UltimateZoneBuilder/Source/Core/VisualModes/VisualSector.cs

215 lines
5.4 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using CodeImp.DoomBuilder.Map;
using SlimDX.Direct3D9;
using SlimDX;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.VisualModes
{
public class VisualSector : ID3DResource
{
#region ================== Constants
#endregion
#region ================== Variables
// Geometry
private List<VisualGeometry> fixedgeometry;
private List<VisualGeometry> allgeometry;
private Dictionary<Sidedef, List<VisualGeometry>> sidedefgeometry;
private VertexBuffer geobuffer;
private bool updategeo;
// Original sector
private Sector sector;
// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
internal List<VisualGeometry> FixedGeometry { get { return fixedgeometry; } }
internal List<VisualGeometry> AllGeometry { get { return allgeometry; } }
internal VertexBuffer GeometryBuffer { get { return geobuffer; } }
internal bool NeedsUpdateGeo { get { return updategeo; } set { updategeo |= value; } }
public bool IsDisposed { get { return isdisposed; } }
public Sector Sector { get { return sector; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public VisualSector(Sector s)
{
// Initialize
this.sector = s;
allgeometry = new List<VisualGeometry>();
fixedgeometry = new List<VisualGeometry>();
sidedefgeometry = new Dictionary<Sidedef, List<VisualGeometry>>();
// Register as resource
General.Map.Graphics.RegisterResource(this);
}
// Disposer
public virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
if(geobuffer != null) geobuffer.Dispose();
geobuffer = null;
// Unregister resource
General.Map.Graphics.UnregisterResource(this);
// Done
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This is called before a device is reset
// (when resized or display adapter was changed)
public virtual void UnloadResource()
{
// Trash geometry buffer
if(geobuffer != null) geobuffer.Dispose();
geobuffer = null;
updategeo = true;
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public virtual void ReloadResource()
{
// Make new geometry
//Update();
}
// This updates the visual sector
public void Update()
{
DataStream bufferstream;
int numverts = 0;
int v = 0;
// Trash geometry buffer
if(geobuffer != null) geobuffer.Dispose();
geobuffer = null;
// Count the number of vertices there are
foreach(VisualGeometry g in allgeometry) if(g.Vertices != null) numverts += g.Vertices.Length;
// Any vertics?
if(numverts > 0)
{
// Make a new buffer
geobuffer = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * numverts,
Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
// Fill the buffer
bufferstream = geobuffer.Lock(0, WorldVertex.Stride * numverts, LockFlags.Discard);
foreach(VisualGeometry g in allgeometry)
{
if((g.Vertices != null) && (g.Vertices.Length > 0))
{
bufferstream.WriteRange<WorldVertex>(g.Vertices);
g.VertexOffset = v;
v += g.Vertices.Length;
}
}
geobuffer.Unlock();
bufferstream.Dispose();
}
// Done
updategeo = false;
}
/// <summary>
/// This adds geometry for this sector. If the geometry inherits from VisualSidedef then it
/// will be added to the SidedefGeometry, otherwise it will be added as FixedGeometry.
/// </summary>
public void AddGeometry(VisualGeometry geo)
{
updategeo = true;
allgeometry.Add(geo);
if(geo.Sidedef != null)
{
if(!sidedefgeometry.ContainsKey(geo.Sidedef))
sidedefgeometry[geo.Sidedef] = new List<VisualGeometry>(3);
sidedefgeometry[geo.Sidedef].Add(geo);
}
else
{
fixedgeometry.Add(geo);
}
}
/// <summary>
/// This removes all geometry.
/// </summary>
public void ClearGeometry()
{
allgeometry.Clear();
fixedgeometry.Clear();
sidedefgeometry.Clear();
updategeo = true;
}
// This gets the geometry list for the specified sidedef
public List<VisualGeometry> GetSidedefGeometry(Sidedef sd)
{
if(sidedefgeometry.ContainsKey(sd))
return sidedefgeometry[sd];
else
return new List<VisualGeometry>();
}
#endregion
}
}