2013-03-18 13:52:27 +00:00
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#region ================== Namespaces
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2016-07-04 21:13:43 +00:00
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using System;
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2013-03-18 13:52:27 +00:00
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.VisualModes;
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2014-01-13 08:06:56 +00:00
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using CodeImp.DoomBuilder.Data;
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2013-03-18 13:52:27 +00:00
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#endregion
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2015-11-20 14:31:54 +00:00
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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2013-03-18 13:52:27 +00:00
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//mxd. Used to render translucent 3D floor's inner sides
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2016-04-19 20:40:42 +00:00
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internal sealed class VisualMiddleBack : VisualMiddle3D
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2013-03-18 13:52:27 +00:00
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{
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#region ================== Constructor / Setup
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// Constructor
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2016-04-19 20:40:42 +00:00
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public VisualMiddleBack(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s) { }
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2013-03-18 13:52:27 +00:00
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// This builds the geometry. Returns false when no geometry created.
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public override bool Setup() { return this.Setup(this.extrafloor); }
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2016-04-19 20:40:42 +00:00
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public new bool Setup(Effect3DFloor extrafloor)
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2013-03-18 13:52:27 +00:00
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{
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Sidedef sourceside = extrafloor.Linedef.Front;
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this.extrafloor = extrafloor;
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2015-11-08 20:20:46 +00:00
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//mxd. Extrafloor may've become invalid during undo/redo...
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if(sourceside == null) return false;
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Vector2D vl, vr;
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2013-09-11 09:47:53 +00:00
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//mxd. lightfog flag support
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2015-02-06 09:01:33 +00:00
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int lightvalue;
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bool lightabsolute;
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GetLightValue(out lightvalue, out lightabsolute);
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2013-03-18 13:52:27 +00:00
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2020-05-22 19:39:18 +00:00
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Vector2D tscale = new Vector2D(sourceside.Fields.GetValue("scalex_mid", 1.0),
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sourceside.Fields.GetValue("scaley_mid", 1.0));
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2017-03-07 01:06:15 +00:00
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Vector2D tscaleAbs = new Vector2D(Math.Abs(tscale.x), Math.Abs(tscale.y));
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2020-05-22 19:39:18 +00:00
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Vector2D toffset1 = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0),
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Sidedef.Fields.GetValue("offsety_mid", 0.0));
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Vector2D toffset2 = new Vector2D(sourceside.Fields.GetValue("offsetx_mid", 0.0),
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sourceside.Fields.GetValue("offsety_mid", 0.0));
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2013-03-18 13:52:27 +00:00
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// Left and right vertices for this sidedef
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if(Sidedef.IsFront)
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{
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vl = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
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vr = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
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}
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else
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{
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vl = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
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vr = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
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}
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// Load sector data
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SectorData sd = mode.GetSectorData(Sidedef.Other.Sector);
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//mxd. which texture we must use?
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2016-04-19 20:40:42 +00:00
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long texturelong = 0;
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2015-11-20 14:31:54 +00:00
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if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
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2014-12-03 23:15:26 +00:00
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{
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2016-04-19 20:40:42 +00:00
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if(Sidedef.LongHighTexture != MapSet.EmptyLongName)
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texturelong = Sidedef.LongHighTexture;
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2014-12-03 23:15:26 +00:00
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}
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2015-11-20 14:31:54 +00:00
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else if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
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2014-12-03 23:15:26 +00:00
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{
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2016-04-19 20:40:42 +00:00
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if(Sidedef.LongLowTexture != MapSet.EmptyLongName)
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texturelong = Sidedef.LongLowTexture;
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2014-12-03 23:15:26 +00:00
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}
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2016-04-19 20:40:42 +00:00
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else if(sourceside.LongMiddleTexture != MapSet.EmptyLongName)
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2014-12-03 23:15:26 +00:00
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{
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2016-04-19 20:40:42 +00:00
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texturelong = sourceside.LongMiddleTexture;
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2013-03-18 13:52:27 +00:00
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}
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// Texture given?
