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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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411 lines
15 KiB
C#
Executable file
411 lines
15 KiB
C#
Executable file
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal sealed class VisualMiddleDouble : BaseVisualGeometrySidedef
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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private bool repeatmidtex;
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private Plane topclipplane;
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private Plane bottomclipplane;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public VisualMiddleDouble(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
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{
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//mxd
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geometrytype = VisualGeometryType.WALL_MIDDLE;
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partname = "mid";
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// Set render pass
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this.RenderPass = RenderPass.Mask;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// This builds the geometry. Returns false when no geometry created.
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public override bool Setup()
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{
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//mxd
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if(Sidedef.LongMiddleTexture == MapSet.EmptyLongName)
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{
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base.SetVertices(null);
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return false;
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}
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Vector2D vl, vr;
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//mxd. lightfog flag support
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int lightvalue;
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bool lightabsolute;
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GetLightValue(out lightvalue, out lightabsolute);
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Vector2D tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_mid", 1.0),
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Sidedef.Fields.GetValue("scaley_mid", 1.0));
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Vector2D tscaleAbs = new Vector2D(Math.Abs(tscale.x), Math.Abs(tscale.y));
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Vector2D toffset = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0),
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Sidedef.Fields.GetValue("offsety_mid", 0.0));
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// Left and right vertices for this sidedef
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if(Sidedef.IsFront)
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{
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vl = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
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vr = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
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}
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else
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{
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vl = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
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vr = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
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}
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// Load sector data
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SectorData sd = mode.GetSectorData(Sidedef.Sector);
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SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
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if(!osd.Updated) osd.Update();
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// Load texture
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if(Sidedef.LongMiddleTexture != MapSet.EmptyLongName)
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{
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base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongMiddleTexture);
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if(base.Texture == null || base.Texture is UnknownImage)
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{
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base.Texture = General.Map.Data.UnknownTexture3D;
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setuponloadedtexture = Sidedef.LongMiddleTexture;
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}
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else if(!base.Texture.IsImageLoaded)
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{
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setuponloadedtexture = Sidedef.LongMiddleTexture;
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}
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}
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else
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{
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// Use missing texture
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = 0;
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}
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// Get texture scaled size
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Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
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tsz = tsz / tscale;
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// Get texture offsets
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Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
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tof = tof + toffset;
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// biwa. Also take the ForceWorldPanning MAPINFO entry into account
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if (General.Map.Config.ScaledTextureOffsets && (!base.Texture.WorldPanning && !General.Map.Data.MapInfo.ForceWorldPanning))
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{
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tof = tof / tscaleAbs;
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tof = tof * base.Texture.Scale;
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// If the texture gets replaced with a "hires" texture it adds more fuckery
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if (base.Texture is HiResImage)
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tof *= tscaleAbs;
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}
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// Determine texture coordinates plane as they would be in normal circumstances.
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// We can then use this plane to find any texture coordinate we need.
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// The logic here is the same as in the original VisualMiddleSingle (except that
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// the values are stored in a TexturePlane)
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// NOTE: I use a small bias for the floor height, because if the difference in
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// height is 0 then the TexturePlane doesn't work!
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TexturePlane tp = new TexturePlane();
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double floorbias = (Sidedef.Sector.CeilHeight == Sidedef.Sector.FloorHeight) ? 1.0 : 0.0;
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double geotop = Math.Min(Sidedef.Sector.CeilHeight, Sidedef.Other.Sector.CeilHeight);
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double geobottom = Math.Max(Sidedef.Sector.FloorHeight, Sidedef.Other.Sector.FloorHeight);
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double zoffset = Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.CeilHeight; //mxd
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// When lower unpegged is set, the middle texture is bound to the bottom
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if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
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tp.tlt.y = tsz.y - (geotop - geobottom);
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if(zoffset > 0) tp.tlt.y -= zoffset; //mxd
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tp.trb.x = tp.tlt.x + Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
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tp.trb.y = tp.tlt.y + (Sidedef.Sector.CeilHeight - (Sidedef.Sector.FloorHeight + floorbias));
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// Apply texture offset
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tp.tlt += tof;
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tp.trb += tof;
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// Transform pixel coordinates to texture coordinates
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tp.tlt /= tsz;
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tp.trb /= tsz;
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// Left top and right bottom of the geometry that
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tp.vlt = new Vector3D(vl.x, vl.y, Sidedef.Sector.CeilHeight);
