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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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Merged Visual mode and GZDoom Visual mode into GZDB Visual mode. GZDoomEditing.dll is no longer required.
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71 changed files with 2614 additions and 8590 deletions
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@ -33,6 +33,7 @@ using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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@ -68,111 +69,135 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// This builds the geometry. Returns false when no geometry created.
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public override bool Setup()
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{
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//mxd
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//int brightness = mode.CalculateBrightness(Sidedef.Sector.Brightness);
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int brightness = mode.CalculateBrightness(Sidedef.Sector.Brightness, Sidedef);
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// Calculate size of this wall part
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float geotop = (float)Sidedef.Sector.CeilHeight;
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float geobottom = (float)Sidedef.Other.Sector.CeilHeight;
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float geoheight = geotop - geobottom;
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if(geoheight > 0.001f)
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Vector2D vl, vr;
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//mxd. lightfog flag support
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bool lightabsolute = Sidedef.Fields.GetValue("lightabsolute", false);
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bool ignoreUDMFLight = (!Sidedef.Fields.GetValue("lightfog", false) || !lightabsolute) && Sector.Sector.Fields.ContainsKey("fadecolor");
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int lightvalue = ignoreUDMFLight ? 0 : Sidedef.Fields.GetValue("light", 0); //mxd
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if (ignoreUDMFLight) lightabsolute = false;
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Vector2D tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_top", 1.0f),
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Sidedef.Fields.GetValue("scaley_top", 1.0f));
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Vector2D toffset = new Vector2D(Sidedef.Fields.GetValue("offsetx_top", 0.0f),
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Sidedef.Fields.GetValue("offsety_top", 0.0f));
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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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Vector2D t1 = new Vector2D();
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Vector2D t2 = new Vector2D();
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// Texture given?
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if((Sidedef.HighTexture.Length > 0) && (Sidedef.HighTexture[0] != '-'))
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{
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// Load texture
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base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongHighTexture);
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if(base.Texture == null)
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{
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = Sidedef.LongHighTexture;
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}
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else
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{
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if(!base.Texture.IsImageLoaded)
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setuponloadedtexture = Sidedef.LongHighTexture;
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}
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}
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else
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{
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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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// Get texture scaled size
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Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
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// Determine texture coordinates
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// See http://doom.wikia.com/wiki/Texture_alignment
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// We just use pixels for coordinates for now
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if(!Sidedef.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag))
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{
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// When upper unpegged is NOT set, the upper texture is bound to the bottom
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t1.y = tsz.y - geoheight;
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}
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t2.x = t1.x + Sidedef.Line.Length;
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t2.y = t1.y + geoheight;
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// Apply texture offset
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if (General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
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{
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t1 += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
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t2 += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
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}
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else
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{
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t1 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
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t2 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
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}
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// Transform pixel coordinates to texture coordinates
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t1 /= tsz;
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t2 /= tsz;
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// Get world coordinates for geometry
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Vector2D v1, v2;
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if(Sidedef.IsFront)
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{
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v1 = Sidedef.Line.Start.Position;
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v2 = Sidedef.Line.End.Position;
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}
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else
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{
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v1 = Sidedef.Line.End.Position;
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v2 = Sidedef.Line.Start.Position;
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}
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// Make vertices
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WorldVertex[] verts = new WorldVertex[6];
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verts[0] = new WorldVertex(v1.x, v1.y, geobottom, brightness, t1.x, t2.y);
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verts[1] = new WorldVertex(v1.x, v1.y, geotop, brightness, t1.x, t1.y);
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verts[2] = new WorldVertex(v2.x, v2.y, geotop, brightness, t2.x, t1.y);
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verts[3] = verts[0];
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verts[4] = verts[2];
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verts[5] = new WorldVertex(v2.x, v2.y, geobottom, brightness, t2.x, t2.y);
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// Keep properties
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base.top = geotop;
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base.bottom = geobottom;
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// Apply vertices
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base.SetVertices(verts);
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return true;
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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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// No geometry for invisible wall
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base.top = geotop;
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base.bottom = geobottom;
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WorldVertex[] verts = new WorldVertex[0];
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base.SetVertices(verts);
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return false;
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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 = Sector.GetSectorData();
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SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
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if(!osd.Updated) osd.Update();
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// Texture given?
