mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-26 22:01:45 +00:00
434 lines
15 KiB
C#
Executable file
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
|
|
}
|
|
}
|