mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
16b97e1c83
Dynamic lights defined in GLDEFS are now rendered in Visual modes (currently only one light per Thing is supported). Several values from (Z)MAPINFO are now used in Visual modes. Added "Reload GLDEFS", "Reload (Z)MAPINFO" and "Reload MODELDEF" menu options (in "Tools" section). MODELDEF parser now checks which model(s) is/are used in first frame. Dynamic lights are now created with more meaningful default parameters. Added errors and warnings indicator to main window.
72 lines
1.8 KiB
C#
72 lines
1.8 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 System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
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using SlimDX.Direct3D9;
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using SlimDX;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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public interface IRenderer3D
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{
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// Properties
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ProjectedFrustum2D Frustum2D { get; }
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bool DrawThingCages { get; set; }
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bool FullBrightness { get; set; }
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bool ShowSelection { get; set; }
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bool ShowHighlight { get; set; }
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// General methods
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void PositionAndLookAt(Vector3D pos, Vector3D lookat);
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// Presenting methods
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void Finish();
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bool Start();
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void StartGeometry();
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void FinishGeometry();
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// Rendering methods
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int CalculateBrightness(int level);
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//mxd
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int CalculateBrightness(int level, Sidedef sd);
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void SetHighlightedObject(IVisualPickable obj);
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void AddSectorGeometry(VisualGeometry g);
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void AddThingGeometry(VisualThing t);
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void RenderCrosshair();
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void SetFogMode(bool usefog);
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void SetCrosshairBusy(bool busy);
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}
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}
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