UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/VisualLower.cs
2023-07-14 00:19:00 +02:00

434 lines
15 KiB
C#
Executable file

#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 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
geometrytype = VisualGeometryType.WALL_LOWER;
partname = "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;
// 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();
//mxd
double vlzf = sd.Floor.plane.GetZ(vl);
double vrzf = sd.Floor.plane.GetZ(vr);
double ovlzf = osd.Floor.plane.GetZ(vl);
double ovrzf = osd.Floor.plane.GetZ(vr);
//mxd. Side is visible when our sector's floor is lower than the other's at any vertex
if(!(vlzf < ovlzf || vrzf < ovrzf))
{
base.SetVertices(null);
return false;
}
// Apply sky hack?
UpdateSkyRenderFlag();
//mxd. lightfog flag support
int lightvalue;
bool lightabsolute;
GetLightValue(out lightvalue, out lightabsolute);
Vector2D tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_bottom", 1.0),
Sidedef.Fields.GetValue("scaley_bottom", 1.0));
Vector2D tscaleAbs = new Vector2D(Math.Abs(tscale.x), Math.Abs(tscale.y));
Vector2D toffset = new Vector2D(Sidedef.Fields.GetValue("offsetx_bottom", 0.0),
Sidedef.Fields.GetValue("offsety_bottom", 0.0));
// Texture given?
if(Sidedef.LongLowTexture != MapSet.EmptyLongName)
{
// Load texture
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongLowTexture);
if(base.Texture == null || base.Texture is UnknownImage)
{
base.Texture = General.Map.Data.UnknownTexture3D;
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. 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 floorbias = (Sidedef.Other.Sector.FloorHeight == Sidedef.Sector.FloorHeight) ? 1.0 : 0.0;
double planefloorbias = Math.Abs(osd.Floor.plane.GetZ(vr) - sd.Floor.plane.GetZ(vr)) < 0.5 ? 1.0 : 0.0;
double texturevpeg = 0;
bool lowerunpegged = Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag);
bool slopeskew = Sidedef.Line.IsFlagSet(General.Map.Config.SlopeSkewFlag);
if (lowerunpegged)
{
if (slopeskew)
{
texturevpeg = sd.Ceiling.plane.GetZ(vl) - osd.Floor.plane.GetZ(vl);
}
//if(Sidedef.Sector.HasSkyCeiling && Sidedef.Other.Sector.HasSkyCeiling)
//{
// // mxd. Replicate Doom texture offset glitch when front and back sector's ceilings are sky
// texturevpeg = (double)Sidedef.Other.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight;
//}
else
{
// When lower unpegged is set, the lower texture is bound to the bottom
texturevpeg = (double) Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight;
}
}
tlt.x = tlb.x = 0;
trt.x = trb.x = Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
tlt.y = trt.y = texturevpeg;
tlb.y = trb.y = texturevpeg + (Sidedef.Other.Sector.FloorHeight - (Sidedef.Sector.FloorHeight + floorbias));
if (!slopeskew)
{
// Unskewed
tlb.y -= sd.Floor.plane.GetZ(vl) - Sidedef.Sector.FloorHeight;
trb.y -= sd.Floor.plane.GetZ(vr) - Sidedef.Sector.FloorHeight;
tlt.y -= osd.Floor.plane.GetZ(vl) - Sidedef.Other.Sector.FloorHeight;
trt.y -= osd.Floor.plane.GetZ(vr) - Sidedef.Other.Sector.FloorHeight;
}
else if (lowerunpegged)
{
// Skewed by bottom
tlb.y = texturevpeg + osd.Floor.plane.GetZ(vl) - sd.Floor.plane.GetZ(vl);
trb.y = tlb.y;
tlt.y = tlb.y - (osd.Floor.plane.GetZ(vl) - sd.Floor.plane.GetZ(vl));
trt.y = trb.y - (osd.Floor.plane.GetZ(vr) - sd.Floor.plane.GetZ(vr));
}
else
{
// Skewed by top
tlb.y = texturevpeg + osd.Floor.plane.GetZ(vl) - sd.Floor.plane.GetZ(vl);
trb.y = texturevpeg + osd.Floor.plane.GetZ(vr) - sd.Floor.plane.GetZ(vr);
}
if (Math.Abs(trb.y - trt.y) < 0.5f) trb.y = trt.y - 1.0f;
// 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, osd.Floor.plane.GetZ(vl));
vlb = new Vector3D(vl.x, vl.y, sd.Floor.plane.GetZ(vl));
vrb = new Vector3D(vr.x, vr.y, sd.Floor.plane.GetZ(vr) + planefloorbias);
vrt = new Vector3D(vr.x, vr.y, osd.Floor.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;
// Create initial polygon, which is just a quad between floor and ceiling
WallPolygon poly = new WallPolygon();
poly.Add(new Vector3D(vl.x, vl.y, vlzf));
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, vrzf));
// 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 other floor
CropPoly(ref poly, osd.Floor.plane, false);
//INFO: Makes sence only when ceiling plane is lower than floor plane. Also ZDoom clips ceiling instead here.
