UltimateZoneBuilder/Source/Core/Rendering/Renderer2D.cs
MaxED dddb1bbfa8 Added, Game configurations: added "targetclasses" argument property. Can be used with argument type 14 (Thing Tag). When set, only things of given classes will be shown in the argument dropdown list in Edit Things window.
Changed, Classic modes: when "Fixed Things Scale" option is enabled, things will now switch to fixed size rendering mode when their visible size is less than 48 pixels.
Changed, Classic modes: changed the fixed size of things with FixedSize setting to 28 pixels.
Updated documentation ("targetclasses" argument property).
2016-04-04 12:09:38 +00:00

2127 lines
74 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.Generic;
using System.Drawing;
using CodeImp.DoomBuilder.Map;
using SlimDX.Direct3D9;
using SlimDX;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.GZBuilder.Data; //mxd
using CodeImp.DoomBuilder.GZBuilder.Geometry; //mxd
using CodeImp.DoomBuilder.Config; //mxd
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
/* This renders a 2D presentation of the map. This is done in several
* layers which each are optimized for a different purpose. Set the
* PresentationLayer(s) to specify how to present these layers.
*/
internal sealed class Renderer2D : Renderer, IRenderer2D
{
#region ================== Constants
private const float FSAA_FACTOR = 0.6f;
private const int MAP_CENTER_SIZE = 16; //mxd
private const float THING_ARROW_SIZE = 1.4f;
//private const float THING_ARROW_SHRINK = 2f;
//private const float THING_CIRCLE_SIZE = 1f;
private const float THING_SPRITE_SHRINK = 2f;
private const int THING_BUFFER_SIZE = 100;
private const float MINIMUM_THING_RADIUS = 1.5f; //mxd
private const float MINIMUM_SPRITE_RADIUS = 8.0f; //mxd
private const float FIXED_THING_SIZE = 48.0f; //mxd
internal const int NUM_VIEW_MODES = 4;
#endregion
#region ================== Variables
// Rendertargets
private Texture backtex;
private Texture plottertex;
private Texture thingstex;
private Texture overlaytex;
private Texture surfacetex;
// Locking data
private DataRectangle plotlocked;
private Surface targetsurface;
// Rendertarget sizes
private Size windowsize;
private Size structsize;
private Size thingssize;
private Size overlaysize;
private Size backsize;
// Geometry plotter
private Plotter plotter;
// Vertices to present the textures
private VertexBuffer screenverts;
private FlatVertex[] backimageverts;
// Batch buffer for things rendering
private VertexBuffer thingsvertices;
// Render settings
private int vertexsize;
private RenderLayers renderlayer = RenderLayers.None;
// Surfaces
private SurfaceManager surfaces;
// View settings (world coordinates)
private ViewMode viewmode;
private float scale;
private float scaleinv;
private float offsetx;
private float offsety;
private float translatex;
private float translatey;
private float linenormalsize;
private float minlinelength; //mxd. Linedef should be longer than this to be rendered
private float minlinenormallength; //mxd. Linedef direction indicator should be longer than this to be rendered
private float lastgridscale = -1f;
private int lastgridsize;
private float lastgridx;
private float lastgridy;
private RectangleF viewport;
private RectangleF yviewport;
// Presentation
private Presentation present;
#endregion
#region ================== Properties
public float OffsetX { get { return offsetx; } }
public float OffsetY { get { return offsety; } }
public float TranslateX { get { return translatex; } }
public float TranslateY { get { return translatey; } }
public float Scale { get { return scale; } }
public int VertexSize { get { return vertexsize; } }
public ViewMode ViewMode { get { return viewmode; } }
public SurfaceManager Surfaces { get { return surfaces; } }
public RectangleF Viewport { get { return viewport; } } //mxd
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Renderer2D(D3DDevice graphics) : base(graphics)
{
// Create surface manager
surfaces = new SurfaceManager();
// Create rendertargets
CreateRendertargets();
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Destroy rendertargets
DestroyRendertargets();
// Dispose surface manager
surfaces.Dispose();
// Done
base.Dispose();
}
}
#endregion
#region ================== Presenting
// This sets the presentation to use
public void SetPresentation(Presentation present)
{
this.present = new Presentation(present);
}
// This draws the image on screen
public unsafe void Present()
{
General.Plugins.OnPresentDisplayBegin();
// Start drawing
if(graphics.StartRendering(true, General.Colors.Background.ToColorValue(), graphics.BackBuffer, graphics.DepthBuffer))
{
// Renderstates that count for this whole sequence
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.FogEnable, false);
graphics.Device.SetStreamSource(0, screenverts, 0, sizeof(FlatVertex));
graphics.Device.SetTransform(TransformState.World, Matrix.Identity);
graphics.Shaders.Display2D.Begin();
// Go for all layers
foreach(PresentLayer layer in present.layers)
{
int aapass;
// Set blending mode
switch(layer.blending)
{
case BlendingMode.None:
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
break;
case BlendingMode.Mask:
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, true);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
break;
case BlendingMode.Alpha:
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
graphics.Device.SetRenderState(RenderState.TextureFactor, (new Color4(layer.alpha, 1f, 1f, 1f)).ToArgb());
break;
case BlendingMode.Additive:
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.One);
graphics.Device.SetRenderState(RenderState.TextureFactor, (new Color4(layer.alpha, 1f, 1f, 1f)).ToArgb());
break;
}
// Check which pass to use
if(layer.antialiasing && General.Settings.QualityDisplay) aapass = 0; else aapass = 1;
// Render layer
switch(layer.layer)
{
// BACKGROUND
case RendererLayer.Background:
if((backimageverts == null) || (General.Map.Grid.Background.Texture == null)) break;
graphics.Shaders.Display2D.Texture1 = General.Map.Grid.Background.Texture;
graphics.Shaders.Display2D.SetSettings(1f / windowsize.Width, 1f / windowsize.Height, FSAA_FACTOR, layer.alpha, false);
graphics.Shaders.Display2D.BeginPass(aapass);
graphics.Device.DrawUserPrimitives(PrimitiveType.TriangleStrip, 0, 2, backimageverts);
graphics.Shaders.Display2D.EndPass();
graphics.Device.SetStreamSource(0, screenverts, 0, sizeof(FlatVertex));
break;
// GRID
case RendererLayer.Grid:
graphics.Shaders.Display2D.Texture1 = backtex;
graphics.Shaders.Display2D.SetSettings(1f / backsize.Width, 1f / backsize.Height, FSAA_FACTOR, layer.alpha, false);
graphics.Shaders.Display2D.BeginPass(aapass);
graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
graphics.Shaders.Display2D.EndPass();
break;
// GEOMETRY
case RendererLayer.Geometry:
graphics.Shaders.Display2D.Texture1 = plottertex;
graphics.Shaders.Display2D.SetSettings(1f / structsize.Width, 1f / structsize.Height, FSAA_FACTOR, layer.alpha, false);
graphics.Shaders.Display2D.BeginPass(aapass);
graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
graphics.Shaders.Display2D.EndPass();
break;
// THINGS
case RendererLayer.Things:
graphics.Shaders.Display2D.Texture1 = thingstex;
graphics.Shaders.Display2D.SetSettings(1f / thingssize.Width, 1f / thingssize.Height, FSAA_FACTOR, layer.alpha, false);
graphics.Shaders.Display2D.BeginPass(aapass);
graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
graphics.Shaders.Display2D.EndPass();
break;
// OVERLAY
case RendererLayer.Overlay:
graphics.Shaders.Display2D.Texture1 = overlaytex;
graphics.Shaders.Display2D.SetSettings(1f / overlaysize.Width, 1f / overlaysize.Height, FSAA_FACTOR, layer.alpha, false);
graphics.Shaders.Display2D.BeginPass(aapass);
graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
graphics.Shaders.Display2D.EndPass();
break;
// SURFACE
case RendererLayer.Surface:
graphics.Shaders.Display2D.Texture1 = surfacetex;
graphics.Shaders.Display2D.SetSettings(1f / overlaysize.Width, 1f / overlaysize.Height, FSAA_FACTOR, layer.alpha, false);
graphics.Shaders.Display2D.BeginPass(aapass);
graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
graphics.Shaders.Display2D.EndPass();
break;
}
}
// Done
graphics.Shaders.Display2D.End();
graphics.FinishRendering();
graphics.Present();
// Release binds
graphics.Shaders.Display2D.Texture1 = null;
graphics.Device.SetStreamSource(0, null, 0, 0);
}
else
{
// Request delayed redraw
General.MainWindow.DelayedRedraw();
}
}
#endregion
#region ================== Management
// This is called before a device is reset
// (when resized or display adapter was changed)
public override void UnloadResource()
{
// Destroy rendertargets
DestroyRendertargets();
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public override void ReloadResource()
{
// Re-create rendertargets
CreateRendertargets();
}
// This resets the graphics
/*public override void Reset()
{
UnloadResource();
ReloadResource();
}*/
// This destroys the rendertargets
