UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/VisualMiddleBack.cs

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#region ================== Namespaces
using System;
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using System.Collections.Generic;
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using System.Drawing;
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using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Data;
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#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
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//mxd. Used to render translucent 3D floor's inner sides
internal sealed class VisualMiddleBack : VisualMiddle3D
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{
#region ================== Constructor / Setup
// Constructor
public VisualMiddleBack(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s) { }
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// This builds the geometry. Returns false when no geometry created.
public override bool Setup() { return this.Setup(this.extrafloor); }
public new bool Setup(Effect3DFloor extrafloor)
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{
Sidedef sourceside = extrafloor.Linedef.Front;
this.extrafloor = extrafloor;
//mxd. Extrafloor may've become invalid during undo/redo...
if(sourceside == null) return false;
Vector2D vl, vr;
//mxd. lightfog flag support
int lightvalue;
bool lightabsolute;
GetLightValue(out lightvalue, out lightabsolute);
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Vector2D tscale = new Vector2D(sourceside.Fields.GetValue("scalex_mid", 1.0),
sourceside.Fields.GetValue("scaley_mid", 1.0));
Vector2D tscaleAbs = new Vector2D(Math.Abs(tscale.x), Math.Abs(tscale.y));
Vector2D toffset1 = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0),
Sidedef.Fields.GetValue("offsety_mid", 0.0));
Vector2D toffset2 = new Vector2D(sourceside.Fields.GetValue("offsetx_mid", 0.0),
sourceside.Fields.GetValue("offsety_mid", 0.0));
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// Left and right vertices for this sidedef
if(Sidedef.IsFront)
{
vl = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
vr = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
}
else
{
vl = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
vr = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
}
// Load sector data
SectorData sd = mode.GetSectorData(Sidedef.Other.Sector);
//mxd. which texture we must use?
long texturelong = 0;
if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
{
if(Sidedef.LongHighTexture != MapSet.EmptyLongName)
texturelong = Sidedef.LongHighTexture;
}
else if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
{
if(Sidedef.LongLowTexture != MapSet.EmptyLongName)
texturelong = Sidedef.LongLowTexture;
}
else if(sourceside.LongMiddleTexture != MapSet.EmptyLongName)
{
texturelong = sourceside.LongMiddleTexture;
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}
// Texture given?
if(texturelong != 0)
{
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// Load texture
base.Texture = General.Map.Data.GetTextureImage(texturelong);
if(base.Texture == null || base.Texture is UnknownImage)
{
base.Texture = General.Map.Data.UnknownTexture3D;
setuponloadedtexture = texturelong;
}
else if(!base.Texture.IsImageLoaded)
{
setuponloadedtexture = texturelong;
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}
}
else
{
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// Use missing texture
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = 0;
}
// Get texture scaled size. Round up, because that's apparently what GZDoom does
Vector2D tsz = new Vector2D(Math.Ceiling(base.Texture.ScaledWidth / tscale.x), Math.Ceiling(base.Texture.ScaledHeight / tscale.y));
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// Get texture offsets
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//Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY) + new Vector2D(sourceside.OffsetX, sourceside.OffsetY);
Vector2D tof = new Vector2D(Sidedef.OffsetX, 0.0f) + new Vector2D(0.0f, sourceside.OffsetY);
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tof = tof + toffset1 + toffset2;
tof = tof / tscaleAbs;
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if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
tof = tof * base.Texture.Scale;
// For Vavoom type 3D floors the ceiling is lower than floor and they are reversed.
// We choose here.
double sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
double sourcebottomheight = extrafloor.VavoomType ? sourceside.Sector.CeilHeight : sourceside.Sector.FloorHeight;
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// Determine texture coordinates plane as they would be in normal circumstances.
// We can then use this plane to find any texture coordinate we need.
// The logic here is the same as in the original VisualMiddleSingle (except that
// the values are stored in a TexturePlane)
// NOTE: I use a small bias for the floor height, because if the difference in
// height is 0 then the TexturePlane doesn't work!
TexturePlane tp = new TexturePlane();
double floorbias = (sourcetopheight == sourcebottomheight) ? 1.0 : 0.0;
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tp.trb.x = tp.tlt.x + Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
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tp.trb.y = tp.tlt.y + (sourcetopheight - sourcebottomheight) + floorbias;
// Apply texture offset
tp.tlt += tof;
tp.trb += tof;
// Transform pixel coordinates to texture coordinates
tp.tlt /= tsz;
tp.trb /= tsz;
// Left top and right bottom of the geometry that
tp.vlt = new Vector3D(vl.x, vl.y, sourcetopheight);
tp.vrb = new Vector3D(vr.x, vr.y, sourcebottomheight + floorbias);
// Make the right-top coordinates
tp.trt = new Vector2D(tp.trb.x, tp.tlt.y);
tp.vrt = new Vector3D(tp.vrb.x, tp.vrb.y, tp.vlt.z);
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// Get ceiling and floor heights
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double flo = Sector.Floor.Level.plane.GetZ(vl);
double fro = Sector.Floor.Level.plane.GetZ(vr);
double clo = Sector.Ceiling.Level.plane.GetZ(vl);
double cro = Sector.Ceiling.Level.plane.GetZ(vr);
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double fle = sd.Floor.plane.GetZ(vl);
double fre = sd.Floor.plane.GetZ(vr);
double cle = sd.Ceiling.plane.GetZ(vl);
double cre = sd.Ceiling.plane.GetZ(vr);
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double fl = flo > fle ? flo : fle;
double fr = fro > fre ? fro : fre;
double cl = clo < cle ? clo : cle;
double cr = cro < cre ? cro : cre;
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// Anything to see?
