UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/VisualLower.cs
MaxED 15b2adfe30 Texture Browser Form: swapped foreground and background colors of texture size labels.
Fixed, Texture Browser Form: well, I broke "Tab" key functionality again (in previous commit)...
Maintenance: changed curly braces style to match DB2 one (hopefully not breaking anything in the process...).
Maintenance: changed private method names casing to match DB2 one.
2014-12-03 23:15:26 +00:00

379 lines
13 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.GZBuilder.Tools;
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
geoType = VisualGeometryType.WALL_LOWER;
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
Vector2D vl, vr;
//mxd. lightfog flag support
bool lightabsolute = Sidedef.Fields.GetValue("lightabsolute", false);
bool ignoreUDMFLight = (!Sidedef.Fields.GetValue("lightfog", false) || !lightabsolute) && Sector.Sector.Fields.ContainsKey("fadecolor");
int lightvalue = ignoreUDMFLight ? 0 : Sidedef.Fields.GetValue("light", 0); //mxd
if (ignoreUDMFLight) lightabsolute = false;
Vector2D tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_bottom", 1.0f),
Sidedef.Fields.GetValue("scaley_bottom", 1.0f));
Vector2D toffset = new Vector2D(Sidedef.Fields.GetValue("offsetx_bottom", 0.0f),
Sidedef.Fields.GetValue("offsety_bottom", 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 = Sector.GetSectorData();
SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
if(!osd.Updated) osd.Update();
// 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
Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
tsz = tsz / tscale;
// Get texture offsets
Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
tof = tof + toffset;
tof = tof / tscale;
if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
tof = tof * base.Texture.Scale;
// 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 = (Sidedef.Other.Sector.FloorHeight == Sidedef.Sector.FloorHeight) ? 1.0f : 0.0f;
if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
{
if(Sidedef.Sector.CeilTexture == General.Map.Config.SkyFlatName && Sidedef.Other.Sector.CeilTexture == General.Map.Config.SkyFlatName)
{
// mxd. Replicate Doom texture offset glitch when front and back sector's ceilings are sky
tp.tlt.y = (float)Sidedef.Other.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight;
}
else
{
// When lower unpegged is set, the lower texture is bound to the bottom
tp.tlt.y = (float) Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight;
}
}
tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
tp.trb.y = tp.tlt.y + (Sidedef.Other.Sector.FloorHeight - (Sidedef.Sector.FloorHeight + 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, Sidedef.Other.Sector.FloorHeight);
tp.vrb = new Vector3D(vr.x, vr.y, Sidedef.Sector.FloorHeight + 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);
// Create initial polygon, which is just a quad between floor and ceiling
WallPolygon poly = new WallPolygon();
poly.Add(new Vector3D(vl.x, vl.y, sd.Floor.plane.GetZ(vl)));
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, sd.Floor.plane.GetZ(vr)));
// Determine initial color
int lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
//mxd
PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef));
PixelColor wallcolor = PixelColor.Modulate(sd.Ceiling.colorbelow, wallbrightness);
poly.color = wallcolor.WithAlpha(255).ToInt();
// Cut off the part above the other floor
CropPoly(ref poly, osd.Floor.plane, false);
CropPoly(ref poly, osd.Ceiling.plane, true);
// Cut out pieces that overlap 3D floors in this sector
List<WallPolygon> polygons = new List<WallPolygon>(1);
polygons.Add(poly);
