mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 22:22:32 +00:00
9a72148ad1
Fog rendering (including colored fog in maps in UDMF format). Fixed lots of bugs in model loading and rendering. Added "Toggle GZDoom Effects" button, which currently toggles dynamic lights, models and fog rendering. Model loading process is more verbose now, so if something goes wrong, check Errors and Warnings window (F11) for details. ColorPicker plugin: You can now select surfaces in 3D-mode and then open Color Picker window to edit sector colors of sectors, to which these surfaces belong. If nothing is selected, you can hilight a surface and then open Color Picker window to edit sector colors of sector, to which hilighted surface belongs. If nothing is selected, you can hilight a Light Thing and then open Color Picker window to edit it's properties.
1593 lines
56 KiB
C#
1593 lines
56 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.IO;
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using CodeImp.DoomBuilder.Map;
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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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using CodeImp.DoomBuilder.Editing;
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//mxd
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using ColladaDotNet.Pipeline.MD3;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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/* This renders a 2D presentation of the map. This is done in several
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* layers which each are optimized for a different purpose. Set the
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* PresentationLayer(s) to specify how to present these layers.
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*/
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internal unsafe sealed class Renderer2D : Renderer, IRenderer2D
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{
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#region ================== Constants
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private const float FSAA_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 = 0f;
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private const int THING_BUFFER_SIZE = 100;
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private const float THINGS_BACK_ALPHA = 0.3f;
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private const string FONT_NAME = "Verdana";
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private const int FONT_WIDTH = 0;
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private const int FONT_HEIGHT = 0;
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private const int THING_SHINY = 1;
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private const int THING_SQUARE = 2;
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private const int NUM_THING_TEXTURES = 4;
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internal const int NUM_VIEW_MODES = 4;
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#endregion
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#region ================== Variables
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// Rendertargets
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private Texture backtex;
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private Texture plottertex;
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private Texture thingstex;
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private Texture overlaytex;
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private Texture surfacetex;
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// Locking data
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private DataRectangle plotlocked;
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private Surface targetsurface;
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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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private Size overlaysize;
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private Size backsize;
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// Font
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private SlimDX.Direct3D9.Font font;
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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 VertexBuffer screenverts;
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private FlatVertex[] backimageverts;
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// Batch buffer for things rendering
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private VertexBuffer thingsvertices;
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// Render settings
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//private bool thingsfront;
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private int vertexsize;
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private RenderLayers renderlayer = RenderLayers.None;
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// Surfaces
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private SurfaceManager surfaces;
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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 ViewMode viewmode;
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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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private float lastgridscale = -1f;
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private int lastgridsize;
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private float lastgridx;
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private float lastgridy;
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private RectangleF viewport;
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private RectangleF yviewport;
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// Presentation
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private Presentation present;
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//mxd
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private Dictionary<Vector2D, Thing> thingsWithModel;
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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 TranslateX { get { return translatex; } }
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public float TranslateY { get { return translatey; } }
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public float Scale { get { return scale; } }
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public int VertexSize { get { return vertexsize; } }
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public ViewMode ViewMode { get { return viewmode; } }
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public SurfaceManager Surfaces { get { return surfaces; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal Renderer2D(D3DDevice graphics) : base(graphics)
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{
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// Load thing textures
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thingtexture = new ResourceImage[NUM_THING_TEXTURES];
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for(int i = 0; i < NUM_THING_TEXTURES; i++)
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{
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thingtexture[i] = new ResourceImage("CodeImp.DoomBuilder.Resources.Thing2D_" + i.ToString(CultureInfo.InvariantCulture) + ".png");
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thingtexture[i].UseColorCorrection = false;
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thingtexture[i].LoadImage();
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thingtexture[i].CreateTexture();
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}
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// Create surface manager
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surfaces = new SurfaceManager();
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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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// Disposer
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internal 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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foreach(ResourceImage i in thingtexture) i.Dispose();
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// Dispose surface manager
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surfaces.Dispose();
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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 ================== Presenting
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// This sets the presentation to use
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public void SetPresentation(Presentation present)
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{
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this.present = new Presentation(present);
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}
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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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General.Plugins.OnPresentDisplayBegin();
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// Start drawing
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if(graphics.StartRendering(true, General.Colors.Background.ToColorValue(), graphics.BackBuffer, graphics.DepthBuffer))
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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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graphics.Device.SetRenderState(RenderState.FogEnable, false);
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graphics.Device.SetStreamSource(0, screenverts, 0, sizeof(FlatVertex));
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graphics.Device.SetTransform(TransformState.World, Matrix.Identity);
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graphics.Shaders.Display2D.Begin();
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// Go for all layers
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foreach(PresentLayer layer in present.layers)
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{
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int aapass;
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// Set blending mode
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switch(layer.blending)
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{
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case BlendingMode.None:
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graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
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graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
