#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.Drawing; 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 VisualLower : BaseVisualGeometrySidedef { #region ================== Constants #endregion #region ================== Variables #endregion #region ================== Properties #endregion #region ================== Constructor / Setup // Constructor public VisualLower(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s) { //mxd geometrytype = VisualGeometryType.WALL_LOWER; partname = "bottom"; // We have no destructor GC.SuppressFinalize(this); } // This builds the geometry. Returns false when no geometry created. public override bool Setup() { Vector2D vl, vr; // 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 = Sector.GetSectorData(); SectorData osd = mode.GetSectorData(Sidedef.Other.Sector); if(!osd.Updated) osd.Update(); //mxd double vlzf = sd.Floor.plane.GetZ(vl); double vrzf = sd.Floor.plane.GetZ(vr); double ovlzf = osd.Floor.plane.GetZ(vl); double ovrzf = osd.Floor.plane.GetZ(vr); //mxd. Side is visible when our sector's floor is lower than the other's at any vertex if(!(vlzf < ovlzf || vrzf < ovrzf)) { base.SetVertices(null); return false; } // Apply sky hack? UpdateSkyRenderFlag(); //mxd. lightfog flag support int lightvalue; bool lightabsolute; GetLightValue(out lightvalue, out lightabsolute); Vector2D tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_bottom", 1.0), Sidedef.Fields.GetValue("scaley_bottom", 1.0)); Vector2D tscaleAbs = new Vector2D(Math.Abs(tscale.x), Math.Abs(tscale.y)); Vector2D toffset = new Vector2D(Sidedef.Fields.GetValue("offsetx_bottom", 0.0), Sidedef.Fields.GetValue("offsety_bottom", 0.0)); // Texture given? if(Sidedef.LongLowTexture != MapSet.EmptyLongName) { // Load texture base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongLowTexture); if(base.Texture == null || base.Texture is UnknownImage) { base.Texture = General.Map.Data.UnknownTexture3D; setuponloadedtexture = Sidedef.LongLowTexture; } else if (!base.Texture.IsImageLoaded) { setuponloadedtexture = Sidedef.LongLowTexture; } } else { // Use missing texture base.Texture = General.Map.Data.MissingTexture3D; setuponloadedtexture = 0; } // Get texture scaled size. Round up, because that's apparently what GZDoom does Vector2D tsz = new Vector2D(Math.Ceiling(base.Texture.ScaledWidth / tscale.x), Math.Ceiling(base.Texture.ScaledHeight / tscale.y)); // Get texture offsets Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY); tof = tof + toffset; // biwa. Also take the ForceWorldPanning MAPINFO entry into account if (General.Map.Config.ScaledTextureOffsets && (!base.Texture.WorldPanning && !General.Map.Data.MapInfo.ForceWorldPanning)) { tof = tof / tscaleAbs; tof = tof * base.Texture.Scale; // If the texture gets replaced with a "hires" texture it adds more fuckery if (base.Texture is HiResImage) tof *= tscaleAbs; // Round up, since that's apparently what GZDoom does. Not sure if this is the right place or if it also has to be done earlier tof = new Vector2D(Math.Ceiling(tof.x), Math.Ceiling(tof.y)); } // 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! Vector3D vlt, vlb, vrt, vrb; Vector2D tlt, tlb, trt, trb; double floorbias = (Sidedef.Other.Sector.FloorHeight == Sidedef.Sector.FloorHeight) ? 1.0 : 0.0; double planefloorbias = Math.Abs(osd.Floor.plane.GetZ(vr) - sd.Floor.plane.GetZ(vr)) < 0.5 ? 