public void DestroyRendertargets()
{
// Trash rendertargets
if(plottertex != null) plottertex.Dispose();
if(thingstex != null) thingstex.Dispose();
if(overlaytex != null) overlaytex.Dispose();
if(surfacetex != null) surfacetex.Dispose();
if(backtex != null) backtex.Dispose();
if(screenverts != null) screenverts.Dispose();
plottertex = null;
thingstex = null;
backtex = null;
screenverts = null;
overlaytex = null;
surfacetex = null;
// Trash things batch buffer
if(thingsvertices != null) thingsvertices.Dispose();
thingsvertices = null;
lastgridscale = -1f;
lastgridsize = 0;
}
// Allocates new image memory to render on
public unsafe void CreateRendertargets()
{
// Destroy rendertargets
DestroyRendertargets();
// Get new width and height
windowsize.Width = graphics.RenderTarget.ClientSize.Width;
windowsize.Height = graphics.RenderTarget.ClientSize.Height;
// Create rendertargets textures
plottertex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
thingstex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
backtex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
overlaytex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
surfacetex = new Texture(graphics.Device, windowsize.Width, windowsize.Height, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
// Get the real surface sizes
SurfaceDescription sd = plottertex.GetLevelDescription(0);
structsize.Width = sd.Width;
structsize.Height = sd.Height;
sd = thingstex.GetLevelDescription(0);
thingssize.Width = sd.Width;
thingssize.Height = sd.Height;
sd = backtex.GetLevelDescription(0);
backsize.Width = sd.Width;
backsize.Height = sd.Height;
sd = overlaytex.GetLevelDescription(0);
overlaysize.Width = sd.Width;
overlaysize.Height = sd.Height;
// Clear rendertargets
// This may cause a crash when resetting because it recursively
// calls Reset in the Start functions and doesn't get to Finish
//StartPlotter(true); Finish();
//StartThings(true); Finish();
//StartOverlay(true); Finish();
graphics.ClearRendertarget(General.Colors.Background.WithAlpha(0).ToColorValue(), thingstex.GetSurfaceLevel(0), null);
graphics.ClearRendertarget(General.Colors.Background.WithAlpha(0).ToColorValue(), overlaytex.GetSurfaceLevel(0), null);
// Create vertex buffers
screenverts = new VertexBuffer(graphics.Device, 4 * sizeof(FlatVertex), Usage.Dynamic | Usage.WriteOnly, VertexFormat.None, Pool.Default);
thingsvertices = new VertexBuffer(graphics.Device, THING_BUFFER_SIZE * 12 * sizeof(FlatVertex), Usage.Dynamic | Usage.WriteOnly, VertexFormat.None, Pool.Default);
// Make screen vertices
DataStream stream = screenverts.Lock(0, 4 * sizeof(FlatVertex), LockFlags.Discard | LockFlags.NoSystemLock);
FlatVertex[] verts = CreateScreenVerts(structsize);
stream.WriteRange(verts);
screenverts.Unlock();
stream.Dispose();
// Force update of view
lastgridscale = -1f;
lastgridsize = 0;
lastgridx = 0.0f;
lastgridy = 0.0f;
UpdateTransformations();
}
// This makes screen vertices for display
private static FlatVertex[] CreateScreenVerts(Size texturesize)
{
FlatVertex[] screenverts = new FlatVertex[4];
screenverts[0].x = 0.5f;
screenverts[0].y = 0.5f;
screenverts[0].c = -1;
screenverts[0].u = 1f / texturesize.Width;
screenverts[0].v = 1f / texturesize.Height;
screenverts[1].x = texturesize.Width - 1.5f;
screenverts[1].y = 0.5f;
screenverts[1].c = -1;
screenverts[1].u = 1f - 1f / texturesize.Width;
screenverts[1].v = 1f / texturesize.Height;
screenverts[2].x = 0.5f;
screenverts[2].y = texturesize.Height - 1.5f;
screenverts[2].c = -1;
screenverts[2].u = 1f / texturesize.Width;
screenverts[2].v = 1f - 1f / texturesize.Height;
screenverts[3].x = texturesize.Width - 1.5f;
screenverts[3].y = texturesize.Height - 1.5f;
screenverts[3].c = -1;
screenverts[3].u = 1f - 1f / texturesize.Width;
screenverts[3].v = 1f - 1f / texturesize.Height;
return screenverts;
}
#endregion
#region ================== View
// This changes view mode
public void SetViewMode(ViewMode mode)
{
viewmode = mode;
}
// This changes view position
public void PositionView(float x, float y)
{
// Change position in world coordinates
offsetx = x;
offsety = y;
UpdateTransformations();
}
// This changes zoom
public void ScaleView(float scale)
{
// Change zoom scale
this.scale = scale;
UpdateTransformations();
// Show zoom on main window
General.MainWindow.UpdateZoom(scale);
}
// This updates some maths
private void UpdateTransformations()
{
scaleinv = 1f / scale;
translatex = -offsetx + (windowsize.Width * 0.5f) * scaleinv;
translatey = -offsety - (windowsize.Height * 0.5f) * scaleinv;
linenormalsize = 10f * scaleinv;
minlinelength = linenormalsize * 0.0625f; //mxd
minlinenormallength = linenormalsize * 2f; //mxd
vertexsize = (int)(1.7f * General.Settings.GZVertexScale2D * scale + 0.5f); //mxd. added GZVertexScale2D
if(vertexsize < 0) vertexsize = 0;
if(vertexsize > 4) vertexsize = 4;
Matrix scaling = Matrix.Scaling((1f / windowsize.Width) * 2f, (1f / windowsize.Height) * -2f, 1f);
Matrix translate = Matrix.Translation(-(float)windowsize.Width * 0.5f, -(float)windowsize.Height * 0.5f, 0f);
graphics.Device.SetTransform(TransformState.View, translate * scaling);
graphics.Device.SetTransform(TransformState.Projection, Matrix.Identity);
Vector2D lt = DisplayToMap(new Vector2D(0.0f, 0.0f));
Vector2D rb = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height));
viewport = new RectangleF(lt.x, lt.y, rb.x - lt.x, rb.y - lt.y);
yviewport = new RectangleF(lt.x, rb.y, rb.x - lt.x, lt.y - rb.y);
}
// This sets the world matrix for transformation
private void SetWorldTransformation(bool transform)
{
if(transform)
{
Matrix translate = Matrix.Translation(translatex, translatey, 0f);
Matrix scaling = Matrix.Scaling(scale, -scale, 1f);
graphics.Device.SetTransform(TransformState.World, translate * scaling);
}
else
{
graphics.Device.SetTransform(TransformState.World, Matrix.Identity);
}
}
/// <summary>
/// This unprojects display coordinates (screen space) to map coordinates
/// </summary>
public Vector2D DisplayToMap(Vector2D mousepos)
{
return mousepos.GetInvTransformed(-translatex, -translatey, scaleinv, -scaleinv);
}
/// <summary>
/// This projects map coordinates to display coordinates (screen space)
/// </summary>
public Vector2D MapToDisplay(Vector2D mappos)
{
return mappos.GetTransformed(translatex, translatey, scale, -scale);
}
#endregion
#region ================== Colors
// This returns the color for a thing
public PixelColor DetermineThingColor(Thing t)
{
// Determine color
if(t.Selected) return General.Colors.Selection;
//mxd. If thing is light, set it's color to light color:
if(Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, t.Type) != -1)
{
if(t.Type == 1502) //vavoom light
return new PixelColor(255, 255, 255, 255);
if(t.Type == 1503) //vavoom colored light
return new PixelColor(255, (byte)t.Args[1], (byte)t.Args[2], (byte)t.Args[3]);
return new PixelColor(255, (byte)t.Args[0], (byte)t.Args[1], (byte)t.Args[2]);
}
return t.Color;
}
// This returns the color for a vertex
public int DetermineVertexColor(Vertex v)
{
// Determine color
if(v.Selected) return ColorCollection.SELECTION;
return ColorCollection.VERTICES;
}
// This returns the color for a linedef
public PixelColor DetermineLinedefColor(Linedef l)
{
if(l.Selected) return General.Colors.Selection;
//mxd. Impassable lines
if(l.ImpassableFlag)
{
if(l.ColorPresetIndex != -1)
return General.Map.ConfigSettings.LinedefColorPresets[l.ColorPresetIndex].Color;
return General.Colors.Linedefs;
}
//mxd. Passable lines
if(l.ColorPresetIndex != -1)
return General.Map.ConfigSettings.LinedefColorPresets[l.ColorPresetIndex].Color.WithAlpha(General.Settings.DoubleSidedAlphaByte);
return General.Colors.Linedefs.WithAlpha(General.Settings.DoubleSidedAlphaByte);
}
//mxd. This collects indices of linedefs, which are parts of sectors with 3d floors
public void UpdateExtraFloorFlag()
{
HashSet<int> tags = new HashSet<int>();
//find lines with 3d floor action and collect sector tags
foreach(Linedef l in General.Map.Map.Linedefs)
{
if(l.Action == 160)
{
int sectortag = (General.Map.UDMF || (l.Args[1] & 8) != 0) ? l.Args[0] : l.Args[0] + (l.Args[4] << 8);
if(sectortag != 0 && !tags.Contains(sectortag)) tags.Add(sectortag);
}
}
//find lines, which are related to sectors with 3d floors, and collect their valuable indices
foreach(Linedef l in General.Map.Map.Linedefs)
{
if(l.Front != null && l.Front.Sector != null && l.Front.Sector.Tag != 0 && tags.Overlaps(l.Front.Sector.Tags))
{
l.ExtraFloorFlag = true;
continue;
}
if(l.Back != null && l.Back.Sector != null && l.Back.Sector.Tag != 0 && tags.Overlaps(l.Back.Sector.Tags))
{
l.ExtraFloorFlag = true;
continue;
}
l.ExtraFloorFlag = false;
}
}
#endregion
#region ================== Start / Finish
// This begins a drawing session
public unsafe bool StartPlotter(bool clear)
{
if(renderlayer != RenderLayers.None)
{
#if DEBUG
throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
#else
return false; //mxd. Can't render. Most probably because previous frame or render layer wasn't finished yet.