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graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
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break;
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case BlendingMode.Mask:
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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.TextureFactor, -1);
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break;
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case BlendingMode.Alpha:
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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.DestinationBlend, Blend.InverseSourceAlpha);
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graphics.Device.SetRenderState(RenderState.TextureFactor, (new Color4(layer.alpha, 1f, 1f, 1f)).ToArgb());
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break;
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case BlendingMode.Additive:
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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.DestinationBlend, Blend.One);
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graphics.Device.SetRenderState(RenderState.TextureFactor, (new Color4(layer.alpha, 1f, 1f, 1f)).ToArgb());
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break;
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}
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// Check which pass to use
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if(layer.antialiasing && General.Settings.QualityDisplay) aapass = 0; else aapass = 1;
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// Render layer
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switch(layer.layer)
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{
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// BACKGROUND
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case RendererLayer.Background:
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if((backimageverts == null) || (General.Map.Grid.Background.Texture == null)) break;
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graphics.Device.SetTexture(0, General.Map.Grid.Background.Texture);
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graphics.Shaders.Display2D.Texture1 = General.Map.Grid.Background.Texture;
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graphics.Shaders.Display2D.SetSettings(1f / windowsize.Width, 1f / windowsize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Shaders.Display2D.BeginPass(aapass);
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graphics.Device.DrawUserPrimitives<FlatVertex>(PrimitiveType.TriangleStrip, 0, 2, backimageverts);
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graphics.Shaders.Display2D.EndPass();
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graphics.Device.SetStreamSource(0, screenverts, 0, sizeof(FlatVertex));
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break;
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// GRID
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case RendererLayer.Grid:
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graphics.Device.SetTexture(0, backtex);
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graphics.Shaders.Display2D.Texture1 = backtex;
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graphics.Shaders.Display2D.SetSettings(1f / backsize.Width, 1f / backsize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Shaders.Display2D.BeginPass(aapass);
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graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
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graphics.Shaders.Display2D.EndPass();
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break;
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// GEOMETRY
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case RendererLayer.Geometry:
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graphics.Device.SetTexture(0, plottertex);
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graphics.Shaders.Display2D.Texture1 = plottertex;
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graphics.Shaders.Display2D.SetSettings(1f / structsize.Width, 1f / structsize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Shaders.Display2D.BeginPass(aapass);
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graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
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graphics.Shaders.Display2D.EndPass();
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break;
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// THINGS
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case RendererLayer.Things:
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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_FACTOR, layer.alpha, false);
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graphics.Shaders.Display2D.BeginPass(aapass);
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graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
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graphics.Shaders.Display2D.EndPass();
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break;
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// OVERLAY
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case RendererLayer.Overlay:
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graphics.Device.SetTexture(0, overlaytex);
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graphics.Shaders.Display2D.Texture1 = overlaytex;
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graphics.Shaders.Display2D.SetSettings(1f / overlaysize.Width, 1f / overlaysize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Shaders.Display2D.BeginPass(aapass);
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graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
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graphics.Shaders.Display2D.EndPass();
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break;
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// SURFACE
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case RendererLayer.Surface:
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graphics.Device.SetTexture(0, surfacetex);
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graphics.Shaders.Display2D.Texture1 = surfacetex;
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graphics.Shaders.Display2D.SetSettings(1f / overlaysize.Width, 1f / overlaysize.Height, FSAA_FACTOR, layer.alpha, false);
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graphics.Shaders.Display2D.BeginPass(aapass);
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graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
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graphics.Shaders.Display2D.EndPass();
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break;
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}
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}
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// Done
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graphics.Shaders.Display2D.End();
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graphics.FinishRendering();
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graphics.Present();
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// Release binds
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graphics.Device.SetTexture(0, null);
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graphics.Shaders.Display2D.Texture1 = null;
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graphics.Device.SetStreamSource(0, null, 0, 0);
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}
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else
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{
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// Request delayed redraw
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General.MainWindow.DelayedRedraw();
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}
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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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public void DestroyRendertargets()
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{
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// Trash rendertargets
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if(plottertex != null) plottertex.Dispose();
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if(thingstex != null) thingstex.Dispose();
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if(overlaytex != null) overlaytex.Dispose();
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if(surfacetex != null) surfacetex.Dispose();
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if(backtex != null) backtex.Dispose();
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if(screenverts != null) screenverts.Dispose();
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plottertex = null;
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thingstex = null;
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backtex = null;
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screenverts = null;
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overlaytex = null;
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surfacetex = 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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lastgridscale = -1f;
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lastgridsize = 0;
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// Trash font
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if(font != null) font.Dispose();
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font = null;
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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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DataStream stream;
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FlatVertex[] verts;
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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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plottertex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
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thingstex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
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backtex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
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overlaytex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
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surfacetex = 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 = plottertex.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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sd = backtex.GetLevelDescription(0);
