UltimateZoneBuilder/Source/Core/Rendering/FlatQuad.cs
MaxED 3a35b7603a Fixed, Map Analysis mode, "Check stuck things" check: rewritten parts of the flags checking logic to allow more accurate flag checks.
Fixed, Map Analysis mode: fixed a crash when trying to dissolve an invalid sector when one of it's linedefs referenced it on the both sides.
Fixed, Sectors mode: fixed incorrect undo description when deleting sectors.
Internal: joined declaration and assignment of some more variables.
2015-12-28 15:01:53 +00:00

267 lines
6.5 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.Drawing;
using SlimDX.Direct3D9;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
// FlatQuad
internal class FlatQuad
{
#region ================== Variables
// Vertices
private FlatVertex[] vertices;
private PrimitiveType type;
private int numvertices;
#endregion
#region ================== Properties
public FlatVertex[] Vertices { get { return vertices; } }
public PrimitiveType Type { get { return type; } }
#endregion
#region ================== Constructors
// Constructor
public FlatQuad(PrimitiveType type, float left, float top, float right, float bottom)
{
// Initialize
Initialize(type);
// Set coordinates
switch(type)
{
case PrimitiveType.TriangleList:
SetTriangleListCoordinates(left, top, right, bottom, 0f, 0f, 1f, 1f);
break;
case PrimitiveType.TriangleStrip:
SetTriangleStripCoordinates(left, top, right, bottom, 0f, 0f, 1f, 1f);
break;
}
// We have no destructor
GC.SuppressFinalize(this);
}
// Constructor
public FlatQuad(PrimitiveType type, float left, float top, float right, float bottom, float twidth, float theight)
{
// Initialize
Initialize(type);
// Determine texture size dividers
float twd = 1f / twidth;
float thd = 1f / theight;
// Set coordinates
switch(type)
{
case PrimitiveType.TriangleList:
SetTriangleListCoordinates(left, top, right, bottom, twd, thd, 1f - twd, 1f - thd);
break;
case PrimitiveType.TriangleStrip:
SetTriangleStripCoordinates(left, top, right, bottom, twd, thd, 1f - twd, 1f - thd);
break;
}
// We have no destructor
GC.SuppressFinalize(this);
}
// Constructor
public FlatQuad(PrimitiveType type, RectangleF pos, float tl, float tt, float tr, float tb)
{
// Initialize
Initialize(type);
// Set coordinates
switch(type)
{
case PrimitiveType.TriangleList:
SetTriangleListCoordinates(pos.Left, pos.Top, pos.Right, pos.Bottom, tl, tt, tr, tb);
break;
case PrimitiveType.TriangleStrip:
SetTriangleStripCoordinates(pos.Left, pos.Top, pos.Right, pos.Bottom, tl, tt, tr, tb);
break;
}
// We have no destructor
GC.SuppressFinalize(this);
}
// Constructor
public FlatQuad(PrimitiveType type, float left, float top, float right, float bottom, float tl, float tt, float tr, float tb)
{
// Initialize
Initialize(type);
// Set coordinates
switch(type)
{
case PrimitiveType.TriangleList:
SetTriangleListCoordinates(left, top, right, bottom, tl, tt, tr, tb);
break;
case PrimitiveType.TriangleStrip:
SetTriangleStripCoordinates(left, top, right, bottom, tl, tt, tr, tb);
break;
}
// We have no destructor
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
// This sets the color on all vertices
public void SetColors(int color)
{
// Go for all vertices to set the color
for(int i = 0; i < numvertices; i++)
vertices[i].c = color;
}
// This sets the color on all vertices
public void SetColors(int clt, int crt, int clb, int crb)
{
// Determine polygon type
switch(type)
{
case PrimitiveType.TriangleList:
vertices[0].c = clt;
vertices[1].c = crt;
vertices[2].c = clb;
vertices[3].c = clb;
vertices[4].c = crt;
vertices[5].c = crb;
break;
case PrimitiveType.TriangleStrip:
vertices[0].c = clt;
vertices[1].c = crt;
vertices[2].c = clb;
vertices[3].c = crb;
break;
}
}
// This applies coordinates for TriangleList type
private void SetTriangleListCoordinates(float vl, float vt, float vr, float vb,
float tl, float tt, float tr, float tb)
{
// Setup coordinates
vertices[0].x = vl;
vertices[0].y = vt;
vertices[1].x = vr;
vertices[1].y = vt;
vertices[2].x = vl;
vertices[2].y = vb;
vertices[3].x = vl;
vertices[3].y = vb;
vertices[4].x = vr;
vertices[4].y = vt;
vertices[5].x = vr;
vertices[5].y = vb;
// Set texture coordinates
vertices[0].u = tl;
vertices[0].v = tt;
vertices[1].u = tr;
vertices[1].v = tt;
vertices[2].u = tl;
vertices[2].v = tb;
vertices[3].u = tl;
vertices[3].v = tb;
vertices[4].u = tr;
vertices[4].v = tt;
vertices[5].u = tr;
vertices[5].v = tb;
}
// This applies coordinates for TriangleStrip type
private void SetTriangleStripCoordinates(float vl, float vt, float vr, float vb,
float tl, float tt, float tr, float tb)
{
// Setup coordinates
vertices[0].x = vl;
vertices[0].y = vt;
vertices[1].x = vr;
vertices[1].y = vt;
vertices[2].x = vl;
vertices[2].y = vb;
vertices[3].x = vr;
vertices[3].y = vb;
// Set texture coordinates
vertices[0].u = tl;
vertices[0].v = tt;
vertices[1].u = tr;
vertices[1].v = tt;
vertices[2].u = tl;
vertices[2].v = tb;
vertices[3].u = tr;
vertices[3].v = tb;
}
// This initializes vertices to default values
private void Initialize(PrimitiveType type)
{
// Determine primitive type
this.type = type;
// Determine number of vertices
switch(type)
{
case PrimitiveType.TriangleList: numvertices = 6; break;
case PrimitiveType.TriangleStrip: numvertices = 4; break;
default: throw new NotSupportedException("Unsupported PrimitiveType");
}
// Make the array
vertices = new FlatVertex[numvertices];
// Go for all vertices
for(int i = 0; i < numvertices; i++)
{
// Initialize to defaults
vertices[i].c = -1;
}
}
#endregion
#region ================== Rendering
// This renders the quad
public void Render(D3DDevice device)
{
// Render the quad
device.Device.DrawUserPrimitives(type, 0, 2, vertices);
}
#endregion
}
}