#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 VisualMiddleSingle : BaseVisualGeometrySidedef { #region ================== Constants #endregion #region ================== Variables #endregion #region ================== Properties #endregion #region ================== Constructor / Setup // Constructor public VisualMiddleSingle(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s) { // We have no destructor GC.SuppressFinalize(this); } // This builds the geometry. Returns false when no geometry created. public override bool Setup() { SectorData sd = mode.GetSectorData(Sidedef.Sector); // Texture given? if((Sidedef.MiddleTexture.Length > 0) && (Sidedef.MiddleTexture[0] != '-')) { // Load texture base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongMiddleTexture); if(base.Texture == null) { base.Texture = General.Map.Data.MissingTexture3D; setuponloadedtexture = Sidedef.LongMiddleTexture; } else { if(!base.Texture.IsImageLoaded) setuponloadedtexture = Sidedef.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); // 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) TexturePlane tp = new TexturePlane(); if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag)) { // When lower unpegged is set, the middle texture is bound to the bottom tp.tlt.y = tsz.y - (float)(Sidedef.Sector.CeilHeight - Sidedef.Sector.FloorHeight); } tp.trb.x = tp.tlt.x + Sidedef.Line.Length; tp.trb.y = tp.tlt.y + (float)(Sidedef.Sector.CeilHeight - Sidedef.Sector.FloorHeight); // 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); } else { tp.tlt += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY); tp.trb += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY); } // Transform pixel coordinates to texture coordinates tp.tlt /= tsz; tp.trb /= tsz; // Left top and right bottom of the geometry that if(Sidedef.IsFront) { tp.vlt = new Vector3D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y, Sidedef.Sector.CeilHeight); tp.vrb = new Vector3D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y, Sidedef.Sector.FloorHeight); } else { tp.vlt = new Vector3D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y, Sidedef.Sector.CeilHeight); tp.vrb = new Vector3D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y, Sidedef.Sector.FloorHeight); } // 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); // // - Geometry is horizontally split and ranges from one layer down to the next layer. // This is repeated for all layers. // // - When the two layers intersect over Z, the geometry should not span the entire // width, but only up to the split position. The back side will handle the other // side of the split, if needed. // // Go for all levels to build geometry List verts = new List(); for(int i = 0; i < (sd.Levels.Count - 1); i++) { SectorLevel lb = sd.Levels[i]; SectorLevel lt = sd.Levels[i + 1]; if(lt.type != SectorLevelType.Floor) { PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lt.brightnessbelow)); PixelColor wallcolor = PixelColor.Modulate(lt.colorbelow, wallbrightness); int c = wallcolor.WithAlpha(255).ToInt(); // Get corner heights on the two planes float lbl = lb.plane.GetZ(tp.vlt); float lbr = lb.plane.GetZ(tp.vrt); float ltl = lt.plane.GetZ(tp.vlt); float ltr = lt.plane.GetZ(tp.vrt); // Make coordinates for the corners Vector3D vlb = new Vector3D(tp.vlt.x, tp.vlt.y, lbl); Vector3D vlt = new Vector3D(tp.vlt.x, tp.vlt.y, ltl); Vector3D vrb = new Vector3D(tp.vrb.x, tp.vrb.y, lbr); Vector3D vrt = new Vector3D(tp.vrt.x, tp.vrt.y, ltr); // Compare corner heights to see if we should split if((lbl < ltl) && (lbr >= ltr)) { // Split vertically with geometry on the left float u_ray = 1.0f; lb.plane.GetIntersection(vlt, vrt, ref u_ray); Vector3D vs = vlt + (vrt - vlt) * u_ray; Vector2D tlb = tp.GetTextureCoordsAt(vlb); Vector2D tlt = tp.GetTextureCoordsAt(vlt); Vector2D ts = tp.GetTextureCoordsAt(vs); verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y)); verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y)); verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y)); } else if((lbl >= ltl) && (lbr < ltr)) { // Split vertically with geometry on the right float u_ray = 0.0f; lb.plane.GetIntersection(vlt, vrt, ref u_ray); Vector3D vs = vlt + (vrt - vlt) * u_ray; Vector2D trb = tp.GetTextureCoordsAt(vrb); Vector2D trt = tp.GetTextureCoordsAt(vrt); Vector2D ts = tp.GetTextureCoordsAt(vs); verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y)); verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y)); verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y)); } else if((lbl < ltl) && (lbr < ltr)) { // Span entire width Vector2D tlb = tp.GetTextureCoordsAt(vlb); Vector2D tlt = tp.GetTextureCoordsAt(vlt); Vector2D trb = tp.GetTextureCoordsAt(vrb); Vector2D trt = tp.GetTextureCoordsAt(vrt); verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y)); verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y)); verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y)); verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y)); verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y)); verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y)); } } } if(verts.Count > 0) { base.SetVertices(verts); return true; } else { return false; } } #endregion #region ================== Methods // Return texture name public override string GetTextureName() { return this.Sidedef.MiddleTexture; } // This changes the texture protected override void SetTexture(string texturename) { this.Sidedef.SetTextureMid(texturename); General.Map.Data.UpdateUsedTextures(); this.Setup(); } #endregion } }