#endif
}
renderlayer = RenderLayers.Plotter;
// Rendertargets available?
if(plottertex != null)
{
// Lock structures rendertarget memory
plotlocked = plottertex.LockRectangle(0, LockFlags.NoSystemLock);
// Create structures plotter
plotter = new Plotter((PixelColor*)plotlocked.Data.DataPointer.ToPointer(), plotlocked.Pitch / sizeof(PixelColor), structsize.Height, structsize.Width, structsize.Height);
// Redraw grid when structures image was cleared
if(clear)
{
plotter.Clear();
RenderBackgroundGrid();
SetupBackground();
}
// Ready for rendering
UpdateTransformations();
return true;
}
// Can't render!
Finish();
return false;
}
// This begins a drawing session
public bool StartThings(bool clear)
{
if(renderlayer != RenderLayers.None)
{
#if DEBUG
throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
#else
return false; //mxd. Can't render. Most probably because previous frame or render layer wasn't finished yet.
#endif
}
renderlayer = RenderLayers.Things;
// Rendertargets available?
if(thingstex != null)
{
// Set the rendertarget to the things texture
targetsurface = thingstex.GetSurfaceLevel(0);
if(graphics.StartRendering(clear, General.Colors.Background.WithAlpha(0).ToColorValue(), targetsurface, null))
{
// Ready for rendering
UpdateTransformations();
return true;
}
// Can't render!
Finish();
return false;
}
// Can't render!
Finish();
return false;
}
// This begins a drawing session
public bool StartOverlay(bool clear)
{
if(renderlayer != RenderLayers.None)
{
#if DEBUG
throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
#else
return false; //mxd. Can't render. Most probably because previous frame or render layer wasn't finished yet.
#endif
}
renderlayer = RenderLayers.Overlay;
// Rendertargets available?
if(overlaytex != null)
{
// Set the rendertarget to the things texture
targetsurface = overlaytex.GetSurfaceLevel(0);
if(graphics.StartRendering(clear, General.Colors.Background.WithAlpha(0).ToColorValue(), targetsurface, null))
{
// Ready for rendering
UpdateTransformations();
return true;
}
// Can't render!
Finish();
return false;
}
// Can't render!
Finish();
return false;
}
// This ends a drawing session
public void Finish()
{
// Clean up plotter
if(renderlayer == RenderLayers.Plotter)
{
if(plottertex != null) plottertex.UnlockRectangle(0);
if(plotlocked.Data != null) plotlocked.Data.Dispose();
plotter = null;
}
// Clean up things / overlay
if((renderlayer == RenderLayers.Things) || (renderlayer == RenderLayers.Overlay) || (renderlayer == RenderLayers.Surface))
{
// Stop rendering
graphics.FinishRendering();
// Release rendertarget
try
{
graphics.Device.DepthStencilSurface = graphics.DepthBuffer;
graphics.Device.SetRenderTarget(0, graphics.BackBuffer);
}
catch(Exception) { }
if(targetsurface != null) targetsurface.Dispose();
targetsurface = null;
}
// Done
renderlayer = RenderLayers.None;
}
#endregion
#region ================== Background
// This sets up background image vertices
private void SetupBackground()
{
// Only if a background image is set
if((General.Map.Grid.Background != null) && !(General.Map.Grid.Background is UnknownImage))
{
Vector2D backoffset = new Vector2D(General.Map.Grid.BackgroundX, General.Map.Grid.BackgroundY);
Vector2D backimagesize = new Vector2D(General.Map.Grid.Background.ScaledWidth, General.Map.Grid.Background.ScaledHeight);
Vector2D backimagescale = new Vector2D(General.Map.Grid.BackgroundScaleX, General.Map.Grid.BackgroundScaleY);
// Scale the background image size
backimagesize *= backimagescale;
// Make vertices
backimageverts = CreateScreenVerts(windowsize);
// Determine map coordinates for view window
Vector2D ltpos = DisplayToMap(new Vector2D(0f, 0f));
Vector2D rbpos = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height));
// Offset by given background offset
ltpos -= backoffset;
rbpos -= backoffset;
// Calculate UV coordinates
// NOTE: backimagesize.y is made negative to match Doom's coordinate system
backimageverts[0].u = ltpos.x / backimagesize.x;
backimageverts[0].v = ltpos.y / -backimagesize.y;
backimageverts[1].u = rbpos.x / backimagesize.x;
backimageverts[1].v = ltpos.y / -backimagesize.y;
backimageverts[2].u = ltpos.x / backimagesize.x;
backimageverts[2].v = rbpos.y / -backimagesize.y;
backimageverts[3].u = rbpos.x / backimagesize.x;
backimageverts[3].v = rbpos.y / -backimagesize.y;
}
else
{
// No background image
backimageverts = null;
}
}
// This renders all grid
private unsafe void RenderBackgroundGrid()
{
// Do we need to redraw grid?
