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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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427 lines
14 KiB
C#
Executable file
427 lines
14 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 CodeImp.DoomBuilder.Geometry;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal unsafe sealed class Plotter : IDisposable
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{
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#region ================== Constants
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private const int DASH_INTERVAL = 16; //mxd
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#endregion
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#region ================== Variables
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// Memory
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private PixelColor[] pixels;
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private int width;
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private int height;
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private int visiblewidth;
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private int visibleheight;
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// GL
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public Texture Texture { get; private set; }
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#endregion
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#region ================== Properties
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public int VisibleWidth { get { return visiblewidth; } }
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public int VisibleHeight { get { return visibleheight; } }
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public int Width { get { return width; } }
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public int Height { get { return height; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public Plotter(int width, int height)
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{
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// Initialize
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Texture = new Texture(width, height, TextureFormat.Bgra8);
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this.pixels = new PixelColor[width*height];
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this.width = width;
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this.height = height;
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this.visiblewidth = width;
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this.visibleheight = height;
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}
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public void Dispose()
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{
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if (Texture != null)
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{
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Texture.Dispose();
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Texture = null;
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}
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}
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#endregion
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#region ================== Pixel Rendering
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private int TransformY(int y)
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{
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return height - y;
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}
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// This clears all pixels black
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public void Clear()
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{
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// Clear memory
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fixed(PixelColor* pixel = pixels)
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{
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uint* op = (uint*)pixel;
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for (int i = 0; i < pixels.Length; i++)
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{
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*op = 0;
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op++;
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}
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}
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}
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// This draws a pixel normally
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public void DrawPixelSolid(int x, int y, ref PixelColor c)
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{
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y = TransformY(y);
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// Draw pixel when within range
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if ((x >= 0) && (x < visiblewidth) && (y >= 0) && (y < visibleheight))
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pixels[y * width + x] = c;
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}
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// This draws a pixel normally
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public void DrawVertexSolid(int x, int y, int size, ref PixelColor c, ref PixelColor l, ref PixelColor d)
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{
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y = TransformY(y);
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int x1 = x - size;
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int x2 = x + size;
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int y1 = y - size;
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int y2 = y + size;
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// Do unchecked?
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if ((x1 >= 0) && (x2 < visiblewidth) && (y1 >= 0) && (y2 < visibleheight))
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{
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// Filled square
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for (int yp = y1; yp <= y2; yp++)
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for (int xp = x1; xp <= x2; xp++)
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pixels[yp * width + xp] = c;
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// Vertical edges
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for (int yp = y1 + 1; yp <= y2 - 1; yp++)
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{
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pixels[yp * width + x1] = l;
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pixels[yp * width + x2] = d;
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}
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// Horizontal edges
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for (int xp = x1 + 1; xp <= x2 - 1; xp++)
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{
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pixels[y1 * width + xp] = l;
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pixels[y2 * width + xp] = d;
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}
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// Corners
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pixels[y2 * width + x2] = d;
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pixels[y1 * width + x1] = l;
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}
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/*
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else
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{
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// Filled square
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for(yp = y - size; yp <= y + size; yp++)
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for(xp = x - size; xp <= x + size; xp++)
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DrawPixelSolid(xp, yp, c);
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// Vertical edges
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for(yp = y - size + 1; yp <= y + size - 1; yp++)
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{
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DrawPixelSolid(x - size, yp, l);
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DrawPixelSolid(x + size, yp, d);
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}
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// Horizontal edges
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for(xp = x - size + 1; xp <= x + size - 1; xp++)
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{
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DrawPixelSolid(xp, y - size, l);
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DrawPixelSolid(xp, y + size, d);
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}
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// Corners
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DrawPixelSolid(x + size, y + size, d);
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DrawPixelSolid(x - size, y - size, l);
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}
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*/
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}
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// This draws a dotted grid line horizontally
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public void DrawGridLineH(int y, int x1, int x2, ref PixelColor c)
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{
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y = TransformY(y);
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int numpixels = visiblewidth >> 1;
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int offset = y & 0x01;
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int ywidth = y * width;
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x1 = General.Clamp(x1 >> 1, 0, numpixels - 1);
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x2 = General.Clamp(x2 >> 1, 0, numpixels - 1);
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if ((y >= 0) && (y < height))
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{
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// Draw all pixels on this line
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for (int i = x1; i < x2; i++) pixels[ywidth + ((i << 1) | offset)] = c;
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}
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}
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// This draws a dotted grid line vertically
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public void DrawGridLineV(int x, int y1, int y2, ref PixelColor c)
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{
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y1 = TransformY(y1);
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y2 = TransformY(y2);
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int numpixels = visibleheight >> 1;
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int offset = x & 0x01;
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y1 = General.Clamp(y1 >> 1, 0, numpixels - 1);
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y2 = General.Clamp(y2 >> 1, 0, numpixels - 1);
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if ((x >= 0) && (x < width))
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{
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// Draw all pixels on this line
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for (int i = y2; i < y1; i++) pixels[((i << 1) | offset) * width + x] = c;
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}
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}
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// This draws a pixel alpha blended
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public void DrawPixelAlpha(int x, int y, ref PixelColor c)
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{
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y = TransformY(y);
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fixed (PixelColor* pixels = this.pixels)
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{
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// Draw only when within range
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if ((x >= 0) && (x < visiblewidth) && (y >= 0) && (y < visibleheight))
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{
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// Get the target pixel
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PixelColor* p = pixels + (y * width + x);
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// Not drawn on target yet?
