#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.GZBuilder.Tools; using CodeImp.DoomBuilder.Data; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal sealed class VisualUpper : BaseVisualGeometrySidedef { #region ================== Constants #endregion #region ================== Variables #endregion #region ================== Properties #endregion #region ================== Constructor / Setup // Constructor public VisualUpper(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s) { //mxd geoType = VisualGeometryType.WALL_UPPER; // We have no destructor GC.SuppressFinalize(this); } // This builds the geometry. Returns false when no geometry created. public override bool Setup() { Vector2D vl, vr; //mxd. lightfog flag support bool lightabsolute = Sidedef.Fields.GetValue("lightabsolute", false); bool ignoreUDMFLight = (!Sidedef.Fields.GetValue("lightfog", false) || !lightabsolute) && Sector.Sector.Fields.ContainsKey("fadecolor"); int lightvalue = ignoreUDMFLight ? 0 : Sidedef.Fields.GetValue("light", 0); //mxd if (ignoreUDMFLight) lightabsolute = false; Vector2D tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_top", 1.0f), Sidedef.Fields.GetValue("scaley_top", 1.0f)); Vector2D toffset = new Vector2D(Sidedef.Fields.GetValue("offsetx_top", 0.0f), Sidedef.Fields.GetValue("offsety_top", 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 = Sector.GetSectorData(); SectorData osd = mode.GetSectorData(Sidedef.Other.Sector); if(!osd.Updated) osd.Update(); // Texture given? if((Sidedef.LongHighTexture != MapSet.EmptyLongName)) { // Load texture base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongHighTexture); if(base.Texture == null || base.Texture is UnknownImage) { base.Texture = General.Map.Data.UnknownTexture3D; setuponloadedtexture = Sidedef.LongHighTexture; } else { if(!base.Texture.IsImageLoaded) setuponloadedtexture = Sidedef.LongHighTexture; } } 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 ceilbias = (Sidedef.Other.Sector.CeilHeight == Sidedef.Sector.CeilHeight) ? 1.0f : 0.0f; if(!Sidedef.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag)) { // When lower unpegged is set, the lower texture is bound to the bottom tp.tlt.y = tsz.y - ((float)Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.CeilHeight); } tp.trb.x = tp.tlt.x + Sidedef.Line.Length; tp.trb.y = tp.tlt.y + (Sidedef.Sector.CeilHeight - (Sidedef.Other.Sector.CeilHeight + ceilbias)); // 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.Other.Sector.CeilHeight + ceilbias); // 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); // 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 PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef)); PixelColor wallcolor = PixelColor.Modulate(sd.Ceiling.colorbelow, wallbrightness); poly.color = wallcolor.WithAlpha(255).ToInt(); // Cut off the part below the other ceiling CropPoly(ref poly, osd.Ceiling.plane, false); // Cut out pieces that overlap 3D floors in this sector List polygons = new List(1); polygons.Add(poly); foreach(Effect3DFloor ef in sd.ExtraFloors) { //mxd. Walls should be clipped by solid 3D floors if(!ef.RenderInside && ef.Alpha == 255) { 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; } } } } if(polygons.Count > 0) { // Keep top and bottom planes for intersection testing top = sd.Ceiling.plane; bottom = osd.Ceiling.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; } #endregion #region ================== Methods // Return texture name public override string GetTextureName() { return this.Sidedef.HighTexture; } // This changes the texture protected override void SetTexture(string texturename) { this.Sidedef.SetTextureHigh(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_top"] = new UniValue(UniversalType.Float, (float)x); } protected override void SetTextureOffsetY(int y) { Sidedef.Fields.BeforeFieldsChange(); Sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float, (float)y); } protected override void MoveTextureOffset(Point xy) { Sidedef.Fields.BeforeFieldsChange(); float oldx = Sidedef.Fields.GetValue("offsetx_top", 0.0f); float oldy = Sidedef.Fields.GetValue("offsety_top", 0.0f); float scalex = Sidedef.Fields.GetValue("scalex_top", 1.0f); float scaley = Sidedef.Fields.GetValue("scaley_top", 1.0f); Sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float, GetRoundedTextureOffset(oldx, xy.X, scalex, Texture != null ? Texture.Width : -1)); //mxd Sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float, GetRoundedTextureOffset(oldy, xy.Y, scaley, Texture != null ? Texture.Height : -1)); //mxd } protected override Point GetTextureOffset() { float oldx = Sidedef.Fields.GetValue("offsetx_top", 0.0f); float oldy = Sidedef.Fields.GetValue("offsety_top", 0.0f); return new Point((int)oldx, (int)oldy); } //mxd protected override void ResetTextureScale() { Sidedef.Fields.BeforeFieldsChange(); if(Sidedef.Fields.ContainsKey("scalex_top")) Sidedef.Fields.Remove("scalex_top"); if(Sidedef.Fields.ContainsKey("scaley_top")) Sidedef.Fields.Remove("scaley_top"); } //mxd public override void OnChangeTargetBrightness(bool up) { if(!General.Map.UDMF) { base.OnChangeTargetBrightness(up); return; } int light = Sidedef.Fields.GetValue("light", 0); bool absolute = Sidedef.Fields.GetValue("lightabsolute", false); int newLight; if(up) newLight = General.Map.Config.BrightnessLevels.GetNextHigher(light, absolute); else newLight = General.Map.Config.BrightnessLevels.GetNextLower(light, absolute); if(newLight == light) return; //create undo mode.CreateUndo("Change upper wall brightness", UndoGroup.SurfaceBrightnessChange, Sector.Sector.FixedIndex); Sidedef.Fields.BeforeFieldsChange(); //apply changes Sidedef.Fields["light"] = new UniValue(UniversalType.Integer, newLight); mode.SetActionResult("Changed upper wall brightness to " + newLight + "."); Sector.Sector.UpdateCache(); //rebuild sector Sector.UpdateSectorGeometry(false); } //mxd public override void OnTextureFit(bool fitWidth, bool fitHeight) { if(!General.Map.UDMF) return; if(!Sidedef.HighRequired() || string.IsNullOrEmpty(Sidedef.HighTexture) || Sidedef.HighTexture == "-" || !Texture.IsImageLoaded) return; string s; if(fitWidth && fitHeight) s = "width and height"; else if(fitWidth) s = "width"; else s = "height"; //create undo mode.CreateUndo("Fit texture (" + s + ")", UndoGroup.TextureOffsetChange, Sector.Sector.FixedIndex); Sidedef.Fields.BeforeFieldsChange(); if(fitWidth) { float scaleX = Texture.ScaledWidth / Sidedef.Line.Length; UDMFTools.SetFloat(Sidedef.Fields, "scalex_top", scaleX, 1.0f); UDMFTools.SetFloat(Sidedef.Fields, "offsetx_top", -Sidedef.OffsetX, 0.0f); } if(fitHeight && Sidedef.Sector != null && Sidedef.Other.Sector != null) { float scaleY = (float)Texture.Height / (Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.CeilHeight); UDMFTools.SetFloat(Sidedef.Fields, "scaley_top", scaleY, 1.0f); float offsetY = Tools.GetSidedefTopOffsetY(Sidedef, -Sidedef.OffsetY, scaleY, true) % Texture.Height; UDMFTools.SetFloat(Sidedef.Fields, "offsety_top", offsetY, 0.0f); } Setup(); } //mxd public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) { SelectNeighbours(Sidedef.HighTexture, select, withSameTexture, withSameHeight); } #endregion } }