if((lastgridsize != General.Map.Grid.GridSize) || (lastgridscale != scale) ||
(lastgridx != offsetx) || (lastgridy != offsety))
{
// Lock background rendertarget memory
DataRectangle lockedrect = backtex.LockRectangle(0, LockFlags.NoSystemLock);
// Create a plotter
Plotter gridplotter = new Plotter((PixelColor*)lockedrect.Data.DataPointer.ToPointer(), lockedrect.Pitch / sizeof(PixelColor), backsize.Height, backsize.Width, backsize.Height);
gridplotter.Clear();
if(General.Settings.RenderGrid) //mxd
{
// Render normal grid
RenderGrid(General.Map.Grid.GridSize, General.Colors.Grid, gridplotter);
// Render 64 grid
if(General.Map.Grid.GridSize <= 64) RenderGrid(64f, General.Colors.Grid64, gridplotter);
}
else
{
//mxd. Render map format bounds
Vector2D tl = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary).GetTransformed(translatex, translatey, scale, -scale);
Vector2D rb = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary).GetTransformed(translatex, translatey, scale, -scale);
PixelColor g = General.Colors.Grid64;
gridplotter.DrawGridLineH((int)tl.y, (int)tl.x, (int)rb.x, ref g);
gridplotter.DrawGridLineH((int)rb.y, (int)tl.x, (int)rb.x, ref g);
gridplotter.DrawGridLineV((int)tl.x, (int)tl.y, (int)rb.y, ref g);
gridplotter.DrawGridLineV((int)rb.x, (int)tl.y, (int)rb.y, ref g);
}
//mxd. Render center of map
Vector2D center = new Vector2D().GetTransformed(translatex, translatey, scale, -scale);
int cx = (int)center.x;
int cy = (int)center.y;
PixelColor c = General.Colors.Highlight;
gridplotter.DrawLineSolid(cx, cy + MAP_CENTER_SIZE, cx, cy - MAP_CENTER_SIZE, ref c);
gridplotter.DrawLineSolid(cx - MAP_CENTER_SIZE, cy, cx + MAP_CENTER_SIZE, cy, ref c);
// Done
backtex.UnlockRectangle(0);
lockedrect.Data.Dispose();
lastgridscale = scale;
lastgridsize = General.Map.Grid.GridSize;
lastgridx = offsetx;
lastgridy = offsety;
}
}
// This renders the grid
private void RenderGrid(float size, PixelColor c, Plotter gridplotter)
{
Vector2D pos = new Vector2D();
//mxd. Increase rendered grid size if needed
if(!General.Settings.DynamicGridSize && size * scale <= 6f)
do { size *= 2; } while(size * scale <= 6f);
float sizeinv = 1f / size;
// Determine map coordinates for view window
Vector2D ltpos = DisplayToMap(new Vector2D(0, 0));
Vector2D rbpos = DisplayToMap(new Vector2D(windowsize.Width, windowsize.Height));
// Clip to nearest grid
ltpos = GridSetup.SnappedToGrid(ltpos, size, sizeinv);
rbpos = GridSetup.SnappedToGrid(rbpos, size, sizeinv);
// Translate top left boundary and right bottom boundary of map to screen coords
Vector2D tlb = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary).GetTransformed(translatex, translatey, scale, -scale);
Vector2D rbb = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary).GetTransformed(translatex, translatey, scale, -scale);
// Draw all horizontal grid lines
float ystart = rbpos.y > General.Map.Config.BottomBoundary ? rbpos.y : General.Map.Config.BottomBoundary;
float yend = ltpos.y < General.Map.Config.TopBoundary ? ltpos.y : General.Map.Config.TopBoundary;
for(float y = ystart; y < yend + size; y += size)
{
if(y > General.Map.Config.TopBoundary) y = General.Map.Config.TopBoundary;
else if(y < General.Map.Config.BottomBoundary) y = General.Map.Config.BottomBoundary;
float from = tlb.x < 0 ? 0 : tlb.x;
float to = rbb.x > windowsize.Width ? windowsize.Width : rbb.x;
pos.y = y;
pos = pos.GetTransformed(translatex, translatey, scale, -scale);
// Note: I'm not using Math.Ceiling in this case, because that doesn't work right.
gridplotter.DrawGridLineH((int)pos.y, (int)Math.Round(from + 0.49999f), (int)Math.Round(to + 0.49999f), ref c);
}
// Draw all vertical grid lines
float xstart = ltpos.x > General.Map.Config.LeftBoundary ? ltpos.x : General.Map.Config.LeftBoundary;
float xend = rbpos.x < General.Map.Config.RightBoundary ? rbpos.x : General.Map.Config.RightBoundary;
for(float x = xstart; x < xend + size; x += size)
{
if(x > General.Map.Config.RightBoundary) x = General.Map.Config.RightBoundary;
else if(x < General.Map.Config.LeftBoundary) x = General.Map.Config.LeftBoundary;
float from = tlb.y < 0 ? 0 : tlb.y;
float to = rbb.y > windowsize.Height ? windowsize.Height : rbb.y;
pos.x = x;
pos = pos.GetTransformed(translatex, translatey, scale, -scale);
// Note: I'm not using Math.Ceiling in this case, because that doesn't work right.
gridplotter.DrawGridLineV((int)pos.x, (int)Math.Round(from + 0.49999f), (int)Math.Round(to + 0.49999f), ref c);
}
}
//mxd
internal void GridVisibilityChanged()
{
lastgridscale = -1;
}
#endregion
#region ================== Things
// This makes vertices for a thing
// Returns false when not on the screen
private bool CreateThingBoxVerts(Thing t, ref FlatVertex[] verts, ref List<Line3D> bboxes, Dictionary<Thing, Vector3D> thingsByPosition, int offset, PixelColor c, byte bboxalpha)
{
if(t.Size * scale < MINIMUM_THING_RADIUS) return false; //mxd. Don't render tiny little things
// Determine sizes
float circlesize, bboxsize;
if(t.FixedSize && scale > 1.0f)
{
circlesize = t.Size;
bboxsize = -1;
}
else if(General.Settings.FixedThingsScale && t.Size * scale > FIXED_THING_SIZE)
{
circlesize = FIXED_THING_SIZE;
bboxsize = t.Size * scale;
}
else
{
circlesize = t.Size * scale;
bboxsize = -1;
}
float screensize = (bboxsize > 0 ? bboxsize : circlesize); //mxd
// Transform to screen coordinates
Vector2D screenpos = ((Vector2D)t.Position).GetTransformed(translatex, translatey, scale, -scale);
// Check if the thing is actually on screen
if(((screenpos.x + screensize) <= 0.0f) || ((screenpos.x - screensize) >= windowsize.Width) ||
((screenpos.y + screensize) <= 0.0f) || ((screenpos.y - screensize) >= windowsize.Height))
return false;
// Get integral color
int color = c.ToInt();
// Setup fixed rect for circle
verts[offset].x = screenpos.x - circlesize;
verts[offset].y = screenpos.y - circlesize;
verts[offset].c = color;
verts[offset].u = 0f;
verts[offset].v = 0f;
offset++;
verts[offset].x = screenpos.x + circlesize;
verts[offset].y = screenpos.y - circlesize;
verts[offset].c = color;
verts[offset].u = 0.5f;
verts[offset].v = 0f;
offset++;
verts[offset].x = screenpos.x - circlesize;
verts[offset].y = screenpos.y + circlesize;
verts[offset].c = color;
verts[offset].u = 0f;
verts[offset].v = 1f;
offset++;
verts[offset] = verts[offset - 2];
offset++;
verts[offset] = verts[offset - 2];
offset++;
verts[offset].x = screenpos.x + circlesize;
verts[offset].y = screenpos.y + circlesize;
verts[offset].c = color;
verts[offset].u = 0.5f;
verts[offset].v = 1f;
//mxd. Add to list
thingsByPosition.Add(t, screenpos);
//mxd. Add bounding box?
if(bboxsize > 0)
{
PixelColor boxcolor = c.WithAlpha(bboxalpha);
Vector2D tl = new Vector2D(screenpos.x - bboxsize, screenpos.y - bboxsize);
Vector2D tr = new Vector2D(screenpos.x + bboxsize, screenpos.y - bboxsize);
Vector2D bl = new Vector2D(screenpos.x - bboxsize, screenpos.y + bboxsize);
Vector2D br = new Vector2D(screenpos.x + bboxsize, screenpos.y + bboxsize);
bboxes.Add(new Line3D(tl, tr, boxcolor, false));
bboxes.Add(new Line3D(tr, br, boxcolor, false));
bboxes.Add(new Line3D(bl, br, boxcolor, false));
bboxes.Add(new Line3D(tl, bl, boxcolor, false));
}
// Done
return true;
}
//mxd
private void CreateThingArrowVerts(Thing t, ref FlatVertex[] verts, Vector3D screenpos, int offset)
{
// Determine size
float arrowsize;
if(t.FixedSize && scale > 1.0f)
arrowsize = t.Size * THING_ARROW_SIZE;
else if(General.Settings.FixedThingsScale && t.Size * scale > FIXED_THING_SIZE)
arrowsize = FIXED_THING_SIZE * THING_ARROW_SIZE;
else
arrowsize = t.Size * scale * THING_ARROW_SIZE;
// Setup rotated rect for arrow
float sinarrowsize = (float)Math.Sin(t.Angle + Angle2D.PI * 0.25f) * arrowsize;
float cosarrowsize = (float)Math.Cos(t.Angle + Angle2D.PI * 0.25f) * arrowsize;
// Sprite is not rendered?