1.0 : 0.0; double texturevpeg = 0; bool lowerunpegged = Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag); bool slopeskew = Sidedef.Line.IsFlagSet(General.Map.Config.SlopeSkewFlag); if (lowerunpegged) { if (slopeskew) { texturevpeg = sd.Ceiling.plane.GetZ(vl) - osd.Floor.plane.GetZ(vl); } //if(Sidedef.Sector.HasSkyCeiling && Sidedef.Other.Sector.HasSkyCeiling) //{ // // mxd. Replicate Doom texture offset glitch when front and back sector's ceilings are sky // texturevpeg = (double)Sidedef.Other.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight; //} else { // When lower unpegged is set, the lower texture is bound to the bottom texturevpeg = (double) Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight; } } tlt.x = tlb.x = 0; trt.x = trb.x = Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length tlt.y = trt.y = texturevpeg; tlb.y = trb.y = texturevpeg + (Sidedef.Other.Sector.FloorHeight - (Sidedef.Sector.FloorHeight + floorbias)); if (!slopeskew) { // Unskewed tlb.y -= sd.Floor.plane.GetZ(vl) - Sidedef.Sector.FloorHeight; trb.y -= sd.Floor.plane.GetZ(vr) - Sidedef.Sector.FloorHeight; tlt.y -= osd.Floor.plane.GetZ(vl) - Sidedef.Other.Sector.FloorHeight; trt.y -= osd.Floor.plane.GetZ(vr) - Sidedef.Other.Sector.FloorHeight; } else if (lowerunpegged) { // Skewed by bottom tlb.y = texturevpeg + osd.Floor.plane.GetZ(vl) - sd.Floor.plane.GetZ(vl); trb.y = tlb.y; tlt.y = tlb.y - (osd.Floor.plane.GetZ(vl) - sd.Floor.plane.GetZ(vl)); trt.y = trb.y - (osd.Floor.plane.GetZ(vr) - sd.Floor.plane.GetZ(vr)); } else { // Skewed by top tlb.y = texturevpeg + osd.Floor.plane.GetZ(vl) - sd.Floor.plane.GetZ(vl); trb.y = texturevpeg + osd.Floor.plane.GetZ(vr) - sd.Floor.plane.GetZ(vr); } if (Math.Abs(trb.y - trt.y) < 0.5f) trb.y = trt.y - 1.0f; // Apply texture offset tlt += tof; tlb += tof; trb += tof; trt += tof; // Transform pixel coordinates to texture coordinates tlt /= tsz; tlb /= tsz; trb /= tsz; trt /= tsz; // Geometry coordinates vlt = new Vector3D(vl.x, vl.y, osd.Floor.plane.GetZ(vl)); vlb = new Vector3D(vl.x, vl.y, sd.Floor.plane.GetZ(vl)); vrb = new Vector3D(vr.x, vr.y, sd.Floor.plane.GetZ(vr) + planefloorbias); vrt = new Vector3D(vr.x, vr.y, osd.Floor.plane.GetZ(vr)); TexturePlane tp = new TexturePlane(); tp.tlt = lowerunpegged ? tlb : tlt; tp.trb = trb; tp.trt = trt; tp.vlt = lowerunpegged ? vlb : vlt; tp.vrb = vrb; tp.vrt = vrt; // Create initial polygon, which is just a quad between floor and ceiling WallPolygon poly = new WallPolygon(); poly.Add(new Vector3D(vl.x, vl.y, vlzf)); poly.Add(new Vector3D(vl.x, vl.y, sd.Ceiling.plane.GetZ(vl))); poly.Add(new Vector3D(vr.x, vr.y, sd.Ceiling.plane.GetZ(vr))); poly.Add(new Vector3D(vr.x, vr.y, vrzf)); // 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)); PixelColor wallcolor = PixelColor.Modulate(sd.Ceiling.colorbelow, wallbrightness); fogfactor = CalculateFogFactor(lightlevel); poly.color = wallcolor.WithAlpha(255).ToInt(); // Cut off the part above the other floor CropPoly(ref poly, osd.Floor.plane, false); //INFO: Makes sence only when ceiling plane is lower than floor plane. Also ZDoom clips ceiling instead here. if(ovlzf > osd.Ceiling.plane.GetZ(vl) || ovrzf > osd.Ceiling.plane.GetZ(vr)) CropPoly(ref poly, osd.Ceiling.plane, true); // Cut out pieces that overlap 3D floors in this sector List polygons = new List { poly }; ClipExtraFloors(polygons, sd.ExtraFloors, false); //mxd