#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.BuilderModes { internal sealed class VisualMiddleDouble : BaseVisualGeometrySidedef { #region ================== Constants #endregion #region ================== Variables #endregion #region ================== Properties #endregion #region ================== Constructor / Setup // Constructor public VisualMiddleDouble(VisualSector vs, Sidedef s) : base(vs, s) { // Set render pass this.RenderPass = RenderPass.Mask; // We have no destructor GC.SuppressFinalize(this); } // This builds the geometry. Returns false when no geometry created. public bool Setup() { // Calculate size of this wall part float geotop = (float)Math.Min(Sidedef.Sector.CeilHeight, Sidedef.Other.Sector.CeilHeight); float geobottom = (float)Math.Max(Sidedef.Sector.FloorHeight, Sidedef.Other.Sector.FloorHeight); float geoheight = geotop - geobottom; if(geoheight > 0.001f) { // Texture given? if((Sidedef.MiddleTexture.Length > 0) && (Sidedef.MiddleTexture[0] != '-')) { Vector2D t1 = new Vector2D(); Vector2D t2 = new Vector2D(); float textop, texbottom; float cliptop = 0.0f; float clipbottom = 0.0f; // Load texture base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongMiddleTexture); if(base.Texture == null) base.Texture = General.Map.Data.MissingTexture3D; // Get texture scaled size Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight); // Because the middle texture on a double sided line does not repeat vertically, // we first determine the visible portion of the texture if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag)) textop = geobottom + tsz.y; else textop = geotop; // Apply texture offset textop += Sidedef.OffsetY; // Calculate texture portion bottom texbottom = textop - tsz.y; // Clip texture portion by geometry if(geotop < textop) { cliptop = textop - geotop; textop = geotop; } if(geobottom > texbottom) { clipbottom = geobottom - texbottom; texbottom = geobottom; } // Check if anything is still visible if((textop - texbottom) > 0.001f) { // Determine texture coordinatess t1.y = cliptop; t2.y = tsz.y - clipbottom; t1.x = Sidedef.OffsetX; t2.x = t1.x + Sidedef.Line.Length; // Transform pixel coordinates to texture coordinates t1 /= tsz; t2 /= tsz; // Get world coordinates for geometry Vector2D v1, v2; if(Sidedef.IsFront) { v1 = Sidedef.Line.Start.Position; v2 = Sidedef.Line.End.Position; } else { v1 = Sidedef.Line.End.Position; v2 = Sidedef.Line.Start.Position; } // Use sector brightness for color shading PixelColor pc = new PixelColor(255, unchecked((byte)Sidedef.Sector.Brightness), unchecked((byte)Sidedef.Sector.Brightness), unchecked((byte)Sidedef.Sector.Brightness)); // Make vertices WorldVertex[] verts = new WorldVertex[6]; verts[0] = new WorldVertex(v1.x, v1.y, texbottom, pc.ToInt(), t1.x, t2.y); verts[1] = new WorldVertex(v1.x, v1.y, textop, pc.ToInt(), t1.x, t1.y); verts[2] = new WorldVertex(v2.x, v2.y, textop, pc.ToInt(), t2.x, t1.y); verts[3] = verts[0]; verts[4] = verts[2]; verts[5] = new WorldVertex(v2.x, v2.y, texbottom, pc.ToInt(), t2.x, t2.y); // Keep properties base.top = textop; base.bottom = texbottom; // Apply vertices base.SetVertices(verts); return true; } } } // No geometry for invisible wall return false; } #endregion #region ================== Methods #endregion } }