UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/VisualMiddle3D.cs

576 lines
22 KiB
C#
Executable file

#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 System.Globalization;
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 class VisualMiddle3D : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
protected 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)
{
base.SetVertices(null);
return false;
}
Vector2D vl, vr;
bool useuppertexture = (sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) == (int)Effect3DFloor.Flags.UseUpperTexture;
bool uselowertexture = (sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) == (int)Effect3DFloor.Flags.UseLowerTexture;
//mxd. lightfog flag support
int lightvalue;
bool lightabsolute;
GetLightValue(out lightvalue, out lightabsolute);
Vector2D tscale;
Vector2D toffset2 = new Vector2D(0.0, 0.0);
// If the upper or lower textures are used we have to take the scale of those, not of the source
// Not in SRB2, though
//if (useuppertexture)
// tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_top", 1.0), Sidedef.Fields.GetValue("scaley_top", 1.0));
//else if (uselowertexture)
// tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_bottom", 1.0), Sidedef.Fields.GetValue("scaley_bottom", 1.0));
//else
{
tscale = new Vector2D(sourceside.Fields.GetValue("scalex_mid", 1.0), sourceside.Fields.GetValue("scaley_mid", 1.0));
// The offset of the source side is only taken into account when not using the upper or lower textures
toffset2 = new Vector2D(sourceside.Fields.GetValue("offsetx_mid", 0.0), sourceside.Fields.GetValue("offsety_mid", 0.0));
}
Vector2D tscaleAbs = new Vector2D(Math.Abs(tscale.x), Math.Abs(tscale.y));
Vector2D toffset1 = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0), 0.0); // SRB2 only uses middle X offset
//Sidedef.Fields.GetValue("offsety_mid", 0.0));
// 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(useuppertexture)
{
if(Sidedef.LongHighTexture != MapSet.EmptyLongName)
texturelong = Sidedef.LongHighTexture;
}
else if(uselowertexture)
{
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. Round up, because that's apparently what GZDoom does
Vector2D tsz = new Vector2D(Math.Ceiling(base.Texture.ScaledWidth / tscale.x), Math.Ceiling(base.Texture.ScaledHeight / tscale.y));
// Get texture offsets
//Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY) + new Vector2D(sourceside.OffsetX, sourceside.OffsetY);
Vector2D tof = new Vector2D(Sidedef.OffsetX, 0.0f) + new Vector2D(0.0f, sourceside.OffsetY);
tof = tof + toffset1 + toffset2;
// biwa. Also take the ForceWorldPanning MAPINFO entry into account
if (General.Map.Config.ScaledTextureOffsets && (!base.Texture.WorldPanning && !General.Map.Data.MapInfo.ForceWorldPanning))
{
tof = tof / tscaleAbs;
tof = tof * base.Texture.Scale;
// If the texture gets replaced with a "hires" texture it adds more fuckery
if (base.Texture is HiResImage)
tof *= tscaleAbs;
// 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
tof = new Vector2D(Math.Ceiling(tof.x), Math.Ceiling(tof.y));
}
// For Vavoom type 3D floors the ceiling is lower than floor and they are reversed.
// We choose here.
double sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
double 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!
