mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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abfcd8e53b
Added, "Check polyobjects" error check: added a check for matching Polyobject and Mirror Polyobject numbers of Polyobj_StartLine action. Changed, Visual mode: anisotropic filtering is now always applied (previously it was applied only when bilinear filtering was enabled). Fixed, Visual mode: in some cases light values were incorrectly transferred between 3d floors and regular floors/ceilings. Fixed, ACS parser: includes for each library must be stored separately (fixes inability to compile a script with an included library, which in turn includes files already included by the script).
202 lines
6.6 KiB
C#
202 lines
6.6 KiB
C#
#region === Copyright (c) 2010 Pascal van der Heiden ===
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using System;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal class Effect3DFloor : SectorEffect
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{
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// Linedef that is used to create this effect
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// The sector can be found by linedef.Front.Sector
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private readonly Linedef linedef;
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// Floor and ceiling planes
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private SectorLevel floor;
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private SectorLevel ceiling;
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// Alpha transparency
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private int alpha;
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// Vavoom type?
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private bool vavoomtype;
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//mxd. Render backsides?
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private bool renderinside;
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//mxd. Dirty hack to emulate GZDoom behaviour?
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private bool sloped3dfloor;
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//mxd. Render using Additive pass?
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private bool renderadditive;
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//mxd. Sidedef should be clipped by floor/ceiling?
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private bool clipsides;
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//mxd. Ignore Bottom Height?
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private bool ignorebottomheight;
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// Properties
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public int Alpha { get { return alpha; } }
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public SectorLevel Floor { get { return floor; } }
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public SectorLevel Ceiling { get { return ceiling; } }
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public Linedef Linedef { get { return linedef; } }
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public bool VavoomType { get { return vavoomtype; } }
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public bool RenderInside { get { return renderinside; } } //mxd
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public bool RenderAdditive { get { return renderadditive; } } //mxd
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public bool IgnoreBottomHeight { get { return ignorebottomheight; } } //mxd
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public bool Sloped3dFloor { get { return sloped3dfloor; } } //mxd
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public bool ClipSidedefs { get { return clipsides; } } //mxd
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//mxd. 3D-Floor Flags
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[Flags]
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public enum Flags
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{
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None = 0,
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DisableLighting = 1,
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RestrictLighting = 2,
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Fog = 4,
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IgnoreBottomHeight = 8,
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UseUpperTexture = 16,
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UseLowerTexture = 32,
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RenderAdditive = 64,
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Fade = 512,
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ResetLighting = 1024,
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}
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//mxd. 3D-Floor Types
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[Flags]
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public enum FloorTypes
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{
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VavoomStyle = 0,
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Solid = 1,
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Swimmable = 2,
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NonSolid = 3,
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RenderInside = 4,
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HiTagIsLineID = 8,
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InvertVisibilityRules = 16,
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InvertShootabilityRules = 32
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}
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// Constructor
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public Effect3DFloor(SectorData data, Linedef sourcelinedef) : base(data)
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{
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linedef = sourcelinedef;
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// New effect added: This sector needs an update!
