com.robrohan.ruin.display
Class Viewport
java.lang.Object
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+--com.robrohan.ruin.display.Viewport
- public class Viewport
- extends java.lang.Object
MP: A MemoryImageSource graphics viewport.
This class needs to be as fast as humanly possible, and thus it might
be fairly ugly.
Constructor Summary |
Viewport(int xSize,
int ySize,
byte[][] colorMaps,
java.awt.image.ColorModel colorModel)
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Method Summary |
java.awt.Image |
blankScreen()
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void |
clear(float rot)
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void |
drawImage(ByteImage img,
int colorMapIndex,
int xOff,
int yOff)
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void |
drawMiddleWall(Ssector ssector,
ByteImage img,
float darkness,
int x1,
int y11,
int y12,
float z1,
int x2,
int y21,
int y22,
float z2,
float xTexOffs,
float xTexSize,
float yTexOffs,
float yTexSize,
float xPlayerOffs,
float yPlayerOffs,
float zPlayerOffs,
float rot,
int ceilingHeight,
int floorHeight)
This might have to with patches (or imgs on the walls)? uncomment when
at that level :) |
void |
drawOverlay()
|
void |
drawScaledImage(Ssector ssector,
ByteImage img,
float darkness,
int xOff,
int yOff,
float zDist,
int xsSize,
int ysSize)
|
void |
drawWall(Ssector ssector,
ByteImage imgu,
ByteImage imgl,
byte[] ceilingFlat,
byte[] floorFlat,
float darkness,
int x1,
int y11,
int y12,
int y13,
int y14,
float z1,
int x2,
int y21,
int y22,
int y23,
int y24,
float z2,
float xTexOffsU,
float xTexSizeU,
float yTexOffsU,
float yTexSizeU,
float xTexOffsL,
float xTexSizeL,
float yTexOffsL,
float yTexSizeL,
float xPlayerOffs,
float yPlayerOffs,
float zPlayerOffs,
float rot,
int ceilingHeight,
int floorHeight)
Ok, I think these functions draw the textures on to an image based on
the information passed from Display. |
java.awt.Image |
getImg()
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ByteImage |
getNullImage()
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void |
setSkyImage(ByteImage skyImage)
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Methods inherited from class java.lang.Object |
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Viewport
public Viewport(int xSize,
int ySize,
byte[][] colorMaps,
java.awt.image.ColorModel colorModel)
blankScreen
public java.awt.Image blankScreen()
getNullImage
public ByteImage getNullImage()
setSkyImage
public void setSkyImage(ByteImage skyImage)
drawImage
public void drawImage(ByteImage img,
int colorMapIndex,
int xOff,
int yOff)
drawScaledImage
public void drawScaledImage(Ssector ssector,
ByteImage img,
float darkness,
int xOff,
int yOff,
float zDist,
int xsSize,
int ysSize)
drawWall
public void drawWall(Ssector ssector,
ByteImage imgu,
ByteImage imgl,
byte[] ceilingFlat,
byte[] floorFlat,
float darkness,
int x1,
int y11,
int y12,
int y13,
int y14,
float z1,
int x2,
int y21,
int y22,
int y23,
int y24,
float z2,
float xTexOffsU,
float xTexSizeU,
float yTexOffsU,
float yTexSizeU,
float xTexOffsL,
float xTexSizeL,
float yTexOffsL,
float yTexSizeL,
float xPlayerOffs,
float yPlayerOffs,
float zPlayerOffs,
float rot,
int ceilingHeight,
int floorHeight)
- Ok, I think these functions draw the textures on to an image based on
the information passed from Display.
drawMiddleWall
public void drawMiddleWall(Ssector ssector,
ByteImage img,
float darkness,
int x1,
int y11,
int y12,
float z1,
int x2,
int y21,
int y22,
float z2,
float xTexOffs,
float xTexSize,
float yTexOffs,
float yTexSize,
float xPlayerOffs,
float yPlayerOffs,
float zPlayerOffs,
float rot,
int ceilingHeight,
int floorHeight)
- This might have to with patches (or imgs on the walls)? uncomment when
at that level :)
drawOverlay
public void drawOverlay()
clear
public void clear(float rot)
getImg
public java.awt.Image getImg()