mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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784 lines
24 KiB
C#
784 lines
24 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 System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
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using SlimDX.Direct3D;
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using SlimDX.Direct3D9;
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using SlimDX;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal unsafe class Renderer2D : Renderer
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{
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#region ================== Constants
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private const byte DOUBLESIDED_LINE_ALPHA = 130;
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private const float FSAA_BLEND_FACTOR = 0.6f;
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private const float THING_ARROW_SIZE = 1.5f;
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private const float THING_ARROW_SHRINK = 2f;
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private const float THING_CIRCLE_SIZE = 1f;
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private const float THING_CIRCLE_SHRINK = 2f;
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private const int THING_BUFFER_STEP = 100;
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private const float THINGS_BACK_ALPHA = 0.4f;
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#endregion
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#region ================== Variables
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// Rendertargets
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private Texture structtex;
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private Texture thingstex;
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// Locking data
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private LockedRect structlocked;
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private Surface thingssurface;
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// Rendertarget sizes
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private Size windowsize;
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private Size structsize;
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private Size thingssize;
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// Geometry plotter
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private Plotter plotter;
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// Vertices to present the textures
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private FlatVertex[] structverts;
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private FlatVertex[] thingsverts;
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// Batch buffer for things rendering
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private VertexBuffer thingsvertices;
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private int maxthings, numthings;
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// Render settings
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private bool thingsfront;
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private int vertexsize;
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// Images
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private ResourceImage thingtexture;
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// View settings (world coordinates)
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private float scale;
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private float scaleinv;
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private float offsetx;
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private float offsety;
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private float translatex;
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private float translatey;
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private float linenormalsize;
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#endregion
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#region ================== Properties
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public float OffsetX { get { return offsetx; } }
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public float OffsetY { get { return offsety; } }
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public float Scale { get { return scale; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public Renderer2D(D3DGraphics graphics) : base(graphics)
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{
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// Initialize
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thingtexture = new ResourceImage("Thing2D.png");
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thingtexture.LoadImage();
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thingtexture.CreateTexture();
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// Create rendertargets
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CreateRendertargets();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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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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// Destroy rendertargets
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DestroyRendertargets();
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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 ================== Displaying
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// This draws the image on screen
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public void Present()
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{
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// Start drawing
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if(graphics.StartRendering(General.Colors.Background.ToInt()))
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{
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// Renderstates that count for this whole sequence
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graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
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graphics.Device.SetRenderState(RenderState.ZEnable, false);
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// Render things in back?
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if(!thingsfront) PresentThings(THINGS_BACK_ALPHA);
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// Set renderstates
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graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
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graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
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graphics.Device.SetRenderState(RenderState.DestBlend, Blend.InvSourceAlpha);
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graphics.Device.SetTexture(0, structtex);
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graphics.Shaders.Display2D.Texture1 = structtex;
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graphics.Shaders.Display2D.SetSettings(1f / structsize.Width, 1f / structsize.Height, FSAA_BLEND_FACTOR, 1f);
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// Draw the lines and vertices texture
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graphics.Shaders.Display2D.Begin();
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graphics.Shaders.Display2D.BeginPass(0);
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try { graphics.Device.DrawUserPrimitives<FlatVertex>(PrimitiveType.TriangleStrip, 0, 2, structverts); } catch(Exception) { }
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graphics.Shaders.Display2D.EndPass();
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graphics.Shaders.Display2D.End();
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// Render things in front?