Vector3D vlt, vlb, vrt, vrb;
Vector2D tlt, tlb, trt, trb;
bool lowerunpegged = sourceside.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag);
bool slopeskew = sourceside.Line.IsFlagSet(General.Map.Config.SlopeSkewFlag);
double topheight = slopeskew ? extrafloor.Ceiling.plane.GetZ(vl) : sourcetopheight;
double bottomheight = slopeskew ? extrafloor.Floor.plane.GetZ(vl) : sourcebottomheight;
double topheight2 = slopeskew ? extrafloor.Ceiling.plane.GetZ(vr) : sourcetopheight;
double bottomheight2 = slopeskew ? extrafloor.Floor.plane.GetZ(vr) : sourcebottomheight;
//float floorbias = (topheight == bottomheight) ? 1.0f : 0.0f;
//float floorbias2 = (topheight2 == bottomheight2) ? 1.0f : 0.0f;
tlt.x = tlb.x = 0;
trt.x = trb.x = Sidedef.Line.Length;
// For SRB2, invert Lower Unpegged behavior for non-skewed 3D floors
tlt.y = !(lowerunpegged ^ slopeskew) ? 0 : -(topheight - bottomheight);
trt.y = !(lowerunpegged ^ slopeskew) ? 0 : -(topheight2 - bottomheight2);
tlb.y = !(!lowerunpegged ^ slopeskew) ? 0 : (topheight - bottomheight);
trb.y = !(!lowerunpegged ^ slopeskew) ? 0 : (topheight2 - bottomheight2);
// Apply texture offset
tlt += tof;
tlb += tof;
trb += tof;
trt += tof;
// Transform pixel coordinates to texture coordinates
tlt /= tsz;
tlb /= tsz;
trb /= tsz;
trt /= tsz;
// Geometry coordinates
vlt = new Vector3D(vl.x, vl.y, topheight);
vlb = new Vector3D(vl.x, vl.y, bottomheight);
vrb = new Vector3D(vr.x, vr.y, bottomheight2);
vrt = new Vector3D(vr.x, vr.y, topheight2);
TexturePlane tp = new TexturePlane();
tp.tlt = lowerunpegged ? tlb : tlt;
tp.trb = trb;
tp.trt = trt;
tp.vlt = lowerunpegged ? vlb : vlt;
tp.vrb = vrb;
tp.vrt = vrt;
//mxd. Get ceiling and floor heights. Use our and neighbour sector's data
SectorData sdo = mode.GetSectorData(Sidedef.Other.Sector);
double flo = sdo.Floor.plane.GetZ(vl);
double fro = sdo.Floor.plane.GetZ(vr);
double clo = sdo.Ceiling.plane.GetZ(vl);
double cro = sdo.Ceiling.plane.GetZ(vr);
double fle = sd.Floor.plane.GetZ(vl);
double fre = sd.Floor.plane.GetZ(vr);
double cle = sd.Ceiling.plane.GetZ(vl);
double cre = sd.Ceiling.plane.GetZ(vr);
double fl = flo > fle ? flo : fle;
double fr = fro > fre ? fro : fre;
double cl = clo < cle ? clo : cle;
double 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 = CalculateFogFactor(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)
{
//TODO: find out why ef can be not updated at this point
//TODO: [this crashed on me once when performing auto-align on myriad of textures on BoA C1M0]
if(ef.Floor == null || ef.Ceiling == null) ef.Update();
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) || Texture.IsTranslucent) this.RenderPass = RenderPass.Alpha; // [ZZ] translucent texture should trigger Alpha pass
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);
}
//mxd. Alpha based picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref double u_ray)
{
if(!BuilderPlug.Me.AlphaBasedTextureHighlighting || !Texture.IsImageLoaded || (!Texture.IsTranslucent && !Texture.IsMasked)) return base.PickAccurate(from, to, dir, ref u_ray);
double u;
Sidedef sourceside = extrafloor.Linedef.Front;
new Line2D(from, to).GetIntersection(Sidedef.Line.Line, out u);
if(Sidedef != Sidedef.Line.Front) u = 1.0f - u;
// Some textures (e.g. HiResImage) may lie about their size, so use bitmap size instead
int imageWidth = Texture.GetAlphaTestWidth();
int imageHeight = Texture.GetAlphaTestHeight();
// Determine texture scale...
Vector2D imgscale = new Vector2D((float)Texture.Width / imageWidth, (float)Texture.Height / imageHeight);
Vector2D texscale = (Texture is HiResImage) ? imgscale * Texture.Scale : Texture.Scale;
// Get correct offset to texture space...
double texoffsetx = Sidedef.OffsetX + sourceside.OffsetX + UniFields.GetFloat(Sidedef.Fields, "offsetx_mid") + UniFields.GetFloat(sourceside.Fields, "offsetx_mid");
int ox = (int)Math.Floor((u * Sidedef.Line.Length * UniFields.GetFloat(sourceside.Fields, "scalex_mid", 1.0f) / texscale.x + (texoffsetx / imgscale.x)) % imageWidth);
double texoffsety = Sidedef.OffsetY + sourceside.OffsetY + UniFields.GetFloat(Sidedef.Fields, "offsety_mid") + UniFields.GetFloat(sourceside.Fields, "offsety_mid");
int oy = (int)Math.Ceiling(((pickintersect.z - sourceside.Sector.CeilHeight) * UniFields.GetFloat(sourceside.Fields, "scaley_mid", 1.0f) / texscale.y - (texoffsety / imgscale.y)) % imageHeight);
// Make sure offsets are inside of texture dimensions...
