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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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4389870162
In Sound Propagation Mode you can set the start (default: Shift+S) and end (default: Shift+E) sectors between which a path the sound can travel will be found and displayed.
2307 lines
80 KiB
C#
Executable file
2307 lines
80 KiB
C#
Executable file
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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 System.Threading.Tasks;
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using CodeImp.DoomBuilder.Map;
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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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using CodeImp.DoomBuilder.GZBuilder;
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using System.Linq;
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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 Plotter gridplotter;
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private Plotter plotter;
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private Texture thingstex;
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private List<Texture> overlaytex;
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private Texture surfacetex;
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// Rendertarget sizes
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private Size windowsize;
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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 bool drawmapcenter = true; //mxd
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private bool lastdrawmapcenter = true; //mxd
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private float lastgridscale = -1f;
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private float 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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// Spaghetti
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Matrix viewmatrix = Matrix.Identity;
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Matrix worldmatrix = Matrix.Identity;
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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 bool DrawMapCenter { get { return drawmapcenter; } set { drawmapcenter = value; } } //mxd
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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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private bool ShouldRenderVertices
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{
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get
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{
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if (!(General.Editing.Mode is ClassicMode mode))
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{
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return true;
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}
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return mode.AlwaysShowVertices || General.Settings.AlwaysShowVertices;
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}
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}
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal Renderer2D(RenderDevice 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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// We might have to create additional overlay textures
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int numoverlaylayers = present.layers.Count(l => l.layer == RendererLayer.Overlay);
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if(numoverlaylayers > overlaytex.Count)
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{
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Texture t = new Texture(windowsize.Width, windowsize.Height, TextureFormat.Rgba8);
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graphics.ClearTexture(General.Colors.Background.WithAlpha(0).ToColorValue(), t);
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overlaytex.Add(t);
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}
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}
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// This draws the image on screen
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public void Present()
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{
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int currentoverlaylayer = 0;
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General.Plugins.OnPresentDisplayBegin();
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// Start drawing
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graphics.StartRendering(true, General.Colors.Background.ToColorValue());
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// Renderstates that count for this whole sequence
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graphics.SetCullMode(Cull.None);
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graphics.SetZEnable(false);
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graphics.SetVertexBuffer(screenverts);
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worldmatrix = Matrix.Identity;
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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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ShaderName 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.SetAlphaBlendEnable(false);
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graphics.SetAlphaTestEnable(false);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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break;
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case BlendingMode.Mask:
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graphics.SetAlphaBlendEnable(false);
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graphics.SetAlphaTestEnable(true);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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break;
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case BlendingMode.Alpha:
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graphics.SetAlphaBlendEnable(true);
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graphics.SetAlphaTestEnable(false);
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graphics.SetSourceBlend(Blend.SourceAlpha);
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graphics.SetDestinationBlend(Blend.InverseSourceAlpha);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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break;
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case BlendingMode.Additive:
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graphics.SetAlphaBlendEnable(true);
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graphics.SetAlphaTestEnable(false);
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graphics.SetSourceBlend(Blend.SourceAlpha);
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graphics.SetDestinationBlend(Blend.One);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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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 = ShaderName.display2d_fsaa; else aapass = ShaderName.display2d_normal;
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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.SetShader(aapass);
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graphics.SetTexture(General.Map.Grid.Background.Texture);
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graphics.SetSamplerState(TextureAddress.Wrap);
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SetDisplay2DSettings(1f / windowsize.Width, 1f / windowsize.Height, FSAA_FACTOR, layer.alpha, false, true);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2, backimageverts);
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graphics.SetVertexBuffer(screenverts);
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break;
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// GRID
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case RendererLayer.Grid:
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graphics.SetShader(aapass);
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graphics.SetTexture(gridplotter.Texture);
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graphics.SetSamplerState(TextureAddress.Wrap);
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SetDisplay2DSettings(1f / gridplotter.Width, 1f / gridplotter.Height, FSAA_FACTOR, layer.alpha, false, true);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
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// GEOMETRY
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case RendererLayer.Geometry:
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graphics.SetShader(aapass);
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graphics.SetTexture(plotter.Texture);
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graphics.SetSamplerState(TextureAddress.Wrap);
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SetDisplay2DSettings(1f / plotter.Width, 1f / plotter.Height, FSAA_FACTOR, layer.alpha, false, false);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
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// THINGS
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case RendererLayer.Things:
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graphics.SetShader(aapass);
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graphics.SetTexture(thingstex);
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graphics.SetSamplerState(TextureAddress.Clamp);
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SetDisplay2DSettings(1f / thingstex.Width, 1f / thingstex.Height, FSAA_FACTOR, layer.alpha, false, true);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
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// OVERLAY
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case RendererLayer.Overlay:
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graphics.SetShader(aapass);
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graphics.SetTexture(overlaytex[currentoverlaylayer]);
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graphics.SetSamplerState(TextureAddress.Wrap);
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SetDisplay2DSettings(1f / overlaytex[currentoverlaylayer].Width, 1f / overlaytex[currentoverlaylayer].Height, FSAA_FACTOR, layer.alpha, false, true);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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currentoverlaylayer++;
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break;
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// SURFACE
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case RendererLayer.Surface:
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graphics.SetShader(aapass);
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graphics.SetTexture(surfacetex);
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graphics.SetSamplerState(TextureAddress.Wrap);
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SetDisplay2DSettings(1f / surfacetex.Width, 1f / surfacetex.Height, FSAA_FACTOR, layer.alpha, false, true);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
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}
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}
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// Done
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graphics.FinishRendering();
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graphics.Present();
