mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
283c6c2272
Visual mode: fog distance calculation is now much closer to GZDoom one. Visual mode: thing brightness calculation when a thing is affected by floor glow is now much closer to GZDoom one. Linedef edit window, UDMF: added "Reset front/back brightness" buttons. Sector edit window, UDMF: added "Reset ceiling/floor brightness" buttons. Internal, Visual mode, Things mode: persistent event lines are now updated only when map objects are changed instead of doing it on every display redraw. Internal: improved Dictionary lookup times when using map objects and textures as keys. Internal: added "Release + Profiler" solution configuration. Updated ZDoom_ACS.cfg (Warp).
205 lines
5.3 KiB
C#
205 lines
5.3 KiB
C#
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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.Collections.Generic;
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using CodeImp.DoomBuilder.Map;
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using SlimDX.Direct3D9;
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using SlimDX;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.VisualModes
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{
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public class VisualSector : ID3DResource
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Geometry
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private List<VisualGeometry> fixedgeometry;
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private List<VisualGeometry> allgeometry;
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private Dictionary<Sidedef, List<VisualGeometry>> sidedefgeometry;
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private VertexBuffer geobuffer;
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private bool updategeo;
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// Original sector
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private Sector sector;
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// Disposing
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private bool isdisposed;
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#endregion
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#region ================== Properties
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internal List<VisualGeometry> FixedGeometry { get { return fixedgeometry; } }
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internal List<VisualGeometry> AllGeometry { get { return allgeometry; } }
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internal VertexBuffer GeometryBuffer { get { return geobuffer; } }
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internal bool NeedsUpdateGeo { get { return updategeo; } set { updategeo |= value; } }
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public bool IsDisposed { get { return isdisposed; } }
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public Sector Sector { get { return sector; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public VisualSector(Sector s)
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{
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// Initialize
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this.sector = s;
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allgeometry = new List<VisualGeometry>();
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fixedgeometry = new List<VisualGeometry>();
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sidedefgeometry = new Dictionary<Sidedef, List<VisualGeometry>>();
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this.sector.UpdateFogColor(); //mxd
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// Register as resource
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General.Map.Graphics.RegisterResource(this);
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}
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// Disposer
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public virtual 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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// Clean up
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if(geobuffer != null) geobuffer.Dispose();
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geobuffer = null;
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// Unregister resource
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General.Map.Graphics.UnregisterResource(this);
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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// This is called before a device is reset
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// (when resized or display adapter was changed)
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public virtual void UnloadResource()
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{
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// Trash geometry buffer
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if(geobuffer != null) geobuffer.Dispose();
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geobuffer = null;
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updategeo = true;
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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 virtual void ReloadResource()
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{
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// Make new geometry
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//Update();
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}
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//mxd. Added to allow to properly update visual geometry from plugins
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public virtual void UpdateSectorData() { }
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public virtual void UpdateSectorGeometry(bool includeneighbours) { }
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// This updates the visual sector
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public void Update()
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{
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int numverts = 0;
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int v = 0;
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// Trash geometry buffer
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if(geobuffer != null) geobuffer.Dispose();
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geobuffer = null;
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// Count the number of vertices there are
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foreach(VisualGeometry g in allgeometry) if(g.Vertices != null) numverts += g.Vertices.Length;
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// Any vertics?
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if(numverts > 0)
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{
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// Make a new buffer
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geobuffer = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * numverts,
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Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
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// Fill the buffer
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DataStream bufferstream = geobuffer.Lock(0, WorldVertex.Stride * numverts, LockFlags.Discard);
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foreach(VisualGeometry g in allgeometry)
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{
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if((g.Vertices != null) && (g.Vertices.Length > 0))
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{
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bufferstream.WriteRange(g.Vertices);
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g.VertexOffset = v;
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v += g.Vertices.Length;
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}
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}
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geobuffer.Unlock();
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bufferstream.Dispose();
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}
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this.sector.UpdateFogColor(); //mxd
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// Done
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updategeo = false;
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}
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/// <summary>
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/// This adds geometry for this sector. If the geometry inherits from VisualSidedef then it
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/// will be added to the SidedefGeometry, otherwise it will be added as FixedGeometry.
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/// </summary>
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public void AddGeometry(VisualGeometry geo)
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{
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updategeo = true;
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allgeometry.Add(geo);
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if(geo.Sidedef != null)
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{
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if(!sidedefgeometry.ContainsKey(geo.Sidedef))
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sidedefgeometry[geo.Sidedef] = new List<VisualGeometry>(3);
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sidedefgeometry[geo.Sidedef].Add(geo);
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}
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else
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{
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fixedgeometry.Add(geo);
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}
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}
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/// <summary>
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/// This removes all geometry.
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/// </summary>
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public void ClearGeometry()
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{
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allgeometry.Clear();
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fixedgeometry.Clear();
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sidedefgeometry.Clear();
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updategeo = true;
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}
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// This gets the geometry list for the specified sidedef
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public List<VisualGeometry> GetSidedefGeometry(Sidedef sd)
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{
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if(sidedefgeometry.ContainsKey(sd)) return sidedefgeometry[sd];
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return new List<VisualGeometry>();
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}
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#endregion
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}
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}
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