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backsize.Width = sd.Width;
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backsize.Height = sd.Height;
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sd = overlaytex.GetLevelDescription(0);
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overlaysize.Width = sd.Width;
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overlaysize.Height = sd.Height;
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// Clear rendertargets
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// This may cause a crash when resetting because it recursively
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// calls Reset in the Start functions and doesn't get to Finish
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//StartPlotter(true); Finish();
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//StartThings(true); Finish();
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//StartOverlay(true); Finish();
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graphics.ClearRendertarget(General.Colors.Background.WithAlpha(0).ToColorValue(), thingstex.GetSurfaceLevel(0), null);
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graphics.ClearRendertarget(General.Colors.Background.WithAlpha(0).ToColorValue(), overlaytex.GetSurfaceLevel(0), null);
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// Create font
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font = new SlimDX.Direct3D9.Font(graphics.Device, FONT_WIDTH, FONT_HEIGHT, FontWeight.Bold, 1, false, CharacterSet.Ansi, Precision.Default, FontQuality.Antialiased, PitchAndFamily.Default, FONT_NAME);
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// Create vertex buffers
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screenverts = new VertexBuffer(graphics.Device, 4 * sizeof(FlatVertex), Usage.Dynamic | Usage.WriteOnly, VertexFormat.None, Pool.Default);
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thingsvertices = new VertexBuffer(graphics.Device, THING_BUFFER_SIZE * 12 * sizeof(FlatVertex), Usage.Dynamic | Usage.WriteOnly, VertexFormat.None, Pool.Default);
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// Make screen vertices
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stream = screenverts.Lock(0, 4 * sizeof(FlatVertex), LockFlags.Discard | LockFlags.NoSystemLock);
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verts = CreateScreenVerts(structsize);
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stream.WriteRange<FlatVertex>(verts);
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screenverts.Unlock();
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stream.Dispose();
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// Force update of view
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lastgridscale = -1f;
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lastgridsize = 0;
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lastgridx = 0.0f;
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lastgridy = 0.0f;
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UpdateTransformations();
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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].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].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].u = 1f / texturesize.Width;
|
|
screenverts[2].v = 1f - 1f / texturesize.Height;
|
|
screenverts[3].x = texturesize.Width - 1.5f;
|
|
screenverts[3].y = texturesize.Height - 1.5f;
|
|
screenverts[3].c = -1;
|
|
screenverts[3].u = 1f - 1f / texturesize.Width;
|
|
screenverts[3].v = 1f - 1f / texturesize.Height;
|
|
return screenverts;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== View
|
|
|
|
// This changes view mode
|
|
public void SetViewMode(ViewMode mode)
|
|
{
|
|
viewmode = mode;
|
|
}
|
|
|
|
// This changes view position
|
|
public void PositionView(float x, float y)
|
|
{
|
|
// Change position in world coordinates
|
|
offsetx = x;
|
|
offsety = y;
|
|
UpdateTransformations();
|
|
}
|
|
|
|
// This changes zoom
|
|
public void ScaleView(float scale)
|
|
{
|
|
// Change zoom scale
|
|
this.scale = scale;
|
|
UpdateTransformations();
|
|
|
|
// Show zoom on main window
|
|
General.MainWindow.UpdateZoom(scale);
|
|
}
|
|
|
|
// This updates some maths
|
|
private void UpdateTransformations()
|
|
{
|
|
scaleinv = 1f / scale;
|
|
translatex = -offsetx + (windowsize.Width * 0.5f) * scaleinv;
|
|
translatey = -offsety - (windowsize.Height * 0.5f) * scaleinv;
|
|
linenormalsize = 10f * scaleinv;
|
|
vertexsize = (int)(1.7f * scale + 0.5f);
|
|
if(vertexsize < 0) vertexsize = 0;
|
|
if(vertexsize > 4) vertexsize = 4;
|
|
Matrix scaling = Matrix.Scaling((1f / (float)windowsize.Width) * 2f, (1f / (float)windowsize.Height) * -2f, 1f);
|
|
Matrix translate = Matrix.Translation(-(float)windowsize.Width * 0.5f, -(float)windowsize.Height * 0.5f, 0f);
|
|
graphics.Device.SetTransform(TransformState.View, Matrix.Multiply(translate, scaling));
|
|
graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity);
|
|
Vector2D lt = DisplayToMap(new Vector2D(0.0f, 0.0f));
|
|
Vector2D rb = DisplayToMap(new Vector2D((float)windowsize.Width, (float)windowsize.Height));
|
|
viewport = new RectangleF(lt.x, lt.y, rb.x - lt.x, rb.y - lt.y);
|
|
yviewport = new RectangleF(lt.x, rb.y, rb.x - lt.x, lt.y - rb.y);
|
|
}
|
|
|
|
// This sets the world matrix for transformation
|
|
private void SetWorldTransformation(bool transform)
|
|
{
|
|
if(transform)
|
|
{
|
|
Matrix translate = Matrix.Translation(translatex, translatey, 0f);
|
|
Matrix scaling = Matrix.Scaling(scale, -scale, 1f);
|
|
graphics.Device.SetTransform(TransformState.World, Matrix.Multiply(translate, scaling));
|
|
}
|
|
else
|
|
{
|
|
graphics.Device.SetTransform(TransformState.World, Matrix.Identity);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This unprojects display coordinates (screen space) to map coordinates
|
|
/// </summary>
|
|
public Vector2D DisplayToMap(Vector2D mousepos)
|
|
{
|
|
return mousepos.GetInvTransformed(-translatex, -translatey, scaleinv, -scaleinv);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This projects map coordinates to display coordinates (screen space)
|
|
/// </summary>
|
|
public Vector2D MapToDisplay(Vector2D mappos)
|
|
{
|
|
return mappos.GetTransformed(translatex, translatey, scale, -scale);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Colors
|
|
|
|
// This returns the color for a thing
|
|
public PixelColor DetermineThingColor(Thing t)
|
|
{
|
|
// Determine color
|
|
if (t.Selected) {
|
|
return General.Colors.Selection;
|
|
//mxd. if thing is light, set it's color to light color:
|
|
}else if(Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, t.Type) != -1){
|
|
if (t.Type == 1502) //vavoom light
|
|
return new PixelColor(255, 255, 255, 255);
|
|
if (t.Type == 1503) //vavoom colored light
|
|
return new PixelColor(255, (byte)t.Args[1], (byte)t.Args[2], (byte)t.Args[3]);
|
|
return new PixelColor(255, (byte)t.Args[0], (byte)t.Args[1], (byte)t.Args[2]);
|
|
}
|
|
return t.Color;
|
|
}
|
|
|
|
// This returns the color for a vertex
|
|
public int DetermineVertexColor(Vertex v)
|
|
{
|
|
// Determine color
|
|
if(v.Selected) return ColorCollection.SELECTION;
|
|
else return ColorCollection.VERTICES;
|
|
}
|
|
|
|
// This returns the color for a linedef
|
|
public PixelColor DetermineLinedefColor(Linedef l)
|
|
{
|
|
if(l.Selected)
|
|
return General.Colors.Selection;
|
|
else if(l.ImpassableFlag)
|
|
{
|
|
// Impassable lines
|
|
if(l.Action != 0) return General.Colors.Actions;
|
|
else return General.Colors.Linedefs;
|
|
}
|
|
else
|
|
{
|
|
// Passable lines
|
|
if(l.Action != 0) return General.Colors.Actions.WithAlpha(General.Settings.DoubleSidedAlphaByte);
|
|
else if(l.BlockSoundFlag) return General.Colors.Sounds.WithAlpha(General.Settings.DoubleSidedAlphaByte);
|
|
else return General.Colors.Linedefs.WithAlpha(General.Settings.DoubleSidedAlphaByte);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Start / Finish
|
|
|
|
// This begins a drawing session
|
|
public unsafe bool StartPlotter(bool clear)
|
|
{
|
|
if(renderlayer != RenderLayers.None) throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
|
|
renderlayer = RenderLayers.Plotter;
|
|
try { graphics.Device.SetRenderState(RenderState.FogEnable, false); } catch(Exception) { }
|
|
|
|
// Rendertargets available?
|
|
if(plottertex != null)
|
|
{
|
|
// Lock structures rendertarget memory
|
|
plotlocked = plottertex.LockRectangle(0, LockFlags.NoSystemLock);
|
|
|
|
// Create structures plotter
|
|
plotter = new Plotter((PixelColor*)plotlocked.Data.DataPointer.ToPointer(), plotlocked.Pitch / sizeof(PixelColor), structsize.Height, structsize.Width, structsize.Height);
|
|
if(clear) plotter.Clear();
|
|
|
|
// Redraw grid when structures image was cleared
|
|
if(clear)
|
|
{
|
|
RenderBackgroundGrid();
|
|
SetupBackground();
|
|
}
|
|
|
|
// Ready for rendering
|
|
UpdateTransformations();
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Can't render!
|
|
Finish();
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// This begins a drawing session
|
|
public unsafe bool StartThings(bool clear)
|
|
{
|
|
if(renderlayer != RenderLayers.None) throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
|
|
renderlayer = RenderLayers.Things;
|
|
try { graphics.Device.SetRenderState(RenderState.FogEnable, false); } catch(Exception) { }
|
|
|
|
// Rendertargets available?
|
|
if(thingstex != null)
|
|
{
|
|
// Set the rendertarget to the things texture
|
|
targetsurface = thingstex.GetSurfaceLevel(0);
|
|
if(graphics.StartRendering(clear, General.Colors.Background.WithAlpha(0).ToColorValue(), targetsurface, null))
|
|
{
|
|
// Ready for rendering
|
|
UpdateTransformations();
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Can't render!
|
|
Finish();
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Can't render!
|
|
Finish();
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// This begins a drawing session
|
|
public unsafe bool StartOverlay(bool clear)
|
|
{
|
|
if(renderlayer != RenderLayers.None) throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
|
|
renderlayer = RenderLayers.Overlay;
|
|
try { graphics.Device.SetRenderState(RenderState.FogEnable, false); } catch(Exception) { }
|
|
|
|
// Rendertargets available?
|
|
if(overlaytex != null)
|
|
{
|
|
// Set the rendertarget to the things texture
|
|
targetsurface = overlaytex.GetSurfaceLevel(0);
|
|
if(graphics.StartRendering(clear, General.Colors.Background.WithAlpha(0).ToColorValue(), targetsurface, null))
|
|
{
|
|
// Ready for rendering
|
|
UpdateTransformations();
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Can't render!
|
|
Finish();
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Can't render!