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// Release binds
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graphics.SetTexture(null);
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graphics.SetVertexBuffer(null);
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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 (plotter != null) plotter.Dispose();
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if (thingstex != null) thingstex.Dispose();
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if (overlaytex != null) for(int i=0; i < overlaytex.Count; i++) { overlaytex[i].Dispose(); overlaytex[i] = null; } ;
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if (surfacetex != null) surfacetex.Dispose();
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if (gridplotter != null) gridplotter.Dispose();
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if (screenverts != null) screenverts.Dispose();
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thingstex = null;
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gridplotter = 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 = 0.0f;
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}
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// Allocates new image memory to render on
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public 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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plotter = new Plotter(windowsize.Width, windowsize.Height);
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gridplotter = new Plotter(windowsize.Width, windowsize.Height);
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thingstex = new Texture(windowsize.Width, windowsize.Height, TextureFormat.Rgba8);
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surfacetex = new Texture(windowsize.Width, windowsize.Height, TextureFormat.Rgba8);
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if (present == null)
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{
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overlaytex = new List<Texture>() { new Texture(windowsize.Width, windowsize.Height, TextureFormat.Rgba8) };
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}
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else
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{
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overlaytex = new List<Texture>();
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for (int i = 0; i < present.layers.Count(l => l.layer == RendererLayer.Overlay); i++)
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overlaytex.Add(new Texture(windowsize.Width, windowsize.Height, TextureFormat.Rgba8));
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}
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// Clear rendertargets
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graphics.ClearTexture(General.Colors.Background.WithAlpha(0).ToColorValue(), thingstex);
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foreach(Texture t in overlaytex) graphics.ClearTexture(General.Colors.Background.WithAlpha(0).ToColorValue(), t);
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// Create vertex buffers
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screenverts = new VertexBuffer();
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thingsvertices = new VertexBuffer();
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graphics.SetBufferData(thingsvertices, THING_BUFFER_SIZE * 12, VertexFormat.Flat);
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// Make screen vertices
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FlatVertex[] verts = CreateScreenVerts(new Size(windowsize.Width, windowsize.Height));
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graphics.SetBufferData(screenverts, verts);
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// Force update of view
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lastgridscale = -1f;
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lastgridsize = 0.0f;
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lastgridx = 0.0f;
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lastgridy = 0.0f;
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UpdateTransformations();
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if (General.Map != null && General.Map.Config != null)
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{
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// [ZZ] old texture is Gone here. Redraw
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plotter.Clear();
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gridplotter.Clear();
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RenderBackgroundGrid();
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SetupBackground();
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gridplotter.DrawContents(graphics);
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plotter.DrawContents(graphics);
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}
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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 = 0.0f;
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screenverts[0].y = 0.0f;
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screenverts[0].c = -1;
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screenverts[0].u = 0.0f;
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screenverts[0].v = 0.0f;
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screenverts[1].x = texturesize.Width;
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screenverts[1].y = 0.0f;
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screenverts[1].c = -1;
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screenverts[1].u = 1.0f;
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screenverts[1].v = 0.0f;
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screenverts[2].x = 0.0f;
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screenverts[2].y = texturesize.Height;
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screenverts[2].c = -1;
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screenverts[2].u = 0.0f;
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screenverts[2].v = 1.0f;
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screenverts[3].x = texturesize.Width;
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screenverts[3].y = texturesize.Height;
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screenverts[3].c = -1;
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screenverts[3].u = 1.0f;
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screenverts[3].v = 1.0f;
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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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viewmatrix = Matrix.Scaling(2.0f / windowsize.Width, -2.0f / windowsize.Height, 1.0f) * Matrix.Translation(-1.0f, 1.0f, 0.0f);
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Vector2D lt = DisplayToMap(new Vector2D(0.0f, 0.0f));
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Vector2D rb = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height));
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viewport = new RectangleF((float)lt.x, (float)lt.y, (float)(rb.x - lt.x), (float)(rb.y - lt.y));
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yviewport = new RectangleF((float)lt.x, (float)rb.y, (float)(rb.x - lt.x), (float)(lt.y - rb.y));
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}
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// This sets the world matrix for transformation
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private void SetWorldTransformation(bool transform)
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{
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if(transform)
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{
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Matrix translate = Matrix.Translation(translatex, translatey, 0f);
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Matrix scaling = Matrix.Scaling(scale, -scale, 1f);
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worldmatrix = translate * scaling;
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}
|
|
else
|
|
{
|
|
worldmatrix = Matrix.Identity;
|
|
}
|
|
}
|
|
|
|
private void SetDisplay2DSettings(float texelx, float texely, float fsaafactor, float alpha, bool bilinear, bool flipY = false)
|
|
{
|
|
Vector4f values = new Vector4f(texelx, texely, fsaafactor, alpha);
|
|
graphics.SetUniform(UniformName.rendersettings, values);
|
|
if (flipY)
|
|
graphics.SetUniform(UniformName.projection, worldmatrix * viewmatrix * Matrix.Scaling(1f, -1f, 1f));
|
|
else
|
|
graphics.SetUniform(UniformName.projection, worldmatrix * viewmatrix);
|
|
graphics.SetSamplerFilter(bilinear ? TextureFilter.Linear : TextureFilter.Nearest);
|
|
}
|
|
|
|
private void SetThings2DSettings(float alpha)
|
|
{
|
|
Vector4f values = new Vector4f(0.0f, 0.0f, 1.0f, alpha);
|
|
graphics.SetUniform(UniformName.rendersettings, values);
|
|
graphics.SetUniform(UniformName.projection, worldmatrix * viewmatrix);
|
|
}
|
|
|
|
//mxd. Used to render models
|
|
private void SetThings2DTransformSettings(Matrix world)
|
|
{
|
|
graphics.SetUniform(UniformName.projection, world * viewmatrix);
|
|
}
|
|
|
|
/// <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(t.DynamicLightType != null)
|
|
{
|
|
if (t.DynamicLightType.LightDef == GZGeneral.LightDef.VAVOOM_GENERIC) //vavoom light
|
|
return new PixelColor(255, 255, 255, 255);
|
|
if (t.DynamicLightType.LightDef == GZGeneral.LightDef.VAVOOM_COLORED) //vavoom colored light
|
|
return new PixelColor(255, (byte)t.Args[1], (byte)t.Args[2], (byte)t.Args[3]);
|
|
if (t.DynamicLightType.LightType == GZGeneral.LightType.SPOT)
|
|
{
|
|
PixelColor color;
|
|
|
|
if (t.Fields.ContainsKey("arg0str"))
|
|
{
|
|
|
|
ZDoom.ZDTextParser.GetColorFromString(t.Fields["arg0str"].Value.ToString(), out color);
|
|
color.a = 255;
|
|
|
|
}
|
|
else
|
|
color = new PixelColor(255, (byte)((t.Args[0] & 0xFF0000) >> 16), (byte)((t.Args[0] & 0x00FF00) >> 8), (byte)((t.Args[0] & 0x0000FF)));
|
|
|
|
// ZDRay static lights have an intensity that's set through the thing's alpha value
|
|
if (t.DynamicLightType.LightDef == GZGeneral.LightDef.SPOT_STATIC)
|
|
{
|
|
double intensity = t.Fields.GetValue("alpha", 1.0);
|
|
if (intensity != 1.0)
|
|
{
|
|
byte r = (byte)General.Clamp(color.r * intensity, 0.0, 255.0);
|
|
byte g = (byte)General.Clamp(color.g * intensity, 0.0, 255.0);
|
|
byte b = (byte)General.Clamp(color.b * intensity, 0.0, 255.0);
|
|
color = new PixelColor(255, r, g, b);
|
|
}
|
|
}
|
|
|
|
return color;
|
|
}
|
|
|
|
// Point light
|
|
if (t.DynamicLightType.LightDef == GZGeneral.LightDef.POINT_STATIC)
|
|
{
|
|
// ZDRay static lights have an intensity that's set through the thing's alpha value
|
|
double intensity = t.Fields.GetValue("alpha", 1.0);
|
|
byte r = (byte)General.Clamp(t.Args[0] * intensity, 0.0, 255.0);
|
|
byte g = (byte)General.Clamp(t.Args[1] * intensity, 0.0, 255.0);
|
|
byte b = (byte)General.Clamp(t.Args[2] * intensity, 0.0, 255.0);
|
|
return new PixelColor(255, r, g, b);
|
|
}
|
|
else
|
|
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 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(plotter != null)
|
|
{
|
|
// 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
|
|
graphics.StartRendering(clear, General.Colors.Background.WithAlpha(0).ToColorValue(), thingstex, false);
|
|
|
|
// Ready for rendering
|
|
UpdateTransformations();
|
|
return true;
|
|
}
|
|
|
|
// Can't render!