float ut, ub, ul, ur;
if(screenpos.z < 0)
{
ul = 0.625f;
ur = 0.874f;
ut = -0.039f;
ub = 0.46f;
}
else
{
ul = 0.501f;
ur = 0.999f;
ut = 0.001f;
ub = 0.999f;
}
verts[offset].x = screenpos.x + sinarrowsize;
verts[offset].y = screenpos.y + cosarrowsize;
verts[offset].c = -1;
verts[offset].u = ul;
verts[offset].v = ut;
offset++;
verts[offset].x = screenpos.x - cosarrowsize;
verts[offset].y = screenpos.y + sinarrowsize;
verts[offset].c = -1;
verts[offset].u = ur;
verts[offset].v = ut;
offset++;
verts[offset].x = screenpos.x + cosarrowsize;
verts[offset].y = screenpos.y - sinarrowsize;
verts[offset].c = -1;
verts[offset].u = ul;
verts[offset].v = ub;
offset++;
verts[offset] = verts[offset - 2];
offset++;
verts[offset] = verts[offset - 2];
offset++;
verts[offset].x = screenpos.x - sinarrowsize;
verts[offset].y = screenpos.y - cosarrowsize;
verts[offset].c = -1;
verts[offset].u = ur;
verts[offset].v = ub;
}
//mxd
private static void CreateThingSpriteVerts(Vector2D screenpos, float width, float height, ref FlatVertex[] verts, int offset, int color)
{
// Setup fixed rect for circle
verts[offset].x = screenpos.x - width;
verts[offset].y = screenpos.y - height;
verts[offset].c = color;
verts[offset].u = 0;
verts[offset].v = 0;
offset++;
verts[offset].x = screenpos.x + width;
verts[offset].y = screenpos.y - height;
verts[offset].c = color;
verts[offset].u = 1;
verts[offset].v = 0;
offset++;
verts[offset].x = screenpos.x - width;
verts[offset].y = screenpos.y + height;
verts[offset].c = color;
verts[offset].u = 0;
verts[offset].v = 1;
offset++;
verts[offset] = verts[offset - 2];
offset++;
verts[offset] = verts[offset - 2];
offset++;
verts[offset].x = screenpos.x + width;
verts[offset].y = screenpos.y + height;
verts[offset].c = color;
verts[offset].u = 1;
verts[offset].v = 1;
}
// This draws a set of things
private void RenderThingsBatch(ICollection<Thing> things, float alpha, bool fixedcolor, PixelColor c)
{
// Anything to render?
if(things.Count > 0)
{
DataStream stream;
// Make alpha color
Color4 alphacolor = new Color4(alpha, 1.0f, 1.0f, 1.0f);
bool isthingsmode = (General.Editing.Mode.GetType().Name == "ThingsMode");
// Set renderstates for things rendering
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.FogEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, alphacolor.ToArgb());
graphics.Device.SetStreamSource(0, thingsvertices, 0, FlatVertex.Stride);
// Set things texture
graphics.Shaders.Things2D.Texture1 = General.Map.Data.ThingTexture.Texture; //mxd
SetWorldTransformation(false);
graphics.Shaders.Things2D.SetSettings(alpha);
// Begin drawing
graphics.Shaders.Things2D.Begin();
graphics.Shaders.Things2D.BeginPass(0);
// Determine next lock size
int locksize = (things.Count > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : things.Count;
FlatVertex[] verts = new FlatVertex[THING_BUFFER_SIZE * 6];
List<Line3D> bboxes = new List<Line3D>(locksize); //mxd
//mxd
Dictionary<int, List<Thing>> thingsByType = new Dictionary<int, List<Thing>>();
Dictionary<int, List<Thing>> modelsByType = new Dictionary<int, List<Thing>>();
Dictionary<Thing, Vector3D> thingsByPosition = new Dictionary<Thing, Vector3D>();
// Go for all things
int buffercount = 0;
int totalcount = 0;
foreach(Thing t in things)
{
//mxd. Highlighted thing should be rendered separately
if(!fixedcolor && t.Highlighted) continue;
//collect models
if(t.IsModel)
{
if(!modelsByType.ContainsKey(t.Type)) modelsByType.Add(t.Type, new List<Thing>());
modelsByType[t.Type].Add(t);
}
// Create vertices
PixelColor tc = fixedcolor ? c : DetermineThingColor(t);
byte bboxalpha = (byte)(alpha * ((!fixedcolor && !t.Selected && isthingsmode) ? 128 : 255));
if(CreateThingBoxVerts(t, ref verts, ref bboxes, thingsByPosition, buffercount * 6, tc, bboxalpha))
{
buffercount++;
//mxd
if(!thingsByType.ContainsKey(t.Type)) thingsByType.Add(t.Type, new List<Thing>());
thingsByType[t.Type].Add(t);
}
totalcount++;
// Buffer filled?
if(buffercount == locksize)
{
// Write to buffer
stream = thingsvertices.Lock(0, locksize * 6 * FlatVertex.Stride, LockFlags.Discard);
stream.WriteRange(verts, 0, buffercount * 6);
thingsvertices.Unlock();
stream.Dispose();
// Draw!
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffercount * 2);
buffercount = 0;
// Determine next lock size
locksize = ((things.Count - totalcount) > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : (things.Count - totalcount);
}
}
// Write to buffer
stream = thingsvertices.Lock(0, locksize * 6 * FlatVertex.Stride, LockFlags.Discard);
if(buffercount > 0) stream.WriteRange(verts, 0, buffercount * 6);
thingsvertices.Unlock();
stream.Dispose();
// Draw what's still remaining
if(buffercount > 0)
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffercount * 2);
// Done
graphics.Shaders.Things2D.EndPass();
//mxd. Render sprites
int selectionColor = General.Colors.Selection.ToInt();
graphics.Shaders.Things2D.BeginPass(1);
foreach(KeyValuePair<int, List<Thing>> group in thingsByType)
{
// Skip when all things of this type will be rendered as models
if(group.Value[0].IsModel && (General.Settings.GZDrawModelsMode == ModelRenderMode.ALL)) continue;
// Find thing information
ThingTypeInfo info = General.Map.Data.GetThingInfo(group.Key);
// Find sprite texture
if(info.Sprite.Length == 0) continue;
ImageData sprite = General.Map.Data.GetSpriteImage(info.Sprite);
if(sprite == null) continue;
if(!sprite.IsImageLoaded)
{
sprite.SetUsedInMap(true);
continue;
}
if(sprite.Texture == null) sprite.CreateTexture();
graphics.Shaders.Things2D.Texture1 = sprite.Texture;
graphics.Shaders.Things2D.ApplySettings();
// Determine next lock size
locksize = (group.Value.Count > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : group.Value.Count;
verts = new FlatVertex[THING_BUFFER_SIZE * 6];
// Go for all things
buffercount = 0;
totalcount = 0;
foreach(Thing t in group.Value)
{
if(t.IsModel && ((General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && t.Selected) || (General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER && alpha == 1.0f))) continue;
bool forcespriterendering;
float spritewidth, spriteheight, spritescale;
// Determine sizes
if(t.FixedSize && scale > 1.0f)
{
spritescale = 1.0f;
forcespriterendering = true; // Always render sprite when thing size is affected by FixedSize setting
}
else if(General.Settings.FixedThingsScale && t.Size * scale > FIXED_THING_SIZE)
{
spritescale = FIXED_THING_SIZE / t.Size;
forcespriterendering = true; // Always render sprite when thing size is affected by FixedThingsScale setting
}
else
{
spritescale = scale;
forcespriterendering = false;
}
// Calculate scaled sprite size
if(sprite.Width > sprite.Height)
{
spritewidth = (t.Size - THING_SPRITE_SHRINK) * spritescale;
spriteheight = spritewidth * ((float)sprite.Height / sprite.Width);
}
else if(sprite.Width < sprite.Height)
{
spriteheight = (t.Size - THING_SPRITE_SHRINK) * spritescale;
spritewidth = spriteheight * ((float)sprite.Width / sprite.Height);
}
else
{
spritewidth = (t.Size - THING_SPRITE_SHRINK) * spritescale;
spriteheight = spritewidth;
}
float spritesize = Math.Max(spritewidth, spriteheight);
if(!forcespriterendering && spritesize < MINIMUM_SPRITE_RADIUS)
{
// Hackish way to tell arrow rendering code to draw bigger arrow...
Vector3D v = thingsByPosition[t];
v.z = -1;
thingsByPosition[t] = v;
// Don't render tiny little sprites
continue;
}
CreateThingSpriteVerts(thingsByPosition[t], spritewidth, spriteheight, ref verts, buffercount * 6, (t.Selected ? selectionColor : 0xFFFFFF));
buffercount++;
totalcount++;
// Buffer filled?
if(buffercount == locksize)
{
// Write to buffer
stream = thingsvertices.Lock(0, locksize * 6 * FlatVertex.Stride, LockFlags.Discard);
stream.WriteRange(verts, 0, buffercount * 6);
thingsvertices.Unlock();
stream.Dispose();
// Draw!
