#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 System.Globalization; 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 class VisualMiddle3D : BaseVisualGeometrySidedef { #region ================== Constants #endregion #region ================== Variables protected 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) { Sidedef sourceside = extrafloor.Linedef.Front; this.extrafloor = extrafloor; //mxd. Extrafloor may've become invalid during undo/redo... if(sourceside == null) { base.SetVertices(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.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; // biwa. Also take the ForceWorldPanning MAPINFO entry into account if (General.Map.Config.ScaledTextureOffsets && (!base.Texture.WorldPanning && !General.Map.Data.MapInfo.ForceWorldPanning)) { tof = tof / tscaleAbs; tof = tof * base.Texture.Scale; // If the texture gets replaced with a "hires" texture it adds more fuckery if (base.Texture is HiResImage) tof *= tscaleAbs; // Round up, since that's apparently what GZDoom does. Not sure if this is the right place or if it also has to be done earlier tof = new Vector2D(Math.Ceiling(tof.x), Math.Ceiling(tof.y)); } // 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) ? 1.0f : 0.0f; 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); //mxd. Get ceiling and floor heights. Use our and neighbour sector's data SectorData sdo = mode.GetSectorData(Sidedef.Other.Sector); double flo = sdo.Floor.plane.GetZ(vl); double fro = sdo.Floor.plane.GetZ(vr); double clo = sdo.Ceiling.plane.GetZ(vl); double cro = sdo.Ceiling.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 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 = CalculateFogFactor(lightlevel); 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 { poly }; bool translucent = (extrafloor.RenderAdditive || extrafloor.Alpha < 255); 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. // Our poly should not be clipped when our extrafloor is translucent and the other one isn't and both have renderinside setting. bool othertranslucent = (ef.RenderAdditive || ef.Alpha < 255); if(translucent && !othertranslucent && !ef.ClipSidedefs) continue; if(ef.ClipSidedefs == extrafloor.ClipSidedefs || ef.ClipSidedefs) { //TODO: find out why ef can be not updated at this point //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) || Texture.IsTranslucent) this.RenderPass = RenderPass.Alpha; // [ZZ] translucent texture should trigger Alpha pass 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]; 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 (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); } //mxd. Alpha based picking public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref double u_ray) { if(!BuilderPlug.Me.AlphaBasedTextureHighlighting || !Texture.IsImageLoaded || (!Texture.IsTranslucent && !Texture.IsMasked)) return base.PickAccurate(from, to, dir, ref u_ray); double u; Sidedef sourceside = extrafloor.Linedef.Front; new Line2D(from, to).GetIntersection(Sidedef.Line.Line, out u); if(Sidedef != Sidedef.Line.Front) u = 1.0f - u; // Some textures (e.g. HiResImage) may lie about their size, so use bitmap size instead int imageWidth = Texture.GetAlphaTestWidth(); int imageHeight = Texture.GetAlphaTestHeight(); // Determine texture scale... Vector2D imgscale = new Vector2D((float)Texture.Width / imageWidth, (float)Texture.Height / imageHeight); Vector2D texscale = (Texture is HiResImage) ? imgscale * Texture.Scale : Texture.Scale; // Get correct offset to texture space... double texoffsetx = Sidedef.OffsetX + sourceside.OffsetX + UniFields.GetFloat(Sidedef.Fields, "offsetx_mid") + UniFields.GetFloat(sourceside.Fields, "offsetx_mid"); int ox = (int)Math.Floor((u * Sidedef.Line.Length * UniFields.GetFloat(sourceside.Fields, "scalex_mid", 1.0f) / texscale.x + (texoffsetx / imgscale.x)) % imageWidth); double texoffsety = Sidedef.OffsetY + sourceside.OffsetY + UniFields.GetFloat(Sidedef.Fields, "offsety_mid") + UniFields.GetFloat(sourceside.Fields, "offsety_mid"); int oy = (int)Math.Ceiling(((pickintersect.z - sourceside.Sector.CeilHeight) * UniFields.GetFloat(sourceside.Fields, "scaley_mid", 1.0f) / texscale.y - (texoffsety / imgscale.y)) % imageHeight); // Make sure offsets are inside of texture dimensions... if (ox < 0) ox += imageWidth; if (oy < 0) oy += imageHeight; // Check pixel alpha Point pixelpos = new Point(General.Clamp(ox, 0, imageWidth - 1), General.Clamp(imageHeight - oy, 0, imageHeight - 1)); return (Texture.AlphaTestPixel(pixelpos.X, pixelpos.Y) && base.PickAccurate(@from, to, dir, ref u_ray)); } // 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(); //mxd. Update 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, (double)x); } protected override void SetTextureOffsetY(int y) { Sidedef.Fields.BeforeFieldsChange(); Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, (double)y); } protected override void MoveTextureOffset(int offsetx, int offsety) { Sidedef.Fields.BeforeFieldsChange(); bool worldpanning = this.Texture.WorldPanning || General.Map.Data.MapInfo.ForceWorldPanning; double oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0); double oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0); double scalex = extrafloor.Linedef.Front.Fields.GetValue("scalex_mid", 1.0); double scaley = extrafloor.Linedef.Front.Fields.GetValue("scaley_mid", 1.0); bool textureloaded = (Texture != null && Texture.IsImageLoaded); //mxd double width = textureloaded ? (worldpanning ? this.Texture.ScaledWidth / scalex : this.Texture.Width) : -1; // biwa double height = textureloaded ? (worldpanning ? this.Texture.ScaledHeight / scaley : this.Texture.Height) : -1; // biwa Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, GetNewTexutreOffset(oldx, offsetx, width)); //mxd // biwa Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, GetNewTexutreOffset(oldy, offsety, height)); //mxd // biwa } protected override Point GetTextureOffset() { double oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0); double oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0); return new Point((int)oldx, (int)oldy); } //mxd public override Linedef GetControlLinedef() { return extrafloor.Linedef; } //mxd public override void OnTextureFit(FitTextureOptions options) { if(!General.Map.UDMF) return; if(string.IsNullOrEmpty(extrafloor.Linedef.Front.MiddleTexture) || extrafloor.Linedef.Front.MiddleTexture == "-" || !Texture.IsImageLoaded) return; FitTexture(options); // Update the model sector to update all 3d floors mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false); } //mxd. Only control sidedef scale is used by GZDoom public override void OnChangeScale(int incrementX, int incrementY) { if(!General.Map.UDMF || Texture == null || !Texture.IsImageLoaded) return; if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket)) undoticket = mode.CreateUndo("Change wall scale"); Sidedef target = extrafloor.Linedef.Front; if(target == null) return; double scaleX = target.Fields.GetValue("scalex_mid", 1.0); double scaleY = target.Fields.GetValue("scaley_mid", 1.0); target.Fields.BeforeFieldsChange(); if(incrementX != 0) { double pix = (int)Math.Round(Texture.Width * scaleX) - incrementX; double newscaleX = Math.Round(pix / Texture.Width, 3); scaleX = (newscaleX == 0 ? scaleX * -1 : newscaleX); UniFields.SetFloat(target.Fields, "scalex_mid", scaleX, 1.0); } if(incrementY != 0) { double pix = (int)Math.Round(Texture.Height * scaleY) - incrementY; double newscaleY = Math.Round(pix / Texture.Height, 3); scaleY = (newscaleY == 0 ? scaleY * -1 : newscaleY); UniFields.SetFloat(target.Fields, "scaley_mid", scaleY, 1.0); } // Update the model sector to update all 3d floors mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false); // Display result mode.SetActionResult("Wall scale changed to " + scaleX.ToString("F03", CultureInfo.InvariantCulture) + ", " + scaleY.ToString("F03", CultureInfo.InvariantCulture) + " (" + (int)Math.Round(Texture.Width / scaleX) + " x " + (int)Math.Round(Texture.Height / scaleY) + ")."); } //mxd protected override void ResetTextureScale() { Sidedef target = extrafloor.Linedef.Front; target.Fields.BeforeFieldsChange(); if(target.Fields.ContainsKey("scalex_mid")) target.Fields.Remove("scalex_mid"); if(target.Fields.ContainsKey("scaley_mid")) target.Fields.Remove("scaley_mid"); } //mxd public override void OnResetTextureOffset() { base.OnResetTextureOffset(); // Update the model sector to update all 3d floors mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false); } //mxd public override void OnResetLocalTextureOffset() { if(!General.Map.UDMF || !General.Map.Config.UseLocalSidedefTextureOffsets) { OnResetTextureOffset(); return; } base.OnResetLocalTextureOffset(); // Update the model sector to update all 3d floors mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false); } #endregion } }