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2016-04-19 20:40:42 +00:00
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if(texturelong != 0)
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2014-12-03 23:15:26 +00:00
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{
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2013-03-18 13:52:27 +00:00
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// Load texture
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2016-04-19 20:40:42 +00:00
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base.Texture = General.Map.Data.GetTextureImage(texturelong);
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if(base.Texture == null || base.Texture is UnknownImage)
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2014-12-03 23:15:26 +00:00
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{
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2013-07-31 12:38:47 +00:00
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base.Texture = General.Map.Data.UnknownTexture3D;
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2016-04-19 20:40:42 +00:00
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setuponloadedtexture = texturelong;
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2014-12-03 23:15:26 +00:00
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}
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2015-11-20 14:31:54 +00:00
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else if(!base.Texture.IsImageLoaded)
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2014-12-03 23:15:26 +00:00
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{
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2016-04-19 20:40:42 +00:00
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setuponloadedtexture = texturelong;
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2013-03-18 13:52:27 +00:00
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}
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2014-12-03 23:15:26 +00:00
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}
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else
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{
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2013-03-18 13:52:27 +00:00
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// Use missing texture
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = 0;
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}
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2020-07-11 16:43:49 +00:00
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// Get texture scaled size. Round up, because that's apparently what GZDoom does
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Vector2D tsz = new Vector2D(Math.Ceiling(base.Texture.ScaledWidth / tscale.x), Math.Ceiling(base.Texture.ScaledHeight / tscale.y));
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2013-03-18 13:52:27 +00:00
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// Get texture offsets
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Visual mode, UDMF: added "Scale Texture Up (X)", "Scale Texture Down (X)", "Scale Texture Up (Y)", "Scale Texture Down (Y)" actions. Default keys are Num6, Num4, Num8, Num5.
Visual mode, UDMF: renamed "Rotate Thing Clockwise" and "Rotate Thing Counterclockwise" actions to "Rotate Clockwise" and "Rotate Counterclockwise". These actions can now be used to change rotation of floor/ceiling textures.
Visual mode, UDMF: "Reset Texture Offsets" action now also resets sidedef's scale and floor/ceiling's scale and rotation.
Visual mode, UDMF: control line's OffsetX and OffsetY were not taken into account when calculating texture offsets of 3d floors' sides.
Visual mode, UDMF: fixed a ton of bugs in Auto align functions.
Visual mode, UDMF: when using "Move Texture Left/Right/Up/Down by 1" actions texture offsets were not updated properly when texture's scale was < 1.0.
Visual mode, UDMF: OffsetX and OffsetY were not taken into account in "Fit Texture Width/Height" actions.
Dockers Panel: added Pin/Unpin button, which acts the same as "Preferences -> Interface -> Side panels -> Auto hide" checkbox.
Texture size labels can now be disabled by unchecking "Preferences -> Interface -> Show texture and flat sizes in browsers" checkbox.
Texture size labels now are not shown for unknown textures.
Most of texture size labels had incorrect bg color.
ZDoom_linedefs.cfg: action specials 223 and 224 had incorrect Arg0.
2013-06-24 14:21:13 +00:00
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Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY) + new Vector2D(sourceside.OffsetX, sourceside.OffsetY);
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2013-03-18 13:52:27 +00:00
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tof = tof + toffset1 + toffset2;
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2017-03-07 01:06:15 +00:00
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tof = tof / tscaleAbs;
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2013-03-18 13:52:27 +00:00
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if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
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tof = tof * base.Texture.Scale;
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// For Vavoom type 3D floors the ceiling is lower than floor and they are reversed.
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// We choose here.
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2020-05-22 20:30:32 +00:00
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double sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
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double sourcebottomheight = extrafloor.VavoomType ? sourceside.Sector.CeilHeight : sourceside.Sector.FloorHeight;
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2013-03-18 13:52:27 +00:00
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// Determine texture coordinates plane as they would be in normal circumstances.
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// We can then use this plane to find any texture coordinate we need.
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// The logic here is the same as in the original VisualMiddleSingle (except that
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// the values are stored in a TexturePlane)
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// NOTE: I use a small bias for the floor height, because if the difference in
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// height is 0 then the TexturePlane doesn't work!
