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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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463 lines
16 KiB
C#
Executable file
463 lines
16 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 System.Linq;
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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 VisualLower : 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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#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 VisualLower(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_LOWER;
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partname = "bottom";
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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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Vector2D vl, vr;
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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 = Sector.GetSectorData();
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SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
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if(!osd.Updated) osd.Update();
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//mxd
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double vlzf = sd.Floor.plane.GetZ(vl);
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double vrzf = sd.Floor.plane.GetZ(vr);
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double ovlzf = osd.Floor.plane.GetZ(vl);
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double ovrzf = osd.Floor.plane.GetZ(vr);
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//mxd. Side is visible when our sector's floor is lower than the other's at any vertex
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if(!(vlzf < ovlzf || vrzf < ovrzf))
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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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// Apply sky hack?
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UpdateSkyRenderFlag();
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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_bottom", 1.0),
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Sidedef.Fields.GetValue("scaley_bottom", 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_bottom", 0.0),
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Sidedef.Fields.GetValue("offsety_bottom", 0.0));
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// Texture given?
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if(Sidedef.LongLowTexture != MapSet.EmptyLongName)
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{
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// Load texture
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base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongLowTexture);
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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.LongLowTexture;
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}
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else if (!base.Texture.IsImageLoaded)
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{
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setuponloadedtexture = Sidedef.LongLowTexture;
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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. Round up, because that's apparently what GZDoom does
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Vector2D tsz = new Vector2D(Math.Ceiling(base.Texture.ScaledWidth / tscale.x), Math.Ceiling(base.Texture.ScaledHeight / tscale.y));
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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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// 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
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tof = new Vector2D(Math.Ceiling(tof.x), Math.Ceiling(tof.y));
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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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Vector3D vlt, vlb, vrt, vrb;
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Vector2D tlt, tlb, trt, trb;
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double floorbias = (Sidedef.Other.Sector.FloorHeight == Sidedef.Sector.FloorHeight) ? 1.0 : 0.0;
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double planefloorbias = Math.Abs(osd.Floor.plane.GetZ(vr) - sd.Floor.plane.GetZ(vr)) < 0.5 ? 1.0 : 0.0;
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double texturevpeg = 0;
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bool lowerunpegged = Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag);
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bool slopeskew = Sidedef.Line.IsFlagSet(General.Map.Config.SlopeSkewFlag);
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if (lowerunpegged)
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{
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if (slopeskew)
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{
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texturevpeg = sd.Ceiling.plane.GetZ(vl) - osd.Floor.plane.GetZ(vl);
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}
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//if(Sidedef.Sector.HasSkyCeiling && Sidedef.Other.Sector.HasSkyCeiling)
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//{
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// // mxd. Replicate Doom texture offset glitch when front and back sector's ceilings are sky
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// texturevpeg = (double)Sidedef.Other.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight;
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//}
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else
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{
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// When lower unpegged is set, the lower texture is bound to the bottom
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texturevpeg = (double) Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight;
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}
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}
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tlt.x = tlb.x = 0;
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trt.x = trb.x = Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
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tlt.y = trt.y = texturevpeg;
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tlb.y = trb.y = texturevpeg + (Sidedef.Other.Sector.FloorHeight - (Sidedef.Sector.FloorHeight + floorbias));
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if (!slopeskew)
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{
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// Unskewed
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tlb.y -= sd.Floor.plane.GetZ(vl) - Sidedef.Sector.FloorHeight;
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trb.y -= sd.Floor.plane.GetZ(vr) - Sidedef.Sector.FloorHeight;
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tlt.y -= osd.Floor.plane.GetZ(vl) - Sidedef.Other.Sector.FloorHeight;
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trt.y -= osd.Floor.plane.GetZ(vr) - Sidedef.Other.Sector.FloorHeight;
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}
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else if (lowerunpegged)
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{
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// Skewed by bottom
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tlb.y = texturevpeg + osd.Floor.plane.GetZ(vl) - sd.Floor.plane.GetZ(vl);
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trb.y = tlb.y;
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tlt.y = tlb.y - (osd.Floor.plane.GetZ(vl) - sd.Floor.plane.GetZ(vl));
