mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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210 lines
6.5 KiB
C#
Executable file
210 lines
6.5 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 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 sealed class Plotter : IDisposable
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{
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public Plotter(int width, int height)
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{
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this.Texture = new Texture(width, height);
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}
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~Plotter()
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{
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Dispose();
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}
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public int Width { get { return Texture.Width; } }
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public int Height { get { return Texture.Height; } }
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public Texture Texture { get; set; }
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public void DrawContents(RenderDevice graphics)
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{
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if (clear == false && vertices.Count == 0)
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return;
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var projmat = Matrix.Scaling(2.0f / this.Texture.Width, 2.0f / this.Texture.Height, 1.0f) * Matrix.Translation(-1.0f, -1.0f, 0.0f);
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graphics.StartRendering(clear, new Color4(0), this.Texture, false);
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graphics.SetShader(ShaderName.plotter);
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graphics.SetUniform(UniformName.transformsettings, projmat);
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graphics.SetAlphaBlendEnable(true);
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graphics.SetBlendOperation(BlendOperation.Add);
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graphics.SetSourceBlend(Blend.SourceAlpha);
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graphics.SetDestinationBlend(Blend.InverseSourceAlpha);
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graphics.Draw(PrimitiveType.TriangleList, 0, vertices.Count / 3, vertices.ToArray());
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graphics.SetAlphaBlendEnable(false);
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graphics.FinishRendering();
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clear = false;
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vertices.Clear();
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}
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void DrawLine(int x0, int y0, int x1, int y1, int c, bool dotted = false)
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{
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var v = new FlatVertex();
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v.c = c;
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float nx, ny, len;
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if (x0 == x1)
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{
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nx = 1.0f;
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ny = 0.0f;
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len = y1 - y0;
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}
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else if (y0 == y1)
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{
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nx = 0.0f;
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ny = 1.0f;
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len = x1 - x0;
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}
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else
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{
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nx = (float)(y1 - y0);
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ny = (float)-(x1 - x0);
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len = (float)Math.Sqrt(nx * nx + ny * ny);
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nx /= len;
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ny /= len;
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}
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float dx = -ny * 0.5f;
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float dy = nx * 0.5f;
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float xx0 = x0 + 0.5f - dx;
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float yy0 = y0 + 0.5f - dy;
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float xx1 = x1 + 0.5f + dx;
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float yy1 = y1 + 0.5f + dy;
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float start, end;
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if (!dotted)
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{
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start = 0.5f;
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end = 0.5f;
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}
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else
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{
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start = -0.5f;
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end = len + 0.5f;
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}
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float lineextent = 3.0f; // line width in shader + 1
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nx *= lineextent;
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ny *= lineextent;
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v.u = start; v.v = -lineextent; v.x = xx0 - nx; v.y = yy0 - ny; vertices.Add(v);
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v.u = start; v.v = lineextent; v.x = xx0 + nx; v.y = yy0 + ny; vertices.Add(v);
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v.u = end; v.v = lineextent; v.x = xx1 + nx; v.y = yy1 + ny; vertices.Add(v);
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vertices.Add(v);
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v.u = end; v.v = -lineextent; v.x = xx1 - nx; v.y = yy1 - ny; vertices.Add(v);
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v.u = start; v.v = -lineextent; v.x = xx0 - nx; v.y = yy0 - ny; vertices.Add(v);
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}
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void FillBox(int x0, int y0, int x1, int y1, int c)
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{
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var v = new FlatVertex();
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v.c = c;
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v.u = 0.5f;
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v.v = 0.0f;
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v.x = x0; v.y = y0; vertices.Add(v);
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v.x = x1; v.y = y0; vertices.Add(v);
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v.x = x1; v.y = y1; vertices.Add(v);
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vertices.Add(v);
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v.x = x0; v.y = y1; vertices.Add(v);
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v.x = x0; v.y = y0; vertices.Add(v);
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}
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public void DrawVertexSolid(int x, int y, int size, PixelColor c, PixelColor l, PixelColor d)
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{
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int x0 = x - size;
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int x1 = x + size;
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int y0 = y - size;
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int y1 = y + size;
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int lightcolor = l.ToInt();
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int darkcolor = d.ToInt();
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int centercolor = c.ToInt();
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DrawLine(x1, y1, x0, y1, darkcolor);
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DrawLine(x1, y1, x1, y0, darkcolor);
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DrawLine(x0, y0, x1, y0, lightcolor);
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DrawLine(x0, y0, x0, y1, lightcolor);
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FillBox(x0 + 1, y0 + 1, x1, y1, centercolor);
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}
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public void DrawGridLineH(int y, int x1, int x2, PixelColor c)
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{
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DrawLine(x1, y, x2, y, c.ToInt());
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}
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public void DrawGridLineV(int x, int y1, int y2, PixelColor c)
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{
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DrawLine(x, y1, x, y2, c.ToInt());
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}
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public void DrawLineSolid(int x1, int y1, int x2, int y2, PixelColor c, bool dotted = false)
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{
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DrawLine(x1, y1, x2, y2, c.ToInt(), true);
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}
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public void DrawLine3DFloor(Vector2D start, Vector2D end, PixelColor c, PixelColor c2)
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{
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Vector2D delta = end - start;
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float length = delta.GetLength();
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if(length < DASH_INTERVAL * 2)
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{
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DrawLineSolid((int)start.x, (int)start.y, (int)end.x, (int)end.y, 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 = CurveTools.GetPointOnLine(start, end, d1);
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Vector2D p2 = CurveTools.GetPointOnLine(start, end, d2);
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DrawLineSolid((int)start.x, (int)start.y, (int)p1.x, (int)p1.y, c2);
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DrawLineSolid((int)p1.x, (int)p1.y, (int)p2.x, (int)p2.y, c);
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DrawLineSolid((int)p2.x, (int)p2.y, (int)end.x, (int)end.y, c2);
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}
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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 = true;
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}
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public void Dispose()
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{
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if (Texture != null) Texture.Dispose();
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}
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bool clear = true;
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List<FlatVertex> vertices = new List<FlatVertex>();
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const int DASH_INTERVAL = 16;
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}
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}
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