mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
bef514fabb
https://doomwiki.org/wiki/Vertical_offsets_are_ignored_in_texture_patches BIGDOOR7 & STEP2 in doom.wad and doom2.wad contain negative Y-offsets some a patch but instead the renderer defaults to Y-offset value of 0. This stops UDB's 3D visual mode from using the negative value - change it to 0 to match the game renderer. (G)ZDoom behaves the same as vanilla.
115 lines
3 KiB
C#
Executable file
115 lines
3 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.IO;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.ZDoom;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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public enum TexturePathRenderStyle
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{
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COPY,
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BLEND,
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ADD,
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SUBTRACT,
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REVERSE_SUBTRACT,
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MODULATE,
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COPY_ALPHA,
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COPY_NEW_ALPHA, //mxd
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OVERLAY, //mxd
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}
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public enum TexturePathBlendStyle //mxd
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{
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NONE,
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BLEND,
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TINT
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}
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internal struct TexturePatch
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{
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public readonly string LumpName;
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public readonly int X;
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public readonly int Y;
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public readonly bool FlipX;
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public readonly bool FlipY;
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public readonly bool HasLongName; //mxd
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public readonly int Rotate;
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public PixelColor BlendColor;
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public readonly float Alpha;
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public readonly TexturePathRenderStyle RenderStyle;
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public readonly TexturePathBlendStyle BlendStyle; //mxd
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public readonly bool Skip; //mxd
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// Constructor for simple patches
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public TexturePatch(string lumpname, int x, int y)
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{
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// Initialize
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this.LumpName = lumpname;
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this.X = x;
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this.Y = y < 0 ? 0 : y;
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this.FlipX = false;
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this.FlipY = false;
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this.Rotate = 0;
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this.BlendColor = new PixelColor(0, 0, 0, 0);
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this.Alpha = 1.0f;
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this.RenderStyle = TexturePathRenderStyle.COPY;
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this.BlendStyle = TexturePathBlendStyle.NONE;//mxd
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this.HasLongName = false; //mxd
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this.Skip = false; //mxd
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}
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//mxd. Constructor for hires patches
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public TexturePatch(PatchStructure patch)
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{
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// Initialize
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this.LumpName = patch.Name.ToUpperInvariant();
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this.X = patch.OffsetX;
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this.Y = patch.OffsetY;
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this.FlipX = patch.FlipX;
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this.FlipY = patch.FlipY;
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this.Rotate = patch.Rotation;
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this.BlendColor = patch.BlendColor;
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this.Alpha = patch.Alpha;
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this.RenderStyle = patch.RenderStyle;
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this.BlendStyle = patch.BlendStyle;
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this.HasLongName = (Path.GetFileNameWithoutExtension(this.LumpName) != this.LumpName);
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this.Skip = patch.Skip;
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//mxd. Check data so we don't perform unneeded operations later on
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if(this.Alpha == 1.0f)
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{
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switch(this.RenderStyle)
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{
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case TexturePathRenderStyle.BLEND:
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case TexturePathRenderStyle.COPY_ALPHA:
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case TexturePathRenderStyle.COPY_NEW_ALPHA:
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case TexturePathRenderStyle.OVERLAY:
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this.RenderStyle = TexturePathRenderStyle.COPY;
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break;
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}
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}
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//mxd. and get rid of render styles we don't support
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if(this.RenderStyle == TexturePathRenderStyle.OVERLAY) this.RenderStyle = TexturePathRenderStyle.COPY;
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}
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}
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}
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