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trt.y = trb.y - (osd.Floor.plane.GetZ(vr) - sd.Floor.plane.GetZ(vr));
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}
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else
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{
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// Skewed by top
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tlb.y = texturevpeg + osd.Floor.plane.GetZ(vl) - sd.Floor.plane.GetZ(vl);
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trb.y = texturevpeg + osd.Floor.plane.GetZ(vr) - sd.Floor.plane.GetZ(vr);
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}
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if (Math.Abs(trb.y - trt.y) < 0.5f) trb.y = trt.y - 1.0f;
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// Apply texture offset
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tlt += tof;
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tlb += tof;
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trb += tof;
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trt += tof;
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// Transform pixel coordinates to texture coordinates
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tlt /= tsz;
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tlb /= tsz;
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trb /= tsz;
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trt /= tsz;
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// Geometry coordinates
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vlt = new Vector3D(vl.x, vl.y, osd.Floor.plane.GetZ(vl));
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vlb = new Vector3D(vl.x, vl.y, sd.Floor.plane.GetZ(vl));
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vrb = new Vector3D(vr.x, vr.y, sd.Floor.plane.GetZ(vr) + planefloorbias);
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vrt = new Vector3D(vr.x, vr.y, osd.Floor.plane.GetZ(vr));
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TexturePlane tp = new TexturePlane();
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tp.tlt = lowerunpegged ? tlb : tlt;
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tp.trb = trb;
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tp.trt = trt;
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tp.vlt = lowerunpegged ? vlb : vlt;
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tp.vrb = vrb;
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tp.vrt = vrt;
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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, vlzf));
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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, vrzf));
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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 above the other floor
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CropPoly(ref poly, osd.Floor.plane, false);
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//INFO: Makes sence only when ceiling plane is lower than floor plane. Also ZDoom clips ceiling instead here.
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if(ovlzf > osd.Ceiling.plane.GetZ(vl) || ovrzf > osd.Ceiling.plane.GetZ(vr))
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CropPoly(ref poly, osd.Ceiling.plane, true);
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// Cut out pieces that overlap 3D floors in this sector
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List<WallPolygon> polygons = new List<WallPolygon> { poly };
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ClipExtraFloors(polygons, sd.ExtraFloors, false); //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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Vector2D linecenter = Sidedef.Line.GetCenterPoint(); //mxd. Our sector's ceiling can be lower than the other sector's floor!
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top = (osd.Floor.plane.GetZ(linecenter) < sd.Ceiling.plane.GetZ(linecenter) ? osd.Floor.plane : sd.Ceiling.plane);
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bottom = sd.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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base.SetVertices(verts);
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// Set skewing
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UpdateSkew();
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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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internal void UpdateSkyRenderFlag()
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{
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renderassky = (Sidedef.Other != null && Sidedef.Sector != null && Sidedef.Other.Sector != null
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&& Sidedef.Other.Sector.HasSkyFloor
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&& Sidedef.LowTexture == "-");
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}
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#endregion
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#region ================== Methods
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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.LowTexture;
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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.SetTextureLow(texturename);
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General.Map.Data.UpdateUsedTextures();
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this.Setup();
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//mxd. Other sector also may require updating
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SectorData sd = mode.GetSectorData(Sidedef.Sector);
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if(sd.ExtraFloors.Count > 0)
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((BaseVisualSector)mode.GetVisualSector(Sidedef.Sector)).Rebuild();
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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_bottom"] = new UniValue(UniversalType.Float, (double)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_bottom"] = new UniValue(UniversalType.Float, (double)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_bottom", 0.0);
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double oldy = Sidedef.Fields.GetValue("offsety_bottom", 0.0);
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double scalex = Sidedef.Fields.GetValue("scalex_bottom", 1.0);
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double scaley = Sidedef.Fields.GetValue("scaley_bottom", 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_bottom"] = new UniValue(UniversalType.Float, GetNewTexutreOffset(oldx, offsetx, width)); //mxd // biwa
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Sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, GetNewTexutreOffset(oldy, offsety, height)); //mxd // 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_bottom", 0.0);
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double oldy = Sidedef.Fields.GetValue("offsety_bottom", 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_bottom")) Sidedef.Fields.Remove("scalex_bottom");
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if(Sidedef.Fields.ContainsKey("scaley_bottom")) Sidedef.Fields.Remove("scaley_bottom");
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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(!Sidedef.LowRequired() || string.IsNullOrEmpty(Sidedef.LowTexture) || Sidedef.LowTexture == "-" || !Texture.IsImageLoaded) return;
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FitTexture(options);
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Setup();
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}
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/// <summary>
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/// Updates the value for texture skewing. Has to be done after the texture is set.
