UltimateZoneBuilder/Source/Core/Rendering/SurfaceUpdate.cs
Xaser Acheron 184c13a563
Automap Mode: improved support for GZDoom (#876)
- A new "Show Textures" option up on the top bar, which draws any sector not flagged to be hidden on the textured automap
- Holding Shift will highlight sectors instead of lines
- Left-clicking on a highlighted sector will toggle the "Not shown on textured automap" flag
- Textures will be shown when Shift is held down even if the "Show Textures" toggle is off
2023-05-01 09:32:09 +02:00

59 lines
1.6 KiB
C#
Executable file

#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
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
// This contains information to update surface entries with. This may exceed the maximum number
// of sector vertices, the surface manager will take care of splitting it up in several SurfaceEntries.
internal class SurfaceUpdate
{
public readonly int numvertices;
// Sector geometry (local copy used to quickly refill buffers)
// The sector must set these!
public FlatVertex[] floorvertices;
public FlatVertex[] ceilvertices;
// Sector images
// The sector must set these!
public long floortexture;
public long ceiltexture;
// Sector flags
public bool hidden;
//
public double desaturation;
// Constructor
internal SurfaceUpdate(int numvertices, bool updatefloor, bool updateceiling)
{
this.numvertices = numvertices;
this.floortexture = 0;
this.ceiltexture = 0;
this.floorvertices = (updatefloor ? new FlatVertex[numvertices] : null);
this.ceilvertices = (updateceiling ? new FlatVertex[numvertices] : null);
this.hidden = false;
this.desaturation = 0f;
}
}
}