|
|
Finish();
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// This ends a drawing session
|
|
public void Finish()
|
|
{
|
|
// Clean up plotter
|
|
if(renderlayer == RenderLayers.Plotter)
|
|
{
|
|
if(plottertex != null) plottertex.UnlockRectangle(0);
|
|
if(plotlocked.Data != null) plotlocked.Data.Dispose();
|
|
plotter = null;
|
|
}
|
|
|
|
// Clean up things / overlay
|
|
if((renderlayer == RenderLayers.Things) || (renderlayer == RenderLayers.Overlay) || (renderlayer == RenderLayers.Surface))
|
|
{
|
|
// Stop rendering
|
|
graphics.FinishRendering();
|
|
|
|
// Release rendertarget
|
|
try
|
|
{
|
|
graphics.Device.DepthStencilSurface = graphics.DepthBuffer;
|
|
graphics.Device.SetRenderTarget(0, graphics.BackBuffer);
|
|
}
|
|
catch(Exception) { }
|
|
if(targetsurface != null) targetsurface.Dispose();
|
|
targetsurface = null;
|
|
}
|
|
|
|
// Done
|
|
renderlayer = RenderLayers.None;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Background
|
|
|
|
// This sets up background image vertices
|
|
private void SetupBackground()
|
|
{
|
|
Vector2D ltpos, rbpos;
|
|
Vector2D backoffset = new Vector2D((float)General.Map.Grid.BackgroundX, (float)General.Map.Grid.BackgroundY);
|
|
Vector2D backimagesize = new Vector2D((float)General.Map.Grid.Background.ScaledWidth, (float)General.Map.Grid.Background.ScaledHeight);
|
|
Vector2D backimagescale = new Vector2D(General.Map.Grid.BackgroundScaleX, General.Map.Grid.BackgroundScaleY);
|
|
|
|
// Scale the background image size
|
|
backimagesize *= backimagescale;
|
|
|
|
// Only if a background image is set
|
|
if((General.Map.Grid.Background != null) &&
|
|
!(General.Map.Grid.Background is UnknownImage))
|
|
{
|
|
// Make vertices
|
|
backimageverts = CreateScreenVerts(windowsize);
|
|
|
|
// Determine map coordinates for view window
|
|
ltpos = DisplayToMap(new Vector2D(0f, 0f));
|
|
rbpos = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height));
|
|
|
|
// Offset by given background offset
|
|
ltpos -= backoffset;
|
|
rbpos -= backoffset;
|
|
|
|
// Calculate UV coordinates
|
|
// NOTE: backimagesize.y is made negative to match Doom's coordinate system
|
|
backimageverts[0].u = ltpos.x / backimagesize.x;
|
|
backimageverts[0].v = ltpos.y / -backimagesize.y;
|
|
backimageverts[1].u = rbpos.x / backimagesize.x;
|
|
backimageverts[1].v = ltpos.y / -backimagesize.y;
|
|
backimageverts[2].u = ltpos.x / backimagesize.x;
|
|
backimageverts[2].v = rbpos.y / -backimagesize.y;
|
|
backimageverts[3].u = rbpos.x / backimagesize.x;
|
|
backimageverts[3].v = rbpos.y / -backimagesize.y;
|
|
}
|
|
else
|
|
{
|
|
// No background image
|
|
backimageverts = null;
|
|
}
|
|
}
|
|
|
|
// This renders all grid
|
|
private void RenderBackgroundGrid()
|
|
{
|
|
Plotter gridplotter;
|
|
DataRectangle lockedrect;
|
|
|
|
// Do we need to redraw grid?
|
|
if((lastgridsize != General.Map.Grid.GridSize) || (lastgridscale != scale) ||
|
|
(lastgridx != offsetx) || (lastgridy != offsety))
|
|
{
|
|
// Lock background rendertarget memory
|
|
lockedrect = backtex.LockRectangle(0, LockFlags.NoSystemLock);
|
|
|
|
// Create a plotter
|
|
gridplotter = new Plotter((PixelColor*)lockedrect.Data.DataPointer.ToPointer(), lockedrect.Pitch / sizeof(PixelColor), backsize.Height, backsize.Width, backsize.Height);
|
|
gridplotter.Clear();
|
|
|
|
// Render normal grid
|
|
RenderGrid(General.Map.Grid.GridSize, General.Colors.Grid, gridplotter);
|
|
|
|
// Render 64 grid
|
|
if(General.Map.Grid.GridSize <= 64) RenderGrid(64f, General.Colors.Grid64, gridplotter);
|
|
|
|
// Done
|
|
backtex.UnlockRectangle(0);
|
|
lockedrect.Data.Dispose();
|
|
lastgridscale = scale;
|
|
lastgridsize = General.Map.Grid.GridSize;
|
|
lastgridx = offsetx;
|
|
lastgridy = offsety;
|
|
}
|
|
}
|
|
|
|
// This renders the grid
|
|
private void RenderGrid(float size, PixelColor c, Plotter gridplotter)
|
|
{
|
|
Vector2D ltpos, rbpos;
|
|
Vector2D tlb, rbb;
|
|
Vector2D pos = new Vector2D();
|
|
float sizeinv = 1f / size;
|
|
float ystart, yend;
|
|
float xstart, xend;
|
|
float from, to;
|
|
|
|
// Only render grid when not screen-filling
|
|
if((size * scale) > 6f)
|
|
{
|
|
// Determine map coordinates for view window
|
|
ltpos = DisplayToMap(new Vector2D(0, 0));
|
|
rbpos = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height));
|
|
|
|
// Clip to nearest grid
|
|
ltpos = GridSetup.SnappedToGrid(ltpos, size, sizeinv);
|
|
rbpos = GridSetup.SnappedToGrid(rbpos, size, sizeinv);
|
|
|
|
// Translate top left boundary and right bottom boundary of map
|
|
// to screen coords
|
|
tlb = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary).GetTransformed(translatex, translatey, scale, -scale);
|
|
rbb = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary).GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
// Draw all horizontal grid lines
|
|
ystart = rbpos.y > General.Map.Config.BottomBoundary ? rbpos.y : General.Map.Config.BottomBoundary;
|
|
yend = ltpos.y < General.Map.Config.TopBoundary ? ltpos.y : General.Map.Config.TopBoundary;
|
|
|
|
for (float y = ystart; y < yend + size; y += size)
|
|
{
|
|
if (y > General.Map.Config.TopBoundary) y = General.Map.Config.TopBoundary;
|
|
else if (y < General.Map.Config.BottomBoundary) y = General.Map.Config.BottomBoundary;
|
|
|
|
from = tlb.x < 0 ? 0 : tlb.x;
|
|
to = rbb.x > windowsize.Width ? windowsize.Width : rbb.x;
|
|
|
|
pos.y = y;
|
|
pos = pos.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
// Note: I'm not using Math.Ceiling in this case, because that doesn't work right.
