mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-11 12:51:20 +00:00
380 lines
12 KiB
C#
380 lines
12 KiB
C#
|
|
#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.Linq;
|
|
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 VisualMiddleSingle : BaseVisualGeometrySidedef
|
|
{
|
|
#region ================== Constants
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Setup
|
|
|
|
// Constructor
|
|
public VisualMiddleSingle(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
|
|
{
|
|
//mxd
|
|
geometrytype = VisualGeometryType.WALL_MIDDLE;
|
|
partname = "mid";
|
|
|
|
// 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
|
|
int lightvalue;
|
|
bool lightabsolute;
|
|
GetLightValue(out lightvalue, out lightabsolute);
|
|
|
|
Vector2D tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_mid", 1.0),
|
|
Sidedef.Fields.GetValue("scaley_mid", 1.0));
|
|
Vector2D tscaleAbs = new Vector2D(Math.Abs(tscale.x), Math.Abs(tscale.y));
|
|
Vector2D toffset = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0),
|
|
Sidedef.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);
|
|
|
|
// Apply sky hack?
|
|
UpdateSkyRenderFlag();
|
|
|
|
// Texture given?
|
|
if (Sidedef.LongMiddleTexture != MapSet.EmptyLongName)
|
|
{
|
|
// Load texture
|
|
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongMiddleTexture);
|
|
if (base.Texture == null || base.Texture is UnknownImage)
|
|
{
|
|
base.Texture = General.Map.Data.UnknownTexture3D;
|
|
setuponloadedtexture = Sidedef.LongMiddleTexture;
|
|
}
|
|
else
|
|
{
|
|
if (!base.Texture.IsImageLoaded)
|
|
setuponloadedtexture = Sidedef.LongMiddleTexture;
|
|
}
|
|
}
|
|
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);
|
|
|
|
tof = tof + toffset;
|
|
|
|
// 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));
|
|
}
|
|
|
|
// 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!
|
|
Vector3D vlt, vlb, vrt, vrb;
|
|
Vector2D tlt, tlb, trt, trb;
|
|
double texturevpeg = 0;
|
|
double floorbias = (Sidedef.Sector.CeilHeight == Sidedef.Sector.FloorHeight) ? 1.0f : 0.0f;
|
|
|
|
bool lowerunpegged = Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag);
|
|
bool nomidtextureskew = Sidedef.Line.IsFlagSet(General.Map.Config.NoMidtextureSkewFlag);
|
|
|
|
if (lowerunpegged)
|
|
{
|
|
// When lower unpegged is set, the middle texture is bound to the bottom
|
|
if (!nomidtextureskew)
|
|
{
|
|
texturevpeg = tsz.y - (sd.Ceiling.plane.GetZ(vl) - sd.Floor.plane.GetZ(vl));
|
|
}
|
|
else
|
|
{
|
|
texturevpeg = tsz.y - (Sidedef.Sector.CeilHeight - Sidedef.Sector.FloorHeight);
|
|
}
|
|
}
|
|
|
|
tlt.x = tlb.x = 0;
|
|
trt.x = trb.x = Sidedef.Line.Length;
|
|
tlt.y = trt.y = texturevpeg;
|
|
tlb.y = trb.y = texturevpeg + (Sidedef.Sector.CeilHeight - (Sidedef.Sector.FloorHeight + floorbias));
|
|
|
|
// Texture correction for slopes
|
|
if (nomidtextureskew)
|
|
{
|
|
tlt.y += Sidedef.Sector.CeilHeight - sd.Ceiling.plane.GetZ(vl);
|
|
trt.y += Sidedef.Sector.CeilHeight - sd.Ceiling.plane.GetZ(vr);
|
|
tlb.y += Sidedef.Sector.FloorHeight - sd.Floor.plane.GetZ(vl);
|
|
trb.y += Sidedef.Sector.FloorHeight - sd.Floor.plane.GetZ(vr);
|
|
}
|
|
else if (lowerunpegged)
|
|
{
|
|
tlt.y = tlb.y + sd.Floor.plane.GetZ(vl) - sd.Ceiling.plane.GetZ(vl);
|
|
trt.y = trb.y + sd.Floor.plane.GetZ(vr) - sd.Ceiling.plane.GetZ(vr);
|
|
}
|
|
else
|
|
{
|
|
tlb.y = tlt.y - (sd.Floor.plane.GetZ(vl) - sd.Ceiling.plane.GetZ(vl));
|
|
trb.y = trt.y - (sd.Floor.plane.GetZ(vr) - sd.Ceiling.plane.GetZ(vr));
|
|
}
|
|
|
|
// Apply texture offset
|
|
tlt += tof;
|
|
tlb += tof;
|
|
trb += tof;
|
|
trt += tof;
|
|
|
|
// Transform pixel coordinates to texture coordinates
|
|
tlt /= tsz;
|
|
tlb /= tsz;
|
|
trb /= tsz;
|
|
trt /= tsz;
|
|
|
|
// Geometry coordinates
|
|
vlt = new Vector3D(vl.x, vl.y, sd.Ceiling.plane.GetZ(vl));
|
|
vlb = new Vector3D(vl.x, vl.y, sd.Floor.plane.GetZ(vl) + floorbias);
|
|
vrb = new Vector3D(vr.x, vr.y, sd.Floor.plane.GetZ(vr));
|
|
vrt = new Vector3D(vr.x, vr.y, sd.Ceiling.plane.GetZ(vr));
|
|
|
|
TexturePlane tp = new TexturePlane();
|
|
tp.tlt = lowerunpegged ? tlb : tlt;
|
|
tp.trb = trb;
|
|
tp.trt = trt;
|
|
tp.vlt = lowerunpegged ? vlb : vlt;
|
|
tp.vrb = vrb;
|
|
tp.vrt = vrt;
|
|
|
|
// Get ceiling and floor heights
|
|
double fl = sd.Floor.plane.GetZ(vl);
|
|
double fr = sd.Floor.plane.GetZ(vr);
|
|
double cl = sd.Ceiling.plane.GetZ(vl);
|
|
double cr = sd.Ceiling.plane.GetZ(vr);
|
|
|
|
// Anything to see?