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if((Sidedef.HighTexture.Length > 0) && (Sidedef.HighTexture[0] != '-'))
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{
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// Load texture
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base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongHighTexture);
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if(base.Texture == null)
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{
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = Sidedef.LongHighTexture;
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}
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else
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{
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if(!base.Texture.IsImageLoaded)
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setuponloadedtexture = Sidedef.LongHighTexture;
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}
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}
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else
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{
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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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// Get texture scaled size
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Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
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tsz = tsz / tscale;
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// Get texture offsets
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Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
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tof = tof + toffset;
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tof = tof / tscale;
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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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// 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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float ceilbias = (Sidedef.Other.Sector.CeilHeight == Sidedef.Sector.CeilHeight) ? 1.0f : 0.0f;
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if(!Sidedef.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag))
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{
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// When lower unpegged is set, the lower texture is bound to the bottom
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tp.tlt.y = tsz.y - ((float)Sidedef.Sector.CeilHeight - (float)Sidedef.Other.Sector.CeilHeight);
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}
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tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
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tp.trb.y = tp.tlt.y + ((float)Sidedef.Sector.CeilHeight - ((float)Sidedef.Other.Sector.CeilHeight + ceilbias));
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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, (float)Sidedef.Sector.CeilHeight);
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tp.vrb = new Vector3D(vr.x, vr.y, (float)Sidedef.Other.Sector.CeilHeight + ceilbias);
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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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// 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, sd.Floor.plane.GetZ(vl)));
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poly.Add(new Vector3D(vl.x, vl.y, sd.Ceiling.plane.GetZ(vl)));
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poly.Add(new Vector3D(vr.x, vr.y, sd.Ceiling.plane.GetZ(vr)));
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poly.Add(new Vector3D(vr.x, vr.y, sd.Floor.plane.GetZ(vr)));
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// Determine initial color
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int lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
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//mxd
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PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef));
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PixelColor wallcolor = PixelColor.Modulate(sd.Ceiling.colorbelow, wallbrightness);
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poly.color = wallcolor.WithAlpha(255).ToInt();
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// Cut off the part below the other ceiling
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CropPoly(ref poly, osd.Ceiling.plane, false);
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if(poly.Count > 2)
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{
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// Keep top and bottom planes for intersection testing
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top = sd.Ceiling.plane;
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bottom = osd.Ceiling.plane;
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// Process the polygon and create vertices
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List<WorldVertex> verts = CreatePolygonVertices(poly, tp, sd, lightvalue, lightabsolute);
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if(verts.Count > 0)
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{
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base.SetVertices(verts);
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return true;
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}
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}
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return false;
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}
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#endregion
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@ -192,6 +217,67 @@ namespace CodeImp.DoomBuilder.BuilderModes
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General.Map.Data.UpdateUsedTextures();
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this.Setup();
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}
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protected override void SetTextureOffsetX(int x)
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{
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Sidedef.Fields.BeforeFieldsChange();
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Sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float, (float)x);
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}
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protected override void SetTextureOffsetY(int y)
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{
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Sidedef.Fields.BeforeFieldsChange();
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Sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float, (float)y);
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}
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protected override void MoveTextureOffset(Point xy)
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{
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Sidedef.Fields.BeforeFieldsChange();
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float oldx = Sidedef.Fields.GetValue("offsetx_top", 0.0f);
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float oldy = Sidedef.Fields.GetValue("offsety_top", 0.0f);
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float scalex = Sidedef.Fields.GetValue("scalex_top", 1.0f);
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float scaley = Sidedef.Fields.GetValue("scaley_top", 1.0f);
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Sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float, getRoundedTextureOffset(oldx, (float)xy.X, scalex)); //mxd
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Sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float, getRoundedTextureOffset(oldy, (float)xy.Y, scaley)); //mxd
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}
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protected override Point GetTextureOffset()
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{
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float oldx = Sidedef.Fields.GetValue("offsetx_top", 0.0f);
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float oldy = Sidedef.Fields.GetValue("offsety_top", 0.0f);
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return new Point((int)oldx, (int)oldy);
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}
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//mxd
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public override void OnChangeTargetBrightness(bool up) {
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if(!General.Map.UDMF) {
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base.OnChangeTargetBrightness(up);
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return;
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}
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int light = Sidedef.Fields.GetValue("light", 0);
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bool absolute = Sidedef.Fields.GetValue("lightabsolute", false);
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int newLight = 0;
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if(up)
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newLight = General.Map.Config.BrightnessLevels.GetNextHigher(light, absolute);
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else
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newLight = General.Map.Config.BrightnessLevels.GetNextLower(light, absolute);
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if(newLight == light) return;
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//create undo
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mode.CreateUndo("Change upper wall brightness", UndoGroup.SurfaceBrightnessChange, Sector.Sector.FixedIndex);
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Sidedef.Fields.BeforeFieldsChange();
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//apply changes
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Sidedef.Fields["light"] = new UniValue(UniversalType.Integer, newLight);
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mode.SetActionResult("Changed upper wall brightness to " + newLight + ".");
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Sector.Sector.UpdateCache();
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//rebuild sector
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Sector.UpdateSectorGeometry(false);
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}
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#endregion
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}
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