UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/VisualMiddle3D.cs
MaxED 998ec3bccc Added "Sector Floor Flat" and "Sector Ceiling Flat" Find and Replace modes.
Updated skybox model to better match GZDoom's skybox. Also the sky texture was flipped horizontally.
Fixed, Visual mode: "Select with the same texture" action is now able to select sidedef parts only visible because of slopes.
Fixed, Visual mode: skybox texture was not updated after using "Open map in current wad" action.
Fixed, Visual mode: in some cases Visual camera was placed below sector's floor when "Sync camera position between 2D and 3D modes" setting was enabled.
Fixed: numeric thing flags with inverted UDMF flag defined in "thingflagstranslation" Game configuration block were lost when copy-pasting a thing.
Fixed, command line arguments: fixed a crash when loading a map from a wad with existing .dbs file.
2016-01-15 18:20:47 +00:00

404 lines
14 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 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 VisualMiddle3D : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
private Effect3DFloor extrafloor;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualMiddle3D(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
{
//mxd
geometrytype = VisualGeometryType.WALL_MIDDLE_3D;
partname = "mid";
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup() { return this.Setup(this.extrafloor); }
public bool Setup(Effect3DFloor extrafloor)
{
Sidedef sourceside = extrafloor.Linedef.Front;
this.extrafloor = extrafloor;
//mxd. Extrafloor may've become invalid during undo/redo...
if(sourceside == null) return false;
Vector2D vl, vr;
//mxd. lightfog flag support
int lightvalue;
bool lightabsolute;
GetLightValue(out lightvalue, out lightabsolute);
Vector2D tscale = new Vector2D(sourceside.Fields.GetValue("scalex_mid", 1.0f),
sourceside.Fields.GetValue("scaley_mid", 1.0f));
Vector2D toffset1 = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0f),
Sidedef.Fields.GetValue("offsety_mid", 0.0f));
Vector2D toffset2 = new Vector2D(sourceside.Fields.GetValue("offsetx_mid", 0.0f),
sourceside.Fields.GetValue("offsety_mid", 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 = mode.GetSectorData(Sidedef.Sector);
//mxd. which texture we must use?
long textureLong = 0;
if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
{
if(Sidedef.LongHighTexture != MapSet.EmptyLongName)
textureLong = Sidedef.LongHighTexture;
}
else if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
{
if(Sidedef.LongLowTexture != MapSet.EmptyLongName)
textureLong = Sidedef.LongLowTexture;
}
else if(sourceside.LongMiddleTexture != MapSet.EmptyLongName)
{
textureLong = sourceside.LongMiddleTexture;
}
// Texture given?
if(textureLong != 0)
{
// Load texture
base.Texture = General.Map.Data.GetTextureImage(textureLong);
if(base.Texture == null || base.Texture is UnknownImage)
{
base.Texture = General.Map.Data.UnknownTexture3D;
setuponloadedtexture = textureLong;
}
else
{
if(!base.Texture.IsImageLoaded)
setuponloadedtexture = textureLong;
}
}
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) + new Vector2D(sourceside.OffsetX, sourceside.OffsetY);
tof = tof + toffset1 + toffset2;
tof = tof / tscale;
if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
tof = tof * base.Texture.Scale;
// For Vavoom type 3D floors the ceiling is lower than floor and they are reversed.
// We choose here.
float sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
float sourcebottomheight = extrafloor.VavoomType ? sourceside.Sector.CeilHeight : sourceside.Sector.FloorHeight;
// 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 = (sourcetopheight == sourcebottomheight) ? 1.0f : 0.0f;
tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
tp.trb.y = tp.tlt.y + (sourcetopheight - sourcebottomheight) + 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, sourcetopheight);
tp.vrb = new Vector3D(vr.x, vr.y, sourcebottomheight + 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);
//mxd. Get ceiling and floor heights. Use our and neighbour sector's data
SectorData sdo = mode.GetSectorData(Sidedef.Other.Sector);
float flo = sdo.Floor.plane.GetZ(vl);
float fro = sdo.Floor.plane.GetZ(vr);
float clo = sdo.Ceiling.plane.GetZ(vl);
float cro = sdo.Ceiling.plane.GetZ(vr);
float fle = sd.Floor.plane.GetZ(vl);
float fre = sd.Floor.plane.GetZ(vr);
float cle = sd.Ceiling.plane.GetZ(vl);
float cre = sd.Ceiling.plane.GetZ(vr);
float fl = flo > fle ? flo : fle;
float fr = fro > fre ? fro : fre;
float cl = clo < cle ? clo : cle;
float cr = cro < cre ? cro : cre;
// Anything to see?
if(((cl - fl) > 0.01f) || ((cr - fr) > 0.01f))
{
// Keep top and bottom planes for intersection testing
top = extrafloor.Floor.plane;
bottom = extrafloor.Ceiling.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 = CalculateFogDensity(lightlevel);
poly.color = wallcolor.WithAlpha(255).ToInt();
// Cut off the part above the 3D floor and below the 3D ceiling
CropPoly(ref poly, extrafloor.Floor.plane, false);
CropPoly(ref poly, extrafloor.Ceiling.plane, false);
// Cut out pieces that overlap 3D floors in this sector
List<WallPolygon> polygons = new List<WallPolygon> { poly };
bool translucent = (extrafloor.RenderAdditive || extrafloor.Alpha < 255);
foreach(Effect3DFloor ef in sd.ExtraFloors)
{
//mxd. Our poly should be clipped when our ond other extrafloors are both solid or both translucent,
// or when only our extrafloor is translucent.
