#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.GZDoomEditing; 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.GZDoomEditing { 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) { // We have no destructor GC.SuppressFinalize(this); } // This builds the geometry. Returns false when no geometry created. public override bool Setup() { Vector2D vl, vr; // 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.Data; SectorData osd = mode.GetSectorData(Sidedef.Other.Sector); if(!osd.Built) osd.BuildLevels(mode); // Texture given? if((Sidedef.HighTexture.Length > 0) && (Sidedef.HighTexture[0] != '-')) { // Load texture base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongHighTexture); if(base.Texture == null) { base.Texture = General.Map.Data.MissingTexture3D; 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); // 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 - (float)Sidedef.Other.Sector.CeilHeight); } tp.trb.x = tp.tlt.x + Sidedef.Line.Length; tp.trb.y = tp.tlt.y + ((float)Sidedef.Sector.CeilHeight - ((float)Sidedef.Other.Sector.CeilHeight + ceilbias)); // Apply texture offset if (General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning) { tp.tlt += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y); tp.trb += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y); } else { tp.tlt += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY); tp.trb += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY); } // 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, (float)Sidedef.Sector.CeilHeight); tp.vrb = new Vector3D(vr.x, vr.y, (float)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); // Go for all levels to build geometry List verts = new List(); for(int i = 1; i < sd.Levels.Count; i++) { SectorLevel l = sd.Levels[i]; PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(l.brightnessbelow)); PixelColor wallcolor = PixelColor.Modulate(l.colorbelow, wallbrightness); int c = wallcolor.WithAlpha(255).ToInt(); // 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))); // Slice off the part below the other plane CropPoly(poly, osd.Ceiling.plane, false); // Now we go for all light planes to splice this polygon for(int k = 0; k < sd.Levels.Count; k++) { SectorLevel ol = sd.Levels[k]; if((ol != sd.Floor) && (ol != sd.Ceiling) && (ol.type != SectorLevelType.Floor)) { CropPoly(poly, ol.plane, (k >= i)); } } // Find texture coordinates for each vertex in the polygon List texc = new List(poly.Count); foreach(Vector3D v in poly) texc.Add(tp.GetTextureCoordsAt(v)); // Now we create triangles from the polygon. // The polygon is convex and clockwise, so this is a piece of cake. if(poly.Count >= 3) { for(int k = 1; k < (poly.Count - 1); k++) { verts.Add(new WorldVertex(poly[0], c, texc[0])); verts.Add(new WorldVertex(poly[k], c, texc[k])); verts.Add(new WorldVertex(poly[k + 1], c, texc[k + 1])); } } } if(verts.Count > 0) { base.SetVertices(verts); return true; } else { 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(); } #endregion } }