if (ox < 0) ox += imageWidth;
if (oy < 0) oy += imageHeight;
// Check pixel alpha
Point pixelpos = new Point(General.Clamp(ox, 0, imageWidth - 1), General.Clamp(imageHeight - oy, 0, imageHeight - 1));
return (Texture.AlphaTestPixel(pixelpos.X, pixelpos.Y) && base.PickAccurate(@from, to, dir, ref u_ray));
}
// 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();
//mxd. Update 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, (double)x);
}
protected override void SetTextureOffsetY(int y)
{
Sidedef.Fields.BeforeFieldsChange();
Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, (double)y);
}
protected override void MoveTextureOffset(int offsetx, int offsety)
{
Sidedef.Fields.BeforeFieldsChange();
// SRB2 aligns the source side's Y offset instead of the in-level sidedef
Sidedef sourceside = extrafloor.Linedef.Front;
sourceside.Fields.BeforeFieldsChange();
bool worldpanning = this.Texture.WorldPanning || General.Map.Data.MapInfo.ForceWorldPanning;
double oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0);
double oldy = sourceside.Fields.GetValue("offsety_mid", 0.0);
double scalex = sourceside.Fields.GetValue("scalex_mid", 1.0);
double scaley = sourceside.Fields.GetValue("scaley_mid", 1.0);
bool textureloaded = (Texture != null && Texture.IsImageLoaded); //mxd
double width = textureloaded ? (worldpanning ? this.Texture.ScaledWidth / scalex : this.Texture.Width) : -1; // biwa
double height = textureloaded ? (worldpanning ? this.Texture.ScaledHeight / scaley : this.Texture.Height) : -1; // biwa
Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, GetNewTexutreOffset(oldx, offsetx, width)); //mxd // biwa
sourceside.Fields["offsety_mid"] = new UniValue(UniversalType.Float, GetNewTexutreOffset(oldy, offsety, height)); //mxd // biwa
}
protected override Point GetTextureOffset()
{
double oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0);
double oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0);
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);
// Update the model sector to update all 3d floors
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
}
//mxd. Only control sidedef scale is used by GZDoom
public override void OnChangeScale(int incrementX, int incrementY)
{
if(!General.Map.UDMF || Texture == null || !Texture.IsImageLoaded) return;
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Change wall scale");
Sidedef target = extrafloor.Linedef.Front;
if(target == null) return;
double scaleX = target.Fields.GetValue("scalex_mid", 1.0);
double scaleY = target.Fields.GetValue("scaley_mid", 1.0);
target.Fields.BeforeFieldsChange();
if(incrementX != 0)
{
double pix = (int)Math.Round(Texture.Width * scaleX) - incrementX;
double newscaleX = Math.Round(pix / Texture.Width, 3);
scaleX = (newscaleX == 0 ? scaleX * -1 : newscaleX);
UniFields.SetFloat(target.Fields, "scalex_mid", scaleX, 1.0);
}
if(incrementY != 0)
{
double pix = (int)Math.Round(Texture.Height * scaleY) - incrementY;
double newscaleY = Math.Round(pix / Texture.Height, 3);
scaleY = (newscaleY == 0 ? scaleY * -1 : newscaleY);
UniFields.SetFloat(target.Fields, "scaley_mid", scaleY, 1.0);
}
// Update the model sector to update all 3d floors
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
// Display result
mode.SetActionResult("Wall scale changed to " + scaleX.ToString("F03", CultureInfo.InvariantCulture) + ", " + scaleY.ToString("F03", CultureInfo.InvariantCulture) + " (" + (int)Math.Round(Texture.Width / scaleX) + " x " + (int)Math.Round(Texture.Height / scaleY) + ").");
}
//mxd
protected override void ResetTextureScale()
{
Sidedef target = extrafloor.Linedef.Front;
target.Fields.BeforeFieldsChange();
if(target.Fields.ContainsKey("scalex_mid")) target.Fields.Remove("scalex_mid");
if(target.Fields.ContainsKey("scaley_mid")) target.Fields.Remove("scaley_mid");
}
//mxd
public override void OnResetTextureOffset()
{
base.OnResetTextureOffset();
// Update the model sector to update all 3d floors
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
}
//mxd
public override void OnResetLocalTextureOffset()
{
if(!General.Map.UDMF || !General.Map.Config.UseLocalSidedefTextureOffsets)
{
OnResetTextureOffset();
return;
}
base.OnResetLocalTextureOffset();
// Update the model sector to update all 3d floors
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
}
#endregion
}
}