|
|
Finish();
|
|
return false;
|
|
}
|
|
|
|
// This begins a drawing session
|
|
public bool StartOverlay(bool clear, int layernum = 0)
|
|
{
|
|
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 && layernum >= 0 && layernum < overlaytex.Count)
|
|
{
|
|
// Set the rendertarget to the things texture
|
|
graphics.StartRendering(clear, General.Colors.Background.WithAlpha(0).ToColorValue(), overlaytex[layernum], false);
|
|
|
|
// Ready for rendering
|
|
UpdateTransformations();
|
|
return true;
|
|
}
|
|
|
|
// Can't render!
|
|
Finish();
|
|
return false;
|
|
}
|
|
|
|
// This ends a drawing session
|
|
public void Finish()
|
|
{
|
|
// Draw plotter contents
|
|
if(renderlayer == RenderLayers.Plotter)
|
|
{
|
|
plotter.DrawContents(graphics);
|
|
}
|
|
|
|
// Clean up things / overlay
|
|
if((renderlayer == RenderLayers.Things) || (renderlayer == RenderLayers.Overlay) || (renderlayer == RenderLayers.Surface))
|
|
{
|
|
// Stop rendering
|
|
graphics.FinishRendering();
|
|
}
|
|
|
|
// 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 lbpos = DisplayToMap(new Vector2D(0f, windowsize.Height));
|
|
Vector2D rtpos = DisplayToMap(new Vector2D(windowsize.Width, 0));
|
|
|
|
// Offset by given background offset
|
|
lbpos -= backoffset;
|
|
rtpos -= backoffset;
|
|
|
|
// Calculate UV coordinates
|
|
// NOTE: backimagesize.y is made negative to match Doom's coordinate system
|
|
backimageverts[0].u = (float)(lbpos.x / backimagesize.x);
|
|
backimageverts[0].v = (float)(lbpos.y / -backimagesize.y);
|
|
backimageverts[1].u = (float)(rtpos.x / backimagesize.x);
|
|
backimageverts[1].v = (float)(lbpos.y / -backimagesize.y);
|
|
backimageverts[2].u = (float)(lbpos.x / backimagesize.x);
|
|
backimageverts[2].v = (float)(rtpos.y / -backimagesize.y);
|
|
backimageverts[3].u = (float)(rtpos.x / backimagesize.x);
|
|
backimageverts[3].v = (float)(rtpos.y / -backimagesize.y);
|
|
}
|
|
else
|
|
{
|
|
// No background image
|
|
backimageverts = null;
|
|
}
|
|
}
|
|
|
|
// This renders all grid
|
|
private void RenderBackgroundGrid()
|
|
{
|
|
// Do we need to redraw grid?
|
|
if(lastgridsize != General.Map.Grid.GridSizeF || lastgridscale != scale ||
|
|
lastgridx != offsetx || lastgridy != offsety || drawmapcenter != lastdrawmapcenter)
|
|
{
|
|
gridplotter.Clear();
|
|
|
|
if(General.Settings.RenderGrid) //mxd
|
|
{
|
|
bool transformed = Math.Abs(General.Map.Grid.GridOriginX) > 1e-4 || Math.Abs(General.Map.Grid.GridOriginY) > 1e-4 || Math.Abs(General.Map.Grid.GridRotate) > 1e-4;
|
|
|
|
if (transformed)
|
|
{
|
|
// Render normal grid
|
|
RenderGridTransformed(General.Map.Grid.GridSizeF, General.Map.Grid.GridRotate,
|
|
General.Map.Grid.GridOriginX, General.Map.Grid.GridOriginY, General.Colors.Grid, gridplotter);
|
|
|
|
// Render 64 grid
|
|
if(General.Map.Grid.GridSizeF <= 64)
|
|
{
|
|
RenderGridTransformed(64f, General.Map.Grid.GridRotate,
|
|
General.Map.Grid.GridOriginX, General.Map.Grid.GridOriginY, General.Colors.Grid64, gridplotter);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Render normal grid
|
|
RenderGrid((float)General.Map.Grid.GridSizeF, General.Colors.Grid, gridplotter);
|
|
|
|
// Render 64 grid
|
|
if(General.Map.Grid.GridSizeF <= 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
|
|
if(drawmapcenter)
|
|
{
|
|
Vector2D center = new Vector2D(0, 0).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
|
|
gridplotter.DrawContents(graphics);
|
|
lastgridscale = scale;
|
|
lastgridsize = (float)General.Map.Grid.GridSizeF;
|
|
lastgridx = offsetx;
|
|
lastgridy = offsety;
|
|
lastdrawmapcenter = drawmapcenter; //mxd
|
|
}
|
|
}
|
|
|
|
// This renders the grid with a transform applied
|
|
private void RenderGridTransformed(double size, double angle, double originx, double originy, PixelColor c, Plotter gridplotter)
|
|
{
|
|
uint mask = 0x55555555;
|
|
|
|
//mxd. Increase rendered grid size if needed
|
|
if(!General.Settings.DynamicGridSize && size * scale <= 6f)
|
|
do { size *= 2; } while(size * scale <= 6f);
|
|
double sizeinv = 1f / size;
|
|
|
|
if (double.IsInfinity(size) || size < 1e-10)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Determine map coordinates for view window
|
|
Vector2D ltview = DisplayToMap(new Vector2D(0, 0));
|
|
Vector2D rbview = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height));
|
|
Vector2D mapsize = rbview - ltview;
|
|
|
|
Vector2D ltbound = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary);
|
|
Vector2D rbbound = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary);
|
|
|
|
// Translate top left boundary and right bottom boundary of map to screen coords
|
|
Vector2D tlb = ltbound.GetTransformed(translatex, translatey, scale, -scale);
|
|
Vector2D rbb = rbbound.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
Vector2D center = GridSetup.SnappedToGrid(0.5f * (ltview + rbview), size, sizeinv, angle, originx, originy);
|
|
|
|
// Get the angle vectors for the gridlines
|
|
Vector2D dx = new Vector2D(Math.Cos(angle), Math.Sin(angle));
|
|
Vector2D dy = new Vector2D(-Math.Sin(angle), Math.Cos(angle));
|
|
|
|
double maxextent = Math.Max(mapsize.x, mapsize.y);
|
|
RectangleF bounds = new RectangleF((float)tlb.x, (float)tlb.y, (float)(rbb.x - tlb.x), (float)(rbb.y - tlb.y));
|
|
bounds.Intersect(new RectangleF(0, 0, windowsize.Width, windowsize.Height));
|
|
|
|
bool xminintersect = true, xmaxintersect = true, yminintersect = true, ymaxintersect = true;