|
|
if (((cl - fl) > 0.01f) || ((cr - fr) > 0.01f))
|
|
{
|
|
// Keep top and bottom planes for intersection testing
|
|
top = sd.Ceiling.plane;
|
|
bottom = sd.Floor.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 out pieces that overlap 3D floors in this sector
|
|
List<WallPolygon> polygons = new List<WallPolygon> { poly };
|
|
ClipExtraFloors(polygons, sd.ExtraFloors, false); //mxd
|
|
|
|
if (polygons.Count > 0)
|
|
{
|
|
// Process the polygon and create vertices
|
|
List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
|
|
if (verts.Count > 2)
|
|
{
|
|
base.SetVertices(verts);
|
|
|
|
// Set skewing
|
|
UpdateSkew();
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
base.SetVertices(null); //mxd
|
|
return false;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// Return texture name
|
|
public override string GetTextureName()
|
|
{
|
|
return this.Sidedef.MiddleTexture;
|
|
}
|
|
|
|
// This changes the texture
|
|
protected override void SetTexture(string texturename)
|
|
{
|
|
this.Sidedef.SetTextureMid(texturename);
|
|
General.Map.Data.UpdateUsedTextures();
|
|
this.Setup();
|
|
}
|
|
|
|
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 = Sidedef.Fields.GetValue("scalex_mid", 1.0);
|
|
double scaley = Sidedef.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
|
|
protected override void ResetTextureScale()
|
|
{
|
|
Sidedef.Fields.BeforeFieldsChange();
|
|
if(Sidedef.Fields.ContainsKey("scalex_mid")) Sidedef.Fields.Remove("scalex_mid");
|
|
if(Sidedef.Fields.ContainsKey("scaley_mid")) Sidedef.Fields.Remove("scaley_mid");
|
|
}
|
|
|
|
//mxd
|
|
public override void OnTextureFit(FitTextureOptions options)
|
|
{
|
|
if(!General.Map.UDMF) return;
|
|
if(string.IsNullOrEmpty(Sidedef.MiddleTexture) || Sidedef.MiddleTexture == "-" || !Texture.IsImageLoaded) return;
|
|
FitTexture(options);
|
|
Setup();
|
|
|
|
// Update linked effects
|
|
SectorData sd = mode.GetSectorDataEx(Sector.Sector);
|
|
if(sd != null) sd.Reset(true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the value for texture skewing. Has to be done after the texture and vertices are set.
|
|
/// </summary>
|
|
public void UpdateSkew()
|
|
{
|
|
// Reset
|
|
skew = new Vector2f(0.0f);
|
|
|
|
if (!General.Map.Config.SidedefTextureSkewing)
|
|
return;
|
|
|
|
string skewtype = Sidedef.Fields.GetValue("skew_middle_type", "none");
|
|
|
|
// We don't have to check for back because this it's single-sided
|
|
if ((skewtype == "front_floor" || skewtype == "front_ceiling") && Texture != null)
|
|
{
|
|
double leftz, rightz;
|
|
Plane plane = skewtype == "front_floor" ? Sector.GetSectorData().Floor.plane : Sector.GetSectorData().Ceiling.plane;
|
|
|
|
leftz = plane.GetZ(Sidedef.Line.Start.Position);
|
|
rightz = plane.GetZ(Sidedef.Line.End.Position);
|
|
|
|
skew = new Vector2f(
|
|
Vertices.Min(v => v.u), // Get the lowest horizontal texture offset
|
|
(float)((rightz - leftz) / Sidedef.Line.Length * ((double)Texture.Width / Texture.Height))
|
|
);
|
|
}
|
|
}
|
|
|
|
internal void UpdateSkyRenderFlag()
|
|
{
|
|
renderassky = General.Map.Config.LinedefActions.ContainsKey(Sidedef.Line.Action) && General.Map.Config.LinedefActions[Sidedef.Line.Action].Id.ToLowerInvariant() == "srb2_horizonline";
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|