#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.Generic; using System.Collections.ObjectModel; using System.Drawing; using System.Globalization; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Types; using CodeImp.DoomBuilder.VisualModes; using CodeImp.DoomBuilder.Data; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal sealed class VisualFloor : BaseVisualGeometrySector { #region ================== Constants #endregion #region ================== Variables private bool innerside; //mxd #endregion #region ================== Properties #endregion #region ================== Constructor / Setup // Constructor public VisualFloor(BaseVisualMode mode, VisualSector vs) : base(mode, vs) { //mxd geometrytype = VisualGeometryType.FLOOR; partname = "floor"; performautoselection = mode.UseSelectionFromClassicMode && vs != null && vs.Sector.Selected && (General.Map.ViewMode == ViewMode.FloorTextures || General.Map.ViewMode == ViewMode.Normal); // We have no destructor GC.SuppressFinalize(this); } // This builds the geometry. Returns false when no geometry created. public override bool Setup(SectorLevel level, Effect3DFloor extrafloor) { return Setup(level, extrafloor, innerside); } //mxd public bool Setup(SectorLevel level, Effect3DFloor extrafloor, bool innerside) { Sector s = level.sector; Vector2D texscale; this.innerside = innerside; base.Setup(level, extrafloor); // Fetch ZDoom fields float rotate = Angle2D.DegToRad(s.Fields.GetValue("rotationfloor", 0.0f)); Vector2D offset = new Vector2D(s.Fields.GetValue("xpanningfloor", 0.0f), s.Fields.GetValue("ypanningfloor", 0.0f)); Vector2D scale = new Vector2D(s.Fields.GetValue("xscalefloor", 1.0f), s.Fields.GetValue("yscalefloor", 1.0f)); //Load floor texture if(s.LongFloorTexture != MapSet.EmptyLongName) { base.Texture = General.Map.Data.GetFlatImage(s.LongFloorTexture); if(base.Texture == null || base.Texture is UnknownImage) { base.Texture = General.Map.Data.UnknownTexture3D; setuponloadedtexture = s.LongFloorTexture; } else if(!base.Texture.IsImageLoaded) { setuponloadedtexture = s.LongFloorTexture; } } else { // Use missing texture base.Texture = General.Map.Data.MissingTexture3D; setuponloadedtexture = 0; } // Determine texture scale if(base.Texture.IsImageLoaded) texscale = new Vector2D(1.0f / base.Texture.ScaledWidth, 1.0f / base.Texture.ScaledHeight); else texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f); // Determine brightness byte alpha = (byte)General.Clamp(level.alpha, 0, 255); int color = PixelColor.FromInt(level.color).WithAlpha(alpha).ToInt(); //mxd. Top extrafloor level should calculate fogdensity //from the brightness of the level above it SectorData sd = mode.GetSectorData(this.Sector.Sector); int targetbrightness; if(extrafloor != null && extrafloor.VavoomType && !level.disablelighting) { targetbrightness = 0; for(int i = 0; i < sd.LightLevels.Count - 1; i++) { if(sd.LightLevels[i] == level) { targetbrightness = sd.LightLevels[i + 1].brightnessbelow; break; } } } else { targetbrightness = level.brightnessbelow; } // [ZZ] Apply Doom 64 lighting here (for extrafloor) if (extrafloor != null) color = PixelColor.Modulate(PixelColor.FromInt(color), extrafloor.ColorFloor).WithAlpha(alpha).ToInt(); //mxd. Determine fog density fogfactor = CalculateFogFactor(targetbrightness); // Make vertices ReadOnlyCollection triverts = Sector.Sector.Triangles.Vertices; WorldVertex[] verts = new WorldVertex[triverts.Count]; for(int i = 0; i < triverts.Count; i++) { // Color shading verts[i].c = color; //mxd // Vertex coordinates verts[i].x = triverts[i].x; verts[i].y = triverts[i].y; verts[i].z = level.plane.GetZ(triverts[i]); // Texture coordinates Vector2D pos = triverts[i]; pos = pos.GetRotated(rotate); pos.y = -pos.y; pos = (pos + offset) * scale * texscale; verts[i].u = pos.x; verts[i].v = pos.y; } // The sector triangulation created clockwise triangles that // are right up for the floor. For the ceiling we must flip // the triangles upside down. if((extrafloor != null) && !extrafloor.VavoomType && !innerside) SwapTriangleVertices(verts); // Determine render pass if(extrafloor != null) { if (extrafloor.Sloped3dFloor) //mxd this.RenderPass = RenderPass.Mask; else if (extrafloor.RenderAdditive) //mxd this.RenderPass = RenderPass.Additive; else if ((level.alpha < 