|
|
|
|
int num = 0;
|
|
while (xminintersect || xmaxintersect || yminintersect || ymaxintersect) {
|
|
if (num > 1e6)
|
|
{
|
|
// just in case garbage inputs breaks the algorithm and causes an infinite loop
|
|
break;
|
|
}
|
|
|
|
Vector2D xminstart = center - num * size * dy;
|
|
Vector2D xmaxstart = center + num * size * dy;
|
|
Vector2D yminstart = center - num * size * dx;
|
|
Vector2D ymaxstart = center + num * size * dx;
|
|
|
|
Line2D xminscanline = new Line2D(xminstart - dx * maxextent, xminstart + dx * maxextent);
|
|
Line2D xmaxscanline = new Line2D(xmaxstart - dx * maxextent, xmaxstart + dx * maxextent);
|
|
Line2D yminscanline = new Line2D(yminstart - dy * maxextent, yminstart + dy * maxextent);
|
|
Line2D ymaxscanline = new Line2D(ymaxstart - dy * maxextent, ymaxstart + dy * maxextent);
|
|
|
|
Line2D xminplotline = xminscanline.GetTransformed(translatex, translatey, scale, -scale);
|
|
Line2D xmaxplotline = xmaxscanline.GetTransformed(translatex, translatey, scale, -scale);
|
|
Line2D yminplotline = yminscanline.GetTransformed(translatex, translatey, scale, -scale);
|
|
Line2D ymaxplotline = ymaxscanline.GetTransformed(translatex, translatey, scale, -scale);
|
|
xminplotline = Line2D.ClipToRectangle(xminplotline, bounds, out xminintersect);
|
|
xmaxplotline = Line2D.ClipToRectangle(xmaxplotline, bounds, out xmaxintersect);
|
|
yminplotline = Line2D.ClipToRectangle(yminplotline, bounds, out yminintersect);
|
|
ymaxplotline = Line2D.ClipToRectangle(ymaxplotline, bounds, out ymaxintersect);
|
|
|
|
if (xminintersect)
|
|
{
|
|
gridplotter.DrawLineSolid((int)xminplotline.v1.x, (int)Math.Round(xminplotline.v1.y + 0.499999), (int)xminplotline.v2.x, (int)Math.Round(xminplotline.v2.y + 0.499999), ref c, mask);
|
|
}
|
|
if (xmaxintersect)
|
|
{
|
|
gridplotter.DrawLineSolid((int)xmaxplotline.v1.x, (int)Math.Round(xmaxplotline.v1.y + 0.499999), (int)xmaxplotline.v2.x, (int)Math.Round(xmaxplotline.v2.y + 0.499999), ref c, mask);
|
|
}
|
|
if (yminintersect)
|
|
{
|
|
gridplotter.DrawLineSolid((int)yminplotline.v1.x, (int)Math.Round(yminplotline.v1.y + 0.499999), (int)yminplotline.v2.x, (int)Math.Round(yminplotline.v2.y + 0.499999), ref c, mask);
|
|
}
|
|
if (ymaxintersect)
|
|
{
|
|
gridplotter.DrawLineSolid((int)ymaxplotline.v1.x, (int)Math.Round(ymaxplotline.v1.y + 0.499999), (int)ymaxplotline.v2.x, (int)Math.Round(ymaxplotline.v2.y + 0.499999), ref c, mask);
|
|
}
|
|
|
|
num++;
|
|
}
|
|
}
|
|
|
|
// 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 = (float)(rbpos.y > General.Map.Config.BottomBoundary ? rbpos.y : General.Map.Config.BottomBoundary);
|
|
float yend = (float)(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 = (float)(tlb.x < 0 ? 0 : tlb.x);
|
|
float to = (float)(rbb.x > windowsize.Width ? windowsize.Width : rbb.x);
|
|
|
|
pos.y = y;
|
|
pos = pos.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
gridplotter.DrawGridLineH((int)Math.Round(pos.y + 0.49999f), (int)from, (int)to, ref c);
|
|
}
|
|
|
|
// Draw all vertical grid lines
|
|
float xstart = (float)(ltpos.x > General.Map.Config.LeftBoundary ? ltpos.x : General.Map.Config.LeftBoundary);
|
|
float xend = (float)(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 = (float)(tlb.y < 0 ? 0 : tlb.y);
|
|
float to = (float)(rbb.y > windowsize.Height ? windowsize.Height : rbb.y);
|
|
|
|
pos.x = x;
|
|
pos = pos.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
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 = (float)screenpos.x - circlesize;
|
|
verts[offset].y = (float)screenpos.y - circlesize;
|
|
verts[offset].c = color;
|
|
verts[offset].u = 0f;
|
|
verts[offset].v = 0f;
|
|
offset++;
|
|
verts[offset].x = (float)screenpos.x + circlesize;
|
|
verts[offset].y = (float)screenpos.y - circlesize;
|
|
verts[offset].c = color;
|
|
verts[offset].u = 0.5f;
|
|
verts[offset].v = 0f;
|
|
offset++;
|
|
verts[offset].x = (float)screenpos.x - circlesize;
|
|
verts[offset].y = (float)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 = (float)screenpos.x + circlesize;
|
|
verts[offset].y = (float)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 = (float)screenpos.x + sinarrowsize;
|
|
verts[offset].y = (float)screenpos.y + cosarrowsize;
|
|
verts[offset].c = -1;
|
|
verts[offset].u = ul;
|
|
verts[offset].v = ut;
|
|
offset++;
|
|
verts[offset].x = (float)screenpos.x - cosarrowsize;
|
|
verts[offset].y = (float)screenpos.y + sinarrowsize;
|
|
verts[offset].c = -1;
|
|
verts[offset].u = ur;
|
|
verts[offset].v = ut;
|
|
offset++;
|
|
verts[offset].x = (float)screenpos.x + cosarrowsize;
|
|
verts[offset].y = (float)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 = (float)screenpos.x - sinarrowsize;
|
|
verts[offset].y = (float)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 = (float)screenpos.x - width;
|
|
verts[offset].y = (float)screenpos.y - height;
|
|
verts[offset].c = color;
|
|
verts[offset].u = ul;
|
|
verts[offset].v = 0;
|
|
offset++;
|
|
verts[offset].x = (float)screenpos.x + width;
|
|
verts[offset].y = (float)screenpos.y - height;
|
|
verts[offset].c = color;
|
|
verts[offset].u = ur;
|
|
verts[offset].v = 0;
|
|
offset++;
|
|
verts[offset].x = (float)screenpos.x - width;
|
|
verts[offset].y = (float)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 = (float)screenpos.x + width;
|
|
verts[offset].y = (float)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)
|
|
{
|
|
// Make alpha color
|
|