if(((cl - fl) > 0.01f) || ((cr - fr) > 0.01f))
{
// Keep top and bottom planes for intersection testing
top = extrafloor.Floor.plane;
bottom = extrafloor.Ceiling.plane;
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// Create initial polygon, which is just a quad between floor and ceiling
WallPolygon poly = new WallPolygon();
poly.Add(new Vector3D(vl.x, vl.y, fl));
poly.Add(new Vector3D(vl.x, vl.y, cl));
poly.Add(new Vector3D(vr.x, vr.y, cr));
poly.Add(new Vector3D(vr.x, vr.y, fr));
// Determine initial color. Inside parts are shaded using control sector's brightness
int lightlevel;
PixelColor levelcolor; //mxd
if(((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.DisableLighting) != 0))
{
lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
levelcolor = sd.Ceiling.colorbelow; //mxd
}
else
{
lightlevel = lightabsolute ? lightvalue : sourceside.Sector.Brightness + lightvalue;
levelcolor = extrafloor.Floor.colorbelow; //mxd
}
//mxd. This calculates light with doom-style wall shading
PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef));
int wallcolor = PixelColor.Modulate(levelcolor, wallbrightness).WithAlpha((byte)extrafloor.Alpha).ToInt();
fogfactor = CalculateFogFactor(lightlevel);
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// Cut off the part above the 3D floor and below the 3D ceiling
CropPoly(ref poly, bottom, false);
CropPoly(ref poly, top, false);
// Cut out pieces that overlap 3D floors in this sector
List<WallPolygon> polygons = new List<WallPolygon> { poly };
foreach(Effect3DFloor ef in sd.ExtraFloors)
{
//mxd. Our poly should be clipped when our ond other extrafloors are both solid or both translucent,
// or when only our extrafloor is translucent
if(ef.ClipSidedefs == extrafloor.ClipSidedefs || ef.ClipSidedefs)
{
//TODO: [this crashed on me once when performing auto-align on myriad of textures on BoA C1M0]
if(ef.Floor == null || ef.Ceiling == null) ef.Update();
int num = polygons.Count;
for(int pi = 0; pi < num; pi++)
{
// Split by floor plane of 3D floor
WallPolygon p = polygons[pi];
WallPolygon np = SplitPoly(ref p, ef.Ceiling.plane, true);
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if(np.Count > 0)
{
// Split part below floor by the ceiling plane of 3D floor
// and keep only the part below the ceiling (front)
SplitPoly(ref np, ef.Floor.plane, true);
if(p.Count == 0)
{
polygons[pi] = np;
}
else
{
polygons[pi] = p;
polygons.Add(np);
}
}
else
{
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polygons[pi] = p;
}
}
}
}
// Process the polygon and create vertices
if(polygons.Count > 0)
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{
List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
if(verts.Count > 2)
{
if(extrafloor.Sloped3dFloor) this.RenderPass = RenderPass.Mask; //mxd
else if(extrafloor.RenderAdditive) this.RenderPass = RenderPass.Additive; //mxd
else if(extrafloor.Alpha < 255) this.RenderPass = RenderPass.Alpha;
else this.RenderPass = RenderPass.Mask;
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//mxd. Inner sides always have extrafloor color
for(int i = 0; i < verts.Count; i++)
{
WorldVertex v = verts[i];
v.c = wallcolor;
verts[i] = v;
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}
base.SetVertices(verts);
return true;
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}
}
}
base.SetVertices(null); //mxd
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return false;
}
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// Texture offset change
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public override bool OnChangeTextureOffset(int horizontal, int vertical, bool doSurfaceAngleCorrection)
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{
if ((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Change texture offsets");
//mxd
if (General.Map.UDMF && General.Map.Config.UseLocalSidedefTextureOffsets)
{
// Apply per-texture offsets
MoveTextureOffset(-horizontal, -vertical);
Point p = GetTextureOffset();
mode.SetActionResult("Changed texture offsets to " + p.X + ", " + p.Y + ".");
// Update this part only
this.Setup();
}
else
{
//mxd. Apply classic offsets
Sidedef sourceside = extrafloor.Linedef.Front;
bool textureloaded = (Texture != null && Texture.IsImageLoaded);
Sidedef.OffsetX = (Sidedef.OffsetX - horizontal);
if (textureloaded) Sidedef.OffsetX %= Texture.Width;
sourceside.OffsetY = (sourceside.OffsetY - vertical);
if (geometrytype != VisualGeometryType.WALL_MIDDLE && textureloaded) sourceside.OffsetY %= Texture.Height;
mode.SetActionResult("Changed texture offsets to " + Sidedef.OffsetX + ", " + sourceside.OffsetY + ".");
// Update all sidedef geometry
VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef);
parts.SetupAllParts();
}
//mxd. Update linked effects
SectorData sd = mode.GetSectorDataEx(Sector.Sector);
if (sd != null) sd.Reset(true);
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return true;
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}
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#endregion
}
}