#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 VisualMiddleDouble : BaseVisualGeometrySidedef { #region ================== Constants #endregion #region ================== Variables private bool repeatmidtex; private Plane topclipplane; private Plane bottomclipplane; #endregion #region ================== Properties #endregion #region ================== Constructor / Setup // Constructor public VisualMiddleDouble(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s) { //mxd geometrytype = VisualGeometryType.WALL_MIDDLE; partname = "mid"; // 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 override bool Setup() { //mxd if(Sidedef.LongMiddleTexture == MapSet.EmptyLongName) return false; Vector2D vl, vr; //mxd. lightfog flag support int lightvalue; bool lightabsolute; GetLightValue(out lightvalue, out lightabsolute); Vector2D tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_mid", 1.0f), Sidedef.Fields.GetValue("scaley_mid", 1.0f)); Vector2D toffset = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0f), Sidedef.Fields.GetValue("offsety_mid", 0.0f)); // 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.Sector); SectorData osd = mode.GetSectorData(Sidedef.Other.Sector); if(!osd.Updated) osd.Update(); // Load texture if(Sidedef.LongMiddleTexture != MapSet.EmptyLongName) { base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongMiddleTexture); if(base.Texture == null || base.Texture is UnknownImage) { base.Texture = General.Map.Data.UnknownTexture3D; 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); tsz = tsz / tscale; // Get texture offsets Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY); tof = tof + toffset; tof = tof / tscale; if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning) tof = tof * base.Texture.Scale; // 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(); float floorbias = (Sidedef.Sector.CeilHeight == Sidedef.Sector.FloorHeight) ? 1.0f : 0.0f; float geotop = Math.Min(Sidedef.Sector.CeilHeight, Sidedef.Other.Sector.CeilHeight); float geobottom = Math.Max(Sidedef.Sector.FloorHeight, Sidedef.Other.Sector.FloorHeight); float zoffset = Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.CeilHeight; //mxd // When lower unpegged is set, the middle texture is bound to the bottom if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag)) tp.tlt.y = tsz.y - (geotop - geobottom); 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)); // 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, 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 = 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 = CalculateFogDensity(lightlevel); poly.color = wallcolor.WithAlpha(255).ToInt(); // 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); // Determine if we should repeat the middle texture repeatmidtex = Sidedef.IsFlagSet("wrapmidtex") || Sidedef.Line.IsFlagSet("wrapmidtex"); //mxd if(!repeatmidtex) { // First determine the visible portion of the texture float textop; // Determine top portion height if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag)) textop = geobottom + tof.y + Math.Abs(tsz.y); else textop = geotop + tof.y; // Calculate bottom portion height float texbottom = textop - Math.Abs(tsz.y); // Create crop planes (we also need these for intersection testing) topclipplane = new Plane(new Vector3D(0, 0, -1), textop); bottomclipplane = new Plane(new Vector3D(0, 0, 1), -texbottom); // Crop polygon by these heights CropPoly(ref poly, topclipplane, true); CropPoly(ref poly, bottomclipplane, true); } //mxd. In(G)ZDoom, middle sidedef parts are not clipped by extrafloors of any type... List polygons = new List { poly }; //ClipExtraFloors(polygons, sd.ExtraFloors, true); //mxd //ClipExtraFloors(polygons, osd.ExtraFloors, true); //mxd //if(polygons.Count > 0) //{ // 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) { // Apply alpha to vertices byte alpha = SetLinedefRenderstyle(true); if(alpha < 255) { for(int i = 0; i < verts.Count; i++) { WorldVertex v = verts[i]; v.c = PixelColor.FromInt(v.c).WithAlpha(alpha).ToInt(); verts[i] = v; } } base.SetVertices(verts); return