Color4 alphacolor = new Color4(1.0f, 1.0f, 1.0f, alpha);
|
|
bool isthingsmode = (General.Editing.Mode.GetType().Name == "ThingsMode");
|
|
|
|
// Set renderstates for things rendering
|
|
graphics.SetCullMode(Cull.None);
|
|
graphics.SetZEnable(false);
|
|
graphics.SetAlphaBlendEnable(true);
|
|
graphics.SetSourceBlend(Blend.SourceAlpha);
|
|
graphics.SetDestinationBlend(Blend.InverseSourceAlpha);
|
|
graphics.SetAlphaTestEnable(false);
|
|
graphics.SetUniform(UniformName.texturefactor, alphacolor);
|
|
graphics.SetVertexBuffer(thingsvertices);
|
|
|
|
// Set things texture
|
|
graphics.SetTexture(General.Map.Data.ThingTexture.Texture); //mxd
|
|
SetWorldTransformation(false);
|
|
graphics.SetShader(ShaderName.things2d_thing);
|
|
SetThings2DSettings(alpha);
|
|
|
|
// 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.RenderMode == ThingRenderMode.MODEL || t.RenderMode == ThingRenderMode.VOXEL)
|
|
{
|
|
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
|
|
graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6);
|
|
|
|
// Draw!
|
|
graphics.Draw(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
|
|
if(buffercount > 0) graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6);
|
|
|
|
// Draw what's still remaining
|
|
if(buffercount > 0)
|
|
graphics.Draw(PrimitiveType.TriangleList, 0, buffercount * 2);
|
|
|
|
//mxd. Render sprites
|
|
int selectionColor = General.Colors.Selection.ToInt();
|
|
graphics.SetShader(ShaderName.things2d_sprite);
|
|
|
|
foreach(KeyValuePair<int, List<Thing>> group in thingsByType)
|
|
{
|
|
// Skip when all things of this type will be rendered as models
|
|
if((group.Value[0].RenderMode == ThingRenderMode.MODEL || group.Value[0].RenderMode == ThingRenderMode.VOXEL)
|
|
&& (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;
|
|
|
|
graphics.SetTexture(sprite.Texture);
|
|
|
|
// 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.RenderMode == ThingRenderMode.MODEL || t.RenderMode == ThingRenderMode.VOXEL)
|
|
&& ((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
|
|
graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6);
|
|
|
|
// Draw!
|
|
graphics.Draw(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
|
|
graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6);
|
|
|
|
// Draw what's still remaining
|
|
if(buffercount > 0) graphics.Draw(PrimitiveType.TriangleList, 0, buffercount * 2);
|
|
}
|
|
}
|
|
|
|
//mxd. Render thing arrows
|
|
graphics.SetTexture(General.Map.Data.ThingTexture.Texture);
|
|
graphics.SetShader(ShaderName.things2d_thing);
|
|
|
|
// 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
|
|
graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6);
|
|
|
|
// Draw!
|
|
graphics.Draw(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
|
|
if(buffercount > 0) graphics.SetBufferSubdata(thingsvertices, verts, buffercount * 6);
|
|
|
|
// Draw what's still remaining
|
|
if(buffercount > 0)
|
|
graphics.Draw(PrimitiveType.TriangleList, 0, buffercount * 2);
|
|
|
|
//mxd. Render models
|
|
if(General.Settings.GZDrawModelsMode != ModelRenderMode.NONE)
|
|
{
|
|
// Set renderstates for rendering
|
|
graphics.SetAlphaBlendEnable(false);
|
|
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
|
|
graphics.SetFillMode(FillMode.Wireframe);
|
|
|
|
graphics.SetShader(ShaderName.things2d_fill);
|
|
|
|
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);
|
|
double 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.SetUniform(UniformName.FillColor, (t.Selected ? cSelection : cWire));
|
|
|
|
// Set transform settings
|
|
double sx = t.ScaleX * t.ActorScale.Width;
|
|
double sy = t.ScaleY * t.ActorScale.Height;
|
|
|
|
Matrix modelscale = Matrix.Scaling((float)sx, (float)sx, (float)sy);
|
|
Matrix rotation = Matrix.RotationY((float)-t.RollRad) * Matrix.RotationX((float)-t.PitchRad) * Matrix.RotationZ((float)t.Angle);
|
|
Matrix position = Matrix.Translation((float)screenpos.x, (float)screenpos.y, 0.0f);
|
|
Matrix world;
|
|
|
|
if (General.Map.Data.ModeldefEntries[t.Type].UseRotationCenter)
|
|
world = General.Map.Data.ModeldefEntries[t.Type].Transform * modelscale * Matrix.Translation(-General.Map.Data.ModeldefEntries[t.Type].RotationCenter) * rotation * Matrix.Translation(General.Map.Data.ModeldefEntries[t.Type].RotationCenter) * viewscale * position;
|
|
else
|
|
world = General.Map.Data.ModeldefEntries[t.Type].Transform * modelscale * rotation * viewscale * position;
|
|
|
|
SetThings2DTransformSettings(world);
|
|
|
|
// Draw
|
|
foreach(Mesh mesh in mde.Model.Meshes) mesh.Draw(graphics);
|
|
}
|
|
}
|
|
|
|
//Done with this pass
|
|
graphics.SetFillMode(FillMode.Solid);
|
|
}
|
|
|
|
//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());
|
|
}
|
|
|
|
// This adds a thing in the things buffer for rendering
|
|
public void RenderThingSet(ICollection<Thing> things, PixelColor c, float alpha)
|
|
{
|
|
RenderThingsBatch(things, alpha, false, c);
|
|
}
|
|
|
|
|
|
#endregion
|
|
|
|
#region ================== Surface
|
|
|
|
// This redraws the surface
|
|
public void RedrawSurface()
|
|
{
|
|
if(renderlayer != RenderLayers.None) return; //mxd
|
|
renderlayer = RenderLayers.Surface;
|
|
|
|
// Recreate render targets if the window was resized
|
|
if (windowsize.Width != graphics.RenderTarget.ClientSize.Width || windowsize.Height != graphics.RenderTarget.ClientSize.Height)
|
|
CreateRendertargets();
|
|
|
|
// Rendertargets available?