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if(data.Mode.VisualSectorExists(data.Sector))
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{
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BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector);
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vs.UpdateSectorGeometry(true);
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}
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}
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// This makes sure we are updated with the source linedef information
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public override void Update()
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{
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SectorData sd = data.Mode.GetSectorData(linedef.Front.Sector);
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if(!sd.Updated) sd.Update();
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sd.AddUpdateSector(data.Sector, true);
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if(floor == null)
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{
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floor = new SectorLevel(sd.Floor);
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data.AddSectorLevel(floor);
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}
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if(ceiling == null)
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{
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ceiling = new SectorLevel(sd.Ceiling);
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data.AddSectorLevel(ceiling);
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}
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// For non-vavoom types, we must switch the level types
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if(linedef.Args[1] != (int)FloorTypes.VavoomStyle)
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{
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//mxd. check for Swimmable/RenderInside/RenderAdditive flags
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renderadditive = (linedef.Args[2] & (int)Flags.RenderAdditive) == (int)Flags.RenderAdditive;
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renderinside = ((((linedef.Args[1] & (int)FloorTypes.Swimmable) == (int)FloorTypes.Swimmable) && (linedef.Args[1] & (int)FloorTypes.NonSolid) != (int)FloorTypes.NonSolid))
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|| ((linedef.Args[1] & (int)FloorTypes.RenderInside) == (int)FloorTypes.RenderInside);
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ignorebottomheight = ((linedef.Args[2] & (int)Flags.IgnoreBottomHeight) == (int)Flags.IgnoreBottomHeight);
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vavoomtype = false;
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alpha = General.Clamp(linedef.Args[3], 0, 255);
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sd.Ceiling.CopyProperties(floor);
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sd.Floor.CopyProperties(ceiling);
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floor.type = SectorLevelType.Floor;
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floor.plane = sd.Ceiling.plane.GetInverted();
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ceiling.type = SectorLevelType.Ceiling;
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ceiling.plane = (ignorebottomheight ? sd.Ceiling.plane : sd.Floor.plane.GetInverted()); //mxd. Use upper plane when "ignorebottomheight" flag is set
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//mxd
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clipsides = (!renderinside && !renderadditive && alpha > 254 && !ignorebottomheight);
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// A 3D floor's color is always that of the sector it is placed in
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// (unless it's affected by glow) - mxd
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if(sd.CeilingGlow == null || !sd.CeilingGlow.Fullbright) floor.color = 0;
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}
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else
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{
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vavoomtype = true;
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renderadditive = false; //mxd
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clipsides = true; //mxd
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floor.type = SectorLevelType.Ceiling;
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floor.plane = sd.Ceiling.plane;
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ceiling.type = SectorLevelType.Floor;
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ceiling.plane = sd.Floor.plane;
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alpha = 255;
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// A 3D floor's color is always that of the sector it is placed in
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// (unless it's affected by glow) - mxd
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if(sd.FloorGlow == null || !sd.FloorGlow.Fullbright) ceiling.color = 0;
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}
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// Apply alpha
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floor.alpha = alpha;
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ceiling.alpha = alpha;
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//mxd
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floor.extrafloor = true;
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ceiling.extrafloor = true;
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floor.splitsides = !clipsides;
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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
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//mxd. Check slopes, cause GZDoom can't handle sloped translucent 3d floors...
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sloped3dfloor = ((alpha < 255 || renderadditive) &&
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(Angle2D.RadToDeg(ceiling.plane.Normal.GetAngleZ()) != 270 ||
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Angle2D.RadToDeg(floor.plane.Normal.GetAngleZ()) != 90));
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// Do not adjust light? (works only for non-vavoom types)
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if(!vavoomtype)
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{
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bool disablelighting = ((linedef.Args[2] & (int)Flags.DisableLighting) == (int)Flags.DisableLighting); //mxd
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bool restrictlighting = ((linedef.Args[2] & (int)Flags.RestrictLighting) == (int)Flags.RestrictLighting); //mxd
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floor.resetlighting = ((linedef.Args[2] & (int)Flags.ResetLighting) == (int)Flags.ResetLighting); //mxd
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if(disablelighting || restrictlighting)
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{
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floor.restrictlighting = restrictlighting; //mxd
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floor.disablelighting = disablelighting; //mxd
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if(disablelighting) //mxd
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{
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floor.color = 0;
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floor.brightnessbelow = -1;
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floor.colorbelow = PixelColor.FromInt(0);
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}
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ceiling.disablelighting = disablelighting; //mxd
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ceiling.restrictlighting = restrictlighting; //mxd
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ceiling.color = 0;
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ceiling.brightnessbelow = -1;
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ceiling.colorbelow = PixelColor.FromInt(0);
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}
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}
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}
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}
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}
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