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TexturePlane tp = new TexturePlane();
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2020-05-22 20:30:32 +00:00
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double floorbias = (sourcetopheight == sourcebottomheight) ? 1.0 : 0.0;
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2013-03-18 13:52:27 +00:00
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2020-05-22 20:30:32 +00:00
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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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2013-03-18 13:52:27 +00:00
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tp.trb.y = tp.tlt.y + (sourcetopheight - sourcebottomheight) + floorbias;
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// Apply texture offset
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tp.tlt += tof;
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tp.trb += tof;
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// Transform pixel coordinates to texture coordinates
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tp.tlt /= tsz;
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tp.trb /= tsz;
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// Left top and right bottom of the geometry that
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tp.vlt = new Vector3D(vl.x, vl.y, sourcetopheight);
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tp.vrb = new Vector3D(vr.x, vr.y, sourcebottomheight + floorbias);
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// Make the right-top coordinates
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tp.trt = new Vector2D(tp.trb.x, tp.tlt.y);
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tp.vrt = new Vector3D(tp.vrb.x, tp.vrb.y, tp.vlt.z);
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2020-05-21 12:20:02 +00:00
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2013-03-18 13:52:27 +00:00
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// Get ceiling and floor heights
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2020-05-21 12:20:02 +00:00
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double flo = Sector.Floor.Level.plane.GetZ(vl);
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double fro = Sector.Floor.Level.plane.GetZ(vr);
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double clo = Sector.Ceiling.Level.plane.GetZ(vl);
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double cro = Sector.Ceiling.Level.plane.GetZ(vr);
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2013-03-18 13:52:27 +00:00
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2020-05-21 12:20:02 +00:00
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double fle = sd.Floor.plane.GetZ(vl);
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double fre = sd.Floor.plane.GetZ(vr);
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double cle = sd.Ceiling.plane.GetZ(vl);
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double cre = sd.Ceiling.plane.GetZ(vr);
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2013-03-18 13:52:27 +00:00
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2020-05-21 12:20:02 +00:00
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double fl = flo > fle ? flo : fle;
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double fr = fro > fre ? fro : fre;
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double cl = clo < cle ? clo : cle;
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double cr = cro < cre ? cro : cre;
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2013-03-18 13:52:27 +00:00
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// Anything to see?
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if(((cl - fl) > 0.01f) || ((cr - fr) > 0.01f))
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{
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// Keep top and bottom planes for intersection testing
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top = extrafloor.Floor.plane;
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2016-04-19 20:40:42 +00:00
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bottom = extrafloor.Ceiling.plane;
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2013-03-18 13:52:27 +00:00
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// Create initial polygon, which is just a quad between floor and ceiling
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WallPolygon poly = new WallPolygon();
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poly.Add(new Vector3D(vl.x, vl.y, fl));
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poly.Add(new Vector3D(vl.x, vl.y, cl));
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poly.Add(new Vector3D(vr.x, vr.y, cr));
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poly.Add(new Vector3D(vr.x, vr.y, fr));
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2016-04-19 20:40:42 +00:00
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// Determine initial color. Inside parts are shaded using control sector's brightness
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2014-02-21 14:42:12 +00:00
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int lightlevel;
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2015-11-20 14:31:54 +00:00
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PixelColor levelcolor; //mxd
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2014-12-03 23:15:26 +00:00
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if(((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.DisableLighting) != 0))
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2015-11-20 14:31:54 +00:00
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{
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2013-07-31 12:38:47 +00:00
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lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
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2015-11-20 14:31:54 +00:00
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levelcolor = sd.Ceiling.colorbelow; //mxd
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}
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2014-12-03 23:15:26 +00:00
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else
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2015-11-20 14:31:54 +00:00
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{
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2013-07-31 12:38:47 +00:00
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lightlevel = lightabsolute ? lightvalue : sourceside.Sector.Brightness + lightvalue;
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2015-11-20 14:31:54 +00:00
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levelcolor = extrafloor.Floor.colorbelow; //mxd
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}
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2014-12-03 23:15:26 +00:00
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2015-10-02 14:47:34 +00:00
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//mxd. This calculates light with doom-style wall shading
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2013-09-11 09:47:53 +00:00
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PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef));
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2015-11-20 14:31:54 +00:00
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int wallcolor = PixelColor.Modulate(levelcolor, wallbrightness).WithAlpha((byte)extrafloor.Alpha).ToInt();
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Fixed, Visual mode: in some cases ceiling glow effect was interfering with Transfer Brightness effect resulting in incorrectly lit sidedef geometry.
Fixed, Visual mode: UDMF sidedef brightness should be ignored when a wall section is affected by Transfer Brightness effect.
Fixed, Visual mode: any custom fog should be rendered regardless of sector brightness.
