shadow casting
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@@ -2,6 +2,7 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Linq;
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using System.Runtime.Versioning;
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using System.Text;
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@@ -10,10 +11,20 @@ using System.Windows.Forms;
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namespace SpriteStacker
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{
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public enum RenderMode
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{
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Editing,
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Rendering
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}
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public static class Config
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{
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public static Color BasePlateColour = Color.FromArgb(255, 255, 255, 255);
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public static int BackgroundTile = 2;
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public static List<Font> customFonts = new List<Font>();
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public static int FontSize = 16;
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public static int RenderIndex = 0;
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public static RenderMode renderMode = RenderMode.Editing;
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public static int RenderResolution = 1;
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}
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public class ColourPalette
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{
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@@ -167,10 +178,12 @@ namespace SpriteStacker
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public int Width;
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public int Length;
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public List<Rectangle> Bounds = new List<Rectangle>();
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public Bitmap RenderedModel;
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public Model(int Width, int Length)
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{
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this.Width = Width;
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this.Length = Length;
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RenderedModel = new Bitmap(Width * 2, Length * 2);
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AddLayer();
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}
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public void SetCurrentLayer(int Layer)
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@@ -220,6 +233,61 @@ namespace SpriteStacker
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LayerImages.Add(new Bitmap(Width, Length));
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ModelData.Add(new Voxel[Width,Length]);
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Bounds.Add(new Rectangle(new Point(-(int)(Width * Camera.scale) / 2, -(int)(Length * Camera.scale) / 2), new Size((int)(Width * Camera.scale), (int)(Length * Camera.scale))));
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Bitmap Render = new Bitmap(Width * 2, (Length + (int)(ModelData.Count * Camera.ViewAngle)) * 2);
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}
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public void RenderModel(Graphics R, int RenderResolution)
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{
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RenderResolution = Math.Max(RenderResolution, 1);
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Bitmap Render = new Bitmap((Width * 2 * RenderResolution), (Length + (int)(ModelData.Count * Camera.ViewAngle)) * 2 * RenderResolution);
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Graphics G = Graphics.FromImage(Render);
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G.ResetTransform();
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G.TranslateTransform(Render.Width/2, Render.Height/2);
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G.RotateTransform(Camera.Rotation);
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float AngleScale = Camera.ViewAngle * RenderResolution;
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G.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.None;
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G.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
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G.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.Half;
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float[][] colorMatrixElements = {
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new float[] {0.0f, 0, 0, 0, 0},//R
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new float[] {0, 0.0f, 0, 0, 0},//G
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new float[] {0, 0, 0.0f, 0, 0},//B
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new float[] {0, 0, 0, 0.8f, 0},
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new float[] {0.0f, 0.0f, 0.0f, 0f, 1}};
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ColorMatrix colorMatrix = new ColorMatrix(colorMatrixElements);
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ImageAttributes imageAttributes = new ImageAttributes();
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imageAttributes.SetColorMatrix(
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colorMatrix,
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ColorMatrixFlag.Default,
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ColorAdjustType.Bitmap);
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for (int i = 0; i < ModelData.Count; i++)
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{
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G.ResetTransform();
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G.TranslateTransform(Render.Width / 2 - ((i * RenderResolution / 1.25f) * (float)Math.Cos(Camera.Rotation * Math.PI / 180.0)), Render.Height / 2 - (((i / 1.25f) * (float)Math.Sin(Camera.Rotation * Math.PI / 180.0)) * AngleScale));
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G.RotateTransform(Camera.Rotation);
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G.DrawImage(LayerImages[i], new Rectangle(-(LayerImages[i].Width / 2) * RenderResolution, -(LayerImages[i].Height / 2) * RenderResolution, LayerImages[i].Width * RenderResolution, LayerImages[i].Height * RenderResolution)
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, 0, 0, LayerImages[i].Width, LayerImages[i].Height, GraphicsUnit.Pixel, imageAttributes);
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}
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for (int i = 0; i < ModelData.Count; i++)
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{
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G.ResetTransform();
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G.TranslateTransform(Render.Width / 2, Render.Height / 2 - (i * AngleScale));
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G.RotateTransform(Camera.Rotation);
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G.DrawImage(LayerImages[i], new Rectangle(-(LayerImages[i].Width / 2) * RenderResolution, -(LayerImages[i].Height / 2) * RenderResolution, LayerImages[i].Width * RenderResolution, LayerImages[i].Height * RenderResolution));
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}
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int X = Camera.LocX + Camera.Width / 2;
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int Y = Camera.Height / 2 + Camera.LocY;
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R.ResetTransform();
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R.TranslateTransform(X, Y);
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R.RotateTransform(Camera.Rotation);
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R.FillRectangle(new SolidBrush(Config.BasePlateColour), Bounds[0]);
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int difference = Render.Height - Render.Width;
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R.ResetTransform();
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R.TranslateTransform(X, Y);
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R.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
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R.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.Half;
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R.DrawImage(Render,( -Render.Width / 2)/ RenderResolution * Camera.scale, (-(Render.Width + difference) / 2)/ RenderResolution * Camera.scale, Render.Width/ RenderResolution * Camera.scale, Render.Height/ RenderResolution * Camera.scale);
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RenderedModel = Render;
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}
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public void DrawSpriteStack(Graphics G)
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{
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@@ -254,7 +322,7 @@ namespace SpriteStacker
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{
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G.ResetTransform();
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G.TranslateTransform(X, Y);
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TextureBrush TileBrush = new TextureBrush(Resources.Background);
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TextureBrush TileBrush = new TextureBrush(Resources.OpaqueBackground);
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TileBrush.ScaleTransform((1 / 32.0f) * Camera.scale * (Config.BackgroundTile / 2), (1 / 32.0f) * Camera.scale * (Config.BackgroundTile / 2));
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G.FillRectangle(TileBrush, Bounds[Camera.SelectedLayer]);
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G.DrawImage(LayerImages[Camera.SelectedLayer], Bounds[Camera.SelectedLayer]);
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@@ -263,6 +331,21 @@ namespace SpriteStacker
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}
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}
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public void DrawSelectedLayerToImage()
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{
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Bitmap newImage = new Bitmap(Width, Length);
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for (int x = 0; x < ModelData[Camera.SelectedLayer].GetLength(0); x++)
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{
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for (int y = 0; y < ModelData[Camera.SelectedLayer].GetLength(1); y++)
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{
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if (ModelData[Camera.SelectedLayer][x, y] != null)
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{
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newImage.SetPixel(x, y, ModelData[Camera.SelectedLayer][x, y].GetColor());
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}
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}
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}
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LayerImages[Camera.SelectedLayer] = newImage;
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}
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public void DrawLayersToImages()
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{
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for (int i = 0; i < ModelData.Count; i++)
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