true; } //} base.SetVertices(null); //mxd return false; } #endregion #region ================== Methods // This performs a fast test in object picking public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { if(!repeatmidtex) { // When the texture is not repeated, leave when outside crop planes if((pickintersect.z < bottomclipplane.GetZ(pickintersect)) || (pickintersect.z > topclipplane.GetZ(pickintersect))) return false; } return base.PickFastReject(from, to, dir); } //mxd. Alpha based picking public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray) { if(!Texture.IsImageLoaded) return base.PickAccurate(from, to, dir, ref u_ray); float u; new Line2D(from, to).GetIntersection(Sidedef.Line.Line, out u); if(Sidedef != Sidedef.Line.Front) u = 1.0f - u; // Get correct offset to texture space... float zoffset; int ox = (int)Math.Floor((u * Sidedef.Line.Length * UniFields.GetFloat(Sidedef.Fields, "scalex_mid", 1.0f) / Texture.Scale.x + Sidedef.OffsetX + UniFields.GetFloat(Sidedef.Fields, "offsetx_mid")) % Texture.Width); int oy; if(repeatmidtex) { if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag)) zoffset = Sidedef.Sector.FloorHeight; else zoffset = Sidedef.Sector.CeilHeight; oy = (int)Math.Floor(((pickintersect.z - zoffset) * UniFields.GetFloat(Sidedef.Fields, "scaley_mid", 1.0f) / Texture.Scale.y - Sidedef.OffsetY - UniFields.GetFloat(Sidedef.Fields, "offsety_mid")) % Texture.Height); } else { zoffset = bottomclipplane.GetZ(pickintersect); oy = (int)Math.Ceiling(((pickintersect.z - zoffset) * UniFields.GetFloat(Sidedef.Fields, "scaley_mid", 1.0f) / Texture.Scale.y) % Texture.Height); } // Make sure offsets are inside of texture dimensions... while(ox < 0) ox += Texture.Width; while(oy < 0) oy += Texture.Height; // Check pixel alpha if(Texture.GetBitmap().GetPixel(General.Clamp(ox, 0, Texture.Width - 1), General.Clamp(Texture.Height - oy, 0, Texture.Height - 1)).A > 0) { return base.PickAccurate(from, to, dir, ref u_ray); } return false; } // 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(); } protected override void SetTextureOffsetX(int x) { Sidedef.Fields.BeforeFieldsChange(); Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, (float)x); } protected override void SetTextureOffsetY(int y) { Sidedef.Fields.BeforeFieldsChange(); Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, (float)y); } protected override void MoveTextureOffset(Point xy) { Sidedef.Fields.BeforeFieldsChange(); float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f); float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f); float scalex = Sidedef.Fields.GetValue("scalex_mid", 1.0f); float scaley = Sidedef.Fields.GetValue("scaley_mid", 1.0f); Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, GetRoundedTextureOffset(oldx, xy.X, scalex, Texture != null ? Texture.Width : -1)); //mxd //mxd. Don't clamp offsetY of clipped mid textures bool dontClamp = (Texture == null || (!Sidedef.IsFlagSet("wrapmidtex") && !Sidedef.Line.IsFlagSet("wrapmidtex"))); Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, GetRoundedTextureOffset(oldy, xy.Y, scaley, dontClamp ? -1 : Texture.Height)); } protected override Point GetTextureOffset() { float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f); float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f); return new Point((int)oldx, (int)oldy); } //mxd protected override void ResetTextureScale() { Sidedef.Fields.BeforeFieldsChange(); if(Sidedef.Fields.ContainsKey("scalex_mid")) Sidedef.Fields.Remove("scalex_mid"); if(Sidedef.Fields.ContainsKey("scaley_mid")) Sidedef.Fields.Remove("scaley_mid"); } //mxd public override void OnTextureFit(FitTextureOptions options) { if(!General.Map.UDMF) return; if(string.IsNullOrEmpty(Sidedef.MiddleTexture) || Sidedef.MiddleTexture == "-" || !Texture.IsImageLoaded) return; FitTexture(options); Setup(); } //mxd public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) { SelectNeighbours(Sidedef.LongMiddleTexture, select, withSameTexture, withSameHeight); } #endregion } }