Fixed, Visual mode: "fogdensity" and "outsidefogdensity" MAPINFO values were processed incorrectly.
Fixed, Visual mode: in some cases Things were rendered twice during a render pass.
Fixed, Visual mode: floor glow effect should affect thing brightness only when applied to floor of the sector thing is in.
Fixed, TEXTURES parser: TEXTURES group was named incorrectly in the Textures Browser window when parsed from a WAD file.
Fixed, MAPINFO, GLDEFS, DECORATE parsers: "//$GZDB_SKIP" special comment was processed incorrectly.
Fixed, MAPINFO parser: "fogdensity" and "outsidefogdensity" properties are now initialized using GZDoom default value (255) instead of 0.
2016-01-25 13:42:53 +00:00
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fogfactor = CalculateFogFactor(lightlevel);
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2013-03-18 13:52:27 +00:00
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// Cut off the part above the 3D floor and below the 3D ceiling
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CropPoly(ref poly, bottom, false);
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CropPoly(ref poly, top, false);
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// Cut out pieces that overlap 3D floors in this sector
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2015-11-20 14:31:54 +00:00
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List<WallPolygon> polygons = new List<WallPolygon> { poly };
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2014-12-03 23:15:26 +00:00
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foreach(Effect3DFloor ef in sd.ExtraFloors)
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{
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2015-11-20 14:31:54 +00:00
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//mxd. Our poly should be clipped when our ond other extrafloors are both solid or both translucent,
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// or when only our extrafloor is translucent
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if(ef.ClipSidedefs == extrafloor.ClipSidedefs || ef.ClipSidedefs)
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2014-12-03 23:15:26 +00:00
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{
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2016-04-19 20:40:42 +00:00
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//TODO: [this crashed on me once when performing auto-align on myriad of textures on BoA C1M0]
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if(ef.Floor == null || ef.Ceiling == null) ef.Update();
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2015-11-20 14:31:54 +00:00
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int num = polygons.Count;
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for(int pi = 0; pi < num; pi++)
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2014-12-03 23:15:26 +00:00
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{
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2015-11-20 14:31:54 +00:00
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// Split by floor plane of 3D floor
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WallPolygon p = polygons[pi];
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WallPolygon np = SplitPoly(ref p, ef.Ceiling.plane, true);
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2013-03-18 13:52:27 +00:00
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2015-11-20 14:31:54 +00:00
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if(np.Count > 0)
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2014-12-03 23:15:26 +00:00
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|
{
|
2015-11-20 14:31:54 +00:00
|
|
|
|
// 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
|
2014-12-03 23:15:26 +00:00
|
|
|
|
{
|
2013-03-18 13:52:27 +00:00
|
|
|
|
polygons[pi] = p;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Process the polygon and create vertices
|
2015-10-02 14:47:34 +00:00
|
|
|
|
if(polygons.Count > 0)
|
2013-03-18 13:52:27 +00:00
|
|
|
|
{
|
2014-10-28 09:23:21 +00:00
|
|
|
|
List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
|
2015-10-02 14:47:34 +00:00
|
|
|
|
if(verts.Count > 2)
|
2014-10-28 09:23:21 +00:00
|
|
|
|
{
|
2015-11-20 14:31:54 +00:00
|
|
|
|
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;
|
2013-03-18 13:52:27 +00:00
|
|
|
|
|
2015-11-20 14:31:54 +00:00
|
|
|
|
//mxd. Inner sides always have extrafloor color
|
|
|
|
|
for(int i = 0; i < verts.Count; i++)
|
2014-10-28 09:23:21 +00:00
|
|
|
|
{
|
2015-11-20 14:31:54 +00:00
|
|
|
|
WorldVertex v = verts[i];
|
|
|
|
|
v.c = wallcolor;
|
|
|
|
|
verts[i] = v;
|
2013-03-18 13:52:27 +00:00
|
|
|
|
}
|
2014-10-28 09:23:21 +00:00
|
|
|
|
|
|
|
|
|
base.SetVertices(verts);
|
|
|
|
|
return true;
|
2013-03-18 13:52:27 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2014-10-28 09:23:21 +00:00
|
|
|
|
base.SetVertices(null); //mxd
|
2013-03-18 13:52:27 +00:00
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
}
|
|
|
|
|
}
|