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if (*(int*)p == 0)
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{
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// Simply apply color to pixel
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*p = c;
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}
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else
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{
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// Blend with pixel
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float a = c.a * 0.003921568627450980392156862745098f;
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if (p->a + c.a > 255) p->a = 255; else p->a += c.a;
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p->r = (byte)(p->r * (1f - a) + c.r * a);
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p->g = (byte)(p->g * (1f - a) + c.g * a);
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p->b = (byte)(p->b * (1f - a) + c.b * a);
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}
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}
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}
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}
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// This draws a line normally
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// See: http://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
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public void DrawLineSolid(int x1, int y1, int x2, int y2, ref PixelColor c, uint mask = 0xffffffff)
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{
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y1 = TransformY(y1);
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y2 = TransformY(y2);
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// Check if the line is outside the screen for sure.
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// This is quickly done by checking in which area both points are. When this
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// is above, below, right or left of the screen, then skip drawing the line.
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if (((x1 < 0) && (x2 < 0)) ||
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((x1 > visiblewidth) && (x2 > visiblewidth)) ||
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((y1 < 0) && (y2 < 0)) ||
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((y1 > visibleheight) && (y2 > visibleheight))) return;
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// Distance of the line
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int dx = x2 - x1;
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int dy = y2 - y1;
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// Positive (absolute) distance
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int dxabs = Math.Abs(dx);
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int dyabs = Math.Abs(dy);
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// Half distance
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int x = dyabs >> 1;
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int y = dxabs >> 1;
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// Direction
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int sdx = Math.Sign(dx);
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int sdy = Math.Sign(dy);
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// Start position
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int px = x1;
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int py = y1;
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// When the line is completely inside screen,
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// then do an unchecked draw, because all of its pixels are
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// guaranteed to be within the memory range
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if ((x1 >= 0) && (x2 >= 0) && (x1 < visiblewidth) && (x2 < visiblewidth) &&
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(y1 >= 0) && (y2 >= 0) && (y1 < visibleheight) && (y2 < visibleheight))
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{
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// Draw first pixel
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pixels[py * width + px] = c;
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// Check if the line is more horizontal than vertical
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if (dxabs >= dyabs)
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{
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for (int i = 0; i < dxabs; i++)
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{
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y += dyabs;
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if (y >= dxabs)
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{
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y -= dxabs;
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py += sdy;
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}
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px += sdx;
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// Draw pixel
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if ((mask & (1 << (i & 0x7))) != 0)
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{
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pixels[py * width + px] = c;
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}
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}
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}
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// Else the line is more vertical than horizontal
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else
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{
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for (int i = 0; i < dyabs; i++)
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{
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x += dxabs;
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if (x >= dyabs)
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{
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x -= dyabs;
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px += sdx;
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}
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py += sdy;
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// Draw pixel
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if ((mask & (1 << (i & 0x7))) != 0)
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{
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pixels[py * width + px] = c;
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}
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}
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}
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}
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else
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{
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// Draw first pixel
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if ((px >= 0) && (px < visiblewidth) && (py >= 0) && (py < visibleheight))
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pixels[py * width + px] = c;
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// Check if the line is more horizontal than vertical
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if (dxabs >= dyabs)
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{
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for (int i = 0; i < dxabs; i++)
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{
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y += dyabs;
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if (y >= dxabs)
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{
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y -= dxabs;
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py += sdy;
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}
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px += sdx;
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// Draw pixel
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if ((mask & (1 << (i & 0x7))) != 0)
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{
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if ((px >= 0) && (px < visiblewidth) && (py >= 0) && (py < visibleheight))
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pixels[py * width + px] = c;
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}
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}
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}
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// Else the line is more vertical than horizontal
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else
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{
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for (int i = 0; i < dyabs; i++)
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{
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x += dxabs;
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if (x >= dyabs)
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{
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x -= dyabs;
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px += sdx;
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}
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py += sdy;
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// Draw pixel
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if ((mask & (1 << (i & 0x7))) != 0)
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{
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if ((px >= 0) && (px < visiblewidth) && (py >= 0) && (py < visibleheight))
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pixels[py * width + px] = c;
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}
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}
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}
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}
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}
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//mxd
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public void DrawLine3DFloor(int x1, int y1, int x2, int y2, ref PixelColor c, PixelColor c2)
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{
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Line2D line = new Line2D(x1, y1, x2, y2);
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float length = line.GetLength();
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if (length < DASH_INTERVAL * 2)
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{
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DrawLineSolid(x1, y1, x2, y2, ref c2);
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}
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else
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{
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float d1 = DASH_INTERVAL / length;
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float d2 = 1.0f - d1;
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Vector2D p1 = line.GetCoordinatesAt(d1);
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Vector2D p2 = line.GetCoordinatesAt(d2);
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DrawLineSolid(x1, y1, (int)p1.x, (int)p1.y, ref c2);
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DrawLineSolid((int)p1.x, (int)p1.y, (int)p2.x, (int)p2.y, ref c);
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DrawLineSolid((int)p2.x, (int)p2.y, x2, y2, ref c2);
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}
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}
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#endregion
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#region ================== Drawing to rendertarget
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public void DrawContents(RenderDevice graphics)
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{
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// set pixels of texture
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// convert from pixelcolor to uint
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fixed (PixelColor* pixels = this.pixels)
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{
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uint* uintpixels = (uint*)pixels;
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uint* targetpixels = (uint*)graphics.MapPBO(Texture);
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for (int i = 0; i < this.pixels.Length; i++)
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*targetpixels++ = *uintpixels++;
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graphics.UnmapPBO(Texture);
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}
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}
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#endregion
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}
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}
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