mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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152 lines
3.8 KiB
C#
152 lines
3.8 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 CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal abstract class Renderer : ID3DResource
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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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// Graphics
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protected D3DDevice graphics;
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// Disposing
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protected bool isdisposed = false;
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#endregion
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#region ================== Properties
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// Disposing
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public bool IsDisposed { get { return isdisposed; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal Renderer(D3DDevice g)
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{
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// Initialize
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this.graphics = g;
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// Register as resource
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g.RegisterResource(this);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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internal virtual 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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// Unregister resource
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graphics.UnregisterResource(this);
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// Done
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graphics = null;
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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// This calculates the sector brightness level
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public int CalculateBrightness(int level)
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{
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float flevel = level;
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// Simulat doom light levels
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if((level < 192) && General.Map.Config.DoomLightLevels)
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flevel = (192.0f - (float)(192 - level) * 1.5f);
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byte blevel = (byte)General.Clamp((int)flevel, 0, 255);
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PixelColor c = new PixelColor(255, blevel, blevel, blevel);
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return c.ToInt();
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}
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//mxd. This calculates wall brightness level with doom-style shading
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public int CalculateBrightness(int level, Sidedef sd) {
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if(level < 253 && sd != null) {
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bool evenlighting = General.Map.Data.MapInfo.EvenLighting;
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bool smoothlighting = General.Map.Data.MapInfo.SmoothLighting;
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//check for possiburu UDMF overrides
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if(General.Map.UDMF) {
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if(sd.IsFlagSet("lightabsolute") && sd.Fields.ContainsKey("light")) {
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evenlighting = true;
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} else {
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if(sd.IsFlagSet("nofakecontrast"))
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evenlighting = true;
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if(sd.IsFlagSet("smoothlighting"))
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smoothlighting = true;
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}
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}
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if(!evenlighting) {
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//all walls are shaded by their angle
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if(smoothlighting) {
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float ammount = Math.Abs((float)Math.Sin(sd.Angle));
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int hAmmount = (int)((1.0f - ammount) * General.Map.Data.MapInfo.HorizWallShade);
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int vAmmount = (int)(ammount * General.Map.Data.MapInfo.VertWallShade);
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level = General.Clamp(level - hAmmount - vAmmount, 0, 255);
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} else { //only horizontal/verticel walls are shaded
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int angle = (int)Angle2D.RadToDeg(sd.Angle);
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//horizontal wall
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if(angle == 270 || angle == 90) {
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level = General.Clamp(level + General.Map.Data.MapInfo.HorizWallShade, 0, 255);
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//vertical wall
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} else if(angle == 0 || angle == 180) {
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level = General.Clamp(level + General.Map.Data.MapInfo.VertWallShade, 0, 255);
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}
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}
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}
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}
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return CalculateBrightness(level);
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}
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// This is called when the graphics need to be reset
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public virtual void Reset() { }
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// For DirectX resources
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public virtual void UnloadResource() { }
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public virtual void ReloadResource() { }
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#endregion
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}
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}
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