|
|
if(surfacetex != null)
|
|
{
|
|
// Set the rendertarget to the surface texture
|
|
graphics.StartRendering(true, General.Colors.Background.WithAlpha(0).ToColorValue(), surfacetex, false);
|
|
|
|
// Set transformations
|
|
UpdateTransformations();
|
|
|
|
// Set states
|
|
graphics.SetCullMode(Cull.None);
|
|
graphics.SetZEnable(false);
|
|
graphics.SetAlphaBlendEnable(false);
|
|
graphics.SetAlphaTestEnable(false);
|
|
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
|
|
graphics.SetUniform(UniformName.desaturation, 0.0f);
|
|
SetWorldTransformation(true);
|
|
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
|
|
|
// Prepare for rendering
|
|
switch(viewmode)
|
|
{
|
|
case ViewMode.Brightness:
|
|
surfaces.RenderSectorBrightness(yviewport, present.SkipHiddenSectors);
|
|
surfaces.RenderSectorSurfaces(graphics);
|
|
break;
|
|
|
|
case ViewMode.FloorTextures:
|
|
surfaces.RenderSectorFloors(yviewport, present.SkipHiddenSectors);
|
|
surfaces.RenderSectorSurfaces(graphics);
|
|
break;
|
|
|
|
case ViewMode.CeilingTextures:
|
|
surfaces.RenderSectorCeilings(yviewport, present.SkipHiddenSectors);
|
|
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)
|
|
{
|
|
t = texture.Texture;
|
|
}
|
|
else
|
|
{
|
|
t = General.Map.Data.WhiteTexture.Texture;
|
|
}
|
|
|
|
// Set renderstates for rendering
|
|
graphics.SetCullMode(Cull.None);
|
|
graphics.SetZEnable(false);
|
|
graphics.SetAlphaBlendEnable(false);
|
|
graphics.SetAlphaTestEnable(false);
|
|
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
|
|
graphics.SetShader(ShaderName.display2d_normal);
|
|
graphics.SetTexture(t);
|
|
SetWorldTransformation(transformcoords);
|
|
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
|
|
|
// Draw
|
|
graphics.Draw(PrimitiveType.TriangleList, 0, vertices.Length / 3, vertices);
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
public void RenderHighlight(FlatVertex[] vertices, int color)
|
|
{
|
|
if(vertices.Length < 3) return;
|
|
|
|
// Set renderstates for rendering
|
|
graphics.SetCullMode(Cull.None);
|
|
graphics.SetZEnable(false);
|
|
graphics.SetAlphaBlendEnable(false);
|
|
graphics.SetAlphaTestEnable(false);
|
|
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
|
|
|
|
SetWorldTransformation(true);
|
|
graphics.SetUniform(UniformName.FillColor, new Color4(color));
|
|
SetThings2DSettings(1.0f);
|
|
|
|
// Draw
|
|
graphics.SetShader(ShaderName.things2d_fill);
|
|
graphics.Draw(PrimitiveType.TriangleList, 0, vertices.Length / 3, vertices);
|
|
}
|
|
|
|
//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(graphics, translatex, translatey, scale, -scale);
|
|
if(label.SkipRendering) return;
|
|
|
|
// Set renderstates for rendering
|
|
graphics.SetCullMode(Cull.None);
|
|
graphics.SetZEnable(false);
|
|
graphics.SetAlphaBlendEnable(true);
|
|
graphics.SetAlphaTestEnable(false);
|
|
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
|
|
graphics.SetShader(ShaderName.display2d_normal);
|
|
graphics.SetTexture(label.Texture);
|
|
SetWorldTransformation(false);
|
|
SetDisplay2DSettings(1f, 1f, 0f, 1f, false);
|
|
graphics.SetVertexBuffer(label.VertexBuffer);
|
|
|
|
// Draw
|
|
graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
|
|
}
|
|
|
|
//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(graphics, translatex, translatey, scale, -scale);
|
|
if(label.SkipRendering) skipped++;
|
|
}
|
|
|
|
if(labels.Count == skipped) return;
|
|
|
|
// Set renderstates for rendering
|
|
graphics.SetCullMode(Cull.None);
|
|
graphics.SetZEnable(false);
|
|
graphics.SetAlphaBlendEnable(true);
|
|
graphics.SetAlphaTestEnable(false);
|
|
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
|
|
SetWorldTransformation(false);
|
|
graphics.SetShader(ShaderName.display2d_normal);
|
|
SetDisplay2DSettings(1f, 1f, 0f, 1f, false);
|
|
|
|
foreach(ITextLabel label in labels)
|
|
{
|
|
// Text is created?