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffercount * 2);
buffercount = 0;
// Determine next lock size
locksize = ((group.Value.Count - totalcount) > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : (group.Value.Count - totalcount);
}
}
// Write to buffer
stream = thingsvertices.Lock(0, locksize * 6 * FlatVertex.Stride, LockFlags.Discard);
if(buffercount > 0) stream.WriteRange(verts, 0, buffercount * 6);
thingsvertices.Unlock();
stream.Dispose();
// Draw what's still remaining
if(buffercount > 0)
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffercount * 2);
}
// Done
graphics.Shaders.Things2D.EndPass();
//mxd. Render thing arrows
graphics.Shaders.Things2D.Texture1 = General.Map.Data.ThingTexture.Texture;
graphics.Shaders.Things2D.BeginPass(0);
// Determine next lock size
locksize = (thingsByPosition.Count > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : thingsByPosition.Count;
verts = new FlatVertex[THING_BUFFER_SIZE * 6];
// Go for all things
buffercount = 0;
totalcount = 0;
foreach(KeyValuePair<Thing, Vector3D> group in thingsByPosition)
{
if(!group.Key.IsDirectional) continue;
CreateThingArrowVerts(group.Key, ref verts, group.Value, buffercount * 6);
buffercount++;
totalcount++;
// Buffer filled?
if(buffercount == locksize)
{
// Write to buffer
stream = thingsvertices.Lock(0, locksize * 6 * FlatVertex.Stride, LockFlags.Discard);
stream.WriteRange(verts, 0, buffercount * 6);
thingsvertices.Unlock();
stream.Dispose();
// Draw!
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffercount * 2);
buffercount = 0;
// Determine next lock size
locksize = ((thingsByPosition.Count - totalcount) > THING_BUFFER_SIZE) ? THING_BUFFER_SIZE : (thingsByPosition.Count - totalcount);
}
}
// Write to buffer
stream = thingsvertices.Lock(0, locksize * 6 * FlatVertex.Stride, LockFlags.Discard);
if(buffercount > 0) stream.WriteRange(verts, 0, buffercount * 6);
thingsvertices.Unlock();
stream.Dispose();
// Draw what's still remaining
if(buffercount > 0)
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffercount * 2);
//Done with this pass
graphics.Shaders.Things2D.EndPass();
//mxd. Render models
if(General.Settings.GZDrawModelsMode != ModelRenderMode.NONE)
{
// Set renderstates for rendering
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Device.SetRenderState(RenderState.FillMode, FillMode.Wireframe);
graphics.Shaders.Things2D.BeginPass(2);
Color4 cSelection = General.Colors.Selection.ToColorValue();
Color4 cWire = ((c.ToInt() == General.Colors.Highlight.ToInt()) ? General.Colors.Highlight.ToColorValue() : General.Colors.ModelWireframe.ToColorValue());
cSelection.Alpha = ((alpha < 1.0f) ? alpha * 0.25f : 0.6f);
cWire.Alpha = cSelection.Alpha;
Matrix viewscale = Matrix.Scaling(scale, -scale, 0.0f);
foreach(KeyValuePair<int, List<Thing>> group in modelsByType)
{
ModelData mde = General.Map.Data.ModeldefEntries[group.Key];
foreach(Thing t in group.Value)
{
if((General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && !t.Selected) || (General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER && alpha < 1.0f)) continue;
Vector2D screenpos = ((Vector2D)t.Position).GetTransformed(translatex, translatey, scale, -scale);
float modelScale = scale * t.ActorScale.Width * t.ScaleX;
//should we render this model?
if(((screenpos.x + mde.Model.Radius * modelScale) <= 0.0f) || ((screenpos.x - mde.Model.Radius * modelScale) >= windowsize.Width) ||
((screenpos.y + mde.Model.Radius * modelScale) <= 0.0f) || ((screenpos.y - mde.Model.Radius * modelScale) >= windowsize.Height))
continue;
graphics.Shaders.Things2D.FillColor = (t.Selected ? cSelection : cWire);
// Set transform settings
float sx = t.ScaleX * t.ActorScale.Width;
float sy = t.ScaleY * t.ActorScale.Height;
Matrix modelscale = Matrix.Scaling(sx, sx, sy);
Matrix rotation = Matrix.RotationY(-t.RollRad) * Matrix.RotationX(-t.PitchRad) * Matrix.RotationZ(t.Angle);
Matrix position = Matrix.Translation(screenpos.x, screenpos.y, 0.0f);
Matrix world = General.Map.Data.ModeldefEntries[t.Type].Transform * modelscale * rotation * viewscale * position;
graphics.Shaders.Things2D.SetTransformSettings(world);
graphics.Shaders.Things2D.ApplySettings();
// Draw
foreach(Mesh mesh in mde.Model.Meshes) mesh.DrawSubset(0);
}
}
//Done with this pass
graphics.Shaders.Things2D.EndPass();
graphics.Device.SetRenderState(RenderState.FillMode, FillMode.Solid);
}
graphics.Shaders.Things2D.End();
//mxd. Render thing boxes
RenderArrows(bboxes, false);
}
}
// This adds a thing in the things buffer for rendering
public void RenderThing(Thing t, PixelColor c, float alpha)
{
List<Thing> things = new List<Thing>(1);
things.Add(t);
RenderThingsBatch(things, alpha, true, c);
}
// This adds a thing in the things buffer for rendering
public void RenderThingSet(ICollection<Thing> things, float alpha)
{
RenderThingsBatch(things, alpha, false, new PixelColor());
}
#endregion
#region ================== Surface
// This redraws the surface
public void RedrawSurface()
{
if(renderlayer != RenderLayers.None) return; //mxd
renderlayer = RenderLayers.Surface;
// Rendertargets available?
if(surfacetex != null)
{
// Set the rendertarget to the surface texture
targetsurface = surfacetex.GetSurfaceLevel(0);
if(graphics.StartRendering(true, General.Colors.Background.WithAlpha(0).ToColorValue(), targetsurface, null))
{
// Make sure anything we need is loaded
General.Map.Data.UnknownTexture3D.CreateTexture();
General.Map.Data.MissingTexture3D.CreateTexture(); //mxd
// Set transformations
UpdateTransformations();
// Set states
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Device.SetRenderState(RenderState.FogEnable, false);
SetWorldTransformation(true);
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
// Prepare for rendering
switch(viewmode)
{
case ViewMode.Brightness:
surfaces.RenderSectorBrightness(yviewport);
surfaces.RenderSectorSurfaces(graphics);
break;
case ViewMode.FloorTextures:
surfaces.RenderSectorFloors(yviewport);
surfaces.RenderSectorSurfaces(graphics);
break;
case ViewMode.CeilingTextures:
surfaces.RenderSectorCeilings(yviewport);
surfaces.RenderSectorSurfaces(graphics);
break;
}
}
}
// Done
Finish();
}
#endregion
#region ================== Overlay
// This renders geometry
// The geometry must be a triangle list
public void RenderGeometry(FlatVertex[] vertices, ImageData texture, bool transformcoords)
{
if(vertices.Length > 0)
{
Texture t;
if(texture != null)
{
// Make sure the texture is loaded
if(!texture.IsImageLoaded) texture.LoadImage();
if(texture.Texture == null) texture.CreateTexture();
t = texture.Texture;
}
else
{
t = General.Map.Data.WhiteTexture.Texture;
}
// Set renderstates for rendering
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Device.SetRenderState(RenderState.FogEnable, false);
graphics.Shaders.Display2D.Texture1 = t;
SetWorldTransformation(transformcoords);
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
// Draw
graphics.Shaders.Display2D.Begin();
graphics.Shaders.Display2D.BeginPass(1);
graphics.Device.DrawUserPrimitives(PrimitiveType.TriangleList, 0, vertices.Length / 3, vertices);
graphics.Shaders.Display2D.EndPass();
graphics.Shaders.Display2D.End();
}
}
//mxd
public void RenderHighlight(FlatVertex[] vertices, int color)
{
if(vertices.Length < 3) return;
// Set renderstates for rendering
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Device.SetRenderState(RenderState.FogEnable, false);
SetWorldTransformation(true);
graphics.Shaders.Things2D.FillColor = new Color4(color);
graphics.Shaders.Things2D.SetSettings(1.0f);
// Draw
graphics.Shaders.Things2D.Begin();
graphics.Shaders.Things2D.BeginPass(2);
graphics.Device.DrawUserPrimitives(PrimitiveType.TriangleList, 0, vertices.Length / 3, vertices);
graphics.Shaders.Things2D.EndPass();
graphics.Shaders.Things2D.End();
}
// This renders text
public void RenderText(TextLabel label)
{
//mxd. Update the text if needed
RectangleF bbox = label.Update(translatex, translatey, scale, -scale);
//mxd. Have graphics / on screen?