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tp.vrb = new Vector3D(vr.x, vr.y, Sidedef.Sector.FloorHeight + floorbias);
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// Make the right-top coordinates
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tp.trt = new Vector2D(tp.trb.x, tp.tlt.y);
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tp.vrt = new Vector3D(tp.vrb.x, tp.vrb.y, tp.vlt.z);
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// Keep top and bottom planes for intersection testing
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top = sd.Ceiling.plane;
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bottom = sd.Floor.plane;
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// Create initial polygon, which is just a quad between floor and ceiling
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WallPolygon poly = new WallPolygon();
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poly.Add(new Vector3D(vl.x, vl.y, sd.Floor.plane.GetZ(vl)));
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poly.Add(new Vector3D(vl.x, vl.y, sd.Ceiling.plane.GetZ(vl)));
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poly.Add(new Vector3D(vr.x, vr.y, sd.Ceiling.plane.GetZ(vr)));
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poly.Add(new Vector3D(vr.x, vr.y, sd.Floor.plane.GetZ(vr)));
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// Determine initial color
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int lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
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//mxd. This calculates light with doom-style wall shading
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PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef));
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PixelColor wallcolor = PixelColor.Modulate(sd.Ceiling.colorbelow, wallbrightness);
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fogfactor = CalculateFogFactor(lightlevel);
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poly.color = wallcolor.WithAlpha(255).ToInt();
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// Cut off the part below the other floor and above the other ceiling
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CropPoly(ref poly, osd.Ceiling.plane, true);
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CropPoly(ref poly, osd.Floor.plane, true);
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// Determine if we should repeat the middle texture. In UDMF this is done with a flag, in Hexen with
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// a argument to the 121:Line_SetIdentification. See https://www.zdoom.org/w/index.php?title=Line_SetIdentification
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if (General.Map.UDMF)
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repeatmidtex = Sidedef.IsFlagSet("wrapmidtex") || Sidedef.Line.IsFlagSet("wrapmidtex"); //mxd
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else if (General.Map.HEXEN)
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repeatmidtex = Sidedef.Line.Action == 121 && (Sidedef.Line.Args[1] & 16) == 16;
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else
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repeatmidtex = false;
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if(!repeatmidtex)
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{
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// First determine the visible portion of the texture
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double textop;
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// Determine top portion height
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if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
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textop = geobottom + tof.y + Math.Abs(tsz.y);
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else
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textop = geotop + tof.y;
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// Calculate bottom portion height
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double texbottom = textop - Math.Abs(tsz.y);
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// Create crop planes (we also need these for intersection testing)
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topclipplane = new Plane(new Vector3D(0, 0, -1), textop);
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bottomclipplane = new Plane(new Vector3D(0, 0, 1), -texbottom);
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// Crop polygon by these heights
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CropPoly(ref poly, topclipplane, true);
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CropPoly(ref poly, bottomclipplane, true);
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}
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//mxd. In(G)ZDoom, middle sidedef parts are not clipped by extrafloors of any type...
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List<WallPolygon> polygons = new List<WallPolygon> { poly };
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//ClipExtraFloors(polygons, sd.ExtraFloors, true); //mxd
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//ClipExtraFloors(polygons, osd.ExtraFloors, true); //mxd
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//if(polygons.Count > 0)
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//{
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// Keep top and bottom planes for intersection testing
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top = osd.Ceiling.plane;
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bottom = osd.Floor.plane;
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// Process the polygon and create vertices
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List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
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if(verts.Count > 2)
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{
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// Apply alpha to vertices
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byte alpha = SetLinedefRenderstyle(true);
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if(alpha < 255)
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{
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for(int i = 0; i < verts.Count; i++)
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{
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WorldVertex v = verts[i];
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v.c = PixelColor.FromInt(v.c).WithAlpha(alpha).ToInt();
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verts[i] = v;
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}
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}
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base.SetVertices(verts);
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return true;
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}
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//}
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base.SetVertices(null); //mxd
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return false;
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}
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#endregion
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#region ================== Methods
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// This performs a fast test in object picking
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public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
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{
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if(!repeatmidtex)
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{
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// When the texture is not repeated, leave when outside crop planes
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if((pickintersect.z < bottomclipplane.GetZ(pickintersect)) ||
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(pickintersect.z > topclipplane.GetZ(pickintersect)))
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return false;
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}
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return base.PickFastReject(from, to, dir);
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}
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//mxd. Alpha based picking
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public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref double u_ray)
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{
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if(!BuilderPlug.Me.AlphaBasedTextureHighlighting || !Texture.IsImageLoaded || (!Texture.IsTranslucent && !Texture.IsMasked)) return base.PickAccurate(from, to, dir, ref u_ray);
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double u;
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new Line2D(from, to).GetIntersection(Sidedef.Line.Line, out u);
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if(Sidedef != Sidedef.Line.Front) u = 1.0f - u;
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// Some textures (e.g. HiResImage) may lie about their size, so use bitmap size instead
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int imageWidth = Texture.GetAlphaTestWidth();
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int imageHeight = Texture.GetAlphaTestHeight();
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// Determine texture scale...