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if(thingsfront) PresentThings(1f);
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// Done
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graphics.FinishRendering();
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}
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}
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// This presents the things
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private void PresentThings(float alpha)
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{
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// Set renderstates
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//graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
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//graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true);
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//graphics.Device.SetRenderState(RenderState.AlphaFunc, Compare.GreaterEqual);
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//graphics.Device.SetRenderState(RenderState.AlphaRef, 0x0000007F);
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graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
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graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
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graphics.Device.SetRenderState(RenderState.DestBlend, Blend.InvSourceAlpha);
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graphics.Device.SetTexture(0, thingstex);
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graphics.Shaders.Display2D.Texture1 = thingstex;
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graphics.Shaders.Display2D.SetSettings(1f / thingssize.Width, 1f / thingssize.Height, FSAA_BLEND_FACTOR, alpha);
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// Draw the lines and vertices texture
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graphics.Shaders.Display2D.Begin();
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graphics.Shaders.Display2D.BeginPass(0);
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try { graphics.Device.DrawUserPrimitives<FlatVertex>(PrimitiveType.TriangleStrip, 0, 2, thingsverts); } catch(Exception) { }
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graphics.Shaders.Display2D.EndPass();
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graphics.Shaders.Display2D.End();
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}
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#endregion
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#region ================== Management
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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 override void UnloadResource()
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{
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// Destroy rendertargets
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DestroyRendertargets();
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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 override void ReloadResource()
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{
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// Re-create rendertargets
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CreateRendertargets();
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}
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// This resets the graphics
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public override void Reset()
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{
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UnloadResource();
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ReloadResource();
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}
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// This destroys the rendertargets
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private void DestroyRendertargets()
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{
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// Trash rendertargets
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if(structtex != null) structtex.Dispose();
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if(thingstex != null) thingstex.Dispose();
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structtex = null;
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thingstex = null;
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// Trash things batch buffer
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if(thingsvertices != null) thingsvertices.Dispose();
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thingsvertices = null;
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numthings = 0;
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maxthings = 0;
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}
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// Allocates new image memory to render on
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public void CreateRendertargets()
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{
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SurfaceDescription sd;
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// Destroy rendertargets
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DestroyRendertargets();
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// Get new width and height
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windowsize.Width = graphics.RenderTarget.ClientSize.Width;
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windowsize.Height = graphics.RenderTarget.ClientSize.Height;
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// Create rendertargets textures
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structtex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.Dynamic, Format.A8R8G8B8, Pool.Default);
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thingstex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
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// Get the real surface sizes
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sd = structtex.GetLevelDescription(0);
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structsize.Width = sd.Width;
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structsize.Height = sd.Height;
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sd = thingstex.GetLevelDescription(0);
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thingssize.Width = sd.Width;
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thingssize.Height = sd.Height;
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// Setup screen vertices
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structverts = CreateScreenVerts(structsize);
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thingsverts = CreateScreenVerts(thingssize);
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}
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// This makes screen vertices for display
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private FlatVertex[] CreateScreenVerts(Size texturesize)
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{
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FlatVertex[] screenverts = new FlatVertex[4];
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screenverts[0].x = 0.5f;
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screenverts[0].y = 0.5f;
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screenverts[0].w = 1f;
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screenverts[0].c = -1;
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screenverts[0].u = 1f / texturesize.Width;
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screenverts[0].v = 1f / texturesize.Height;
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screenverts[1].x = texturesize.Width - 1.5f;
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screenverts[1].y = 0.5f;
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screenverts[1].w = 1f;
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screenverts[1].c = -1;
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screenverts[1].u = 1f - 1f / texturesize.Width;
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screenverts[1].v = 1f / texturesize.Height;
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screenverts[2].x = 0.5f;
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screenverts[2].y = texturesize.Height - 1.5f;
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screenverts[2].c = -1;
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screenverts[2].w = 1f;
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screenverts[2].u = 1f / texturesize.Width;
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screenverts[2].v = 1f - 1f / texturesize.Height;
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screenverts[3].x = texturesize.Width - 1.5f;
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screenverts[3].y = texturesize.Height - 1.5f;
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screenverts[3].w = 1f;
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screenverts[3].c = -1;
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screenverts[3].u = 1f - 1f / texturesize.Width;
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screenverts[3].v = 1f - 1f / texturesize.Height;
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return screenverts;
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}
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#endregion
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#region ================== Coordination
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// This changes view position
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public void PositionView(float x, float y)
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{
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// Change position in world coordinates
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offsetx = x;
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offsety = y;
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UpdateTransformations();
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}
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// This changes zoom
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public void ScaleView(float scale)
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{
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// Change zoom scale
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this.scale = scale;
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UpdateTransformations();
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// Show zoom on main window
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General.MainWindow.UpdateZoom(scale);
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// Recalculate linedefs (normal lengths must be adjusted)
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foreach(Linedef l in General.Map.Map.Linedefs) l.NeedUpdate();
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}
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// This updates some maths
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private void UpdateTransformations()
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{
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scaleinv = 1f / scale;
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translatex = -offsetx + (windowsize.Width * 0.5f) * scaleinv;
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translatey = -offsety - (windowsize.Height * 0.5f) * scaleinv;
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linenormalsize = 10f * scaleinv;
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vertexsize = (int)(1.7f * scale + 0.5f);
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if(vertexsize < 0) vertexsize = 0;
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if(vertexsize > 4) vertexsize = 4;
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}
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// This unprojects mouse coordinates into map coordinates
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public Vector2D GetMapCoordinates(Vector2D mousepos)
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{
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return mousepos.GetInvTransformed(-translatex, -translatey, scaleinv, -scaleinv);
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}
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#endregion
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#region ================== Things
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// This ensures there is enough place in the things buffer
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private void ReserveThingsMemory(int newnumthings, bool preserve)
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{
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int newmaxthings;
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DataStream stream;
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FlatVertex[] verts = null;
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// Do we need to make changes?
