UltimateZoneBuilder/Source/Rendering/Renderer2D.cs
2007-10-08 14:29:31 +00:00

439 lines
10 KiB
C#

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