#region ================== Namespaces using System; using System.Collections.Generic; using System.Drawing; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.VisualModes; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal sealed class VisualFogBoundary : BaseVisualGeometrySidedef { #region ================== Variables #endregion #region ================== Constructor / Setup // Constructor public VisualFogBoundary(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s) { //mxd geometrytype = VisualGeometryType.FOG_BOUNDARY; // Set render pass this.RenderPass = RenderPass.Additive; // We have no destructor GC.SuppressFinalize(this); } // This builds the geometry. Returns false when no geometry created. public override bool Setup() { if(!IsFogBoundary()) return false; //mxd. lightfog flag support int lightvalue; bool lightabsolute; GetLightValue(out lightvalue, out lightabsolute); // Left and right vertices for this sidedef Vector2D vl, vr; 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.Sector); SectorData osd = mode.GetSectorData(Sidedef.Other.Sector); if(!osd.Updated) osd.Update(); // Set texture base.Texture = General.Map.Data.BlackTexture; // Determine texture coordinates plane as they would be in normal circumstances. TexturePlane tp = new TexturePlane(); float floorbias = (Sidedef.Sector.CeilHeight == Sidedef.Sector.FloorHeight) ? 1.0f : 0.0f; float zoffset = Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.CeilHeight; //mxd if(zoffset > 0) tp.tlt.y -= zoffset; //mxd tp.trb.x = tp.tlt.x + Sidedef.Line.Length; tp.trb.y = tp.tlt.y + (Sidedef.Sector.CeilHeight - (Sidedef.Sector.FloorHeight + floorbias)); // Left top and right bottom of the geometry that tp.vlt = new Vector3D(vl.x, vl.y, Sidedef.Sector.CeilHeight); tp.vrb = new Vector3D(vr.x, vr.y, Sidedef.Sector.FloorHeight + 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); // Keep top and bottom planes for intersection testing top = sd.Ceiling.plane; bottom = sd.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, sd.Floor.plane.GetZ(vl))); 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, sd.Floor.plane.GetZ(vr))); // Determine initial color int lightlevel = sd.Ceiling.brightnessbelow + lightvalue; // Calculate fog density fogfactor = CalculateFogFactor(lightlevel); poly.color = PixelColor.INT_WHITE; // Cut off the part below the other floor and above the other ceiling CropPoly(ref poly, osd.Ceiling.plane, true); CropPoly(ref poly, osd.Floor.plane, true); List polygons = new List { poly }; // Keep top and bottom planes for intersection testing top = osd.Ceiling.plane; bottom = osd.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); return false; } #endregion #region ================== Methods //========================================================================== // // Check if the current linedef is a candidate for a fog boundary // // Requirements for a fog boundary: // - front sector has no fog // - back sector has fog // - at least one of both does not have a sky ceiling. // //========================================================================== private bool IsFogBoundary() { if(Sidedef.Sector.Index == Sidedef.Other.Sector.Index) return false; // There can't be a boundary if both sides are in the same sector. if(Sidedef.Sector.HasSkyCeiling && Sidedef.Other.Sector.HasSkyCeiling) return false; return (Sidedef.Sector.FogMode > SectorFogMode.CLASSIC && Sidedef.Other.Sector.FogMode <= SectorFogMode.CLASSIC); } // This performs a fast test in object picking public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { return false; } // This performs an accurate test for object picking public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref double u_ray) { return false; } // Unused protected override void SetTextureOffsetX(int x) { } protected override void SetTextureOffsetY(int y) { } protected override void MoveTextureOffset(int offsetx, int offsety) { } protected override Point GetTextureOffset() { return Point.Empty; } #endregion } }