255) || Texture.IsTranslucent) this.RenderPass = RenderPass.Alpha; else this.RenderPass = RenderPass.Mask; } else { this.RenderPass = RenderPass.Solid; } //mxd. Update sky render flag renderassky = (level.sector.FloorTexture == General.Map.Config.SkyFlatName); // Apply vertices base.SetVertices(verts); return (verts.Length > 0); } #endregion #region ================== Methods //mxd public override void OnChangeScale(int incrementX, int incrementY) { // Only do this when not done yet in this call // Because we may be able to select the same 3D floor multiple times through multiple sectors SectorData sd = mode.GetSectorData(level.sector); if(!sd.FloorChanged) { sd.FloorChanged = true; base.OnChangeScale(incrementX, incrementY); } } //mxd public override void OnChangeTextureRotation(float angle) { // Only do this when not done yet in this call // Because we may be able to select the same 3D floor multiple times through multiple sectors SectorData sd = mode.GetSectorData(level.sector); if(!sd.FloorChanged) { sd.FloorChanged = true; base.OnChangeTextureRotation(angle); } } // Return texture coordinates protected override Point GetTextureOffset() { return new Point { X = (int)Sector.Sector.Fields.GetValue("xpanningfloor", 0.0f), Y = (int)Sector.Sector.Fields.GetValue("ypanningfloor", 0.0f) }; } //mxd public override void OnChangeTextureOffset(int horizontal, int vertical, bool doSurfaceAngleCorrection) { // Only do this when not done yet in this call // Because we may be able to select the same 3D floor multiple times through multiple sectors SectorData sd = mode.GetSectorData(level.sector); if(!sd.FloorChanged) { sd.FloorChanged = true; base.OnChangeTextureOffset(horizontal, vertical, doSurfaceAngleCorrection); } } // Move texture coordinates protected override void MoveTextureOffset(int offsetx, int offsety) { //mxd Sector s = GetControlSector(); s.Fields.BeforeFieldsChange(); float nx = (s.Fields.GetValue("xpanningfloor", 0.0f) + offsetx) % (Texture.ScaledWidth / s.Fields.GetValue("xscalefloor", 1.0f)); float ny = (s.Fields.GetValue("ypanningfloor", 0.0f) + offsety) % (Texture.ScaledHeight / s.Fields.GetValue("yscalefloor", 1.0f)); s.Fields["xpanningfloor"] = new UniValue(UniversalType.Float, nx); s.Fields["ypanningfloor"] = new UniValue(UniversalType.Float, ny); s.UpdateNeeded = true; mode.SetActionResult("Changed floor texture offsets to " + nx + ", " + ny + "."); } //mxd. Texture scale change protected override void ChangeTextureScale(int incrementX, int incrementY) { if(Texture == null || !Texture.IsImageLoaded) return; Sector s = GetControlSector(); float scaleX = s.Fields.GetValue("xscalefloor", 1.0f); float scaleY = s.Fields.GetValue("yscalefloor", 1.0f); s.Fields.BeforeFieldsChange(); if(incrementX != 0) { float pix = (int)Math.Round(Texture.Width * scaleX) - incrementX; float newscaleX = (float)Math.Round(pix / Texture.Width, 3); scaleX = (newscaleX == 0 ? scaleX * -1 : newscaleX); UniFields.SetFloat(s.Fields, "xscalefloor", scaleX, 1.0f); } if(incrementY != 0) { float pix = (int)Math.Round(Texture.Height * scaleY) - incrementY; float newscaleY = (float)Math.Round(pix / Texture.Height, 3); scaleY = (newscaleY == 0 ? scaleY * -1 : newscaleY); UniFields.SetFloat(s.Fields, "yscalefloor", scaleY, 1.0f); } mode.SetActionResult("Floor scale changed to " + scaleX.ToString("F03", CultureInfo.InvariantCulture) + ", " + scaleY.ToString("F03", CultureInfo.InvariantCulture) + " (" + (int)Math.Round(Texture.Width / scaleX) + " x " + (int)Math.Round(Texture.Height / scaleY) + ")."); } //mxd public override void OnResetTextureOffset() { ClearFields(new[] { "xpanningfloor", "ypanningfloor" }, "Reset texture offsets", "Texture offsets reset."); } //mxd public override void OnResetLocalTextureOffset() { ClearFields(new[] { "xpanningfloor", "ypanningfloor", "xscalefloor", "yscalefloor", "rotationfloor", "lightfloor", "lightfloorabsolute" }, "Reset texture offsets, scale, rotation and brightness", "Texture offsets, scale, rotation and brightness reset."); } // Paste texture public override void OnPasteTexture() { if(BuilderPlug.Me.CopiedFlat != null) { mode.CreateUndo("Paste floor \"" + BuilderPlug.Me.CopiedFlat + "\""); mode.SetActionResult("Pasted flat \"" + BuilderPlug.Me.CopiedFlat + "\" on floor."); SetTexture(BuilderPlug.Me.CopiedFlat); // Update