|
|
gridplotter.DrawGridLineH((int)pos.y, (int)Math.Round(from + 0.49999f), (int)Math.Round(to + 0.49999f), ref c);
|
|
}
|
|
|
|
// Draw all vertical grid lines
|
|
xstart = ltpos.x > General.Map.Config.LeftBoundary ? ltpos.x : General.Map.Config.LeftBoundary;
|
|
xend = rbpos.x < General.Map.Config.RightBoundary ? rbpos.x : General.Map.Config.RightBoundary;
|
|
|
|
for (float x = xstart; x < xend + size; x += size)
|
|
{
|
|
if (x > General.Map.Config.RightBoundary) x = General.Map.Config.RightBoundary;
|
|
else if (x < General.Map.Config.LeftBoundary) x = General.Map.Config.LeftBoundary;
|
|
|
|
from = tlb.y < 0 ? 0 : tlb.y;
|
|
to = rbb.y > windowsize.Height ? windowsize.Height : rbb.y;
|
|
|
|
pos.x = x;
|
|
pos = pos.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
// Note: I'm not using Math.Ceiling in this case, because that doesn't work right.
|
|
gridplotter.DrawGridLineV((int)pos.x, (int)Math.Round(from + 0.49999f), (int)Math.Round(to + 0.49999f), ref c);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Things
|
|
|
|
// This makes vertices for a thing
|
|
// Returns false when not on the screen
|
|
private bool CreateThingVerts(Thing t, ref FlatVertex[] verts, int offset, PixelColor c)
|
|
{
|
|
float circlesize;
|
|
float arrowsize;
|
|
int color;
|
|
|
|
// Transform to screen coordinates
|
|
Vector2D screenpos = ((Vector2D)t.Position).GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
// Determine sizes
|
|
if(t.FixedSize && (scale > 1.0f))
|
|
{
|
|
circlesize = (t.Size - THING_CIRCLE_SHRINK) * THING_CIRCLE_SIZE;
|
|
arrowsize = (t.Size - THING_ARROW_SHRINK) * THING_ARROW_SIZE;
|
|
}
|
|
else
|
|
{
|
|
circlesize = (t.Size - THING_CIRCLE_SHRINK) * scale * THING_CIRCLE_SIZE;
|
|
arrowsize = (t.Size - THING_ARROW_SHRINK) * scale * THING_ARROW_SIZE;
|
|
}
|
|
|
|
// Check if the thing is actually on screen
|
|
if(((screenpos.x + circlesize) > 0.0f) && ((screenpos.x - circlesize) < (float)windowsize.Width) &&
|
|
((screenpos.y + circlesize) > 0.0f) && ((screenpos.y - circlesize) < (float)windowsize.Height))
|
|
{
|
|
//mxd. Collect things with models for rendering
|
|
if (General.Settings.GZDrawModels && (!General.Settings.GZDrawSelectedModelsOnly || t.Selected)) {
|
|
Dictionary<int, ModelDefEntry> mde = GZBuilder.GZGeneral.ModelDefEntries;
|
|
if (mde != null && mde.ContainsKey(t.Type)) {
|
|
thingsWithModel[screenpos] = t;
|
|
}
|
|
}
|
|
|
|
|
|
// Get integral color
|
|
color = c.ToInt();
|
|
|
|
// Setup fixed rect for circle
|
|
verts[offset].x = screenpos.x - circlesize;
|
|
verts[offset].y = screenpos.y - circlesize;
|
|
verts[offset].c = color;
|
|
verts[offset].u = 1f / 512f;
|
|
verts[offset].v = 1f / 128f;
|
|
offset++;
|
|
verts[offset].x = screenpos.x + circlesize;
|
|
verts[offset].y = screenpos.y - circlesize;
|
|
verts[offset].c = color;
|
|
verts[offset].u = 0.25f - 1f / 512f;
|
|
verts[offset].v = 1f / 128f;
|
|
offset++;
|
|
verts[offset].x = screenpos.x - circlesize;
|
|
verts[offset].y = screenpos.y + circlesize;
|
|
verts[offset].c = color;
|
|
verts[offset].u = 1f / 512f;
|
|
verts[offset].v = 1f - 1f / 128f;
|
|
offset++;
|
|
verts[offset] = verts[offset - 2];
|
|
offset++;
|
|
verts[offset] = verts[offset - 2];
|
|
offset++;
|
|
verts[offset].x = screenpos.x + circlesize;
|
|
verts[offset].y = screenpos.y + circlesize;
|
|
verts[offset].c = color;
|
|
verts[offset].u = 0.25f - 1f / 512f;
|
|
verts[offset].v = 1f - 1f / 128f;
|
|
offset++;
|
|
|
|
float sinarrowsize = (float)Math.Sin(t.Angle + Angle2D.PI * 0.25f) * arrowsize;
|
|
float cosarrowsize = (float)Math.Cos(t.Angle + Angle2D.PI * 0.25f) * arrowsize;
|
|
|
|
// Setup rotated rect for arrow
|
|
verts[offset].x = screenpos.x + sinarrowsize;
|
|
verts[offset].y = screenpos.y + cosarrowsize;
|
|
verts[offset].c = -1;
|
|
verts[offset].u = 0.50f + t.IconOffset;
|
|
verts[offset].v = 0f;
|
|
offset++;
|
|
verts[offset].x = screenpos.x - cosarrowsize;
|
|
verts[offset].y = screenpos.y + sinarrowsize;
|
|
verts[offset].c = -1;
|
|
verts[offset].u = 0.75f + t.IconOffset;
|
|
verts[offset].v = 0f;
|
|
offset++;
|
|
verts[offset].x = screenpos.x + cosarrowsize;
|
|
verts[offset].y = screenpos.y - sinarrowsize;
|
|
verts[offset].c = -1;
|
|
verts[offset].u = 0.50f + t.IconOffset;
|
|
verts[offset].v = 1f;
|
|
offset++;
|
|
verts[offset] = verts[offset - 2];
|
|
offset++;
|
|
verts[offset] = verts[offset - 2];
|
|
offset++;
|
|
verts[offset].x = screenpos.x - sinarrowsize;
|
|
verts[offset].y = screenpos.y - cosarrowsize;
|
|
verts[offset].c = -1;
|
|
verts[offset].u = 0.75f + t.IconOffset;
|
|
verts[offset].v = 1f;
|
|
|
|
// Done
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Not on screen
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// This draws a set of things
|
|
private void RenderThingsBatch(ICollection<Thing> things, float alpha, bool fixedcolor, PixelColor c)
|
|
{
|
|
int thingtextureindex = 0;
|
|
PixelColor tc;
|
|
DataStream stream;
|
|
|
|
// Anything to render?
