UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/Effect3DFloor.cs
MaxED db48ce4be8 Added, Visual mode: fog boundaries are now rendered.
Fixed, Visual mode: in some cases fog density of 3d floor floors/ceilings was calculated incorrectly.
2015-12-04 12:29:22 +00:00

199 lines
6.4 KiB
C#

#region === Copyright (c) 2010 Pascal van der Heiden ===
using System;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class Effect3DFloor : SectorEffect
{
// Linedef that is used to create this effect
// The sector can be found by linedef.Front.Sector
private readonly Linedef linedef;
// Floor and ceiling planes
private SectorLevel floor;
private SectorLevel ceiling;
// Alpha transparency
private int alpha;
// Vavoom type?
private bool vavoomtype;
//mxd. Render backsides?
private bool renderinside;
//mxd. Dirty hack to emulate GZDoom behaviour?
private bool sloped3dfloor;
//mxd. Render using Additive pass?
private bool renderadditive;
//mxd. Sidedef should be clipped by floor/ceiling?
private bool clipsides;
//mxd. Ignore Bottom Height?
private bool ignorebottomheight;
// Properties
public int Alpha { get { return alpha; } }
public SectorLevel Floor { get { return floor; } }
public SectorLevel Ceiling { get { return ceiling; } }
public Linedef Linedef { get { return linedef; } }
public bool VavoomType { get { return vavoomtype; } }
public bool RenderInside { get { return renderinside; } } //mxd
public bool RenderAdditive { get { return renderadditive; } } //mxd
public bool IgnoreBottomHeight { get { return ignorebottomheight; } } //mxd
public bool Sloped3dFloor { get { return sloped3dfloor; } } //mxd
public bool ClipSidedefs { get { return clipsides; } } //mxd
//mxd. 3D-Floor Flags
[Flags]
public enum Flags
{
None = 0,
DisableLighting = 1,
RestrictLighting = 2,
Fog = 4,
IgnoreBottomHeight = 8,
UseUpperTexture = 16,
UseLowerTexture = 32,
RenderAdditive = 64
}
//mxd. 3D-Floor Types
[Flags]
public enum FloorTypes
{
VavoomStyle = 0,
Solid = 1,
Swimmable = 2,
NonSolid = 3,
RenderInside = 4,
HiTagIsLineID = 8,
InvertVisibilityRules = 16,
InvertShootabilityRules = 32
}
// Constructor
public Effect3DFloor(SectorData data, Linedef sourcelinedef) : base(data)
{
linedef = sourcelinedef;
// New effect added: This sector needs an update!
if(data.Mode.VisualSectorExists(data.Sector))
{
BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector);
vs.UpdateSectorGeometry(true);
}
}
// This makes sure we are updated with the source linedef information
public override void Update()
{
SectorData sd = data.Mode.GetSectorData(linedef.Front.Sector);
if(!sd.Updated) sd.Update();
sd.AddUpdateSector(data.Sector, true);
if(floor == null)
{
floor = new SectorLevel(sd.Floor);
data.AddSectorLevel(floor);
}
if(ceiling == null)
{
ceiling = new SectorLevel(sd.Ceiling);
data.AddSectorLevel(ceiling);
}
// For non-vavoom types, we must switch the level types
if(linedef.Args[1] != (int)FloorTypes.VavoomStyle)
{
//mxd. check for Swimmable/RenderInside/RenderAdditive flags
renderadditive = (linedef.Args[2] & (int)Flags.RenderAdditive) == (int)Flags.RenderAdditive;
renderinside = ((((linedef.Args[1] & (int)FloorTypes.Swimmable) == (int)FloorTypes.Swimmable) && (linedef.Args[1] & (int)FloorTypes.NonSolid) != (int)FloorTypes.NonSolid))
|| ((linedef.Args[1] & (int)FloorTypes.RenderInside) == (int)FloorTypes.RenderInside);
ignorebottomheight = ((linedef.Args[2] & (int)Flags.IgnoreBottomHeight) == (int)Flags.IgnoreBottomHeight);
vavoomtype = false;
alpha = General.Clamp(linedef.Args[3], 0, 255);
sd.Ceiling.CopyProperties(floor);
sd.Floor.CopyProperties(ceiling);
floor.type = SectorLevelType.Floor;
floor.plane = sd.Ceiling.plane.GetInverted();
ceiling.type = SectorLevelType.Ceiling;
ceiling.plane = (ignorebottomheight ? sd.Ceiling.plane : sd.Floor.plane.GetInverted()); //mxd. Use upper plane when "ignorebottomheight" flag is set
//mxd
clipsides = (!renderinside && !renderadditive && alpha > 254 && !ignorebottomheight);
// A 3D floor's color is always that of the sector it is placed in
// (unless it's affected by glow) - mxd
if(sd.CeilingGlow == null || !sd.CeilingGlow.Fullbright) floor.color = 0;
}
else
{
vavoomtype = true;
renderadditive = false; //mxd
clipsides = true; //mxd
floor.type = SectorLevelType.Ceiling;
floor.plane = sd.Ceiling.plane;
ceiling.type = SectorLevelType.Floor;
ceiling.plane = sd.Floor.plane;
alpha = 255;
// A 3D floor's color is always that of the sector it is placed in
// (unless it's affected by glow) - mxd
if(sd.FloorGlow == null || !sd.FloorGlow.Fullbright) ceiling.color = 0;
}
// Apply alpha
floor.alpha = alpha;
ceiling.alpha = alpha;
//mxd
floor.extrafloor = true;
ceiling.extrafloor = true;
floor.splitsides = !clipsides;
ceiling.splitsides = (!clipsides && !ignorebottomheight); // if "ignorebottomheight" flag is set, both ceiling and floor will be at the same level and sidedef clipping with floor level will fail resulting in incorrect light props transfer in some cases
//mxd. Check slopes, cause GZDoom can't handle sloped translucent 3d floors...
sloped3dfloor = ((alpha < 255 || renderadditive) &&
(Angle2D.RadToDeg(ceiling.plane.Normal.GetAngleZ()) != 270 ||
Angle2D.RadToDeg(floor.plane.Normal.GetAngleZ()) != 90));
// Do not adjust light? (works only for non-vavoom types)
if(!vavoomtype)
{
bool disablelighting = ((linedef.Args[2] & (int)Flags.DisableLighting) == (int)Flags.DisableLighting); //mxd
bool restrictlighting = ((linedef.Args[2] & (int)Flags.RestrictLighting) == (int)Flags.RestrictLighting); //mxd
if(disablelighting || restrictlighting)
{
floor.restrictlighting = restrictlighting; //mxd
floor.disablelighting = disablelighting; //mxd
if(disablelighting) //mxd
{
floor.color = 0;
floor.brightnessbelow = -1;
floor.colorbelow = PixelColor.FromInt(0);
}
ceiling.disablelighting = disablelighting; //mxd
ceiling.restrictlighting = restrictlighting; //mxd
ceiling.color = 0;
ceiling.brightnessbelow = -1;
ceiling.colorbelow = PixelColor.FromInt(0);
}
}
}
}
}