if(mode.VisualSectorExists(level.sector)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector); vs.UpdateSectorGeometry(false); } } } // Call to change the height public override void OnChangeTargetHeight(int amount) { // Only do this when not done yet in this call // Because we may be able to select the same 3D floor multiple times through multiple sectors SectorData sd = mode.GetSectorData(level.sector); if(!sd.FloorChanged) { sd.FloorChanged = true; base.OnChangeTargetHeight(amount); } } // This changes the height protected override void ChangeHeight(int amount) { mode.CreateUndo("Change floor height", UndoGroup.FloorHeightChange, level.sector.FixedIndex); level.sector.FloorHeight += amount; if(General.Map.UDMF) { //mxd. Modify vertex offsets? if(level.sector.Sidedefs.Count == 3) { ChangeVertexHeight(amount); } //mxd. Modify slope offset? if(level.sector.FloorSlope.GetLengthSq() > 0) { Vector3D center = new Vector3D(level.sector.BBox.X + level.sector.BBox.Width / 2, level.sector.BBox.Y + level.sector.BBox.Height / 2, level.sector.FloorHeight); Plane p = new Plane(center, level.sector.FloorSlope.GetAngleXY() + Angle2D.PIHALF, -level.sector.FloorSlope.GetAngleZ(), true); level.sector.FloorSlopeOffset = p.Offset; } } mode.SetActionResult("Changed floor height to " + level.sector.FloorHeight + "."); } //mxd private void ChangeVertexHeight(int amount) { HashSet verts = new HashSet(); // Do this only if all 3 verts have offsets foreach(Sidedef side in level.sector.Sidedefs) { if(float.IsNaN(side.Line.Start.ZFloor) || float.IsNaN(side.Line.End.ZFloor)) return; verts.Add(side.Line.Start); verts.Add(side.Line.End); } foreach(Vertex v in verts) mode.GetVisualVertex(v, true).OnChangeTargetHeight(amount); } //mxd. Sector brightness change public override void OnChangeTargetBrightness(bool up) { if(level != null) { // This floor is part of 3D-floor if(level.sector != Sector.Sector) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector); vs.Floor.OnChangeTargetBrightness(up); vs.UpdateSectorGeometry(true); } // This is actual floor of a sector with extrafloors else if(Sector.ExtraFloors.Count > 0 && !Sector.ExtraFloors[0].ExtraFloor.Floor.restrictlighting && !Sector.ExtraFloors[0].ExtraFloor.Floor.disablelighting) { Sector.ExtraFloors[0].OnChangeTargetBrightness(up); } else { base.OnChangeTargetBrightness(up); } } else { base.OnChangeTargetBrightness(up); } } // This performs a fast test in object picking public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { // Check if our ray starts at the correct side of the plane if((!innerside && level.plane.Distance(from) > 0.0f) || (innerside && level.plane.Distance(from) < 0.0f)) { // Calculate the intersection if(level.plane.GetIntersection(from, to, ref pickrayu)) { if(pickrayu > 0.0f) { pickintersect = from + (to - from) * pickrayu; // Intersection point within bbox? RectangleF bbox = Sector.Sector.BBox; return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) && (pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom)); } } } return false; } // This performs an accurate test for object picking public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray) { u_ray = pickrayu; // Check on which side of the nearest sidedef we are Sidedef sd = MapSet.NearestSidedef(Sector.Sector.Sidedefs, pickintersect); float side = sd.Line.SideOfLine(pickintersect); //mxd. Alpha based picking. Used only on extrafloors with transparent or masked textures if((side <= 0.0f && sd.IsFront) || (side > 0.0f && !sd.IsFront)) { if(!BuilderPlug.Me.AlphaBasedTextureHighlighting || !Texture.IsImageLoaded || extrafloor == null || RenderPass == RenderPass.Solid || (!Texture.IsTranslucent && !Texture.IsMasked)) return true; // Some textures (e.g. HiResImage) may lie about their size, so use bitmap size instead Bitmap image = Texture.GetBitmap(); // Fetch ZDoom fields float rotate = Angle2D.DegToRad(level.sector.Fields.GetValue("rotationfloor", 0.0f)); Vector2D offset = new Vector2D(level.sector.Fields.GetValue("xpanningfloor", 0.0f), level.sector.Fields.GetValue("ypanningfloor", 0.0f)); Vector2D scale = new Vector2D(level.sector.Fields.GetValue("xscalefloor", 1.0f), level.sector.Fields.GetValue("yscalefloor", 1.0f)); Vector2D texscale = new Vector2D(1.0f / Texture.ScaledWidth, 1.0f / Texture.ScaledHeight); // Texture