if(polygons.Count > 0) { // Keep top and bottom planes for intersection testing Vector2D linecenter = Sidedef.Line.GetCenterPoint(); //mxd. Our sector's ceiling can be lower than the other sector's floor! top = (osd.Floor.plane.GetZ(linecenter) < sd.Ceiling.plane.GetZ(linecenter) ? osd.Floor.plane : sd.Ceiling.plane); bottom = sd.Floor.plane; // Process the polygon and create vertices List verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute); if(verts.Count > 2) { base.SetVertices(verts); return true; } } base.SetVertices(null); //mxd return false; } internal void UpdateSkyRenderFlag() { renderassky = (Sidedef.Other != null && Sidedef.Sector != null && Sidedef.Other.Sector != null && Sidedef.Other.Sector.HasSkyFloor && Sidedef.LowTexture == "-"); } #endregion #region ================== Methods // Return texture name public override string GetTextureName() { return this.Sidedef.LowTexture; } // This changes the texture protected override void SetTexture(string texturename) { this.Sidedef.SetTextureLow(texturename); General.Map.Data.UpdateUsedTextures(); this.Setup(); //mxd. Other sector also may require updating SectorData sd = mode.GetSectorData(Sidedef.Sector); if(sd.ExtraFloors.Count > 0) ((BaseVisualSector)mode.GetVisualSector(Sidedef.Sector)).Rebuild(); } protected override void SetTextureOffsetX(int x) { Sidedef.Fields.BeforeFieldsChange(); Sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, (double)x); } protected override void SetTextureOffsetY(int y) { Sidedef.Fields.BeforeFieldsChange(); Sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, (double)y); } protected override void MoveTextureOffset(int offsetx, int offsety) { Sidedef.Fields.BeforeFieldsChange(); bool worldpanning = this.Texture.WorldPanning || General.Map.Data.MapInfo.ForceWorldPanning; double oldx = Sidedef.Fields.GetValue("offsetx_bottom", 0.0); double oldy = Sidedef.Fields.GetValue("offsety_bottom", 0.0); double scalex = Sidedef.Fields.GetValue("scalex_bottom", 1.0); double scaley = Sidedef.Fields.GetValue("scaley_bottom", 1.0); bool textureloaded = (Texture != null && Texture.IsImageLoaded); //mxd double width = textureloaded ? (worldpanning ? this.Texture.ScaledWidth / scalex : this.Texture.Width) : -1; // biwa double height = textureloaded ? (worldpanning ? this.Texture.ScaledHeight / scaley : this.Texture.Height) : -1; // biwa Sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, GetNewTexutreOffset(oldx, offsetx, width)); //mxd // biwa Sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, GetNewTexutreOffset(oldy, offsety, height)); //mxd // biwa } protected override Point GetTextureOffset() { double oldx = Sidedef.Fields.GetValue("offsetx_bottom", 0.0); double oldy = Sidedef.Fields.GetValue("offsety_bottom", 0.0); return new Point((int)oldx, (int)oldy); } //mxd protected override void ResetTextureScale() { Sidedef.Fields.BeforeFieldsChange(); if(Sidedef.Fields.ContainsKey("scalex_bottom")) Sidedef.Fields.Remove("scalex_bottom"); if(Sidedef.Fields.ContainsKey("scaley_bottom")) Sidedef.Fields.Remove("scaley_bottom"); } //mxd public override void OnTextureFit(FitTextureOptions options) { if(!General.Map.UDMF) return; if(!Sidedef.LowRequired() || string.IsNullOrEmpty(Sidedef.LowTexture) || Sidedef.LowTexture == "-" || !Texture.IsImageLoaded) return; FitTexture(options); Setup(); } #endregion } }