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if((newnumthings > maxthings) || !preserve)
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{
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// Read old things data if we want to keep it
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if(preserve && (thingsvertices != null) && (numthings > 0))
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{
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stream = thingsvertices.Lock(0, numthings * 12 * FlatVertex.Stride, LockFlags.ReadOnly | LockFlags.NoSystemLock);
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verts = stream.ReadRange<FlatVertex>(numthings * 12);
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thingsvertices.Unlock();
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stream.Dispose();
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}
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// Buffer needs to be reallocated?
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if(newnumthings > maxthings)
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{
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// Calculate new size
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newmaxthings = newnumthings + THING_BUFFER_STEP;
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// Trash old buffer
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if(thingsvertices != null) thingsvertices.Dispose();
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// Create new buffer
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thingsvertices = new VertexBuffer(graphics.Device, newmaxthings * 12 * FlatVertex.Stride, Usage.Dynamic, VertexFormat.None, Pool.Default);
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maxthings = newmaxthings;
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}
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else
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{
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// Buffer stays the same
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newmaxthings = maxthings;
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}
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// Keep old things?
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if(preserve && (verts != null))
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{
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// Write old things into new buffer
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stream = thingsvertices.Lock(0, maxthings * 12 * FlatVertex.Stride, LockFlags.Discard | LockFlags.NoSystemLock);
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stream.WriteRange<FlatVertex>(verts);
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thingsvertices.Unlock();
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stream.Dispose();
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}
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else
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{
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// Things were trashed
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numthings = 0;
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}
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}
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}
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// This makes vertices for a thing
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// Returns false when not on the screen
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private bool CreateThingVerts(Thing t, ref FlatVertex[] verts, int offset, PixelColor c)
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{
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float circlesize;
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float arrowsize;
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int color;
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// Transform to screen coordinates
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Vector2D screenpos = ((Vector2D)t.Position).GetTransformed(translatex, translatey, scale, -scale);
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// Determine sizes
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circlesize = (t.Size - THING_CIRCLE_SHRINK) * scale * THING_CIRCLE_SIZE;
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arrowsize = (t.Size - THING_ARROW_SHRINK) * scale * THING_ARROW_SIZE;
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// Check if the thing is actually on screen
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if(((screenpos.x + circlesize) > 0.0f) && ((screenpos.x - circlesize) < (float)windowsize.Width) &&
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((screenpos.y + circlesize) > 0.0f) && ((screenpos.y - circlesize) < (float)windowsize.Height))
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{
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// Get integral color
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color = c.ToInt();
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// Setup fixed rect for circle
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verts[offset].x = screenpos.x - circlesize;
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verts[offset].y = screenpos.y - circlesize;
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verts[offset].w = 1f;
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verts[offset].c = color;
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verts[offset].u = 1f / 512f;
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verts[offset].v = 1f / 128f;
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offset++;
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verts[offset].x = screenpos.x + circlesize;
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verts[offset].y = screenpos.y - circlesize;
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verts[offset].w = 1f;
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verts[offset].c = color;
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verts[offset].u = 0.25f - 1f / 512f;
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verts[offset].v = 1f / 128f;
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offset++;
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verts[offset].x = screenpos.x - circlesize;
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verts[offset].y = screenpos.y + circlesize;
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verts[offset].w = 1f;
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verts[offset].c = color;
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verts[offset].u = 1f / 512f;
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verts[offset].v = 1f - 1f / 128f;
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offset++;
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verts[offset] = verts[offset - 2];
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offset++;
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verts[offset] = verts[offset - 2];
