#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 VisualMiddle3D : BaseVisualGeometrySidedef { #region ================== Constants #endregion #region ================== Variables private Effect3DFloor extrafloor; #endregion #region ================== Properties #endregion #region ================== Constructor / Setup // Constructor public VisualMiddle3D(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s) { //mxd geometrytype = VisualGeometryType.WALL_MIDDLE_3D; partname = "mid"; // We have no destructor GC.SuppressFinalize(this); } // This builds the geometry. Returns false when no geometry created. public override bool Setup() { return this.Setup(this.extrafloor); } public bool Setup(Effect3DFloor extrafloor) { Vector2D vl, vr; Sidedef sourceside = extrafloor.Linedef.Front; this.extrafloor = extrafloor; //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(sourceside.Fields.GetValue("scalex_mid", 1.0f), sourceside.Fields.GetValue("scaley_mid", 1.0f)); Vector2D toffset1 = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0f), Sidedef.Fields.GetValue("offsety_mid", 0.0f)); Vector2D toffset2 = new Vector2D(sourceside.Fields.GetValue("offsetx_mid", 0.0f), sourceside.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); //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 Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight); tsz = tsz / tscale; // Get texture offsets Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY) + new Vector2D(sourceside.OffsetX, sourceside.OffsetY); tof = tof + toffset1 + toffset2; tof = tof / tscale; 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. float sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight; float 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(); float floorbias = (sourcetopheight == sourcebottomheight) ? 1.0f : 0.0f; tp.trb.x = tp.tlt.x + Sidedef.Line.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); //mxd. Get ceiling and floor heights. Use our and neighbour sector's data SectorData sdo = mode.GetSectorData(Sidedef.Other.Sector); float flo = sdo.Floor.plane.GetZ(vl); float fro = sdo.Floor.plane.GetZ(vr); float clo = sdo.Ceiling.plane.GetZ(vl); float cro = sdo.Ceiling.plane.GetZ(vr); float fle = sd.Floor.plane.GetZ(vl); float fre = sd.Floor.plane.GetZ(vr); float cle = sd.Ceiling.plane.GetZ(vl); float cre = sd.Ceiling.plane.GetZ(vr); float fl = flo > fle ? flo : fle; float fr = fro > fre ? fro : fre; float cl = clo < cle ? clo : cle; float 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 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); poly.color = wallcolor.WithAlpha(255).ToInt(); // Cut off the part above the 3D floor and below the 3D ceiling CropPoly(ref poly, extrafloor.Floor.plane, false); CropPoly(ref poly, extrafloor.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 of solid 3D floors shouldn't be clipped by translucent 3D floors if(extrafloor.Alpha < 255 || (!extrafloor.RenderInside && !ef.RenderInside && extrafloor.Alpha == 255 & 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; } } } } // Process the polygon and create vertices if (polygons.Count > 0) { List verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute); if (verts.Count > 2) { if ((extrafloor.Linedef.Args[2] & (int) Effect3DFloor.Flags.RenderAdditive) != 0) //mxd this.RenderPass = RenderPass.Additive; else if (extrafloor.Alpha < 255) this.RenderPass = RenderPass.Alpha; else this.RenderPass = RenderPass.Mask; if (extrafloor.Alpha < 255) { // Apply alpha to vertices byte alpha = (byte) General.Clamp(extrafloor.Alpha, 0, 255); if (alpha < 255) { for (int i = 0; i < verts.Count; i++) { WorldVertex v = verts[i]; PixelColor c = PixelColor.FromInt(v.c); v.c = 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 (mxd) public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { // Top and bottom are swapped in Vavoom-type 3d floors if (extrafloor.VavoomType) return (pickintersect.z >= top.GetZ(pickintersect)) && (pickintersect.z <= bottom.GetZ(pickintersect)); return base.PickFastReject(from, to, dir); } // Return texture name public override string GetTextureName() { //mxd if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0) return Sidedef.HighTexture; if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0) return Sidedef.LowTexture; return extrafloor.Linedef.Front.MiddleTexture; } // This changes the texture protected override void SetTexture(string texturename) { //mxd if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0) Sidedef.SetTextureHigh(texturename); if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0) Sidedef.SetTextureLow(texturename); else extrafloor.Linedef.Front.SetTextureMid(texturename); General.Map.Data.UpdateUsedTextures(); this.Sector.Rebuild(); //mxd. Other sector also may require updating SectorData sd = mode.GetSectorData(Sidedef.Other.Sector); if(sd.ExtraFloors.Count > 0) ((BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector)).Rebuild(); //mxd. As well as model sector mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false); } 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); Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, oldx + xy.X); Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, oldy + xy.Y); } 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 public override Linedef GetControlLinedef() { return extrafloor.Linedef; } //mxd public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) { SelectNeighbours(extrafloor.Linedef.Front.MiddleTexture, select, withSameTexture, withSameHeight); } #endregion } }