if(label.VertexBuffer == null || (bbox.Right < 0.1f) || (bbox.Left > windowsize.Width) || (bbox.Bottom < 0.1f) || (bbox.Top > windowsize.Height))
return;
// Set renderstates for rendering
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Device.SetRenderState(RenderState.FogEnable, false);
graphics.Shaders.Display2D.Texture1 = label.Texture;
SetWorldTransformation(false);
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, true);
graphics.Device.SetStreamSource(0, label.VertexBuffer, 0, FlatVertex.Stride);
// Draw
graphics.Shaders.Display2D.Begin();
graphics.Shaders.Display2D.BeginPass(1); //mxd
graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
graphics.Shaders.Display2D.EndPass();
graphics.Shaders.Display2D.End();
}
//mxd. This renders text
public void RenderText(List<TextLabel> labels)
{
// Update labels
int skipped = 0;
foreach(TextLabel label in labels)
{
// Update the text if needed
RectangleF bbox = label.Update(translatex, translatey, scale, -scale);
// Have graphics / on screen?
if(label.VertexBuffer == null || (bbox.Right < 0.1f) || (bbox.Left > windowsize.Width) || (bbox.Bottom < 0.1f) || (bbox.Top > windowsize.Height))
{
label.SkipRendering = true;
skipped++;
}
else
{
label.SkipRendering = false;
}
}
if(labels.Count == skipped) return;
// Set renderstates for rendering
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, true);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Device.SetRenderState(RenderState.FogEnable, false);
SetWorldTransformation(false);
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, true);
// Begin drawing
graphics.Shaders.Display2D.Begin();
graphics.Shaders.Display2D.BeginPass(1);
foreach(TextLabel label in labels)
{
// Text is created?
if(!label.SkipRendering)
{
graphics.Shaders.Display2D.Texture1 = label.Texture;
graphics.Shaders.Display2D.ApplySettings();
graphics.Device.SetStreamSource(0, label.VertexBuffer, 0, FlatVertex.Stride);
// Draw
graphics.Device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
}
}
// Finish drawing
graphics.Shaders.Display2D.EndPass();
graphics.Shaders.Display2D.End();
}
// This renders a rectangle with given border size and color
public void RenderRectangle(RectangleF rect, float bordersize, PixelColor c, bool transformrect)
{
FlatQuad[] quads = new FlatQuad[4];
/*
* Rectangle setup:
*
* --------------------------
* |___________0____________|
* | | | |
* | | | |
* | | | |
* | 2| |3 |
* | | | |
* | | | |
* |__|__________________|__|
* | 1 |
* --------------------------
*
* Don't you just love ASCII art?
*/
// Calculate positions
Vector2D lt = new Vector2D(rect.Left, rect.Top);
Vector2D rb = new Vector2D(rect.Right, rect.Bottom);
if(transformrect)
{
lt = lt.GetTransformed(translatex, translatey, scale, -scale);
rb = rb.GetTransformed(translatex, translatey, scale, -scale);
}
// Make quads
quads[0] = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, lt.y, rb.x, lt.y - bordersize);
quads[1] = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, rb.y + bordersize, rb.x, rb.y);
quads[2] = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, lt.y - bordersize, lt.x + bordersize, rb.y + bordersize);
quads[3] = new FlatQuad(PrimitiveType.TriangleStrip, rb.x - bordersize, lt.y - bordersize, rb.x, rb.y + bordersize);
quads[0].SetColors(c.ToInt());
quads[1].SetColors(c.ToInt());
quads[2].SetColors(c.ToInt());
quads[3].SetColors(c.ToInt());
// Set renderstates for rendering
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Device.SetRenderState(RenderState.FogEnable, false);
SetWorldTransformation(false);
graphics.Shaders.Display2D.Texture1 = General.Map.Data.WhiteTexture.Texture;
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
// Draw
graphics.Shaders.Display2D.Begin();
graphics.Shaders.Display2D.BeginPass(1);
quads[0].Render(graphics);
quads[1].Render(graphics);
quads[2].Render(graphics);
quads[3].Render(graphics);
graphics.Shaders.Display2D.EndPass();
graphics.Shaders.Display2D.End();
}
// This renders a filled rectangle with given color
public void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect)
{
// Calculate positions
Vector2D lt = new Vector2D(rect.Left, rect.Top);
Vector2D rb = new Vector2D(rect.Right, rect.Bottom);
if(transformrect)
{
lt = lt.GetTransformed(translatex, translatey, scale, -scale);
rb = rb.GetTransformed(translatex, translatey, scale, -scale);
}
// Make quad
FlatQuad quad = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, lt.y, rb.x, rb.y);
quad.SetColors(c.ToInt());
// Set renderstates for rendering
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Device.SetRenderState(RenderState.FogEnable, false);
SetWorldTransformation(false);
graphics.Shaders.Display2D.Texture1 = General.Map.Data.WhiteTexture.Texture;
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
// Draw
graphics.Shaders.Display2D.Begin();
graphics.Shaders.Display2D.BeginPass(1);
quad.Render(graphics);
graphics.Shaders.Display2D.EndPass();
graphics.Shaders.Display2D.End();
}
// This renders a filled rectangle with given color
public void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect, ImageData texture)
{
// Calculate positions
Vector2D lt = new Vector2D(rect.Left, rect.Top);
Vector2D rb = new Vector2D(rect.Right, rect.Bottom);
if(transformrect)
{
lt = lt.GetTransformed(translatex, translatey, scale, -scale);
rb = rb.GetTransformed(translatex, translatey, scale, -scale);
}
// Make quad
FlatQuad quad = new FlatQuad(PrimitiveType.TriangleStrip, lt.x, lt.y, rb.x, rb.y);
quad.SetColors(c.ToInt());
// Set renderstates for rendering
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Device.SetRenderState(RenderState.FogEnable, false);
SetWorldTransformation(false);
graphics.Shaders.Display2D.Texture1 = texture.Texture;
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
// Draw
graphics.Shaders.Display2D.Begin();
graphics.Shaders.Display2D.BeginPass(1);
quad.Render(graphics);
graphics.Shaders.Display2D.EndPass();
graphics.Shaders.Display2D.End();
}
//mxd
public void RenderArrows(ICollection<Line3D> lines) { RenderArrows(lines, true); }
public void RenderArrows(ICollection<Line3D> lines, bool transformcoords)
{
if(lines.Count == 0) return;
int pointscount = 0;
// Translate to screen coords, determine renderability
foreach(Line3D line in lines)
{
// Calculate screen positions?
if(transformcoords)
{
line.Start2D = ((Vector2D)line.Start).GetTransformed(translatex, translatey, scale, -scale); //start
line.End2D = ((Vector2D)line.End).GetTransformed(translatex, translatey, scale, -scale); //end
}
float maxx = Math.Max(line.Start2D.x, line.End2D.x);
float minx = Math.Min(line.Start2D.x, line.End2D.x);
float maxy = Math.Max(line.Start2D.y, line.End2D.y);
float miny = Math.Min(line.Start2D.y, line.End2D.y);
// Too small / not on screen?
if(((line.End2D - line.Start2D).GetLengthSq() < MINIMUM_SPRITE_RADIUS) || ((maxx <= 0.0f) || (minx >= windowsize.Width) || (maxy <= 0.0f) || (miny >= windowsize.Height)))
{
line.SkipRendering = true;
}
else
{
pointscount += (line.RenderArrowhead ? 6 : 2); // 4 extra points for the arrowhead
line.SkipRendering = false;
}
}
// Anything to do?