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offset++;
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verts[offset].x = screenpos.x + circlesize;
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verts[offset].y = screenpos.y + circlesize;
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verts[offset].w = 1f;
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verts[offset].c = color;
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verts[offset].u = 0.25f - 1f / 512f;
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verts[offset].v = 1f - 1f / 128f;
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offset++;
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// Setup rotated rect for arrow
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verts[offset].x = screenpos.x + (float)Math.Sin(t.Angle - Angle2D.PI * 0.25f) * arrowsize;
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verts[offset].y = screenpos.y + (float)Math.Cos(t.Angle - Angle2D.PI * 0.25f) * arrowsize;
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verts[offset].w = 1f;
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verts[offset].c = -1;
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verts[offset].u = 0.50f + t.IconOffset;
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verts[offset].v = 0f;
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offset++;
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verts[offset].x = screenpos.x + (float)Math.Sin(t.Angle + Angle2D.PI * 0.25f) * arrowsize;
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verts[offset].y = screenpos.y + (float)Math.Cos(t.Angle + Angle2D.PI * 0.25f) * arrowsize;
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verts[offset].w = 1f;
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verts[offset].c = -1;
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verts[offset].u = 0.75f + t.IconOffset;
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verts[offset].v = 0f;
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offset++;
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verts[offset].x = screenpos.x + (float)Math.Sin(t.Angle - Angle2D.PI * 0.75f) * arrowsize;
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verts[offset].y = screenpos.y + (float)Math.Cos(t.Angle - Angle2D.PI * 0.75f) * arrowsize;
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verts[offset].w = 1f;
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verts[offset].c = -1;
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verts[offset].u = 0.50f + t.IconOffset;
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verts[offset].v = 1f;
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offset++;
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verts[offset] = verts[offset - 2];
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offset++;
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verts[offset] = verts[offset - 2];
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offset++;
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verts[offset].x = screenpos.x + (float)Math.Sin(t.Angle + Angle2D.PI * 0.75f) * arrowsize;
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verts[offset].y = screenpos.y + (float)Math.Cos(t.Angle + Angle2D.PI * 0.75f) * arrowsize;
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verts[offset].w = 1f;
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verts[offset].c = -1;
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verts[offset].u = 0.75f + t.IconOffset;
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verts[offset].v = 1f;
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// Done
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return true;
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}
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else
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{
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// Not on screen
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return false;
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}
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}
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// This draws a set of things
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private void RenderThingsBatch(int offset, int count)
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{
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// Set renderstates for things rendering
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graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true);
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graphics.Device.SetRenderState(RenderState.AlphaFunc, Compare.GreaterEqual);
|
|
graphics.Device.SetRenderState(RenderState.AlphaRef, 0x0000007F);
|
|
graphics.Device.SetTexture(0, thingtexture.Texture);
|
|
graphics.Shaders.Things2D.Texture1 = thingtexture.Texture;
|
|
graphics.Device.SetStreamSource(0, thingsvertices, 0, FlatVertex.Stride);
|
|
|
|
// Draw the things batched
|
|
graphics.Shaders.Things2D.Begin();
|
|
graphics.Shaders.Things2D.BeginPass(0);
|
|
try { graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, offset * 12, count * 4); } catch(Exception) { }
|
|
graphics.Shaders.Things2D.EndPass();
|
|
graphics.Shaders.Things2D.End();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Colors
|
|
|
|
// This returns the color for a thing
|
|
public PixelColor DetermineThingColor(Thing t)
|
|
{
|
|
// Determine color
|
|
if(t.Selected > 0) return General.Colors.Selection;
|
|
else return t.Color;
|
|
}
|
|
|
|
// This returns the color for a vertex
|
|
public int DetermineVertexColor(Vertex v)
|
|
{
|
|
// Determine color
|
|
if(v.Selected > 0) return ColorCollection.SELECTION;
|
|
else return ColorCollection.VERTICES;
|
|
}
|
|
|
|
// This returns the color for a linedef
|
|
public PixelColor DetermineLinedefColor(Linedef l)
|
|
{
|
|
// Sinlgesided lines
|
|
if((l.Back == null) || (l.Front == null))
|
|
{
|
|
// Determine color
|
|
if(l.Selected > 0) return General.Colors.Selection;
|
|
else if(l.Action != 0) return General.Colors.Actions;
|
|
else return General.Colors.Linedefs;
|
|
}
|
|
// Doublesided lines
|
|
else
|
|
{
|
|
// Determine color
|
|
if(l.Selected > 0) return General.Colors.Selection;
|
|
else if(l.Action != 0) return General.Colors.Actions.WithAlpha(DOUBLESIDED_LINE_ALPHA);
|
|
else if((l.Flags & General.Map.Configuration.SoundLinedefFlags) != 0) return General.Colors.Sounds.WithAlpha(DOUBLESIDED_LINE_ALPHA);
|
|
else return General.Colors.Linedefs.WithAlpha(DOUBLESIDED_LINE_ALPHA);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Settings
|
|
|
|
// This sets the things in front or back
|
|
public void SetThingsRenderOrder(bool front)
|
|
{
|
|
// Set things render order
|
|
this.thingsfront = front;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Rendering
|
|
|
|
// This begins a drawing session
|
|
public unsafe bool StartRendering(bool clearstructs, bool clearthings)
|
|
{
|
|
LockFlags lockflags;
|
|
|
|
// Rendertargets available?
