mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
1dad4b68c6
- fixed memory leak in PixelColorBlock - several small changes and bugfixes
287 lines
7.1 KiB
C#
287 lines
7.1 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;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Actions;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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[EditMode(SwitchAction = "visualmode", // Action name used to switch to this mode
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ButtonDesc = "Visual Mode", // Description on the button in toolbar/menu
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ButtonImage = "VisualMode.png", // Image resource name for the button
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ButtonOrder = 0)] // Position of the button (lower is more to the left)
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public class BaseVisualMode : VisualMode
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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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// All constructed visual sectors
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private Dictionary<Sector, BaseVisualSector> allsectors;
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// List of visible sectors
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private Dictionary<Sector, BaseVisualSector> visiblesectors;
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// Visual view range ^ 2
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private float visualviewrange2;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public BaseVisualMode()
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{
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// Initialize
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allsectors = new Dictionary<Sector, BaseVisualSector>(General.Map.Map.Sectors.Count);
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visiblesectors = new Dictionary<Sector, BaseVisualSector>();
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visualviewrange2 = General.Settings.VisualViewRange * General.Settings.VisualViewRange;
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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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// Clean up
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foreach(KeyValuePair<Sector, BaseVisualSector> s in allsectors) s.Value.Dispose();
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visiblesectors = null;
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allsectors = null;
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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 ================== Private Tools
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// This finds the nearest sector to the camera
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private Sector FindStartSector(Vector2D campos)
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{
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float side;
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Linedef l;
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// Get nearest linedef
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l = General.Map.Map.NearestLinedef(campos);
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if(l != null)
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{
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// Check if we are on front or back side
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side = l.SideOfLine(campos);
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if(side > 0)
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{
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// Is there a sidedef here?
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if(l.Back != null)
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return l.Back.Sector;
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else if(l.Front != null)
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return l.Front.Sector;
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else
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return null;
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}
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else
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{
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// Is there a sidedef here?
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if(l.Front != null)
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return l.Front.Sector;
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else if(l.Back != null)
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return l.Back.Sector;
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else
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return null;
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}
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}
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else
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return null;
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}
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// This recursively finds and adds visible sectors
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private void ProcessVisibleSectors(Sector start, Vector2D campos, Clipper clipper)
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{
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BaseVisualSector vs;
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Clipper newclip;
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Sector os;
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float side;
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// Find the basesector and make it if needed
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if(allsectors.ContainsKey(start))
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{
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// Take existing visualsector
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vs = allsectors[start];
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}
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else
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{
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// Make new visualsector
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vs = new BaseVisualSector(start);
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allsectors.Add(start, vs);
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}
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// Add sector to visibility list
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visiblesectors.Add(start, vs);
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// Go for all sidedefs in the sector
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foreach(Sidedef sd in start.Sidedefs)
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{
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// Camera on the front of this side?
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side = sd.Line.SideOfLine(campos);
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if(((side > 0) && sd.IsFront) ||
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((side < 0) && !sd.IsFront))
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{
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// Sidedef blocking the view?
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if((sd.Other == null) ||
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(sd.Other.Sector.FloorHeight >= (sd.Sector.CeilHeight - 0.0001f)) ||
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(sd.Other.Sector.CeilHeight <= (sd.Sector.FloorHeight + 0.0001f)) ||
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(sd.Other.Sector.FloorHeight >= (sd.Other.Sector.CeilHeight - 0.0001f)))
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{
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// This blocks the view
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//clipper.InsertRange(sd.Line.Start.Position, sd.Line.End.Position);
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}
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}
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}
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// Go for all sidedefs in the sector
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foreach(Sidedef sd in start.Sidedefs)
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{
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// Doublesided and not referring to same sector?
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if((sd.Other != null) && (sd.Other.Sector != sd.Sector))
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{
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// Get the other sector
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os = sd.Other.Sector;
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// Sector not yet added?
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if(!visiblesectors.ContainsKey(os))
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{
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// Within view range?
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if(sd.Line.DistanceToSq(campos, true) < visualviewrange2)
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{
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// Check if the sector can be seen
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//if(clipper.TestRange(sd.Line.Start.Position, sd.Line.End.Position))
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{
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// Make a copy of the visibility clipper
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newclip = new Clipper(clipper);
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// Process this sector as well
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ProcessVisibleSectors(os, campos, newclip);
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// Done with this clipper
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newclip.Dispose();
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}
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}
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}
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}
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}
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}
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#endregion
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#region ================== Methods
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[EndAction("reloadresources", BaseAction = true)]
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public void ReloadResources()
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{
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foreach(KeyValuePair<Sector, BaseVisualSector> s in allsectors) s.Value.Dispose();
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allsectors.Clear();
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visiblesectors.Clear();
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}
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// Mode engages
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public override void OnEngage()
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{
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// Update the used textures
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General.Map.Data.UpdateUsedTextures();
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base.OnEngage();
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}
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// This draws a frame
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public override void OnRedrawDisplay()
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{
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// Start drawing
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if(renderer.Start())
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{
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// Begin with geometry
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renderer.StartGeometry();
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// Render all visible sectors
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foreach(KeyValuePair<Sector, BaseVisualSector> vs in visiblesectors)
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renderer.RenderGeometry(vs.Value);
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// Done rendering geometry
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renderer.FinishGeometry();
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// Present!
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renderer.Finish();
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}
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// Call base
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base.OnRedrawDisplay();
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}
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// This processes a frame
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public override void OnProcess()
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{
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Vector2D campos;
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Clipper clipper;
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// Process base class first
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base.OnProcess();
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// Get the 2D camera position
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campos = new Vector2D(base.CameraPosition.x, base.CameraPosition.y);
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// Make visibility clipper
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clipper = new Clipper((Vector2D)base.CameraPosition);
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// Make new visibility list
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visiblesectors = new Dictionary<Sector, BaseVisualSector>(General.Map.Map.Sectors.Count);
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// Process all visible sectors starting with the nearest
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ProcessVisibleSectors(FindStartSector(campos), campos, clipper);
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// Clean up
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clipper.Dispose();
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}
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#endregion
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}
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}
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