|
|
if(!label.SkipRendering)
|
|
{
|
|
graphics.SetTexture(label.Texture);
|
|
graphics.SetVertexBuffer(label.VertexBuffer);
|
|
|
|
// Draw
|
|
graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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, (float)lt.x, (float)lt.y, (float)rb.x, (float)lt.y - bordersize);
|
|
quads[1] = new FlatQuad(PrimitiveType.TriangleStrip, (float)lt.x, (float)rb.y + bordersize, (float)rb.x, (float)rb.y);
|
|
quads[2] = new FlatQuad(PrimitiveType.TriangleStrip, (float)lt.x, (float)lt.y - bordersize, (float)lt.x + bordersize, (float)rb.y + bordersize);
|
|
quads[3] = new FlatQuad(PrimitiveType.TriangleStrip, (float)rb.x - bordersize, (float)lt.y - bordersize, (float)rb.x, (float)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.SetCullMode(Cull.None);
|
|
graphics.SetZEnable(false);
|
|
graphics.SetAlphaBlendEnable(false);
|
|
graphics.SetAlphaTestEnable(false);
|
|
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
|
|
SetWorldTransformation(false);
|
|
graphics.SetShader(ShaderName.display2d_normal);
|
|
graphics.SetTexture(General.Map.Data.WhiteTexture.Texture);
|
|
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
|
|
|
// Draw
|
|
quads[0].Render(graphics);
|
|
quads[1].Render(graphics);
|
|
quads[2].Render(graphics);
|
|
quads[3].Render(graphics);
|
|
}
|
|
|
|
// 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, (float)lt.x, (float)lt.y, (float)rb.x, (float)rb.y);
|
|
quad.SetColors(c.ToInt());
|
|
|
|
// Set renderstates for rendering
|
|
graphics.SetCullMode(Cull.None);
|
|
graphics.SetZEnable(false);
|
|
graphics.SetAlphaBlendEnable(false);
|
|
graphics.SetAlphaTestEnable(false);
|
|
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
|
|
SetWorldTransformation(false);
|
|
graphics.SetShader(ShaderName.display2d_normal);
|
|
graphics.SetTexture(General.Map.Data.WhiteTexture.Texture);
|
|
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
|
|
|
// Draw
|
|
quad.Render(graphics);
|
|
}
|
|
|
|
// 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, (float)lt.x, (float)lt.y, (float)rb.x, (float)rb.y);
|
|
quad.SetColors(c.ToInt());
|
|
|
|
// Set renderstates for rendering
|
|
graphics.SetCullMode(Cull.None);
|
|
graphics.SetZEnable(false);
|
|
graphics.SetAlphaBlendEnable(false);
|
|
graphics.SetAlphaTestEnable(false);
|
|
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
|
|
SetWorldTransformation(false);
|
|
graphics.SetShader(ShaderName.display2d_normal);
|
|
graphics.SetTexture(texture.Texture);
|
|
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
|
|
|
// Draw
|
|
quad.Render(graphics);
|
|
}
|
|
|
|
//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 = (float)Math.Max(line.Start2D.x, line.End2D.x);
|
|
float minx = (float)Math.Min(line.Start2D.x, line.End2D.x);
|
|
float maxy = (float)Math.Max(line.Start2D.y, line.End2D.y);
|
|
float miny = (float)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 = (float)line.Start2D.x;
|
|
verts[pointscount].y = (float)line.Start2D.y;
|
|
verts[pointscount].c = color;
|
|
pointscount++;
|
|
|
|
verts[pointscount].x = (float)line.End2D.x;
|
|
verts[pointscount].y = (float)line.End2D.y;
|
|
verts[pointscount].c = color;
|
|
pointscount++;
|
|
|
|
// Add arrowhead
|
|
if(line.RenderArrowhead)
|
|
{
|
|
double angle = line.GetAngle();
|
|
Vector2D a1 = new Vector2D(line.End.x - scaler * Math.Sin(angle - 0.46f), line.End.y + scaler * Math.Cos(angle - 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 1
|
|
Vector2D a2 = new Vector2D(line.End.x - scaler * Math.Sin(angle + 0.46f), line.End.y + scaler * Math.Cos(angle + 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 2
|
|
|
|
verts[pointscount] = verts[pointscount - 1];
|
|
verts[pointscount + 1].x = (float)a1.x;
|
|
verts[pointscount + 1].y = (float)a1.y;
|
|
verts[pointscount + 1].c = color;
|
|
|
|
verts[pointscount + 2] = verts[pointscount - 1];
|
|
verts[pointscount + 3].x = (float)a2.x;
|
|
verts[pointscount + 3].y = (float)a2.y;
|
|
verts[pointscount + 3].c = color;
|
|
|
|
pointscount += 4;
|
|
}
|
|
}
|
|
|
|
// Write to buffer
|
|
VertexBuffer vb = new VertexBuffer();
|
|
graphics.SetBufferData(vb, verts);
|
|
|
|
// Set renderstates for rendering
|
|
graphics.SetCullMode(Cull.None);
|
|
graphics.SetZEnable(false);
|
|
graphics.SetAlphaBlendEnable(false);
|
|
graphics.SetAlphaTestEnable(false);
|
|
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
|
|
SetWorldTransformation(false);
|
|
graphics.SetShader(ShaderName.display2d_normal);
|
|
graphics.SetTexture(General.Map.Data.WhiteTexture.Texture);
|
|
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
|
|
|
// Draw
|
|
graphics.SetVertexBuffer(vb);
|
|
graphics.Draw(PrimitiveType.LineList, 0, pointscount / 2);
|
|
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 = (float)(start.x - dn.x + dn.y);
|
|
verts[0].y = (float)(start.y - dn.y - dn.x);
|
|
verts[0].z = 0.0f;
|
|
verts[0].c = c.ToInt();
|
|
verts[1].x = (float)(start.x - dn.x - dn.y);
|
|
verts[1].y = (float)(start.y - dn.y + dn.x);
|
|
verts[1].z = 0.0f;
|
|
verts[1].c = c.ToInt();
|
|
verts[2].x = (float)(end.x + dn.x + dn.y);
|
|
verts[2].y = (float)(end.y + dn.y - dn.x);
|
|
verts[2].z = 0.0f;
|
|
verts[2].c = c.ToInt();
|
|
verts[3].x = (float)(end.x + dn.x - dn.y);
|
|
verts[3].y = (float)(end.y + dn.y + dn.x);
|
|
verts[3].z = 0.0f;
|
|
verts[3].c = c.ToInt();
|
|
|
|
// Set renderstates for rendering
|
|
graphics.SetCullMode(Cull.None);
|
|
graphics.SetZEnable(false);
|
|
graphics.SetAlphaBlendEnable(false);
|
|
graphics.SetAlphaTestEnable(false);
|
|
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
|
|
SetWorldTransformation(false);
|
|
graphics.SetShader(ShaderName.display2d_normal);
|
|
graphics.SetTexture(General.Map.Data.WhiteTexture.Texture);
|
|
SetDisplay2DSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
|
|
|
// Draw
|
|
graphics.Draw(PrimitiveType.TriangleStrip, 0, 2, verts);
|
|
}
|
|
|
|
#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) { PlotLine(start, end, c, 0.0625f); }
|
|
public void PlotLine(Vector2D start, Vector2D end, PixelColor c, float lengthscaler)
|
|
{
|
|
// 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 * lengthscaler) return;
|
|
|
|
// Draw line
|
|
plotter.DrawLineSolid((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), ref c);
|
|
}
|
|
|
|
private Vector2D TransformY(Vector2D v)
|
|
{
|
|
return new Vector2D(v.x, TransformY(v.y));
|
|
}
|
|
|
|
private double TransformY(double y)
|
|
{
|
|
return windowsize.Height - y;
|
|
}
|
|
|
|
private int TransformY(int y)
|
|
{
|
|
return windowsize.Height - y;
|
|
}
|
|
|
|
// 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?