// Our poly should not be clipped when our extrafloor is translucent and the other one isn't and both have renderinside setting.
bool othertranslucent = (ef.RenderAdditive || ef.Alpha < 255);
if(translucent && !othertranslucent && !ef.ClipSidedefs) continue;
if(ef.ClipSidedefs == extrafloor.ClipSidedefs || ef.ClipSidedefs)
{
int num = polygons.Count;
for(int pi = 0; pi < num; pi++)
{
// Split by floor plane of 3D floor
WallPolygon p = polygons[pi];
WallPolygon np = SplitPoly(ref p, ef.Ceiling.plane, true);
if(np.Count > 0)
{
// Split part below floor by the ceiling plane of 3D floor
// and keep only the part below the ceiling (front)
SplitPoly(ref np, ef.Floor.plane, true);
if(p.Count == 0)
{
polygons[pi] = np;
}
else
{
polygons[pi] = p;
polygons.Add(np);
}
}
else
{
polygons[pi] = p;
}
}
}
}
// Process the polygon and create vertices
if(polygons.Count > 0)
{
List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
if(verts.Count > 2)
{
if(extrafloor.Sloped3dFloor) this.RenderPass = RenderPass.Mask; //mxd
else if(extrafloor.RenderAdditive) this.RenderPass = RenderPass.Additive; //mxd
else if(extrafloor.Alpha < 255) this.RenderPass = RenderPass.Alpha;
else this.RenderPass = RenderPass.Mask;
if(extrafloor.Alpha < 255)
{
// Apply alpha to vertices
byte alpha = (byte)General.Clamp(extrafloor.Alpha, 0, 255);
if(alpha < 255)
{
for(int i = 0; i < verts.Count; i++)
{
WorldVertex v = verts[i];
v.c = PixelColor.FromInt(v.c).WithAlpha(alpha).ToInt();
verts[i] = v;
}
}
}
base.SetVertices(verts);
return true;
}
}
}
base.SetVertices(null); //mxd
return false;
}
#endregion
#region ================== Methods
// This performs a fast test in object picking (mxd)
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
// Top and bottom are swapped in Vavoom-type 3d floors
if(extrafloor.VavoomType)
return (pickintersect.z >= top.GetZ(pickintersect)) && (pickintersect.z <= bottom.GetZ(pickintersect));
return base.PickFastReject(from, to, dir);
}
// Return texture name
public override string GetTextureName()
{
//mxd
if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
return Sidedef.HighTexture;
if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
return Sidedef.LowTexture;
return extrafloor.Linedef.Front.MiddleTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
//mxd
if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
Sidedef.SetTextureHigh(texturename);
if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
Sidedef.SetTextureLow(texturename);
else
extrafloor.Linedef.Front.SetTextureMid(texturename);
General.Map.Data.UpdateUsedTextures();
this.Sector.Rebuild();
//mxd. Other sector also may require updating
SectorData sd = mode.GetSectorData(Sidedef.Other.Sector);
if(sd.ExtraFloors.Count > 0)
((BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector)).Rebuild();
//mxd. As well as model sector
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
}
protected override void SetTextureOffsetX(int x)
{
Sidedef.Fields.BeforeFieldsChange();
Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, (float)x);
}
protected override void SetTextureOffsetY(int y)
{
Sidedef.Fields.BeforeFieldsChange();
Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, (float)y);
}
protected override void MoveTextureOffset(Point xy)
{
Sidedef.Fields.BeforeFieldsChange();
float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f);
Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, oldx + xy.X);
Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, oldy + xy.Y);
}
protected override Point GetTextureOffset()
{
float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f);
return new Point((int)oldx, (int)oldy);
}
//mxd
public override Linedef GetControlLinedef()
{
return extrafloor.Linedef;
}
//mxd
public override void OnTextureFit(FitTextureOptions options)
{
if(!General.Map.UDMF) return;
if(string.IsNullOrEmpty(extrafloor.Linedef.Front.MiddleTexture) || extrafloor.Linedef.Front.MiddleTexture == "-" || !Texture.IsImageLoaded) return;
FitTexture(options);
Setup();
// Update the model sector to update all 3d floors
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
}
#endregion
}
}