mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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184c13a563
- A new "Show Textures" option up on the top bar, which draws any sector not flagged to be hidden on the textured automap - Holding Shift will highlight sectors instead of lines - Left-clicking on a highlighted sector will toggle the "Not shown on textured automap" flag - Textures will be shown when Shift is held down even if the "Show Textures" toggle is off
93 lines
2.7 KiB
C#
Executable file
93 lines
2.7 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.Drawing;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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// This is an entry is the surface manager and contains the information
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// needed for a sector to place it's ceiling and floor surface geometry
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// in a vertexbuffer. Sectors keep a reference to this entry to tell the
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// surface manager to remove them if needed.
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internal class SurfaceEntry
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{
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// Number of vertices in the geometry and index of the buffer
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// This tells the surface manager which vertexbuffer this is in.
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public int numvertices;
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public int bufferindex;
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// Bounding box for fast culling
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public RectangleF bbox;
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// Offset in the buffer (in number of vertices)
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public int vertexoffset;
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// Sector geometry (local copy used to quickly refill buffers)
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// The sector must set these!
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public FlatVertex[] floorvertices;
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public FlatVertex[] ceilvertices;
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// Sector images
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// The sector must set these!
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public long floortexture;
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public long ceiltexture;
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// Sector flags
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public bool hidden; // sector is hidden on textured automap
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//
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public double desaturation;
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// Constructor
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internal SurfaceEntry(int numvertices, int bufferindex, int vertexoffset)
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{
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this.numvertices = numvertices;
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this.bufferindex = bufferindex;
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this.vertexoffset = vertexoffset;
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}
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// Constructor that copies the entry, but does not copy the vertices
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internal SurfaceEntry(SurfaceEntry oldentry)
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{
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this.numvertices = oldentry.numvertices;
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this.bufferindex = oldentry.bufferindex;
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this.vertexoffset = oldentry.vertexoffset;
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}
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// This calculates the bounding box from the vertices
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public void UpdateBBox()
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{
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float left = float.MaxValue;
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float right = float.MinValue;
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float top = float.MaxValue;
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float bottom = float.MinValue;
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for(int i = 0; i < floorvertices.Length; i++)
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{
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if(floorvertices[i].x < left) left = floorvertices[i].x;
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if(floorvertices[i].x > right) right = floorvertices[i].x;
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if(floorvertices[i].y < top) top = floorvertices[i].y;
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if(floorvertices[i].y > bottom) bottom = floorvertices[i].y;
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}
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bbox = new RectangleF(left, top, right - left, bottom - top);
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}
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}
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}
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