#region ================== Namespaces using System; using System.Collections.Generic; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.VisualModes; using CodeImp.DoomBuilder.Data; #endregion namespace CodeImp.DoomBuilder.BuilderModes { //mxd. Used to render translucent 3D floor's inner sides internal sealed class VisualMiddleBack : VisualMiddle3D { #region ================== Constructor / Setup // Constructor public VisualMiddleBack(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s) { } // This builds the geometry. Returns false when no geometry created. public override bool Setup() { return this.Setup(this.extrafloor); } public new bool Setup(Effect3DFloor extrafloor) { Sidedef sourceside = extrafloor.Linedef.Front; this.extrafloor = extrafloor; //mxd. Extrafloor may've become invalid during undo/redo... if(sourceside == null) return false; Vector2D vl, vr; //mxd. lightfog flag support int lightvalue; bool lightabsolute; GetLightValue(out lightvalue, out lightabsolute); Vector2D tscale = new Vector2D(sourceside.Fields.GetValue("scalex_mid", 1.0), sourceside.Fields.GetValue("scaley_mid", 1.0)); Vector2D tscaleAbs = new Vector2D(Math.Abs(tscale.x), Math.Abs(tscale.y)); Vector2D toffset1 = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0), Sidedef.Fields.GetValue("offsety_mid", 0.0)); Vector2D toffset2 = new Vector2D(sourceside.Fields.GetValue("offsetx_mid", 0.0), sourceside.Fields.GetValue("offsety_mid", 0.0)); // 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 = mode.GetSectorData(Sidedef.Other.Sector); //mxd. which texture we must use? long texturelong = 0; if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0) { if(Sidedef.LongHighTexture != MapSet.EmptyLongName) texturelong = Sidedef.LongHighTexture; } else if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0) { if(Sidedef.LongLowTexture != MapSet.EmptyLongName) texturelong = Sidedef.LongLowTexture; } else if(sourceside.LongMiddleTexture != MapSet.EmptyLongName) { texturelong = sourceside.LongMiddleTexture; } // Texture given? if(texturelong != 0) { // Load texture base.Texture = General.Map.Data.GetTextureImage(texturelong); if(base.Texture == null || base.Texture is UnknownImage) { base.Texture = General.Map.Data.UnknownTexture3D; setuponloadedtexture = texturelong; } else if(!base.Texture.IsImageLoaded) { setuponloadedtexture = texturelong; } } 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) + new Vector2D(sourceside.OffsetX, sourceside.OffsetY); tof = tof + toffset1 + toffset2; tof = tof / tscaleAbs; if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning) tof = tof * base.Texture.Scale; // For Vavoom type 3D floors the ceiling is lower than floor and they are reversed. // We choose here. double sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight; double sourcebottomheight = extrafloor.VavoomType ? sourceside.Sector.CeilHeight : sourceside.Sector.FloorHeight; // 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! TexturePlane tp = new TexturePlane(); double floorbias = (sourcetopheight == sourcebottomheight) ? 1.0 : 0.0; tp.trb.x = tp.tlt.x + Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length tp.trb.y = tp.tlt.y + (sourcetopheight - sourcebottomheight) + floorbias; // Apply texture offset tp.tlt += tof; tp.trb += tof; // Transform pixel coordinates to texture coordinates tp.tlt /= tsz; tp.trb /= tsz; // Left top and right bottom of the geometry that tp.vlt = new Vector3D(vl.x, vl.y, sourcetopheight); tp.vrb = new Vector3D(vr.x, vr.y, sourcebottomheight + 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); // Get ceiling and floor heights double flo = Sector.Floor.Level.plane.GetZ(vl); double fro = Sector.Floor.Level.plane.GetZ(vr); double clo = Sector.Ceiling.Level.plane.GetZ(vl); double cro = Sector.Ceiling.Level.plane.GetZ(vr); double fle = sd.Floor.plane.GetZ(vl); double fre = sd.Floor.plane.GetZ(vr); double cle = sd.Ceiling.plane.GetZ(vl); double cre = sd.Ceiling.plane.GetZ(vr); double fl = flo > fle ? flo : fle; double fr = fro > fre ? fro : fre; double cl = clo < cle ? clo : cle; double cr = cro < cre ? cro : cre; // Anything to see? if(((cl - fl) > 0.01f) || ((cr - fr) > 0.01f)) { // Keep top and bottom planes for intersection testing top = extrafloor.Floor.plane; bottom = extrafloor.Ceiling.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, fl)); poly.Add(new Vector3D(vl.x, vl.y, cl)); poly.Add(new Vector3D(vr.x, vr.y, cr)); poly.Add(new Vector3D(vr.x, vr.y, fr)); // Determine initial color. Inside parts are shaded using control sector's brightness int lightlevel; PixelColor levelcolor; //mxd if(((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.DisableLighting) != 0)) { lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue; levelcolor = sd.Ceiling.colorbelow; //mxd } else { lightlevel = lightabsolute ? lightvalue : sourceside.Sector.Brightness + lightvalue; levelcolor = extrafloor.Floor.colorbelow; //mxd } //mxd. This calculates light with doom-style wall shading PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef)); int wallcolor = PixelColor.Modulate(levelcolor, wallbrightness).WithAlpha((byte)extrafloor.Alpha).ToInt(); fogfactor = CalculateFogFactor(lightlevel); // Cut off the part above the 3D floor and below the 3D ceiling CropPoly(ref poly, bottom, false); CropPoly(ref poly, top, false); // Cut out pieces that overlap 3D floors in this sector List polygons = new List { poly }; foreach(Effect3DFloor ef in sd.ExtraFloors) { //mxd. Our poly should be clipped when our ond other extrafloors are both solid or both translucent, // or when only our extrafloor is translucent if(ef.ClipSidedefs == extrafloor.ClipSidedefs || ef.ClipSidedefs) { //TODO: [this crashed on me once when performing auto-align on myriad of textures on BoA C1M0] if(ef.Floor == null || ef.Ceiling == null) ef.Update(); int num = polygons.Count; for(int pi = 0; pi < num; pi++) { // Split by floor plane of 3D floor WallPolygon p = polygons[pi]; WallPolygon np = SplitPoly(ref p, ef.Ceiling.plane, true); if(np.Count > 0) { // Split part below floor by the ceiling plane of 3D floor // and keep only the part below the ceiling (front) SplitPoly(ref np, ef.Floor.plane, true); if(p.Count == 0) { polygons[pi] = np; } else { polygons[pi] = p; polygons.Add(np); } } else { polygons[pi] = p; } } } } // Process the polygon and create vertices if(polygons.Count > 0) { List verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute); if(verts.Count > 2) { if(extrafloor.Sloped3dFloor) this.RenderPass = RenderPass.Mask; //mxd else if(extrafloor.RenderAdditive) this.RenderPass = RenderPass.Additive; //mxd else if(extrafloor.Alpha < 255) this.RenderPass = RenderPass.Alpha; else this.RenderPass = RenderPass.Mask; //mxd. Inner sides always have extrafloor color for(int i = 0; i < verts.Count; i++) { WorldVertex v = verts[i]; v.c = wallcolor; verts[i] = v; } base.SetVertices(verts); return true; } } } base.SetVertices(null); //mxd return false; } #endregion } }