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/// </summary>
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public void UpdateSkew()
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{
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// Reset
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skew = new Vector2f(0.0f);
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if (!General.Map.Config.SidedefTextureSkewing)
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return;
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string skewtype = Sidedef.Fields.GetValue("skew_bottom_type", "none");
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if ((skewtype == "front_floor" || skewtype == "front_ceiling" || skewtype == "back_floor" || skewtype == "back_ceiling") && Texture != null)
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{
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double leftz, rightz;
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if (skewtype == "front_floor")
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{
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if (Sidedef.IsFront)
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{
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Plane plane = Sector.GetSectorData().Floor.plane;
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leftz = plane.GetZ(Sidedef.Line.Start.Position);
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rightz = plane.GetZ(Sidedef.Line.End.Position);
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}
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else
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{
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Plane plane = mode.GetSectorData(Sidedef.Other.Sector).Floor.plane;
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leftz = plane.GetZ(Sidedef.Line.End.Position);
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rightz = plane.GetZ(Sidedef.Line.Start.Position);
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}
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}
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else if(skewtype == "back_floor")
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{
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if (Sidedef.IsFront)
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{
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Plane plane = mode.GetSectorData(Sidedef.Other.Sector).Floor.plane;
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leftz = plane.GetZ(Sidedef.Line.Start.Position);
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rightz = plane.GetZ(Sidedef.Line.End.Position);
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}
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else
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{
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Plane plane = Sector.GetSectorData().Floor.plane;
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leftz = plane.GetZ(Sidedef.Line.End.Position);
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rightz = plane.GetZ(Sidedef.Line.Start.Position);
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}
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}
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else if(skewtype == "front_ceiling")
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{
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if (Sidedef.IsFront)
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{
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Plane plane = Sector.GetSectorData().Ceiling.plane;
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leftz = plane.GetZ(Sidedef.Line.Start.Position);
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rightz = plane.GetZ(Sidedef.Line.End.Position);
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}
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else
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{
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Plane plane = mode.GetSectorData(Sidedef.Other.Sector).Ceiling.plane;
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leftz = plane.GetZ(Sidedef.Line.End.Position);
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rightz = plane.GetZ(Sidedef.Line.Start.Position);
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}
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}
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else // Back ceiling
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{
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if (Sidedef.IsFront)
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{
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Plane plane = mode.GetSectorData(Sidedef.Other.Sector).Ceiling.plane;
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leftz = plane.GetZ(Sidedef.Line.Start.Position);
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rightz = plane.GetZ(Sidedef.Line.End.Position);
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}
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else
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{
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Plane plane = Sector.GetSectorData().Ceiling.plane;
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leftz = plane.GetZ(Sidedef.Line.End.Position);
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rightz = plane.GetZ(Sidedef.Line.Start.Position);
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}
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}
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|
|
|
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
|
|
}
|
|
}
|