coordinates Vector2D o = pickintersect; o = o.GetRotated(rotate); o.y = -o.y; o = (o + offset) * scale * texscale; o.x = (o.x * image.Width) % image.Width; o.y = (o.y * image.Height) % image.Height; // Make sure coordinates are inside of texture dimensions... if(o.x < 0) o.x += image.Width; if(o.y < 0) o.y += image.Height; // Make final texture coordinates... int ox = General.Clamp((int)Math.Floor(o.x), 0, image.Width - 1); int oy = General.Clamp((int)Math.Floor(o.y), 0, image.Height - 1); // Check pixel alpha return (image.GetPixel(ox, oy).A > 0); } return false; } // Return texture name public override string GetTextureName() { return level.sector.FloorTexture; } // This changes the texture protected override void SetTexture(string texturename) { // Set new texture level.sector.SetFloorTexture(texturename); General.Map.Data.UpdateUsedTextures(); } //mxd public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) { if(!withSameTexture && !withSameHeight) return; if(select && !selected) { selected = true; mode.AddSelectedObject(this); } else if(!select && selected) { selected = false; mode.RemoveSelectedObject(this); } List neighbours = new List(); bool regularorvavoom = (extrafloor == null || extrafloor.VavoomType); //collect neighbour sectors foreach(Sidedef side in Sector.Sector.Sidedefs) { if(side.Other != null && side.Other.Sector != Sector.Sector && !neighbours.Contains(side.Other.Sector)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(side.Other.Sector); if(vs == null) continue; // When current floor is part of a 3d floor, it looks like a ceiling, so we need to select adjacent ceilings if(level.sector != Sector.Sector && !regularorvavoom) { if((!withSameTexture || side.Other.Sector.LongCeilTexture == level.sector.LongFloorTexture) && (!withSameHeight || side.Other.Sector.CeilHeight == level.sector.FloorHeight)) { neighbours.Add(side.Other.Sector); //(de)select regular visual ceiling? if(select != vs.Ceiling.Selected) vs.Ceiling.SelectNeighbours(select, withSameTexture, withSameHeight); } } else // Regular floor or vavoom-type extrafloor { // (De)select adjacent floor if((!withSameTexture || side.Other.Sector.LongFloorTexture == level.sector.LongFloorTexture) && (!withSameHeight || side.Other.Sector.FloorHeight == level.sector.FloorHeight)) { neighbours.Add(side.Other.Sector); //(de)select regular visual floor? if(select != vs.Floor.Selected) vs.Floor.SelectNeighbours(select, withSameTexture, withSameHeight); } } // (De)select adjacent extra floors foreach(VisualFloor ef in vs.ExtraFloors) { if(select == ef.Selected || ef.extrafloor.VavoomType != regularorvavoom) continue; if((!withSameTexture || level.sector.LongFloorTexture == ef.level.sector.LongFloorTexture) && (!withSameHeight || level.sector.FloorHeight == ef.level.sector.FloorHeight)) { ef.SelectNeighbours(select, withSameTexture, withSameHeight); } } // (De)select adjacent vavoom type extra ceilings foreach(VisualCeiling ec in vs.ExtraCeilings) { if(select == ec.Selected || ec.ExtraFloor.VavoomType == regularorvavoom) continue; if((!withSameTexture || level.sector.LongFloorTexture == ec.Level.sector.LongCeilTexture) && (!withSameHeight || level.sector.FloorHeight == ec.Level.sector.CeilHeight)) { ec.SelectNeighbours(select, withSameTexture, withSameHeight); } } } } } //mxd public void AlignTexture(bool alignx, bool aligny) { if(!General.Map.UDMF) return; //is is a surface with line slope? float slopeAngle = level.plane.Normal.GetAngleZ() - Angle2D.PIHALF; if(slopeAngle == 0) //it's a horizontal plane { AlignTextureToClosestLine(alignx, aligny); } else //it can be a surface with line slope { Linedef slopeSource = null; bool isFront = false; foreach(Sidedef side in Sector.Sector.Sidedefs) { if(side.Line.Action == 181) { if(side.Line.Args[0] == 1 && side.Line.Front != null && side.Line.Front == side) { slopeSource = side.Line; isFront = true; break; } if(side.Line.Args[0] == 2 && side.Line.Back != null && side.Line.Back == side) { slopeSource = side.Line; break; } } } if(slopeSource != null && slopeSource.Front != null && slopeSource.Front.Sector != null && slopeSource.Back != null && slopeSource.Back.Sector != null) AlignTextureToSlopeLine(slopeSource, slopeAngle, isFront, alignx, aligny); else AlignTextureToClosestLine(alignx, aligny); } } #endregion } }