|
|
if(things.Count > 0)
|
|
{
|
|
// Make alpha color
|
|
Color4 alphacolor = new Color4(alpha, 1.0f, 1.0f, 1.0f);
|
|
|
|
// Set renderstates for things rendering
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
|
|
graphics.Device.SetRenderState(RenderState.ZEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
|
|
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
|
|
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.FogEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, alphacolor.ToArgb());
|
|
graphics.Device.SetStreamSource(0, thingsvertices, 0, FlatVertex.Stride);
|
|
|
|
// Determine things texture to use
|
|
if(General.Settings.QualityDisplay) thingtextureindex |= THING_SHINY;
|
|
if(General.Settings.SquareThings) thingtextureindex |= THING_SQUARE;
|
|
graphics.Device.SetTexture(0, thingtexture[thingtextureindex].Texture);
|
|
graphics.Shaders.Things2D.Texture1 = thingtexture[thingtextureindex].Texture;
|
|
SetWorldTransformation(false);
|
|
graphics.Shaders.Things2D.SetSettings(alpha);
|
|
|
|
// Begin drawing
|
|
graphics.Shaders.Things2D.Begin();
|
|
graphics.Shaders.Things2D.BeginPass(0);
|
|
|
|
// Determine next lock size
|
|
int locksize = (things.Count > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : things.Count;
|
|
FlatVertex[] verts = new FlatVertex[THING_BUFFER_SIZE * 12];
|
|
|
|
//mxd
|
|
thingsWithModel = new Dictionary<Vector2D, Thing>();
|
|
|
|
// Go for all things
|
|
int buffercount = 0;
|
|
int totalcount = 0;
|
|
foreach(Thing t in things)
|
|
{
|
|
// Create vertices
|
|
tc = fixedcolor ? c : DetermineThingColor(t);
|
|
if(CreateThingVerts(t, ref verts, buffercount * 12, tc))
|
|
buffercount++;
|
|
|
|
totalcount++;
|
|
|
|
// Buffer filled?
|
|
if(buffercount == locksize)
|
|
{
|
|
// Write to buffer
|
|
stream = thingsvertices.Lock(0, locksize * 12 * FlatVertex.Stride, LockFlags.Discard);
|
|
stream.WriteRange(verts, 0, buffercount * 12);
|
|
thingsvertices.Unlock();
|
|
stream.Dispose();
|
|
|
|
// Draw!
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffercount * 4);
|
|
buffercount = 0;
|
|
|
|
// Determine next lock size
|
|
locksize = ((things.Count - totalcount) > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : (things.Count - totalcount);
|
|
}
|
|
}
|
|
|
|
// Write to buffer
|
|
stream = thingsvertices.Lock(0, locksize * 12 * FlatVertex.Stride, LockFlags.Discard);
|
|
if(buffercount > 0) stream.WriteRange(verts, 0, buffercount * 12);
|
|
thingsvertices.Unlock();
|
|
stream.Dispose();
|
|
|
|
// Draw what's still remaining
|
|
if(buffercount > 0)
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffercount * 4);
|
|
|
|
// Done
|
|
graphics.Shaders.Things2D.EndPass();
|
|
|
|
//mxd. Render models
|
|
if (thingsWithModel.Count > 0) {
|
|
// Set renderstates for rendering
|
|
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
|
|
|
graphics.Shaders.Things2D.BeginPass(1);
|
|
foreach(KeyValuePair<Vector2D, Thing> group in thingsWithModel){
|
|
ModelDefEntry mde = GZBuilder.GZGeneral.ModelDefEntries[group.Value.Type];
|
|
|
|
if (mde.Model != null)
|
|
RenderModel(mde.Model, group.Key, group.Value.Angle + mde.Model.Angle, group.Value.Selected);
|
|
else
|
|
group.Value.IsModel = GZBuilder.GZGeneral.LoadModelForThing(group.Value);
|
|
}
|
|
graphics.Shaders.Things2D.EndPass();
|
|
}
|
|
|
|
graphics.Shaders.Things2D.End();
|
|
}
|
|
}
|
|
|
|
// This adds a thing in the things buffer for rendering
|
|
public void RenderThing(Thing t, PixelColor c, float alpha)
|
|
{
|
|
List<Thing> things = new List<Thing>(1);
|
|
things.Add(t);
|
|
RenderThingsBatch(things, alpha, true, c);
|
|
}
|
|
|
|
// This adds a thing in the things buffer for rendering
|
|
public void RenderThingSet(ICollection<Thing> things, float alpha)
|
|
{
|
|
RenderThingsBatch(things, alpha, false, new PixelColor());
|
|
}
|
|
|
|
//mxd
|
|
public void RenderModel(GZModel model, Vector2D modelPos, float modelAngle, bool selected) {
|
|
//wire color
|
|
graphics.Shaders.Things2D.FillColor = selected ? General.Colors.Selection.ToColorValue() : General.Colors.ModelWireframe.ToColorValue();
|
|
|
|
for (int i = 0; i < model.NUM_MESHES; i++) {
|
|
graphics.Shaders.Things2D.SetTransformSettings(modelPos, modelAngle, scale);
|
|
graphics.Shaders.Things2D.ApplySettings();
|
|
|
|
// Draw
|
|
graphics.Device.SetStreamSource(0, model.Meshes[i].VertexBuffer, 0, WorldVertex.Stride);
|
|
graphics.Device.Indices = model.Indeces2D[i];
|
|
graphics.Device.DrawIndexedPrimitives(PrimitiveType.LineList, 0, 0, model.Meshes[i].VertexCount, 0, model.NumIndeces2D[i]);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Surface
|
|
|
|
// This redraws the surface
|
|
public void RedrawSurface()
|
|
{
|
|
if(renderlayer != RenderLayers.None) throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
|
|
renderlayer = RenderLayers.Surface;
|
|
|
|
// Rendertargets available?
|
|
if(surfacetex != null)
|
|
{
|
|
// Set the rendertarget to the surface texture
|
|
targetsurface = surfacetex.GetSurfaceLevel(0);
|
|
if(graphics.StartRendering(true, General.Colors.Background.WithAlpha(0).ToColorValue(), targetsurface, null))
|
|
{
|
|
// Make sure anything we need is loaded
|
|
General.Map.Data.UnknownTexture3D.CreateTexture();
|
|
|
|
// Set transformations
|
|
UpdateTransformations();
|
|
|
|
// Set states
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
|
|
graphics.Device.SetRenderState(RenderState.ZEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
|
graphics.Device.SetRenderState(RenderState.FogEnable, false);
|
|
SetWorldTransformation(true);
|
|
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
|
|
|
// Prepare for rendering
|
|
switch(viewmode)
|
|
{
|
|
case ViewMode.Brightness:
|
|
surfaces.RenderSectorBrightness(yviewport);
|
|
surfaces.RenderSectorSurfaces(graphics);
|
|
break;
|
|
|
|
case ViewMode.FloorTextures:
|
|
surfaces.RenderSectorFloors(yviewport);
|
|
surfaces.RenderSectorSurfaces(graphics);
|
|
break;
|
|
|
|
case ViewMode.CeilingTextures:
|
|
surfaces.RenderSectorCeilings(yviewport);
|
|
surfaces.RenderSectorSurfaces(graphics);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Done
|
|
Finish();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Overlay
|
|
|
|
// This renders geometry
|
|
// The geometry must be a triangle list
|
|
public void RenderGeometry(FlatVertex[] vertices, ImageData texture, bool transformcoords)
|
|
{
|
|
Texture t = null;
|
|
|
|
if(vertices.Length > 0)
|
|
{
|
|
if(texture != null)
|
|
{
|
|
// Make sure the texture is loaded
|
|
if(!texture.IsImageLoaded) texture.LoadImage();
|
|
if(texture.Texture == null) texture.CreateTexture();
|
|
t = texture.Texture;
|
|
}
|
|
else
|
|
{
|
|
t = General.Map.Data.WhiteTexture.Texture;
|
|
}
|
|
|
|
// Set renderstates for rendering
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
|
|
graphics.Device.SetRenderState(RenderState.ZEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
|
graphics.Device.SetRenderState(RenderState.FogEnable, false);
|
|
graphics.Shaders.Display2D.Texture1 = t;
|
|
graphics.Device.SetTexture(0, t);
|
|
SetWorldTransformation(transformcoords);
|
|
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
|
|
|
// Draw
|
|
graphics.Shaders.Display2D.Begin();
|
|
graphics.Shaders.Display2D.BeginPass(1);
|
|
graphics.Device.DrawUserPrimitives<FlatVertex>(PrimitiveType.TriangleList, 0, vertices.Length / 3, vertices);
|
|
graphics.Shaders.Display2D.EndPass();
|
|
graphics.Shaders.Display2D.End();
|
|
}
|
|
}
|
|
|
|
// This renders text
|
|
public void RenderText(TextLabel text)
|
|
{
|
|
// Update the text if needed
|
|
text.Update(translatex, translatey, scale, -scale);
|
|
|
|
// Text is created?