|
|
if((structtex != null) && (thingstex != null))
|
|
{
|
|
// Determine lock requirements
|
|
if(clearstructs) lockflags = LockFlags.Discard | LockFlags.NoSystemLock;
|
|
else lockflags = LockFlags.NoSystemLock;
|
|
|
|
// Lock structures rendertarget memory
|
|
structlocked = structtex.LockRectangle(0, lockflags);
|
|
|
|
// Create structures plotter
|
|
plotter = new Plotter((PixelColor*)structlocked.Data.DataPointer.ToPointer(), structlocked.Pitch / sizeof(PixelColor), structsize.Height, structsize.Width, structsize.Height);
|
|
if(clearstructs) plotter.Clear();
|
|
|
|
// Set the rendertarget to the things texture
|
|
thingssurface = thingstex.GetSurfaceLevel(0);
|
|
graphics.Device.SetDepthStencilSurface(null);
|
|
graphics.Device.SetRenderTarget(0, thingssurface);
|
|
|
|
// Clear the things?
|
|
if(clearthings)
|
|
{
|
|
// Clear rendertarget
|
|
graphics.Device.Clear(ClearFlags.Target, 0, 1f, 0);
|
|
}
|
|
|
|
// Always trash things batch buffer
|
|
if(thingsvertices != null) thingsvertices.Dispose();
|
|
thingsvertices = null;
|
|
numthings = 0;
|
|
maxthings = 0;
|
|
|
|
// Ready for rendering
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Can't render!
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// This ends a drawing session
|
|
public void FinishRendering()
|
|
{
|
|
// Unlock memory
|
|
structtex.UnlockRectangle(0);
|
|
structlocked.Data.Dispose();
|
|
plotter = null;
|
|
|
|
// Release rendertarget
|
|
graphics.Device.SetDepthStencilSurface(graphics.DepthBuffer);
|
|
graphics.Device.SetRenderTarget(0, graphics.BackBuffer);
|
|
thingssurface.Dispose();
|
|
thingssurface = null;
|
|
|
|
// Present new image
|
|
Present();
|
|
}
|
|
|
|
// This adds a thing in the things buffer for rendering
|
|
public void RenderThing(Thing t, PixelColor c)
|
|
{
|
|
FlatVertex[] verts = new FlatVertex[12];
|
|
DataStream stream;
|
|
|
|
// Create vertices
|
|
if(CreateThingVerts(t, ref verts, 0, c))
|
|
{
|
|
// Make sure there is enough memory reserved
|
|
ReserveThingsMemory(numthings + 1, true);
|
|
|
|
// Store vertices in buffer
|
|
stream = thingsvertices.Lock(numthings * 12 * FlatVertex.Stride, 12 * FlatVertex.Stride, LockFlags.NoSystemLock);
|
|
stream.WriteRange<FlatVertex>(verts);
|
|
thingsvertices.Unlock();
|
|
stream.Dispose();
|
|
|
|
// Thing added, render it
|
|
RenderThingsBatch(numthings, 1);
|
|
numthings++;
|
|
}
|
|
}
|
|
|
|
// This adds a thing in the things buffer for rendering
|
|
public void RenderThingSet(ICollection<Thing> things)
|
|
{
|
|
FlatVertex[] verts = new FlatVertex[things.Count * 12];
|
|
DataStream stream;
|
|
int addcount = 0;
|
|
|
|
// Make sure there is enough memory reserved
|
|
ReserveThingsMemory(numthings + things.Count, true);
|
|
|
|
// Go for all things
|
|
foreach(Thing t in things)
|
|
{
|
|
// Create vertices
|
|
if(CreateThingVerts(t, ref verts, addcount * 12, DetermineThingColor(t)))
|
|
{
|
|
// Next
|
|
addcount++;
|
|
}
|
|
}
|
