mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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439 lines
10 KiB
C#
439 lines
10 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
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using SlimDX.Direct3D;
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using SlimDX.Direct3D9;
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using SlimDX;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal unsafe class Renderer2D : Renderer
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Owner
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private D3DGraphics graphics;
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// Rendering memory
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private Bitmap image;
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private BitmapData pixeldata;
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private PixelColor* pixels;
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private int width;
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private int height;
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// View settings (world coordinates)
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private float scale;
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private float offsetx;
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private float offsety;
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#endregion
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#region ================== Properties
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public float OffsetX { get { return offsetx; } }
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public float OffsetY { get { return offsety; } }
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public float Scale { get { return scale; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public Renderer2D(D3DGraphics graphics)
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{
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// Initialize
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this.graphics = graphics;
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// Create image memory
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CreateMemory();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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graphics.RenderTarget.BackgroundImage = null;
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if(image != null) image.Dispose();
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pixels = null;
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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 ================== Control
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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 Reset()
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{
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// Trash old image
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graphics.RenderTarget.BackgroundImage = null;
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if(image != null) image.Dispose();
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// Re-create image memory
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CreateMemory();
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}
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// Allocates new image memory to render on
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public void CreateMemory()
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{
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// Get new width and height
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width = graphics.RenderTarget.ClientSize.Width;
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height = graphics.RenderTarget.ClientSize.Height;
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// Trash old image
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graphics.RenderTarget.BackgroundImage = null;
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if(image != null) image.Dispose();
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// Allocate memory
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image = new Bitmap(width, height, PixelFormat.Format32bppArgb);
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graphics.RenderTarget.BackgroundImage = image;
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}
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// This begins a drawing session
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public unsafe bool StartRendering()
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{
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// Lock memory
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pixeldata = image.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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pixels = (PixelColor*)pixeldata.Scan0.ToPointer();
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// Erase image
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General.ZeroMemory(pixeldata.Scan0, width * height * 4);
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// Ready for rendering
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return true;
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}
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// This ends a drawing session
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public void FinishRendering()
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{
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// Unlock memory
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image.UnlockBits(pixeldata);
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}
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// This changes view position
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public void PositionView(float x, float y)
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{
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// Change position in world coordinates
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offsetx = x;
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offsety = y;
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}
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// This changes zoom
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public void ScaleView(float scale)
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{
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// Change zoom scale
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this.scale = scale;
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// Show zoom on main window
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General.MainWindow.UpdateZoom(scale);
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// Recalculate linedefs (normal lengths must be adjusted)
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foreach(Linedef l in General.Map.Map.Linedefs) l.NeedUpdate();
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}
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// This unprojects mouse coordinates into map coordinates
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public Vector2D GetMapCoordinates(Vector2D mousepos)
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{
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Vector3 mp, res;
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// FIXME!
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// Get mouse position in Vector3
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//mp = new Vector3(mousepos.x, mousepos.y, 1f);
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// Unproject
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//res = mp.Unproject(graphics.Viewport, matproj, matview, matworld);
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// Return result
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//return new Vector2D(res.X, res.Y);
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return new Vector2D();
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}
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#endregion
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#region ================== Pixel Rendering
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// This draws a pixel normally
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private void DrawPixelSolid(int x, int y, PixelColor c)
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{
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// Draw pixel when within range
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if((x >= 0) && (x < width) && (y >= 0) && (y < height))
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pixels[y * width + x] = c;
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}
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// This draws a pixel alpha blended
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private void DrawPixelAlpha(int x, int y, PixelColor c)
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{
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float a;
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// Draw only when within range
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if((x >= 0) && (x < width) && (y >= 0) && (y < height))
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{
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// Get the target pixel
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PixelColor* p = pixels + (y * width + x);
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// Not drawn on target yet?
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if(*(int*)p == 0)
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{
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// Simply apply color to pixel
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*p = c;
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}
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else
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{
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// Blend with pixel
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a = (float)c.a * 0.003921568627450980392156862745098f;
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if((int)p->a + (int)c.a > 255) p->a = 255; else p->a += c.a;
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p->r = (byte)((float)p->r * (1f - a) + (float)c.r * a);
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p->g = (byte)((float)p->g * (1f - a) + (float)c.g * a);
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p->b = (byte)((float)p->b * (1f - a) + (float)c.b * a);
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}
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}
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}
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// This draws a line alpha blended
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// See: http://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
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private void DrawLineAlpha(int x1, int y1, int x2, int y2, PixelColor c)
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{
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int i;
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// Check if the line is outside the screen for sure.
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// This is quickly done by checking in which area both points are. When this
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// is above, below, right or left of the screen, then skip drawing the line.