|
|
if(text.VertexBuffer != null)
|
|
{
|
|
// Set renderstates for rendering
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
|
|
graphics.Device.SetRenderState(RenderState.ZEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
|
graphics.Device.SetRenderState(RenderState.FogEnable, false);
|
|
graphics.Shaders.Display2D.Texture1 = graphics.FontTexture;
|
|
SetWorldTransformation(false);
|
|
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, true);
|
|
graphics.Device.SetTexture(0, graphics.FontTexture);
|
|
graphics.Device.SetStreamSource(0, text.VertexBuffer, 0, FlatVertex.Stride);
|
|
|
|
// Draw
|
|
graphics.Shaders.Display2D.Begin();
|
|
graphics.Shaders.Display2D.BeginPass(2);
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, text.NumFaces >> 1);
|
|
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, text.NumFaces);
|
|
graphics.Shaders.Display2D.EndPass();
|
|
graphics.Shaders.Display2D.End();
|
|
}
|
|
}
|
|
|
|
// This renders a rectangle with given border size and color
|
|
public void RenderRectangle(RectangleF rect, float bordersize, PixelColor c, bool transformrect)
|
|
{
|
|
FlatQuad[] quads = new FlatQuad[4];
|
|
|
|
/*
|
|
* Rectangle setup:
|
|
*
|
|
* --------------------------
|
|
* |___________0____________|
|
|
* | | | |
|
|
* | | | |
|
|
* | | | |
|
|
* | 2| |3 |
|
|
* | | | |
|
|
* | | | |
|
|
* |__|__________________|__|
|
|
* | 1 |
|
|
* --------------------------
|
|
*
|
|
* Don't you just love ASCII art?
|
|
*/
|
|
|
|
// Calculate positions
|
|
Vector2D lt = new Vector2D(rect.Left, rect.Top);
|
|
Vector2D rb = new Vector2D(rect.Right, rect.Bottom);
|
|
if(transformrect)
|
|
{
|
|
lt = lt.GetTransformed(translatex, translatey, scale, -scale);
|
|
rb = rb.GetTransformed(translatex, translatey, scale, -scale);
|
|
}
|
|
|
|
// Make quads
|
|
quads[0] = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, lt.y, rb.x, lt.y - bordersize);
|
|
quads[1] = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, rb.y + bordersize, rb.x, rb.y);
|
|
quads[2] = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, lt.y - bordersize, lt.x + bordersize, rb.y + bordersize);
|
|
quads[3] = new FlatQuad(PrimitiveType.TriangleStrip, rb.x - bordersize, lt.y - bordersize, rb.x, rb.y + bordersize);
|
|
quads[0].SetColors(c.ToInt());
|
|
quads[1].SetColors(c.ToInt());
|
|
quads[2].SetColors(c.ToInt());
|
|
quads[3].SetColors(c.ToInt());
|
|
|
|
// Set renderstates for rendering
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
|
|
graphics.Device.SetRenderState(RenderState.ZEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
|
graphics.Device.SetRenderState(RenderState.FogEnable, false);
|
|
SetWorldTransformation(false);
|
|
graphics.Device.SetTexture(0, General.Map.Data.WhiteTexture.Texture);
|
|
graphics.Shaders.Display2D.Texture1 = General.Map.Data.WhiteTexture.Texture;
|
|
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
|
|
|
// Draw
|
|
graphics.Shaders.Display2D.Begin();
|
|
graphics.Shaders.Display2D.BeginPass(1);
|
|
quads[0].Render(graphics);
|
|
quads[1].Render(graphics);
|
|
quads[2].Render(graphics);
|
|
quads[3].Render(graphics);
|
|
graphics.Shaders.Display2D.EndPass();
|
|
graphics.Shaders.Display2D.End();
|
|
}
|
|
|
|
// This renders a filled rectangle with given color
|
|
public void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect)
|
|
{
|
|
// Calculate positions
|
|
Vector2D lt = new Vector2D(rect.Left, rect.Top);
|
|
Vector2D rb = new Vector2D(rect.Right, rect.Bottom);
|
|
if(transformrect)
|
|
{
|
|
lt = lt.GetTransformed(translatex, translatey, scale, -scale);
|
|
rb = rb.GetTransformed(translatex, translatey, scale, -scale);
|
|
}
|
|
|
|
// Make quad
|
|
FlatQuad quad = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, lt.y, rb.x, rb.y);
|
|
quad.SetColors(c.ToInt());
|
|
|
|
// Set renderstates for rendering
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
|
|
graphics.Device.SetRenderState(RenderState.ZEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
|
graphics.Device.SetRenderState(RenderState.FogEnable, false);
|
|
SetWorldTransformation(false);
|
|
graphics.Device.SetTexture(0, General.Map.Data.WhiteTexture.Texture);
|
|
graphics.Shaders.Display2D.Texture1 = General.Map.Data.WhiteTexture.Texture;
|
|
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
|
|
|
// Draw
|
|
graphics.Shaders.Display2D.Begin();
|
|
graphics.Shaders.Display2D.BeginPass(1);
|
|
quad.Render(graphics);
|
|
graphics.Shaders.Display2D.EndPass();
|
|
graphics.Shaders.Display2D.End();
|
|
}
|
|
|
|
// This renders a filled rectangle with given color
|
|
public void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect, ImageData texture)
|
|
{
|
|
// Calculate positions
|
|
Vector2D lt = new Vector2D(rect.Left, rect.Top);
|
|
Vector2D rb = new Vector2D(rect.Right, rect.Bottom);
|
|
if(transformrect)
|
|
{
|
|
lt = lt.GetTransformed(translatex, translatey, scale, -scale);
|
|
rb = rb.GetTransformed(translatex, translatey, scale, -scale);
|
|
}
|
|
|
|
// Make quad
|
|
FlatQuad quad = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, lt.y, rb.x, rb.y);
|
|
quad.SetColors(c.ToInt());
|
|
|
|
// Set renderstates for rendering
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
|
|