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Vector2D imgscale = new Vector2D((double)Texture.Width / imageWidth, (double)Texture.Height / imageHeight);
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Vector2D texscale = (Texture is HiResImage) ? imgscale * Texture.Scale : Texture.Scale;
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// Get correct offset to texture space...
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int ox = (int)Math.Floor((u * Sidedef.Line.Length * UniFields.GetFloat(Sidedef.Fields, "scalex_mid", 1.0f) / texscale.x
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+ ((Sidedef.OffsetX + UniFields.GetFloat(Sidedef.Fields, "offsetx_mid")) / imgscale.x))
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% imageWidth);
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int oy;
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if (repeatmidtex)
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{
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bool pegbottom = Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag);
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double zoffset = (pegbottom ? Sidedef.Sector.FloorHeight : Sidedef.Sector.CeilHeight);
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oy = (int)Math.Floor(((pickintersect.z - zoffset) * UniFields.GetFloat(Sidedef.Fields, "scaley_mid", 1.0f) / texscale.y
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- ((Sidedef.OffsetY - UniFields.GetFloat(Sidedef.Fields, "offsety_mid")) / imgscale.y))
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% imageHeight);
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}
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else
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{
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double zoffset = bottomclipplane.GetZ(pickintersect);
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oy = (int)Math.Ceiling(((pickintersect.z - zoffset) * UniFields.GetFloat(Sidedef.Fields, "scaley_mid", 1.0f) / texscale.y) % imageHeight);
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}
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// Make sure offsets are inside of texture dimensions...
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if (ox < 0) ox += imageWidth;
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if (oy < 0) oy += imageHeight;
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// Check pixel alpha
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Point pixelpos = new Point(General.Clamp(ox, 0, imageWidth - 1), General.Clamp(imageHeight - oy, 0, imageHeight - 1));
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return (Texture.AlphaTestPixel(pixelpos.X, pixelpos.Y) && base.PickAccurate(from, to, dir, ref u_ray));
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}
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// Return texture name
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public override string GetTextureName()
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{
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return this.Sidedef.MiddleTexture;
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}
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// This changes the texture
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protected override void SetTexture(string texturename)
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{
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this.Sidedef.SetTextureMid(texturename);
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General.Map.Data.UpdateUsedTextures();
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this.Setup();
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}
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protected override void SetTextureOffsetX(int x)
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{
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Sidedef.Fields.BeforeFieldsChange();
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Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, (float)x);
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}
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protected override void SetTextureOffsetY(int y)
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{
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Sidedef.Fields.BeforeFieldsChange();
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Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, (float)y);
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}
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protected override void MoveTextureOffset(int offsetx, int offsety)
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{
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Sidedef.Fields.BeforeFieldsChange();
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bool worldpanning = this.Texture.WorldPanning || General.Map.Data.MapInfo.ForceWorldPanning;
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double oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0);
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double oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0);
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double scalex = Sidedef.Fields.GetValue("scalex_mid", 1.0);
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double scaley = Sidedef.Fields.GetValue("scaley_mid", 1.0);
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bool textureloaded = (Texture != null && Texture.IsImageLoaded); //mxd
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double width = textureloaded ? (worldpanning ? this.Texture.ScaledWidth / scalex : this.Texture.Width) : -1; // biwa
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double height = textureloaded ? (worldpanning ? this.Texture.ScaledHeight / scaley : this.Texture.Height) : -1; // biwa
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Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, GetNewTexutreOffset(oldx, offsetx, width)); //mxd // biwa
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//mxd. Don't clamp offsetY of clipped mid textures
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bool dontClamp = (!textureloaded || (!Sidedef.IsFlagSet("wrapmidtex") && !Sidedef.Line.IsFlagSet("wrapmidtex")));
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Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, GetNewTexutreOffset(oldy, offsety, dontClamp ? -1 : Texture.Height)); // biwa
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}
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protected override Point GetTextureOffset()
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{
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double oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0);
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double oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0);
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return new Point((int)oldx, (int)oldy);
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}
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//mxd
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protected override void ResetTextureScale()
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{
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Sidedef.Fields.BeforeFieldsChange();
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if(Sidedef.Fields.ContainsKey("scalex_mid")) Sidedef.Fields.Remove("scalex_mid");
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if(Sidedef.Fields.ContainsKey("scaley_mid")) Sidedef.Fields.Remove("scaley_mid");
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}
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//mxd
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public override void OnTextureFit(FitTextureOptions options)
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{
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if(!General.Map.UDMF) return;
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if(string.IsNullOrEmpty(Sidedef.MiddleTexture) || Sidedef.MiddleTexture == "-" || !Texture.IsImageLoaded) return;
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FitTexture(options);
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Setup();
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}
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#endregion
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}
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}
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