mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 12:51:30 +00:00
3eb05509af
Fixed: CVARINFO parser was unable to parse negative int/float values. Fixed: in some cases TextLabel text size was checked before it was calculated. Internal, Visual mode: reduced the number of unnecessary geometry updates when changing map geometry. Updated ZDoom_DECORATE.cfg (atan2 and VectorAngle).
270 lines
9.4 KiB
C#
270 lines
9.4 KiB
C#
#region ================== Namespaces
|
|
|
|
using System.Collections.Generic;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
using CodeImp.DoomBuilder.VisualModes;
|
|
using CodeImp.DoomBuilder.Data;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.BuilderModes
|
|
{
|
|
//mxd. Used to render translucent 3D floor's inner sides
|
|
internal sealed class VisualMiddleBack : VisualMiddle3D
|
|
{
|
|
#region ================== Constructor / Setup
|
|
|
|
// Constructor
|
|
public VisualMiddleBack(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s) { }
|
|
|
|
// This builds the geometry. Returns false when no geometry created.
|
|
public override bool Setup() { return this.Setup(this.extrafloor); }
|
|
public new bool Setup(Effect3DFloor extrafloor)
|
|
{
|
|
Sidedef sourceside = extrafloor.Linedef.Front;
|
|
this.extrafloor = extrafloor;
|
|
|
|
//mxd. Extrafloor may've become invalid during undo/redo...
|
|
if(sourceside == 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", 1.0f),
|
|
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.Other.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);
|
|
|
|
// Get ceiling and floor heights
|
|
float flo = Sector.Floor.Level.plane.GetZ(vl);
|
|
float fro = Sector.Floor.Level.plane.GetZ(vr);
|
|
float clo = Sector.Ceiling.Level.plane.GetZ(vl);
|
|
float cro = Sector.Ceiling.Level.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. Inside parts are shaded using control sector's brightness
|
|
int lightlevel;
|
|
PixelColor levelcolor; //mxd
|
|
if(((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.DisableLighting) != 0))
|
|
{
|
|
lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
|
|
levelcolor = sd.Ceiling.colorbelow; //mxd
|
|
}
|
|
else
|
|
{
|
|
lightlevel = lightabsolute ? lightvalue : sourceside.Sector.Brightness + lightvalue;
|
|
levelcolor = extrafloor.Floor.colorbelow; //mxd
|
|
}
|
|
|
|
//mxd. This calculates light with doom-style wall shading
|
|
PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef));
|
|
int wallcolor = PixelColor.Modulate(levelcolor, wallbrightness).WithAlpha((byte)extrafloor.Alpha).ToInt();
|
|
fogfactor = CalculateFogFactor(lightlevel);
|
|
|
|
// Cut off the part above the 3D floor and below the 3D ceiling
|
|
CropPoly(ref poly, bottom, false);
|
|
CropPoly(ref poly, top, false);
|
|
|
|
// Cut out pieces that overlap 3D floors in this sector
|
|
List<WallPolygon> polygons = new List<WallPolygon> { poly };
|
|
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
|
|
if(ef.ClipSidedefs == extrafloor.ClipSidedefs || ef.ClipSidedefs)
|
|
{
|
|
//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<WorldVertex> 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) this.RenderPass = RenderPass.Alpha;
|
|
else this.RenderPass = RenderPass.Mask;
|
|
|
|
//mxd. Inner sides always have extrafloor color
|
|
for(int i = 0; i < verts.Count; i++)
|
|
{
|
|
WorldVertex v = verts[i];
|
|
v.c = wallcolor;
|
|
verts[i] = v;
|
|
}
|
|
|
|
base.SetVertices(verts);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
base.SetVertices(null); //mxd
|
|
return false;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|