graphics.Device.SetRenderState(RenderState.ZEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
|
graphics.Device.SetRenderState(RenderState.FogEnable, false);
|
|
SetWorldTransformation(false);
|
|
graphics.Device.SetTexture(0, texture.Texture);
|
|
graphics.Shaders.Display2D.Texture1 = texture.Texture;
|
|
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
|
|
|
// Draw
|
|
graphics.Shaders.Display2D.Begin();
|
|
graphics.Shaders.Display2D.BeginPass(1);
|
|
quad.Render(graphics);
|
|
graphics.Shaders.Display2D.EndPass();
|
|
graphics.Shaders.Display2D.End();
|
|
}
|
|
|
|
// This renders a line with given color
|
|
public void RenderLine(Vector2D start, Vector2D end, float thickness, PixelColor c, bool transformcoords)
|
|
{
|
|
FlatVertex[] verts = new FlatVertex[4];
|
|
|
|
// Calculate positions
|
|
if(transformcoords)
|
|
{
|
|
start = start.GetTransformed(translatex, translatey, scale, -scale);
|
|
end = end.GetTransformed(translatex, translatey, scale, -scale);
|
|
}
|
|
|
|
// Calculate offsets
|
|
Vector2D delta = end - start;
|
|
Vector2D dn = delta.GetNormal() * thickness;
|
|
|
|
// Make vertices
|
|
verts[0].x = start.x - dn.x + dn.y;
|
|
verts[0].y = start.y - dn.y - dn.x;
|
|
verts[0].z = 0.0f;
|
|
verts[0].c = c.ToInt();
|
|
verts[1].x = start.x - dn.x - dn.y;
|
|
verts[1].y = start.y - dn.y + dn.x;
|
|
verts[1].z = 0.0f;
|
|
verts[1].c = c.ToInt();
|
|
verts[2].x = end.x + dn.x + dn.y;
|
|
verts[2].y = end.y + dn.y - dn.x;
|
|
verts[2].z = 0.0f;
|
|
verts[2].c = c.ToInt();
|
|
verts[3].x = end.x + dn.x - dn.y;
|
|
verts[3].y = end.y + dn.y + dn.x;
|
|
verts[3].z = 0.0f;
|
|
verts[3].c = c.ToInt();
|
|
|
|
// Set renderstates for rendering
|
|
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
|
|
graphics.Device.SetRenderState(RenderState.ZEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
|
|
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
|
|
graphics.Device.SetRenderState(RenderState.FogEnable, false);
|
|
SetWorldTransformation(false);
|
|
graphics.Device.SetTexture(0, General.Map.Data.WhiteTexture.Texture);
|
|
graphics.Shaders.Display2D.Texture1 = General.Map.Data.WhiteTexture.Texture;
|
|
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
|
|
|
|
// Draw
|
|
graphics.Shaders.Display2D.Begin();
|
|
graphics.Shaders.Display2D.BeginPass(0);
|
|
graphics.Device.DrawUserPrimitives<FlatVertex>(PrimitiveType.TriangleStrip, 0, 2, verts);
|
|
graphics.Shaders.Display2D.EndPass();
|
|
graphics.Shaders.Display2D.End();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Geometry
|
|
|
|
// This renders the linedefs of a sector with special color
|
|
public void PlotSector(Sector s, PixelColor c)
|
|
{
|
|
// Go for all sides in the sector
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
// Render this linedef
|
|
PlotLinedef(sd.Line, c);
|
|
|
|
// Render the two vertices on top
|
|
PlotVertex(sd.Line.Start, DetermineVertexColor(sd.Line.Start));
|
|
PlotVertex(sd.Line.End, DetermineVertexColor(sd.Line.End));
|
|
}
|
|
}
|
|
|
|
// This renders the linedefs of a sector
|
|
public void PlotSector(Sector s)
|
|
{
|
|
// Go for all sides in the sector
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
// Render this linedef
|
|
PlotLinedef(sd.Line, DetermineLinedefColor(sd.Line));
|
|
|
|
// Render the two vertices on top
|
|
PlotVertex(sd.Line.Start, DetermineVertexColor(sd.Line.Start));
|
|
PlotVertex(sd.Line.End, DetermineVertexColor(sd.Line.End));
|
|
}
|
|
}
|
|
|
|
// This renders a simple line
|
|
public void PlotLine(Vector2D start, Vector2D end, PixelColor c)
|
|
{
|
|
// Transform coordinates
|
|
Vector2D v1 = start.GetTransformed(translatex, translatey, scale, -scale);
|
|
Vector2D v2 = end.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
// Draw line
|
|
plotter.DrawLineSolid((int)v1.x, (int)v1.y, (int)v2.x, (int)v2.y, ref c);
|
|
}
|
|
|
|
// This renders a single linedef
|
|
public void PlotLinedef(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, ref 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), ref c);
|
|
}
|
|
|
|
// This renders a set of linedefs
|
|
public void PlotLinedefSet(ICollection<Linedef> linedefs)
|
|
{
|
|
// Go for all linedefs
|
|
foreach(Linedef l in linedefs) PlotLinedef(l, DetermineLinedefColor(l));
|
|
}
|
|
|
|
// This renders a single vertex
|
|
public void PlotVertex(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, ref General.Colors.Colors[colorindex], ref General.Colors.BrightColors[colorindex], ref General.Colors.DarkColors[colorindex]);
|
|
}
|
|
|
|
// This renders a single vertex at specified coordinates
|
|
public void PlotVertexAt(Vector2D v, int colorindex)
|
|
{
|
|
// Transform vertex coordinates
|
|
Vector2D nv = v.GetTransformed(translatex, translatey, scale, -scale);
|
|
|
|
// Draw pixel here
|
|
plotter.DrawVertexSolid((int)nv.x, (int)nv.y, vertexsize, ref General.Colors.Colors[colorindex], ref General.Colors.BrightColors[colorindex], ref General.Colors.DarkColors[colorindex]);
|
|
}
|
|
|
|
// This renders a set of vertices
|
|
public void PlotVerticesSet(ICollection<Vertex> vertices)
|
|
{
|
|
// Go for all vertices
|
|
foreach(Vertex v in vertices) PlotVertex(v, DetermineVertexColor(v));
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|