UltimateZoneBuilder/Source/Plugins/GZDoomEditing/VisualModes/VisualLower.cs
MaxED 6b62b4f3d2 Added multiple engine support for any game configuration.
Floor and ceiling textures are now moved more predictably by arrow keys in GZDoom Visual mode.
Walls texture coordinates are always rounded when moved by arrow keys in Visual modes.
Linedef info panel: relative UDMF light values are now shown like this: 16 (128), which means "UDMF light value" ("total surface brightness (UDMF light value + sector brightness)")
Player is now spawned at camera height when testing from current location in Visual modes.
Focus is now properly restored after testing from current location in Visual modes.
Updated Heretic_sectors.cfg and Heretic_things.cfg as described here: http://www.doombuilder.com/forums/viewtopic.php?f=11&t=357
Changed sprites of artifacts in Hexen_things.cfg to proper ones.
Renamed Skulltag configs to Zandronum
2012-11-02 23:11:38 +00:00

287 lines
9.9 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;
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.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.Types;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal sealed class VisualLower : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualLower(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
{
//mxd
geoType = VisualGeometryType.WALL_BOTTOM;
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
Vector2D vl, vr;
int lightvalue = Sidedef.Fields.GetValue("light", 0);
bool lightabsolute = Sidedef.Fields.GetValue("lightabsolute", false);
Vector2D tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_bottom", 1.0f),
Sidedef.Fields.GetValue("scaley_bottom", 1.0f));
Vector2D toffset = new Vector2D(Sidedef.Fields.GetValue("offsetx_bottom", 0.0f),
Sidedef.Fields.GetValue("offsety_bottom", 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 = Sector.GetSectorData();
SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
if(!osd.Updated) osd.Update();
// Texture given?
if((Sidedef.LowTexture.Length > 0) && (Sidedef.LowTexture[0] != '-'))
{
// Load texture
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongLowTexture);
if(base.Texture == null)
{
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = Sidedef.LongLowTexture;
}
else
{
if(!base.Texture.IsImageLoaded)
setuponloadedtexture = Sidedef.LongLowTexture;
}
}
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);
tof = tof + toffset;
tof = tof / tscale;
if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
tof = tof * base.Texture.Scale;
// 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 = (Sidedef.Other.Sector.FloorHeight == Sidedef.Sector.FloorHeight) ? 1.0f : 0.0f;
if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
{
// When lower unpegged is set, the lower texture is bound to the bottom
tp.tlt.y = (float)Sidedef.Sector.CeilHeight - (float)Sidedef.Other.Sector.FloorHeight;
}
tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
tp.trb.y = tp.tlt.y + ((float)Sidedef.Other.Sector.FloorHeight - ((float)Sidedef.Sector.FloorHeight + 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, (float)Sidedef.Other.Sector.FloorHeight);
tp.vrb = new Vector3D(vr.x, vr.y, (float)Sidedef.Sector.FloorHeight + 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);
// 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)));
// Determine initial color
int lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
//mxd
//PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel));
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 other floor
CropPoly(ref poly, osd.Floor.plane, false);
CropPoly(ref poly, osd.Ceiling.plane, true);
if(poly.Count > 2)
{
// Keep top and bottom planes for intersection testing
top = osd.Floor.plane;
bottom = sd.Floor.plane;
// Process the polygon and create vertices
List<WorldVertex> verts = CreatePolygonVertices(poly, tp, sd, lightvalue, lightabsolute);
if(verts.Count > 0)
{
base.SetVertices(verts);
return true;
}
}
return false;
}
#endregion
#region ================== Methods
// Return texture name
public override string GetTextureName()
{
return this.Sidedef.LowTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
this.Sidedef.SetTextureLow(texturename);
General.Map.Data.UpdateUsedTextures();
this.Setup();
}
protected override void SetTextureOffsetX(int x)
{
Sidedef.Fields.BeforeFieldsChange();
Sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, (float)x);
}
protected override void SetTextureOffsetY(int y)
{
Sidedef.Fields.BeforeFieldsChange();
Sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, (float)y);
}
protected override void MoveTextureOffset(Point xy)
{
Sidedef.Fields.BeforeFieldsChange();
float oldx = Sidedef.Fields.GetValue("offsetx_bottom", 0.0f);
float oldy = Sidedef.Fields.GetValue("offsety_bottom", 0.0f);
float scalex = Sidedef.Fields.GetValue("scalex_bottom", 1.0f);
float scaley = Sidedef.Fields.GetValue("scaley_bottom", 1.0f);
Sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, getRoundedTextureOffset(oldx, (float)xy.X, scalex)); //mxd
Sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, getRoundedTextureOffset(oldy, (float)xy.Y, scaley)); //mxd
//Sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, oldx + getRoundedTextureOffset((float)xy.X, scalex)); //mxd
//Sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, oldy + getRoundedTextureOffset((float)xy.Y, scaley)); //mxd
//Sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, oldx + (float)xy.X * scalex);
//Sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, oldy + (float)xy.Y * scaley);
}
protected override Point GetTextureOffset()
{
float oldx = Sidedef.Fields.GetValue("offsetx_bottom", 0.0f);
float oldy = Sidedef.Fields.GetValue("offsety_bottom", 0.0f);
return new Point((int)oldx, (int)oldy);
}
//mxd
public override void OnChangeTargetBrightness(bool up) {
if(!General.Map.UDMF) {
base.OnChangeTargetBrightness(up);
return;
}
int light = Sidedef.Fields.GetValue("light", 0);
bool absolute = Sidedef.Fields.GetValue("lightabsolute", false);
int newLight = 0;
if(up)
newLight = General.Map.Config.BrightnessLevels.GetNextHigher(light, absolute);
else
newLight = General.Map.Config.BrightnessLevels.GetNextLower(light, absolute);
if(newLight == light) return;
//create undo
mode.CreateUndo("Change lower wall brightness", UndoGroup.SurfaceBrightnessChange, Sector.Sector.FixedIndex);
Sidedef.Fields.BeforeFieldsChange();
//apply changes
Sidedef.Fields["light"] = new UniValue(UniversalType.Integer, newLight);
mode.SetActionResult("Changed lower wall brightness to " + newLight + ".");
Sector.Sector.UpdateCache();
//rebuild sector
Sector.UpdateSectorGeometry(false);
}
#endregion
}
}