|
|
double lengthsq = (v2 - v1).GetLengthSq();
|
|
if(lengthsq < minlinelength) return; //mxd
|
|
|
|
// Draw line. mxd: added 3d-floor indication
|
|
if(l.ExtraFloorFlag && General.Settings.GZMarkExtraFloors)
|
|
plotter.DrawLine3DFloor((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), ref c, General.Colors.ThreeDFloor);
|
|
else
|
|
plotter.DrawLineSolid((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), ref c);
|
|
|
|
//mxd. Should we bother?
|
|
if(lengthsq < minlinenormallength) return; //mxd
|
|
|
|
// Calculate normal indicator
|
|
double mx = (v2.x - v1.x) * 0.5f;
|
|
double my = (v2.y - v1.y) * 0.5f;
|
|
|
|
// Draw normal indicator
|
|
plotter.DrawLineSolid((int)(v1.x + mx), TransformY((int)(v1.y + my)),
|
|
(int)((v1.x + mx) - (my * l.LengthInv) * linenormalsize),
|
|
TransformY((int)((v1.y + my) + (mx * l.LengthInv) * linenormalsize)), ref c);
|
|
}
|
|
|
|
// This renders a set of linedefs
|
|
public void PlotLinedefSet(ICollection<Linedef> linedefs)
|
|
{
|
|
// biwa. Code duplication because the performance hit from the overhead of calling PlotLinedef in a loop causes reduced FPS.
|
|
// Telling the compiler to agressively inline PlotLinedef seems to mostly alleviate the problem, but I'm not sure how reliable that is
|
|
if (General.Settings.ParallelizedLinedefPlotting)
|
|
{
|
|
// Go for all linedefs
|
|
Parallel.ForEach(linedefs, l =>
|
|
{
|
|
// 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?
|
|
double lengthsq = (v2 - v1).GetLengthSq();
|
|
if (lengthsq < minlinelength) return; //mxd
|
|
|
|
// Determine color
|
|
PixelColor c = DetermineLinedefColor(l);
|
|
|
|
// Draw line. mxd: added 3d-floor indication
|
|
if (l.ExtraFloorFlag && General.Settings.GZMarkExtraFloors)
|
|
plotter.DrawLine3DFloor((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), ref c, General.Colors.ThreeDFloor);
|
|
else
|
|
plotter.DrawLineSolid((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), ref c);
|
|
|
|
//mxd. Should we bother?
|
|
if (lengthsq < minlinenormallength) return; //mxd
|
|
|
|
// Calculate normal indicator
|
|
double mx = (v2.x - v1.x) * 0.5f;
|
|
double my = (v2.y - v1.y) * 0.5f;
|
|
|
|
// Draw normal indicator
|
|
plotter.DrawLineSolid((int)(v1.x + mx), TransformY((int)(v1.y + my)),
|
|
(int)((v1.x + mx) - (my * l.LengthInv) * linenormalsize),
|
|
TransformY((int)((v1.y + my) + (mx * l.LengthInv) * linenormalsize)), ref c);
|
|
});
|
|
}
|
|
else
|
|
{
|
|
// 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?
|
|
double 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((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), ref c, General.Colors.ThreeDFloor);
|
|
else
|
|
plotter.DrawLineSolid((int)v1.x, TransformY((int)v1.y), (int)v2.x, TransformY((int)v2.y), ref c);
|
|
|
|
//mxd. Should we bother?
|
|
if (lengthsq < minlinenormallength) continue; //mxd
|
|
|
|
// Calculate normal indicator
|
|
double mx = (v2.x - v1.x) * 0.5f;
|
|
double my = (v2.y - v1.y) * 0.5f;
|
|
|
|
// Draw normal indicator
|
|
plotter.DrawLineSolid((int)(v1.x + mx), TransformY((int)(v1.y + my)),
|
|
(int)((v1.x + mx) - (my * l.LengthInv) * linenormalsize),
|
|
TransformY((int)((v1.y + my) + (mx * l.LengthInv) * linenormalsize)), ref c);
|
|
}
|
|
}
|
|
}
|
|
|
|
// This renders a single vertex
|
|
public void PlotVertex(Vertex v, int colorindex, bool checkMode = true)
|
|
{
|
|
if (checkMode && !ShouldRenderVertices)
|
|
{
|
|
return;
|
|
}
|
|
// Transform vertex coordinates
|
|
Vector2D nv = v.Position.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
// Draw pixel here
|
|
plotter.DrawVertexSolid((int)nv.x, TransformY((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, bool checkMode = true)
|
|
{
|
|
if (checkMode && !ShouldRenderVertices)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Transform vertex coordinates
|
|
Vector2D nv = v.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
// Draw pixel here
|
|
plotter.DrawVertexSolid((int)nv.x, TransformY((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, bool checkMode = true)
|
|
{
|
|
if (checkMode && !ShouldRenderVertices)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// biwa. Code duplication because the performance hit from the overhead of calling PlotLinedef in a loop causes reduced FPS.
|
|
// Telling the compiler to agressively inline PlotLinedef seems to mostly alleviate the problem, but I'm not sure how reliable that is
|
|
if (General.Settings.ParallelizedVertexPlotting)
|
|
{
|
|
// Go for all vertices
|
|
Parallel.ForEach(vertices, v =>
|
|
{
|
|
// Transform vertex coordinates
|
|
Vector2D nv = v.Position.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
int colorindex = DetermineVertexColor(v);
|
|
|
|
// Draw pixel here
|
|
plotter.DrawVertexSolid((int)nv.x, TransformY((int)nv.y), vertexsize, ref General.Colors.Colors[colorindex], ref General.Colors.BrightColors[colorindex], ref General.Colors.DarkColors[colorindex]);
|
|
});
|
|
}
|
|
else
|
|
{
|
|
// Go for all vertices
|
|
foreach (Vertex v in vertices)
|
|
{
|
|
// Transform vertex coordinates
|
|
Vector2D nv = v.Position.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
int colorindex = DetermineVertexColor(v);
|
|
|
|
// Draw pixel here
|
|
plotter.DrawVertexSolid((int)nv.x, TransformY((int)nv.y), vertexsize, ref General.Colors.Colors[colorindex], ref General.Colors.BrightColors[colorindex], ref General.Colors.DarkColors[colorindex]);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|