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

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#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes {
//mxd. Used to render translucent 3D floor's inner sides
internal sealed class VisualMiddleBack : BaseVisualGeometrySidedef
{
#region ================== Variables
private Effect3DFloor extrafloor;
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualMiddleBack(BaseVisualMode mode, VisualSector vs, Sidedef s)
: base(mode, vs, s)
{
//mxd
geoType = VisualGeometryType.WALL_MIDDLE;
// We have no destructor
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GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup() { return this.Setup(this.extrafloor); }
public bool Setup(Effect3DFloor extrafloor)
{
Vector2D vl, vr;
Sidedef sourceside = extrafloor.Linedef.Front;
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;
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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));
// 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.Other.HighTexture.Length > 0 && Sidedef.Other.HighTexture != "-")
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textureLong = Sidedef.Other.LongHighTexture;
} else if ((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0) {
if(Sidedef.Other.LowTexture.Length > 0 && Sidedef.Other.LowTexture != "-")
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textureLong = Sidedef.Other.LongLowTexture;
} else if ((sourceside.MiddleTexture.Length > 0) && (sourceside.MiddleTexture != "-")) {
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textureLong = sourceside.LongMiddleTexture;
}
// Texture given?
if (textureLong != 0) {
// Load texture
base.Texture = General.Map.Data.GetTextureImage(textureLong);
if (base.Texture == null) {
base.Texture = General.Map.Data.UnknownTexture3D;
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setuponloadedtexture = textureLong;
} else if (!base.Texture.IsImageLoaded) {
setuponloadedtexture = textureLong;
}
} 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) + new Vector2D(sourceside.OffsetX, sourceside.OffsetY);
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tof = tof + toffset1 + toffset2;
tof = tof / tscale;
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.
float sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
float sourcebottomheight = extrafloor.VavoomType ? sourceside.Sector.CeilHeight : sourceside.Sector.FloorHeight;
// 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;
tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
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);
// Get ceiling and floor heights
float flo = Sector.Floor.Level.plane.GetZ(vl);
float fro = Sector.Floor.Level.plane.GetZ(vr);
float clo = Sector.Ceiling.Level.plane.GetZ(vl);
float cro = Sector.Ceiling.Level.plane.GetZ(vr);
float fle = sd.Floor.plane.GetZ(vl);
float fre = sd.Floor.plane.GetZ(vr);
float cle = sd.Ceiling.plane.GetZ(vl);
float cre = sd.Ceiling.plane.GetZ(vr);
float fl = flo > fle ? flo : fle;
float fr = fro > fre ? fro : fre;
float cl = clo < cle ? clo : cle;
float cr = cro < cre ? cro : cre;
// Anything to see?
if(((cl - fl) > 0.01f) || ((cr - fr) > 0.01f))
{
// Keep top and bottom planes for intersection testing
bottom = extrafloor.Ceiling.plane;
top = extrafloor.Floor.plane;
// 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 = 0;
if(((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.DisableLighting) != 0)) {
lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
}else{
lightlevel = lightabsolute ? lightvalue : sourceside.Sector.Brightness + lightvalue;
}
//mxd
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
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>(1);
polygons.Add(poly);
foreach(Effect3DFloor ef in sd.ExtraFloors) {
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;
}
}
}
// Process the polygon and create vertices
List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
if(verts.Count > 0)
{
if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.RenderAdditive) != 0)//mxd
this.RenderPass = RenderPass.Additive;
else if (extrafloor.Alpha < 255)
this.RenderPass = RenderPass.Alpha;
else
this.RenderPass = RenderPass.Mask;
if (extrafloor.Alpha < 255) {
// Apply alpha to vertices
byte alpha = (byte)General.Clamp(extrafloor.Alpha, 0, 255);
if (alpha < 255) {
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;
}
}
}
base.SetVertices(verts);
return true;
}
}
return false;
}
#endregion
#region ================== Methods
// Return texture name
public override string GetTextureName() {
//mxd
if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
return Sidedef.HighTexture;
if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
return Sidedef.LowTexture;
return extrafloor.Linedef.Front.MiddleTexture;
}
// This changes the texture
protected override void SetTexture(string texturename) {
//mxd
if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
Sidedef.Other.SetTextureHigh(texturename);
if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
Sidedef.Other.SetTextureLow(texturename);
else
extrafloor.Linedef.Front.SetTextureMid(texturename);
General.Map.Data.UpdateUsedTextures();
this.Sector.Rebuild();
//mxd. Other sector also may require updating
((BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector)).Rebuild();
//mxd. As well as model sector
((BaseVisualSector)mode.GetVisualSector(extrafloor.Linedef.Front.Sector)).UpdateSectorGeometry(false);
}
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);
float scalex = Sidedef.Fields.GetValue("scalex_mid", 1.0f);
float scaley = Sidedef.Fields.GetValue("scaley_mid", 1.0f);
Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, getRoundedTextureOffset(oldx, xy.X, scalex, Texture != null ? Texture.Width : -1)); //mxd
//mxd. Don't clamp offsetY of clipped mid textures
bool dontClamp = (Texture == null || Sidedef.IsFlagSet("clipmidtex") || Sidedef.Line.IsFlagSet("clipmidtex"));
Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, getRoundedTextureOffset(oldy, xy.Y, scaley, dontClamp ? -1 : Texture.Height));
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}
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 void OnChangeTargetBrightness(bool up) {
if(!General.Map.UDMF) {
base.OnChangeTargetBrightness(up);
return;
}
int light = Sidedef.Fields.GetValue("light", 0);
bool absolute = Sidedef.Fields.GetValue("lightabsolute", false);
int newLight = 0;
if(up)
newLight = General.Map.Config.BrightnessLevels.GetNextHigher(light, absolute);
else
newLight = General.Map.Config.BrightnessLevels.GetNextLower(light, absolute);
if(newLight == light) return;
//create undo
mode.CreateUndo("Change middle wall brightness", UndoGroup.SurfaceBrightnessChange, Sector.Sector.FixedIndex);
Sidedef.Fields.BeforeFieldsChange();
//apply changes
Sidedef.Fields["light"] = new UniValue(UniversalType.Integer, newLight);
mode.SetActionResult("Changed middle wall brightness to " + newLight + ".");
Sector.Sector.UpdateCache();
//rebuild sector
Sector.UpdateSectorGeometry(false);
}
//mxd
public override Linedef GetControlLinedef() {
return extrafloor.Linedef;
}
#endregion
}
}