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

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#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;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal sealed class VisualMiddle3D : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
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private Effect3DFloor extrafloor;
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#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
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public VisualMiddle3D(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
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{
//mxd
geoType = VisualGeometryType.WALL_MIDDLE_3D;
// We have no destructor
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GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
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public override bool Setup() { return this.Setup(this.extrafloor); }
public bool Setup(Effect3DFloor extrafloor)
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{
Vector2D vl, vr;
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Sidedef sourceside = extrafloor.Linedef.Front;
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this.extrafloor = extrafloor;
//mxd. lightfog flag support
bool lightabsolute = Sidedef.Fields.GetValue("lightabsolute", false);
bool ignoreUDMFLight = (!Sidedef.Fields.GetValue("lightfog", false) || !lightabsolute) && Sector.Sector.Fields.ContainsKey("fadecolor");
int lightvalue = ignoreUDMFLight ? 0 : Sidedef.Fields.GetValue("light", 0); //mxd
if (ignoreUDMFLight) lightabsolute = false;
Vector2D tscale = new Vector2D(sourceside.Fields.GetValue("scalex_mid", 1.0f),
sourceside.Fields.GetValue("scaley_mid", 1.0f));
Vector2D toffset1 = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0f),
Sidedef.Fields.GetValue("offsety_mid", 0.0f));
Vector2D toffset2 = new Vector2D(sourceside.Fields.GetValue("offsetx_mid", 0.0f),
sourceside.Fields.GetValue("offsety_mid", 0.0f));
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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.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);
tsz = tsz / tscale;
// Get texture offsets
Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
tof = tof + toffset1 + toffset2;
tof = tof / tscale;
if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
tof = tof * base.Texture.Scale;
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// 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;
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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();
float floorbias = (sourcetopheight == sourcebottomheight) ? 1.0f : 0.0f;
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tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
tp.trb.y = tp.tlt.y + (sourcetopheight - sourcebottomheight) + floorbias;
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// Apply texture offset
tp.tlt += tof;
tp.trb += tof;
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// 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);
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// 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
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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
int lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
//mxd. This calculates light with doom-style wall shading
PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef));
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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
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CropPoly(ref poly, extrafloor.Floor.plane, false);
CropPoly(ref poly, extrafloor.Ceiling.plane, false);
// Cut out pieces that overlap 3D floors in this sector
List<WallPolygon> polygons = new List<WallPolygon>(1);
polygons.Add(poly);
foreach(Effect3DFloor ef in sd.ExtraFloors)
{
// Same 3D floor and other floors that are not translucent will clip my walls
if((ef.Alpha == 255) || (ef.Linedef.Front.Sector == extrafloor.Linedef.Front.Sector))
{
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);
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
{
polygons[pi] = p;
}
}
}
}
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// Process the polygon and create vertices
List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
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if(verts.Count > 0)
{
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if(extrafloor.Alpha < 255)
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{
// Apply alpha to vertices
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byte alpha = (byte)General.Clamp(extrafloor.Alpha, 0, 255);
if(alpha < 255)
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{
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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;
}
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}
this.RenderPass = RenderPass.Alpha;
}
else
{
this.RenderPass = RenderPass.Mask;
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}
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base.SetVertices(verts);
return true;
}
}
return false;
}
#endregion
#region ================== Methods
// Return texture name
public override string GetTextureName()
{
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return extrafloor.Linedef.Front.MiddleTexture;
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}
// This changes the texture
protected override void SetTexture(string texturename)
{
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extrafloor.Linedef.Front.SetTextureMid(texturename);
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General.Map.Data.UpdateUsedTextures();
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this.Sector.Rebuild();
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}
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protected override void SetTextureOffsetX(int x)
{
Sidedef.Fields.BeforeFieldsChange();
Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, (float)x);
}
protected override void SetTextureOffsetY(int y)
{
Sidedef.Fields.BeforeFieldsChange();
Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, (float)y);
}
protected override void MoveTextureOffset(Point xy)
{
Sidedef.Fields.BeforeFieldsChange();
float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f);
Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, oldx + (float)xy.X);
Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, oldy + (float)xy.Y);
}
protected override Point GetTextureOffset()
{
float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f);
return new Point((int)oldx, (int)oldy);
}
//mxd
public override Linedef GetControlLinedef() {
return extrafloor.Linedef;
}
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#endregion
}
}