mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 07:31:36 +00:00
db48ce4be8
Fixed, Visual mode: in some cases fog density of 3d floor floors/ceilings was calculated incorrectly.
115 lines
2.9 KiB
C#
115 lines
2.9 KiB
C#
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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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ReverseSubtract,
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Modulate,
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CopyAlpha,
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CopyNewAlpha, //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 blend;
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public readonly float alpha;
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public readonly TexturePathRenderStyle style;
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public readonly TexturePathBlendStyle blendstyle; //mxd
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public readonly float tintammount;//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;
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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.blend = new PixelColor(0, 0, 0, 0);
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this.alpha = 1.0f;
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this.style = TexturePathRenderStyle.Copy;
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this.blendstyle = TexturePathBlendStyle.None;//mxd
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this.tintammount = 0; //mxd
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this.haslongname = 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.blend = patch.BlendColor;
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this.alpha = patch.Alpha;
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this.style = patch.RenderStyle;
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this.blendstyle = patch.BlendStyle;
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this.tintammount = patch.TintAmmount;
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this.haslongname = (Path.GetFileNameWithoutExtension(this.lumpname) != this.lumpname);
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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.style)
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{
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case TexturePathRenderStyle.Blend:
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case TexturePathRenderStyle.CopyAlpha:
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case TexturePathRenderStyle.CopyNewAlpha:
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case TexturePathRenderStyle.Overlay:
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this.style = 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.style == TexturePathRenderStyle.Overlay) this.style = TexturePathRenderStyle.Copy;
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}
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}
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}
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