = new WorldVertex[] { v0, v1,
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v1, v2,
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v2, v3,
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v3, v0,
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v4, v5,
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v5, v6,
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v6, v7,
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v7, v4,
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v0, v4,
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v1, v5,
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v2, v6,
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v3, v7 };
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cage = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * cageVerts.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
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cage.Lock(0, WorldVertex.Stride * cageVerts.Length, LockFlags.None).WriteRange(cageVerts);
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cage.Unlock();
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//arrow
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WorldVertex a0 = new WorldVertex(); //start
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WorldVertex a1 = new WorldVertex( 0.0f, -1.5f, 0.0f); //end
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WorldVertex a2 = new WorldVertex( 0.2f, -1.1f, 0.2f);
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WorldVertex a3 = new WorldVertex(-0.2f, -1.1f, 0.2f);
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WorldVertex a4 = new WorldVertex( 0.2f, -1.1f, -0.2f);
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WorldVertex a5 = new WorldVertex(-0.2f, -1.1f, -0.2f);
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WorldVertex[] arrowVerts = new WorldVertex[] {a0, a1,
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a1, a2,
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a1, a3,
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a1, a4,
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a1, a5};
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arrow = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * arrowVerts.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
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arrow.Lock(0, WorldVertex.Stride * arrowVerts.Length, LockFlags.None).WriteRange(arrowVerts);
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arrow.Unlock();
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}
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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 void UnloadResource()
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{
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// Trash geometry buffers
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if(cage != null) cage.Dispose();
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if(arrow != null) arrow.Dispose();
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cage = null;
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arrow = null;
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}
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#endregion
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}
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}*/
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