foreach(Effect3DFloor ef in sd.ExtraFloors)
{
//mxd. Walls should be clipped by solid 3D floors
if(!ef.RenderInside && ef.Alpha == 255)
{
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;
}
}
}
}
if(polygons.Count > 0)
{
// Keep top and bottom planes for intersection testing
top = osd.Floor.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);
return true;
}
}
base.SetVertices(null); //mxd
return false;
}
#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, (float)x);
}
protected override void SetTextureOffsetY(int y)
{
Sidedef.Fields.BeforeFieldsChange();
Sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, (float)y);
}
protected override void MoveTextureOffset(Point xy)
{
Sidedef.Fields.BeforeFieldsChange();
float oldx = Sidedef.Fields.GetValue("offsetx_bottom", 0.0f);
float oldy = Sidedef.Fields.GetValue("offsety_bottom", 0.0f);
float scalex = Sidedef.Fields.GetValue("scalex_bottom", 1.0f);
float scaley = Sidedef.Fields.GetValue("scaley_bottom", 1.0f);
Sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, GetRoundedTextureOffset(oldx, xy.X, scalex, Texture != null ? Texture.Width : -1)); //mxd
Sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, GetRoundedTextureOffset(oldy, xy.Y, scaley, Texture != null ? Texture.Height : -1)); //mxd
}
protected override Point GetTextureOffset()
{
float oldx = Sidedef.Fields.GetValue("offsetx_bottom", 0.0f);
float oldy = Sidedef.Fields.GetValue("offsety_bottom", 0.0f);
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 OnChangeTargetBrightness(bool up)
{
if(!General.Map.UDMF)
{
base.OnChangeTargetBrightness(up);
return;
}
int light = Sidedef.Fields.GetValue("light", 0);
bool absolute = Sidedef.Fields.GetValue("lightabsolute", false);
int newLight;
if(up)
newLight = General.Map.Config.BrightnessLevels.GetNextHigher(light, absolute);
else
newLight = General.Map.Config.BrightnessLevels.GetNextLower(light, absolute);
if(newLight == light) return;
//create undo
mode.CreateUndo("Change lower wall brightness", UndoGroup.SurfaceBrightnessChange, Sector.Sector.FixedIndex);
Sidedef.Fields.BeforeFieldsChange();
//apply changes
Sidedef.Fields["light"] = new UniValue(UniversalType.Integer, newLight);
mode.SetActionResult("Changed lower wall brightness to " + newLight + ".");
Sector.Sector.UpdateCache();
//rebuild sector
Sector.UpdateSectorGeometry(false);
}
//mxd
public override void OnTextureFit(bool fitWidth, bool fitHeight)
{
if(!General.Map.UDMF) return;
if(!Sidedef.LowRequired() || string.IsNullOrEmpty(Sidedef.LowTexture) || Sidedef.LowTexture == "-" || !Texture.IsImageLoaded) return;
string s;
if(fitWidth && fitHeight) s = "width and height";
else if(fitWidth) s = "width";
else s = "height";
//create undo
mode.CreateUndo("Fit texture (" + s + ")", UndoGroup.TextureOffsetChange, Sector.Sector.FixedIndex);
Sidedef.Fields.BeforeFieldsChange();
if(fitWidth)
{
float scaleX = Texture.ScaledWidth / Sidedef.Line.Length;
UDMFTools.SetFloat(Sidedef.Fields, "scalex_bottom", scaleX, 1.0f);
UDMFTools.SetFloat(Sidedef.Fields, "offsetx_bottom", -Sidedef.OffsetX, 0.0f);
}
if(fitHeight && Sidedef.Sector != null && Sidedef.Other.Sector != null)
{
float scaleY = (float)Texture.Height / (Sidedef.Other.Sector.FloorHeight - Sidedef.Sector.FloorHeight);
UDMFTools.SetFloat(Sidedef.Fields, "scaley_bottom", scaleY, 1.0f);
float offsetY = Tools.GetSidedefBottomOffsetY(Sidedef, -Sidedef.OffsetY, scaleY, true) % Texture.Height;
UDMFTools.SetFloat(Sidedef.Fields, "offsety_bottom", offsetY, 0.0f);
}
Setup();
}
//mxd
public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight)
{
SelectNeighbours(Sidedef.LowTexture, select, withSameTexture, withSameHeight);
}
#endregion
}
}