if(pointscount < 2) return;
FlatVertex[] verts = new FlatVertex[pointscount];
float scaler = 16f / scale;
// Create verts array
pointscount = 0;
foreach(Line3D line in lines)
{
if(line.SkipRendering) continue;
int color = line.Color.ToInt();
// Add regular points
verts[pointscount].x = line.Start2D.x;
verts[pointscount].y = line.Start2D.y;
verts[pointscount].c = color;
pointscount++;
verts[pointscount].x = line.End2D.x;
verts[pointscount].y = line.End2D.y;
verts[pointscount].c = color;
pointscount++;
// Add arrowhead
if(line.RenderArrowhead)
{
float angle = line.GetAngle();
Vector2D a1 = new Vector2D(line.End.x - scaler * (float)Math.Sin(angle - 0.46f), line.End.y + scaler * (float)Math.Cos(angle - 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 1
Vector2D a2 = new Vector2D(line.End.x - scaler * (float)Math.Sin(angle + 0.46f), line.End.y + scaler * (float)Math.Cos(angle + 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 2
verts[pointscount] = verts[pointscount - 1];
verts[pointscount + 1].x = a1.x;
verts[pointscount + 1].y = a1.y;
verts[pointscount + 1].c = color;
verts[pointscount + 2] = verts[pointscount - 1];
verts[pointscount + 3].x = a2.x;
verts[pointscount + 3].y = a2.y;
verts[pointscount + 3].c = color;
pointscount += 4;
}
}
// Write to buffer
VertexBuffer vb = new VertexBuffer(General.Map.Graphics.Device, FlatVertex.Stride * verts.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
DataStream s = vb.Lock(0, FlatVertex.Stride * verts.Length, LockFlags.Discard);
s.WriteRange(verts);
vb.Unlock();
s.Dispose();
// Set renderstates for rendering
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Device.SetRenderState(RenderState.FogEnable, false);
SetWorldTransformation(false);
graphics.Shaders.Display2D.Texture1 = General.Map.Data.WhiteTexture.Texture;
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
// Draw
graphics.Shaders.Display2D.Begin();
graphics.Shaders.Display2D.BeginPass(1);
graphics.Device.SetStreamSource(0, vb, 0, FlatVertex.Stride);
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, pointscount / 2);
graphics.Shaders.Display2D.EndPass();
graphics.Shaders.Display2D.End();
vb.Dispose();
}
// This renders a line with given color
public void RenderLine(Vector2D start, Vector2D end, float thickness, PixelColor c, bool transformcoords)
{
FlatVertex[] verts = new FlatVertex[4];
// Calculate positions
if(transformcoords)
{
start = start.GetTransformed(translatex, translatey, scale, -scale);
end = end.GetTransformed(translatex, translatey, scale, -scale);
}
// Calculate offsets
Vector2D delta = end - start;
Vector2D dn = delta.GetNormal() * thickness;
// Make vertices
verts[0].x = start.x - dn.x + dn.y;
verts[0].y = start.y - dn.y - dn.x;
verts[0].z = 0.0f;
verts[0].c = c.ToInt();
verts[1].x = start.x - dn.x - dn.y;
verts[1].y = start.y - dn.y + dn.x;
verts[1].z = 0.0f;
verts[1].c = c.ToInt();
verts[2].x = end.x + dn.x + dn.y;
verts[2].y = end.y + dn.y - dn.x;
verts[2].z = 0.0f;
verts[2].c = c.ToInt();
verts[3].x = end.x + dn.x - dn.y;
verts[3].y = end.y + dn.y + dn.x;
verts[3].z = 0.0f;
verts[3].c = c.ToInt();
// Set renderstates for rendering
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
graphics.Device.SetRenderState(RenderState.ZEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaBlendEnable, false);
graphics.Device.SetRenderState(RenderState.AlphaTestEnable, false);
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Device.SetRenderState(RenderState.FogEnable, false);
SetWorldTransformation(false);
graphics.Shaders.Display2D.Texture1 = General.Map.Data.WhiteTexture.Texture;
graphics.Shaders.Display2D.SetSettings(1f, 1f, 0f, 1f, General.Settings.ClassicBilinear);
// Draw
graphics.Shaders.Display2D.Begin();
graphics.Shaders.Display2D.BeginPass(0);
graphics.Device.DrawUserPrimitives(PrimitiveType.TriangleStrip, 0, 2, verts);
graphics.Shaders.Display2D.EndPass();
graphics.Shaders.Display2D.End();
}
#endregion
#region ================== Geometry
// This renders the linedefs of a sector with special color
public void PlotSector(Sector s, PixelColor c)
{
// Go for all sides in the sector
foreach(Sidedef sd in s.Sidedefs)
{
// Render this linedef
PlotLinedef(sd.Line, c);
// Render the two vertices on top
PlotVertex(sd.Line.Start, DetermineVertexColor(sd.Line.Start));
PlotVertex(sd.Line.End, DetermineVertexColor(sd.Line.End));
}
}
// This renders the linedefs of a sector
public void PlotSector(Sector s)
{
// Go for all sides in the sector
foreach(Sidedef sd in s.Sidedefs)
{
// Render this linedef
PlotLinedef(sd.Line, DetermineLinedefColor(sd.Line));
// Render the two vertices on top
PlotVertex(sd.Line.Start, DetermineVertexColor(sd.Line.Start));
PlotVertex(sd.Line.End, DetermineVertexColor(sd.Line.End));
}
}
// This renders a simple line
public void PlotLine(Vector2D start, Vector2D end, PixelColor c)
{
// Transform coordinates
Vector2D v1 = start.GetTransformed(translatex, translatey, scale, -scale);
Vector2D v2 = end.GetTransformed(translatex, translatey, scale, -scale);
//mxd. Should we bother?
if((v2 - v1).GetLengthSq() < linenormalsize * 0.0625f) return;
// Draw line
plotter.DrawLineSolid((int)v1.x, (int)v1.y, (int)v2.x, (int)v2.y, ref c);
}
// This renders a single linedef
public void PlotLinedef(Linedef l, PixelColor c)
{
// Transform vertex coordinates
Vector2D v1 = l.Start.Position.GetTransformed(translatex, translatey, scale, -scale);
Vector2D v2 = l.End.Position.GetTransformed(translatex, translatey, scale, -scale);
//mxd. Should we bother?
float lengthsq = (v2 - v1).GetLengthSq();
if(lengthsq < minlinelength) return; //mxd
// Draw line. mxd: added 3d-floor indication
if(l.ExtraFloorFlag && General.Settings.GZMarkExtraFloors)
plotter.DrawLine3DFloor(v1, v2, ref c, General.Colors.ThreeDFloor);
else
plotter.DrawLineSolid((int)v1.x, (int)v1.y, (int)v2.x, (int)v2.y, ref c);
//mxd. Should we bother?
if(lengthsq < minlinenormallength) return; //mxd
// Calculate normal indicator
float mx = (v2.x - v1.x) * 0.5f;
float my = (v2.y - v1.y) * 0.5f;
// Draw normal indicator
plotter.DrawLineSolid((int)(v1.x + mx), (int)(v1.y + my),
(int)((v1.x + mx) - (my * l.LengthInv) * linenormalsize),
(int)((v1.y + my) + (mx * l.LengthInv) * linenormalsize), ref c);
}
// This renders a set of linedefs
public void PlotLinedefSet(ICollection<Linedef> linedefs)
{
// Go for all linedefs
foreach(Linedef l in linedefs)
{
// Transform vertex coordinates
Vector2D v1 = l.Start.Position.GetTransformed(translatex, translatey, scale, -scale);
Vector2D v2 = l.End.Position.GetTransformed(translatex, translatey, scale, -scale);
//mxd. Should we bother?
float lengthsq = (v2 - v1).GetLengthSq();
if(lengthsq < minlinelength) continue; //mxd
// Determine color
PixelColor c = DetermineLinedefColor(l);
// Draw line. mxd: added 3d-floor indication
if(l.ExtraFloorFlag && General.Settings.GZMarkExtraFloors)
plotter.DrawLine3DFloor(v1, v2, ref c, General.Colors.ThreeDFloor);
else
plotter.DrawLineSolid((int)v1.x, (int)v1.y, (int)v2.x, (int)v2.y, ref c);
//mxd. Should we bother?
if(lengthsq < minlinenormallength) continue; //mxd
// Calculate normal indicator
float mx = (v2.x - v1.x) * 0.5f;
float my = (v2.y - v1.y) * 0.5f;
// Draw normal indicator
plotter.DrawLineSolid((int)(v1.x + mx), (int)(v1.y + my),
(int)((v1.x + mx) - (my * l.LengthInv) * linenormalsize),
(int)((v1.y + my) + (mx * l.LengthInv) * linenormalsize), ref c);
}
}
// This renders a single vertex
public void PlotVertex(Vertex v, int colorindex)
{
// Transform vertex coordinates
Vector2D nv = v.Position.GetTransformed(translatex, translatey, scale, -scale);
// Draw pixel here
plotter.DrawVertexSolid((int)nv.x, (int)nv.y, vertexsize, ref General.Colors.Colors[colorindex], ref General.Colors.BrightColors[colorindex], ref General.Colors.DarkColors[colorindex]);
}
// This renders a single vertex at specified coordinates
public void PlotVertexAt(Vector2D v, int colorindex)
{
// Transform vertex coordinates
Vector2D nv = v.GetTransformed(translatex, translatey, scale, -scale);
// Draw pixel here
plotter.DrawVertexSolid((int)nv.x, (int)nv.y, vertexsize, ref General.Colors.Colors[colorindex], ref General.Colors.BrightColors[colorindex], ref General.Colors.DarkColors[colorindex]);
}
// This renders a set of vertices
public void PlotVerticesSet(ICollection<Vertex> vertices)
{
// Go for all vertices
foreach(Vertex v in vertices) PlotVertex(v, DetermineVertexColor(v));
}
#endregion
}
}