UltimateZoneBuilder/Source/Core/Rendering/IRenderer3D.cs
MaxED 5fe89efc7c Visual mode: added support for "Transfer Brightness Level" (50) effect type parameter (arg 1).
Visual mode: added support for "Transfer Floor Brightness" (210) effect.
Visual mode: added support for "Transfer Ceiling Brightness" (211) effect.
Visual mode: changed the way thing brightness is calculated. Should be closer to GZDoom now.
Sector Edit Form: you can now enter "++" or "--" into "Height Offset" input to raise or lower sectors by their height.
Cosmetic fix in ZDoom_linedefs.cfg.
2015-04-01 12:51:26 +00:00

57 lines
1.5 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
public interface IRenderer3D
{
// Properties
ProjectedFrustum2D Frustum2D { get; }
bool DrawThingCages { get; set; }
bool FullBrightness { get; set; }
bool ShowSelection { get; set; }
bool ShowHighlight { get; set; }
// General methods
void PositionAndLookAt(Vector3D pos, Vector3D lookat);
// Presenting methods
void Finish();
bool Start();
void StartGeometry();
void FinishGeometry();
// Rendering methods
int CalculateBrightness(int level);
int CalculateBrightness(int level, Sidedef sd); //mxd
void SetHighlightedObject(IVisualPickable obj);
void AddSectorGeometry(VisualGeometry g);
void AddThingGeometry(VisualThing t);
void AddVisualVertices(VisualVertex[] verts);
void RenderCrosshair();
void SetFogMode(bool usefog);
void SetCrosshairBusy(bool busy);
}
}