// --------------------------------------------------------------------------- void CBuilderZone::renderTransition (const NLMISC::CVector &viewMin, const NLMISC::CVector &viewMax) { // Selected ? if (_ZoneRegionSelected != -1) { // Select all blocks visible float rMinX = floorf (viewMin.x / _Display->_CellSize)*_Display->_CellSize; float rMinY = floorf (viewMin.y / _Display->_CellSize)*_Display->_CellSize; float rMaxX = ceilf (viewMax.x / _Display->_CellSize)*_Display->_CellSize; float rMaxY = ceilf (viewMax.y / _Display->_CellSize)*_Display->_CellSize; sint32 nMinX = (sint32)floor (rMinX / _Display->_CellSize); sint32 nMinY = (sint32)floor (rMinY / _Display->_CellSize); sint32 nMaxX = (sint32)floor (rMaxX / _Display->_CellSize); sint32 nMaxY = (sint32)floor (rMaxY / _Display->_CellSize); CVertexBuffer VB , VBSel; CIndexBuffer PB, PBSel; CMaterial Mat, MatSel; Mat.initUnlit (); Mat.setBlend (false); MatSel.initUnlit (); MatSel.setBlend (false); MatSel.setColor(NLMISC::CRGBA(255,0,0,0)); VB.setVertexFormat (CVertexBuffer::PositionFlag); VB.reserve ((nMaxX-nMinX+1)*(nMaxY-nMinY+1)*4*2); VBSel.setVertexFormat (CVertexBuffer::PositionFlag); VBSel.reserve ((nMaxX-nMinX+1)*(nMaxY-nMinY+1)*4*2); CVertexBufferReadWrite vba; VB.lock (vba); CVertexBufferReadWrite vbaSel; VBSel.lock (vbaSel); sint32 nVertCount = 0; sint32 nVertCountSel = 0; sint32 x, y, k; CVector worldPos, screenPos; for (y = nMinY; y <= nMaxY; ++y) for (x = nMinX; x <= nMaxX; ++x) { const CZoneRegion *pBZR = &(getDocument ()->getZoneRegion (_ZoneRegionSelected)); uint8 ceUp = pBZR->getCutEdge (x, y, 0); uint8 ceLeft = pBZR->getCutEdge (x, y, 2); if ((ceUp > 0) && (ceUp < 3)) for (k = 0; k < 2; ++k) { if (ceUp == 1) worldPos.x = x * _Display->_CellSize + 3.0f * _Display->_CellSize / 12.0f; else worldPos.x = x * _Display->_CellSize + 7.0f * _Display->_CellSize / 12.0f; worldPos.y = (y+1)*_Display->_CellSize + _Display->_CellSize / 12.0f; worldPos.z = 0; // World -> Screen conversion screenPos.x = (worldPos.x - viewMin.x) / (viewMax.x - viewMin.x); screenPos.y = 0.0f; screenPos.z = (worldPos.y - viewMin.y) / (viewMax.y - viewMin.y); if (k == 0) { vba.setVertexCoord (nVertCount, screenPos); ++nVertCount; } else { vbaSel.setVertexCoord (nVertCountSel, screenPos); ++nVertCountSel; } worldPos.y = (y+1)*_Display->_CellSize - _Display->_CellSize / 12.0f; screenPos.z = (worldPos.y - viewMin.y) / (viewMax.y - viewMin.y); if (k == 0) { vba.setVertexCoord (nVertCount, screenPos); ++nVertCount; } else { vbaSel.setVertexCoord (nVertCountSel, screenPos); ++nVertCountSel; } if (ceUp == 1) worldPos.x = x * _Display->_CellSize + 5.0f * _Display->_CellSize / 12.0f; else worldPos.x = x * _Display->_CellSize + 9.0f * _Display->_CellSize / 12.0f; screenPos.x = (worldPos.x - viewMin.x) / (viewMax.x - viewMin.x); if (k == 0) { vba.setVertexCoord (nVertCount, screenPos); ++nVertCount; } else { vbaSel.setVertexCoord (nVertCountSel, screenPos); ++nVertCountSel; } worldPos.y = (y+1)*_Display->_CellSize + _Display->_CellSize / 12.0f; screenPos.z = (worldPos.y - viewMin.y) / (viewMax.y - viewMin.y); if (k == 0) { vba.setVertexCoord (nVertCount, screenPos); ++nVertCount; } else { vbaSel.setVertexCoord (nVertCountSel, screenPos); ++nVertCountSel; } ceUp = 3 - ceUp; } if ((ceLeft > 0) && (ceLeft < 3)) for (k = 0; k < 2; ++k) { worldPos.x = x * _Display->_CellSize - _Display->_CellSize / 12.0f; if (ceLeft == 1) worldPos.y = y * _Display->_CellSize + 3.0f * _Display->_CellSize / 12.0f; else worldPos.y = y * _Display->_CellSize + 7.0f * _Display->_CellSize / 12.0f; worldPos.z = 0; // World -> Screen conversion screenPos.x = (worldPos.x - viewMin.x) / (viewMax.x - viewMin.x); screenPos.y = 0.0f; screenPos.z = (worldPos.y - viewMin.y) / (viewMax.y - viewMin.y); if (k == 0) { vba.setVertexCoord (nVertCount, screenPos); ++nVertCount; } else { vbaSel.setVertexCoord (nVertCountSel, screenPos); ++nVertCountSel; } worldPos.x = x * _Display->_CellSize + _Display->_CellSize / 12.0f; screenPos.x = (worldPos.x - viewMin.x) / (viewMax.x - viewMin.x); if (k == 0) { vba.setVertexCoord (nVertCount, screenPos); ++nVertCount; } else { vbaSel.setVertexCoord (nVertCountSel, screenPos); ++nVertCountSel; } if (ceLeft == 1) worldPos.y = y * _Display->_CellSize + 5.0f * _Display->_CellSize / 12.0f; else worldPos.y = y * _Display->_CellSize + 9.0f * _Display->_CellSize / 12.0f; screenPos.z = (worldPos.y - viewMin.y) / (viewMax.y - viewMin.y); if (k == 0) { vba.setVertexCoord (nVertCount, screenPos); ++nVertCount; } else { vbaSel.setVertexCoord (nVertCountSel, screenPos); ++nVertCountSel; } worldPos.x = x * _Display->_CellSize - _Display->_CellSize / 12.0f; screenPos.x = (worldPos.x - viewMin.x) / (viewMax.x - viewMin.x); if (k == 0) { vba.setVertexCoord (nVertCount, screenPos); ++nVertCount; } else { vbaSel.setVertexCoord (nVertCountSel, screenPos); ++nVertCountSel; } ceLeft = 3 - ceLeft; } } vba.unlock(); VB.setNumVertices (nVertCount); PB.setNumIndexes (nVertCount*2); CIndexBufferReadWrite iba; PB.lock (iba); for (x = 0; x < (nVertCount/4); ++x) { iba.setLine (x*4+0, x*4+0, x*4+1); iba.setLine (x*4+1, x*4+1, x*4+2); iba.setLine (x*4+2, x*4+2, x*4+3); iba.setLine (x*4+3, x*4+3, x*4+0); } iba.unlock(); vbaSel.unlock(); VBSel.setNumVertices (nVertCountSel); PBSel.setNumIndexes (nVertCountSel*2); CIndexBufferReadWrite ibaSel; PBSel.lock (ibaSel); for (x = 0; x < (nVertCountSel/4); ++x) { ibaSel.setLine (x*4+0, x*4+0, x*4+1); ibaSel.setLine (x*4+1, x*4+1, x*4+2); ibaSel.setLine (x*4+2, x*4+2, x*4+3); ibaSel.setLine (x*4+3, x*4+3, x*4+0); } ibaSel.unlock(); if (DontUse3D) return; // Render CMatrix mtx; mtx.identity(); CNELU::Driver->setupViewport (CViewport()); CNELU::Driver->setupViewMatrix (mtx); CNELU::Driver->setupModelMatrix (mtx); CNELU::Driver->setFrustum (0.f, 1.f, 0.f, 1.f, -1.f, 1.f, false); CNELU::Driver->activeVertexBuffer (VB); CNELU::Driver->activeIndexBuffer (PB); CNELU::Driver->renderLines (Mat, 0, PB.getNumIndexes()/2); CNELU::Driver->activeVertexBuffer (VBSel); CNELU::Driver->activeIndexBuffer (PBSel); CNELU::Driver->renderLines (MatSel, 0, PBSel.getNumIndexes()/2); } }