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https://git.do.srb2.org/STJr/ZoneBuilder.git
synced 2024-11-10 06:41:49 +00:00
Merged in GZDB r2496.
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parent
7a82022239
commit
264a883e47
6 changed files with 80 additions and 62 deletions
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@ -2682,6 +2682,8 @@ namespace CodeImp.DoomBuilder.Data
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// Set render settings...
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device.SetRenderState(RenderState.ZEnable, false);
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device.SetRenderState(RenderState.CullMode, Cull.None);
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device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Clamp);
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device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Clamp);
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// Setup matrices
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Vector3 offset = new Vector3(0f, 0f, -1.8f); // Sphere size is 10 mu
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@ -3026,14 +3028,17 @@ namespace CodeImp.DoomBuilder.Data
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private static Texture TextureFromBitmap(Device device, Image image)
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{
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MemoryStream ms = new MemoryStream();
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using (MemoryStream ms = new MemoryStream())
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{
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image.Save(ms, ImageFormat.Png);
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ms.Seek(0, SeekOrigin.Begin);
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Texture result = Texture.FromStream(device, ms);
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ms.Close();
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ms.Dispose();
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return result;
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// Classic skies textures can be NPo2 (and D3D Texture is resized to Po2 by default),
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// so we need to explicitly specify the size
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return Texture.FromStream(device, ms, (int)ms.Length,
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image.Size.Width, image.Size.Height, 0, Usage.None, Format.Unknown,
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Pool.Managed, Filter.None, Filter.None, 0);
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}
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}
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#endregion
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@ -421,9 +421,6 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
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}
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}
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// Offset it slightly to avoid shading glitches
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if (light.Offset.Z == 0.0f) light.Offset.Z = 0.1f;
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// Add to the collection?
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if (!skip) lightsbyname[lightname] = light;
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@ -145,7 +145,7 @@ namespace CodeImp.DoomBuilder.Rendering
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device.SetRenderState(RenderState.CullMode, Cull.None);
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device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
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device.SetRenderState(RenderState.DiffuseMaterialSource, ColorSource.Color1);
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device.SetRenderState(RenderState.DitherEnable, true);
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//device.SetRenderState(RenderState.DitherEnable, true);
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device.SetRenderState(RenderState.FillMode, FillMode.Solid);
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device.SetRenderState(RenderState.FogEnable, false);
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device.SetRenderState(RenderState.FogTableMode, FogMode.Linear);
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@ -154,6 +154,7 @@ namespace CodeImp.DoomBuilder.Rendering
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device.SetRenderState(RenderState.NormalizeNormals, false);
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device.SetRenderState(RenderState.PointSpriteEnable, false);
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device.SetRenderState(RenderState.RangeFogEnable, false);
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device.SetRenderState(RenderState.ShadeMode, ShadeMode.Flat); //mxd
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device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
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device.SetRenderState(RenderState.SpecularEnable, false);
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device.SetRenderState(RenderState.StencilEnable, false);
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@ -237,7 +237,7 @@ float4 ps_vertex_color(PixelData pd) : COLOR
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float4 ps_lightpass(LitPixelData pd) : COLOR
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{
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//is face facing away from light source?
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if(dot(pd.normal, (lightPosAndRadius.xyz - pd.pos_w)) < -0.1f) // (lightPosAndRadius.xyz - pd.pos_w) == direction from light to current pixel
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if(dot(pd.normal, normalize(lightPosAndRadius.xyz - pd.pos_w)) < -0.1f) // (lightPosAndRadius.xyz - pd.pos_w) == direction from light to current pixel
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clip(-1);
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//is pixel in light range?
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@ -54,7 +54,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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private readonly Vector2D dragstartmappos;
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//mxd. Offset from nearest grid intersection to dragstartmappos
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private Vector2D dragstartoffset;
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private readonly Vector2D dragstartoffset;
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// Item used as reference for snapping to the grid
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private readonly Thing dragitem;
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@ -63,6 +63,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// List of old thing positions
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private readonly List<Vector2D> oldpositions;
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//mxd
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private bool makeundo;
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//mxd
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private class AlignData
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{
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@ -111,11 +114,12 @@ namespace CodeImp.DoomBuilder.BuilderModes
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#region ================== Constructor / Disposer
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// Constructor to start dragging immediately
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public DragThingsMode(EditMode basemode, Vector2D dragstartmappos)
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public DragThingsMode(EditMode basemode, Vector2D dragstartmappos, bool makeundo)
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{
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// Initialize
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this.dragstartmappos = dragstartmappos;
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this.basemode = basemode;
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this.makeundo = makeundo; //mxd
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Cursor.Current = Cursors.AppStarting;
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@ -371,7 +375,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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dragitem.Move(dragitem.Position.x, dragitem.Position.y, aligndata.InitialHeight);
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}
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// Make undo for the dragging
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if (makeundo) //mxd
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General.Map.UndoRedo.CreateUndo((selectedthings.Count == 1 ? "Drag thing" : "Drag " + selectedthings.Count + " things"));
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// Move selected geometry to final position
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@ -598,9 +598,16 @@ namespace CodeImp.DoomBuilder.BuilderModes
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if(!BuilderPlug.Me.DontMoveGeometryOutsideMapBoundary || CanDrag()) //mxd
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{
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// Shift pressed? Clone things!
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bool thingscloned = false;
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if (General.Interface.ShiftState)
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{
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ICollection<Thing> selection = General.Map.Map.GetSelectedThings(true);
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if (selection.Count > 0)
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{
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// Make undo
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General.Map.UndoRedo.CreateUndo((selection.Count == 1 ? "Clone-drag thing" : "Clone-drag " + selection.Count + " things"));
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// Clone things
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foreach (Thing t in selection)
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{
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Thing clone = InsertThing(t.Position);
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@ -632,9 +639,13 @@ namespace CodeImp.DoomBuilder.BuilderModes
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t.Selected = false;
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clone.Selected = true;
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}
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// We'll want to skip creating additional Undo in DragThingsMode
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thingscloned = true;
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}
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}
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General.Editing.ChangeMode(new DragThingsMode(new ThingsMode(), mousedownmappos));
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General.Editing.ChangeMode(new DragThingsMode(new ThingsMode(), mousedownmappos, !thingscloned));
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}
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}
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}
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