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if(((x1 < 0) && (x2 < 0)) ||
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((x1 > width) && (x2 > width)) ||
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((y1 < 0) && (y2 < 0)) ||
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((y1 > height) && (y2 > height))) return;
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// Distance of the line
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int dx = x2 - x1;
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int dy = y2 - y1;
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// Positive (absolute) distance
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int dxabs = Math.Abs(dx);
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int dyabs = Math.Abs(dy);
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// Half distance
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int x = dyabs >> 1;
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int y = dxabs >> 1;
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// Direction
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int sdx = Math.Sign(dx);
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int sdy = Math.Sign(dy);
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// Start position
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int px = x1;
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int py = y1;
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// Draw first pixel
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DrawPixelAlpha(px, py, c);
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// Check if the line is more horizontal than vertical
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if(dxabs >= dyabs)
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{
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for(i = 0; i < dxabs; i++)
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{
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y += dyabs;
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if(y >= dxabs)
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{
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y -= dxabs;
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py += sdy;
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}
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px += sdx;
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// Draw pixel
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DrawPixelAlpha(px, py, c);
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}
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}
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// Else the line is more vertical than horizontal
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else
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{
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for(i = 0; i < dyabs; i++)
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{
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x += dxabs;
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if(x >= dyabs)
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{
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x -= dyabs;
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px += sdx;
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}
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py += sdy;
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// Draw pixel
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DrawPixelAlpha(px, py, c);
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}
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}
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}
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// This draws a line normally
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// See: http://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
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private void DrawLineSolid(int x1, int y1, int x2, int y2, PixelColor c)
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{
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int i;
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// Check if the line is outside the screen for sure.
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// This is quickly done by checking in which area both points are. When this
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// is above, below, right or left of the screen, then skip drawing the line.
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if(((x1 < 0) && (x2 < 0)) ||
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((x1 > width) && (x2 > width)) ||
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((y1 < 0) && (y2 < 0)) ||
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((y1 > height) && (y2 > height))) return;
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// Distance of the line
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int dx = x2 - x1;
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int dy = y2 - y1;
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// Positive (absolute) distance
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int dxabs = Math.Abs(dx);
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int dyabs = Math.Abs(dy);
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// Half distance
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int x = dyabs >> 1;
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int y = dxabs >> 1;
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// Direction
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int sdx = Math.Sign(dx);
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int sdy = Math.Sign(dy);
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// Start position
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int px = x1;
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int py = y1;
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// Draw first pixel
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DrawPixelSolid(px, py, c);
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// Check if the line is more horizontal than vertical
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if(dxabs >= dyabs)
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{
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for(i = 0; i < dxabs; i++)
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{
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y += dyabs;
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if(y >= dxabs)
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{
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y -= dxabs;
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py += sdy;
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}
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px += sdx;
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// Draw pixel
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DrawPixelSolid(px, py, c);
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}
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}
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// Else the line is more vertical than horizontal
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else
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{
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for(i = 0; i < dyabs; i++)
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{
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x += dxabs;
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if(x >= dyabs)
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{
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x -= dyabs;
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px += sdx;
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}
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py += sdy;
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// Draw pixel
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DrawPixelSolid(px, py, c);
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}
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}
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}
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#endregion
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#region ================== Map Rendering
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// This renders a set of Linedefs
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public unsafe void RenderLinedefs(MapSet map, ICollection<Linedef> linedefs)
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{
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Vector2D voffset = new Vector2D(-offsetx + (width * 0.5f) / scale, -offsety - (height * 0.5f) / scale);
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Vector2D vscale = new Vector2D(scale, -scale);
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PixelColor c = PixelColor.FromColor(Color.SkyBlue);
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Vector2D v1, v2;
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// Go for all linedefs
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foreach(Linedef l in linedefs)
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{
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// Transform vertex coordinates
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v1 = l.Start.Position.GetTransformed(voffset, vscale);
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v2 = l.End.Position.GetTransformed(voffset, vscale);
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// Draw line
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DrawLineSolid((int)v1.x, (int)v1.y, (int)v2.x, (int)v2.y, c);
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}
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}
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// This renders a set of Linedefs
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public void RenderVertices(MapSet map, ICollection<Vertex> vertices)
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{
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Vector2D nv;
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Vector2D voffset = new Vector2D(-offsetx + (width * 0.5f) / scale, -offsety - (height * 0.5f) / scale);
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Vector2D vscale = new Vector2D(scale, -scale);
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PixelColor c = PixelColor.FromInt(-1);
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int x, y;
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// Go for all vertices
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foreach(Vertex v in vertices)
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{
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// Transform vertex coordinates
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nv = v.Position.GetTransformed(voffset, vscale);
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x = (int)nv.x;
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y = (int)nv.y;
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// Draw pixel here
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DrawPixelSolid(x, y, c);
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DrawPixelSolid(x + 1, y, c);
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DrawPixelSolid(x, y + 1, c);
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DrawPixelSolid(x - 1, y, c);
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DrawPixelSolid(x, y - 1, c);
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DrawPixelSolid(x + 1, y - 1, c);
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DrawPixelSolid(x + 1, y + 1, c);
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DrawPixelSolid(x - 1, y - 1, c);
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DrawPixelSolid(x - 1, y + 1, c);
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}
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}
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#endregion
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}
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}
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