UltimateZoneBuilder/Source/Core/VisualModes/VisualSector.cs
MaxED deb65258ae Added, Visual mode, GLDEFS, GLOOME: subtractive glow is now supported.
Changed, Visual mode: changed thing fog calculation logic. Should be closer to GZDoom now.
Fixed, GLDEFS parser: "height" texture parameter was not treated as optional.
Fixed, text lump parsers: in some cases incorrect line number was displayed in error and warning messages.
Fixed, Visual mode: glow effect was not applied to sectors with 3 sidedefs.
Fixed, Visual mode: in some cases glow effect was not updated when replacing textures. 
Fixed, general interface: "Full Brightness" button state was not updated during map loading.
Fixed, Drag Linedefs/Vertices/Sectors/Things modes: positions of line length labels were not updated while panning the view.
Cosmetic: added a bunch of new icons.
Cosmetic: changed Visual mode crosshair.
2015-08-27 20:46:49 +00:00

211 lines
5.6 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.Collections.Generic;
using CodeImp.DoomBuilder.Map;
using SlimDX.Direct3D9;
using SlimDX;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.VisualModes
{
public class VisualSector : ID3DResource
{
#region ================== Constants
public const float MAXIMUM_FOG_DISTANCE = 2805f; //mxd. 255 * 11. Straight from GZDoom source.
#endregion
#region ================== Variables
// Geometry
private List<VisualGeometry> fixedgeometry;
private List<VisualGeometry> allgeometry;
private Dictionary<Sidedef, List<VisualGeometry>> sidedefgeometry;
private VertexBuffer geobuffer;
private bool updategeo;
//mxd. Rendering
protected float fogdistance; // Distance, at which fog color completely replaces texture color of this thing
// Original sector
private Sector sector;
// Disposing
private bool isdisposed;
#endregion
#region ================== Properties
internal List<VisualGeometry> FixedGeometry { get { return fixedgeometry; } }
internal List<VisualGeometry> AllGeometry { get { return allgeometry; } }
internal VertexBuffer GeometryBuffer { get { return geobuffer; } }
internal bool NeedsUpdateGeo { get { return updategeo; } set { updategeo |= value; } }
public float FogDistance { get { return fogdistance; } } //mxd
public bool IsDisposed { get { return isdisposed; } }
public Sector Sector { get { return sector; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public VisualSector(Sector s)
{
// Initialize
this.sector = s;
allgeometry = new List<VisualGeometry>();
fixedgeometry = new List<VisualGeometry>();
sidedefgeometry = new Dictionary<Sidedef, List<VisualGeometry>>();
this.sector.UpdateFogColor(); //mxd
// Register as resource
General.Map.Graphics.RegisterResource(this);
}
// Disposer
public virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
if(geobuffer != null) geobuffer.Dispose();
geobuffer = null;
// Unregister resource
General.Map.Graphics.UnregisterResource(this);
// Done
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This is called before a device is reset
// (when resized or display adapter was changed)
public virtual void UnloadResource()
{
// Trash geometry buffer
if(geobuffer != null) geobuffer.Dispose();
geobuffer = null;
updategeo = true;
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public virtual void ReloadResource()
{
// Make new geometry
//Update();
}
//mxd. Added to allow to properly update visual geometry from plugins
public virtual void UpdateSectorData() { }
public virtual void UpdateSectorGeometry(bool includeneighbours) { }
// This updates the visual sector
public void Update()
{
int numverts = 0;
int v = 0;
// Trash geometry buffer
if(geobuffer != null) geobuffer.Dispose();
geobuffer = null;
// Count the number of vertices there are
foreach(VisualGeometry g in allgeometry) if(g.Vertices != null) numverts += g.Vertices.Length;
// Any vertics?
if(numverts > 0)
{
// Make a new buffer
geobuffer = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * numverts,
Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
// Fill the buffer
DataStream bufferstream = geobuffer.Lock(0, WorldVertex.Stride * numverts, LockFlags.Discard);
foreach(VisualGeometry g in allgeometry)
{
if((g.Vertices != null) && (g.Vertices.Length > 0))
{
bufferstream.WriteRange(g.Vertices);
g.VertexOffset = v;
v += g.Vertices.Length;
}
}
geobuffer.Unlock();
bufferstream.Dispose();
}
this.sector.UpdateFogColor(); //mxd
// Done
updategeo = false;
}
/// <summary>
/// This adds geometry for this sector. If the geometry inherits from VisualSidedef then it
/// will be added to the SidedefGeometry, otherwise it will be added as FixedGeometry.
/// </summary>
public void AddGeometry(VisualGeometry geo)
{
updategeo = true;
allgeometry.Add(geo);
if(geo.Sidedef != null)
{
if(!sidedefgeometry.ContainsKey(geo.Sidedef))
sidedefgeometry[geo.Sidedef] = new List<VisualGeometry>(3);
sidedefgeometry[geo.Sidedef].Add(geo);
}
else
{
fixedgeometry.Add(geo);
}
}
/// <summary>
/// This removes all geometry.
/// </summary>
public void ClearGeometry()
{
allgeometry.Clear();
fixedgeometry.Clear();
sidedefgeometry.Clear();
updategeo = true;
}
// This gets the geometry list for the specified sidedef
public List<VisualGeometry> GetSidedefGeometry(Sidedef sd)
{
if(sidedefgeometry.ContainsKey(sd)) return sidedefgeometry[sd];
return new List<VisualGeometry>();
}
#endregion
}
}