mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
cf3d416967
Textures now load up to 2x faster when "mix textures and flats" flag is set in game configuration. TEXTUREx/TEXTURES: texture will now be created if at least one of it's patches is loaded. Visual mode: fixed a crash when "Slope floor to here" (9500) or "Slope ceiling to here" (9501) things were not inside sector. Fixed: flats were not loaded form wads inside Directory and PK3/PK7 resources. Sector Info Panel, Linedef Info Panel: texture size was shown for unknown textures.
82 lines
2.7 KiB
C#
82 lines
2.7 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.Collections.Generic;
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using System.Drawing;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.GZBuilder.Geometry;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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public interface IRenderer2D
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{
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// Properties
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float OffsetX { get; }
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float OffsetY { get; }
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float TranslateX { get; }
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float TranslateY { get; }
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float Scale { get; }
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int VertexSize { get; }
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ViewMode ViewMode { get; }
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bool FullBrightness { get; set; } //mxd
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// View methods
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Vector2D DisplayToMap(Vector2D mousepos);
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Vector2D MapToDisplay(Vector2D mappos);
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// Color methods
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PixelColor DetermineLinedefColor(Linedef l);
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PixelColor DetermineThingColor(Thing t);
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int DetermineVertexColor(Vertex v);
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int CalculateBrightness(int level);
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void UpdateExtraFloorFlag(); //mxd
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// Rendering management methods
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bool StartPlotter(bool clear);
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bool StartThings(bool clear);
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bool StartOverlay(bool clear);
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void Finish();
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void SetPresentation(Presentation present);
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void Present();
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// Drawing methods
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void RenderArrow(Line3D line, PixelColor c); //mxd
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void PlotArrow(Line3D line, PixelColor c); //mxd
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void PlotLine(Vector2D start, Vector2D end, PixelColor c);
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void PlotLinedef(Linedef l, PixelColor c);
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void PlotLinedefSet(ICollection<Linedef> linedefs);
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void PlotSector(Sector s);
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void PlotSector(Sector s, PixelColor c);
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void PlotVertex(Vertex v, int colorindex);
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void PlotVertexAt(Vector2D v, int colorindex);
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void PlotVerticesSet(ICollection<Vertex> vertices);
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void RenderThing(Thing t, PixelColor c, float alpha);
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void RenderThingSet(ICollection<Thing> things, float alpha);
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void RenderRectangle(RectangleF rect, float bordersize, PixelColor c, bool transformrect);
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void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect);
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void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect, ImageData texture);
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void RenderLine(Vector2D start, Vector2D end, float thickness, PixelColor c, bool transformcoords);
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void RenderText(TextLabel text);
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void RenderGeometry(FlatVertex[] vertices, ImageData texture, bool transformcoords);
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void RedrawSurface();
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}
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}
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