if(ovlzf > osd.Ceiling.plane.GetZ(vl) || ovrzf > osd.Ceiling.plane.GetZ(vr))
CropPoly(ref poly, osd.Ceiling.plane, true);
// 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)
{
// Keep top and bottom planes for intersection testing
Vector2D linecenter = Sidedef.Line.GetCenterPoint(); //mxd. Our sector's ceiling can be lower than the other sector's floor!
top = (osd.Floor.plane.GetZ(linecenter) < sd.Ceiling.plane.GetZ(linecenter) ? osd.Floor.plane : sd.Ceiling.plane);
bottom = sd.Floor.plane;
// 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;
}
internal void UpdateSkyRenderFlag()
{
renderassky = (Sidedef.Other != null && Sidedef.Sector != null && Sidedef.Other.Sector != null
&& Sidedef.Other.Sector.HasSkyFloor
&& Sidedef.LowTexture == "-");
}
#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();
//mxd. Other sector also may require updating
SectorData sd = mode.GetSectorData(Sidedef.Sector);
if(sd.ExtraFloors.Count > 0)
((BaseVisualSector)mode.GetVisualSector(Sidedef.Sector)).Rebuild();
}
protected override void SetTextureOffsetX(int x)
{
Sidedef.Fields.BeforeFieldsChange();
Sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, (double)x);
}
protected override void SetTextureOffsetY(int y)
{
Sidedef.Fields.BeforeFieldsChange();
Sidedef.Fields["offsety_bottom"] = 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_bottom", 0.0);
double oldy = Sidedef.Fields.GetValue("offsety_bottom", 0.0);
double scalex = Sidedef.Fields.GetValue("scalex_bottom", 1.0);
double scaley = Sidedef.Fields.GetValue("scaley_bottom", 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_bottom"] = new UniValue(UniversalType.Float, GetNewTexutreOffset(oldx, offsetx, width)); //mxd // biwa
Sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, GetNewTexutreOffset(oldy, offsety, height)); //mxd // biwa
}
protected override Point GetTextureOffset()
{
double oldx = Sidedef.Fields.GetValue("offsetx_bottom", 0.0);
double oldy = Sidedef.Fields.GetValue("offsety_bottom", 0.0);
return new Point((int)oldx, (int)oldy);
}
//mxd
protected override void ResetTextureScale()
{
Sidedef.Fields.BeforeFieldsChange();
if(Sidedef.Fields.ContainsKey("scalex_bottom")) Sidedef.Fields.Remove("scalex_bottom");
if(Sidedef.Fields.ContainsKey("scaley_bottom")) Sidedef.Fields.Remove("scaley_bottom");
}
//mxd
public override void OnTextureFit(FitTextureOptions options)
{
if(!General.Map.UDMF) return;
if(!Sidedef.LowRequired() || string.IsNullOrEmpty(Sidedef.LowTexture) || Sidedef.LowTexture == "-" || !Texture.IsImageLoaded) return;
FitTexture(options);
Setup();
}
/// <summary>
/// Updates the value for texture skewing. Has to be done after the texture is set.
/// </summary>
public void UpdateSkew()
{
// Reset
skew = new Vector2f(0.0f);
if (!General.Map.Config.SidedefTextureSkewing)
return;
string skewtype = Sidedef.Fields.GetValue("skew_bottom_type", "none");
if ((skewtype == "front" || skewtype == "back") && Texture != null)
{
double leftz, rightz;
if (skewtype == "front")
{
if (Sidedef.IsFront)
{
Plane plane = Sector.GetSectorData().Floor.plane;
leftz = plane.GetZ(Sidedef.Line.Start.Position);
rightz = plane.GetZ(Sidedef.Line.End.Position);
}
else
{
Plane plane = mode.GetSectorData(Sidedef.Other.Sector).Floor.plane;
leftz = plane.GetZ(Sidedef.Line.End.Position);
rightz = plane.GetZ(Sidedef.Line.Start.Position);
}
}
else // "back"
{
if (Sidedef.IsFront)
{
Plane plane = mode.GetSectorData(Sidedef.Other.Sector).Floor.plane;
leftz = plane.GetZ(Sidedef.Line.Start.Position);
rightz = plane.GetZ(Sidedef.Line.End.Position);
}
else
{
Plane plane = Sector.GetSectorData().Floor.plane;
leftz = plane.GetZ(Sidedef.Line.End.Position);
rightz = plane.GetZ(Sidedef.Line.Start.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))
);
}
}
#endregion
}
}