UltimateZoneBuilder/Source/Plugins/GZDoomEditing/VisualModes/VisualMiddle3D.cs

246 lines
7.8 KiB
C#
Raw Normal View History

2010-09-10 13:17:38 +00:00
#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal sealed class VisualMiddle3D : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
2010-09-11 20:14:36 +00:00
private Effect3DFloor extrafloor;
2010-09-10 13:17:38 +00:00
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
2010-09-14 19:14:44 +00:00
public VisualMiddle3D(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
2010-09-10 13:17:38 +00:00
{
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
2010-09-14 19:14:44 +00:00
public override bool Setup() { return this.Setup(this.extrafloor); }
public bool Setup(Effect3DFloor extrafloor)
2010-09-10 13:17:38 +00:00
{
Vector2D vl, vr;
2010-09-11 20:14:36 +00:00
Sidedef sourceside = extrafloor.Linedef.Front;
2010-09-14 19:14:44 +00:00
this.extrafloor = extrafloor;
2010-09-10 13:17:38 +00:00
// 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.Sector);
// Texture given?
if((sourceside.MiddleTexture.Length > 0) && (sourceside.MiddleTexture[0] != '-'))
{
// Load texture
base.Texture = General.Map.Data.GetTextureImage(sourceside.LongMiddleTexture);
if(base.Texture == null)
{
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = sourceside.LongMiddleTexture;
}
else
{
if(!base.Texture.IsImageLoaded)
setuponloadedtexture = sourceside.LongMiddleTexture;
}
}
else
{
// Use missing texture
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = 0;
}
// Get texture scaled size
Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
// For Vavoom type 3D floors the ceiling is lower than floor and they are reversed.
// We choose here.
float sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
float sourcebottomheight = extrafloor.VavoomType ? sourceside.Sector.CeilHeight : sourceside.Sector.FloorHeight;
2010-09-10 13:17:38 +00:00
// 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();
float floorbias = (sourcetopheight == sourcebottomheight) ? 1.0f : 0.0f;
2010-09-10 13:17:38 +00:00
tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
tp.trb.y = tp.tlt.y + (sourcetopheight - sourcebottomheight) + floorbias;
2010-09-10 13:17:38 +00:00
// Apply texture offset
if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
{
tp.tlt += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
tp.trb += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
tp.tlt += new Vector2D(sourceside.OffsetX * base.Texture.Scale.x, sourceside.OffsetY * base.Texture.Scale.y);
tp.trb += new Vector2D(sourceside.OffsetX * base.Texture.Scale.x, sourceside.OffsetY * base.Texture.Scale.y);
2010-09-10 13:17:38 +00:00
}
else
{
tp.tlt += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
tp.trb += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
tp.tlt += new Vector2D(sourceside.OffsetX, sourceside.OffsetY);
tp.trb += new Vector2D(sourceside.OffsetX, sourceside.OffsetY);
2010-09-10 13:17:38 +00:00
}
// 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);
2010-09-10 13:17:38 +00:00
// 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);
// Get ceiling and floor heights
float fl = sd.Floor.plane.GetZ(vl);
float fr = sd.Floor.plane.GetZ(vr);
float cl = sd.Ceiling.plane.GetZ(vl);
float cr = sd.Ceiling.plane.GetZ(vr);
// Anything to see?
if(((cl - fl) > 0.01f) || ((cr - fr) > 0.01f))
{
// Keep top and bottom planes for intersection testing
2010-09-11 20:14:36 +00:00
top = extrafloor.Floor.plane;
bottom = extrafloor.Ceiling.plane;
2010-09-10 13:17:38 +00:00
// 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
PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(sd.Ceiling.brightnessbelow));
PixelColor wallcolor = PixelColor.Modulate(sd.Ceiling.colorbelow, wallbrightness);
poly.color = wallcolor.WithAlpha(255).ToInt();
// Cut off the part above the 3D floor and below the 3D ceiling
2010-09-11 20:14:36 +00:00
CropPoly(ref poly, extrafloor.Floor.plane, false);
CropPoly(ref poly, extrafloor.Ceiling.plane, false);
2010-09-10 13:17:38 +00:00
// Process the polygon and create vertices
2010-09-14 19:14:44 +00:00
List<WorldVertex> verts = CreatePolygonVertices(poly, tp, sd);
2010-09-10 13:17:38 +00:00
if(verts.Count > 0)
{
2010-09-11 20:14:36 +00:00
if(extrafloor.Alpha < 255)
2010-09-10 15:59:47 +00:00
{
// Apply alpha to vertices
2010-09-11 20:14:36 +00:00
byte alpha = (byte)General.Clamp(extrafloor.Alpha, 0, 255);
if(alpha < 255)
2010-09-10 15:59:47 +00:00
{
2010-09-11 20:14:36 +00:00
for(int i = 0; i < verts.Count; i++)
{
WorldVertex v = verts[i];
PixelColor c = PixelColor.FromInt(v.c);
v.c = c.WithAlpha(alpha).ToInt();
verts[i] = v;
}
2010-09-10 15:59:47 +00:00
}
this.RenderPass = RenderPass.Alpha;
}
else
{
this.RenderPass = RenderPass.Solid;
}
2010-09-10 13:17:38 +00:00
base.SetVertices(verts);
return true;
}
}
return false;
}
#endregion
#region ================== Methods
// Return texture name
public override string GetTextureName()
{
2010-09-11 20:14:36 +00:00
return extrafloor.Linedef.Front.MiddleTexture;
2010-09-10 13:17:38 +00:00
}
// This changes the texture
protected override void SetTexture(string texturename)
{
2010-09-11 20:14:36 +00:00
extrafloor.Linedef.Front.SetTextureMid(texturename);
2010-09-10 13:17:38 +00:00
General.Map.Data.UpdateUsedTextures();
2010-09-10 15:59:47 +00:00
this.Sector.Rebuild();
2010-09-10 13:17:38 +00:00
}
#endregion
}
}