|
|
|
// Store vertices in buffer
|
|
stream = thingsvertices.Lock(numthings * 12 * FlatVertex.Stride, things.Count * 12 * FlatVertex.Stride, LockFlags.NoSystemLock);
|
|
stream.WriteRange<FlatVertex>(verts);
|
|
thingsvertices.Unlock();
|
|
stream.Dispose();
|
|
|
|
// Things added, render them
|
|
RenderThingsBatch(numthings, addcount);
|
|
numthings += addcount;
|
|
}
|
|
|
|
// This renders the linedefs of a sector with special color
|
|
public void RenderSector(Sector s, PixelColor c)
|
|
{
|
|
// Go for all sides in the sector
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
// Render this linedef
|
|
RenderLinedef(sd.Line, c);
|
|
|
|
// Render the two vertices on top
|
|
RenderVertex(sd.Line.Start, DetermineVertexColor(sd.Line.Start));
|
|
RenderVertex(sd.Line.End, DetermineVertexColor(sd.Line.End));
|
|
}
|
|
}
|
|
|
|
// This renders the linedefs of a sector
|
|
public void RenderSector(Sector s)
|
|
{
|
|
// Go for all sides in the sector
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
// Render this linedef
|
|
RenderLinedef(sd.Line, DetermineLinedefColor(sd.Line));
|
|
|
|
// Render the two vertices on top
|
|
RenderVertex(sd.Line.Start, DetermineVertexColor(sd.Line.Start));
|
|
RenderVertex(sd.Line.End, DetermineVertexColor(sd.Line.End));
|
|
}
|
|
}
|
|
|
|
// This renders a single linedef
|
|
public void RenderLinedef(Linedef l, PixelColor c)
|
|
{
|
|
// Transform vertex coordinates
|
|
Vector2D v1 = l.Start.Position.GetTransformed(translatex, translatey, scale, -scale);
|
|
Vector2D v2 = l.End.Position.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
// Draw line
|
|
plotter.DrawLineSolid((int)v1.x, (int)v1.y, (int)v2.x, (int)v2.y, c);
|
|
|
|
// Calculate normal indicator
|
|
float mx = (v2.x - v1.x) * 0.5f;
|
|
float my = (v2.y - v1.y) * 0.5f;
|
|
|
|
// Draw normal indicator
|
|
plotter.DrawLineSolid((int)(v1.x + mx), (int)(v1.y + my),
|
|
(int)((v1.x + mx) - (my * l.LengthInv) * linenormalsize),
|
|
(int)((v1.y + my) + (mx * l.LengthInv) * linenormalsize), c);
|
|
}
|
|
|
|
// This renders a set of linedefs
|
|
public void RenderLinedefSet(ICollection<Linedef> linedefs)
|
|
{
|
|
// Go for all linedefs
|
|
foreach(Linedef l in linedefs) RenderLinedef(l, DetermineLinedefColor(l));
|
|
}
|
|
|
|
// This renders a single vertex
|
|
public void RenderVertex(Vertex v, int colorindex)
|
|
{
|
|
// Transform vertex coordinates
|
|
Vector2D nv = v.Position.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
// Draw pixel here
|
|
plotter.DrawVertexSolid((int)nv.x, (int)nv.y, vertexsize, General.Colors.Colors[colorindex], General.Colors.BrightColors[colorindex], General.Colors.DarkColors[colorindex]);
|
|
}
|
|
|
|
// This renders a set of vertices
|
|
public void RenderVerticesSet(ICollection<Vertex> vertices)
|
|
{
|
|
// Go for all vertices
|
|
foreach(Vertex v in vertices) RenderVertex(v, DetermineVertexColor(v));
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|