mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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db48ce4be8
Fixed, Visual mode: in some cases fog density of 3d floor floors/ceilings was calculated incorrectly.
161 lines
5.5 KiB
C#
161 lines
5.5 KiB
C#
#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 CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal sealed class VisualFogBoundary : BaseVisualGeometrySidedef
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{
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#region ================== Variables
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public VisualFogBoundary(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.FOG_BOUNDARY;
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// Set render pass
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this.RenderPass = RenderPass.Additive;
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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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if(!IsFogBoundary()) return false;
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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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// Left and right vertices for this sidedef
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Vector2D vl, vr;
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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 = mode.GetSectorData(Sidedef.Sector);
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SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
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if(!osd.Updated) osd.Update();
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// Set texture
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base.Texture = General.Map.Data.BlackTexture;
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// Determine texture coordinates plane as they would be in normal circumstances.
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TexturePlane tp = new TexturePlane();
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float floorbias = (Sidedef.Sector.CeilHeight == Sidedef.Sector.FloorHeight) ? 1.0f : 0.0f;
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float zoffset = Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.CeilHeight; //mxd
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if(zoffset > 0) tp.tlt.y -= zoffset; //mxd
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tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
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tp.trb.y = tp.tlt.y + (Sidedef.Sector.CeilHeight - (Sidedef.Sector.FloorHeight + floorbias));
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// Left top and right bottom of the geometry that
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tp.vlt = new Vector3D(vl.x, vl.y, Sidedef.Sector.CeilHeight);
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tp.vrb = new Vector3D(vr.x, vr.y, Sidedef.Sector.FloorHeight + floorbias);
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// Make the right-top coordinates
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tp.trt = new Vector2D(tp.trb.x, tp.tlt.y);
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tp.vrt = new Vector3D(tp.vrb.x, tp.vrb.y, tp.vlt.z);
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// Keep top and bottom planes for intersection testing
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top = sd.Ceiling.plane;
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bottom = sd.Floor.plane;
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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, sd.Floor.plane.GetZ(vl)));
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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, sd.Floor.plane.GetZ(vr)));
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// Determine initial color
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int lightlevel = sd.Ceiling.brightnessbelow + lightvalue;
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// Calculate fog density
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fogfactor = CalculateFogDensity(lightlevel);
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poly.color = PixelColor.INT_WHITE;
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// Cut off the part below the other floor and above the other ceiling
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CropPoly(ref poly, osd.Ceiling.plane, true);
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CropPoly(ref poly, osd.Floor.plane, true);
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List<WallPolygon> polygons = new List<WallPolygon> { poly };
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// Keep top and bottom planes for intersection testing
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top = osd.Ceiling.plane;
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bottom = osd.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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return true;
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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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#endregion
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#region ================== Methods
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//==========================================================================
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//
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// Check if the current linedef is a candidate for a fog boundary
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//
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// Requirements for a fog boundary:
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// - front sector has no fog
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// - back sector has fog
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// - at least one of both does not have a sky ceiling.
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//
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//==========================================================================
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private bool IsFogBoundary()
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{
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if(Sidedef.Sector.Index == Sidedef.Other.Sector.Index) return false; // There can't be a boundary if both sides are in the same sector.
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if(Sidedef.Sector.HasFogColor == Sidedef.Other.Sector.HasFogColor) return false;
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if(!Sidedef.Sector.HasFogColor && !Sidedef.Other.Sector.HasFogColor) return false;
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if(Sidedef.Sector.CeilTexture == General.Map.Config.SkyFlatName && Sidedef.Other.Sector.CeilTexture == General.Map.Config.SkyFlatName) return false;
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return true;
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}
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// This performs a fast test in object picking
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public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { return false; }
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// This performs an accurate test for object picking
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public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray) { return false; }
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// Unused
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protected override void SetTextureOffsetX(int x) { }
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protected override void SetTextureOffsetY(int y) { }
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protected override void MoveTextureOffset(Point xy) { }
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protected override Point GetTextureOffset() { return Point.Empty; }
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#endregion
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}
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}
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