mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
3650 lines
121 KiB
C#
Executable file
3650 lines
121 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;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using System.Drawing.Imaging;
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using System.IO;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Threading;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Data.Scripting;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using CodeImp.DoomBuilder.GZBuilder.MD3;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.ZDoom;
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using Matrix = CodeImp.DoomBuilder.Rendering.Matrix;
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using CodeImp.DoomBuilder.Controls;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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public sealed class DataManager
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{
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#region ================== Constants
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public const string INTERNAL_PREFIX = "internal:";
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public const int CLASIC_IMAGE_NAME_LENGTH = 8; //mxd
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private const int MAX_SKYTEXTURE_SIZE = 2048; //mxd
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internal static readonly char[] CATEGORY_SPLITTER = { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }; //mxd
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private long UNKNOWN_THING; //mxd
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private long MISSING_THING; //mxd
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#endregion
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#region ================== Variables
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// Data containers
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private List<DataReader> containers;
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private DataReader currentreader;
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// Palette
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private Playpal palette;
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// Textures, Flats and Sprites
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private Dictionary<long, ImageData> textures;
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private Dictionary<long, long> texturenamesshorttofull; //mxd
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private List<string> texturenames;
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private Dictionary<long, ImageData> flats;
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private Dictionary<long, long> flatnamesshorttofull; //mxd
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private Dictionary<long, long> flatnamesfulltoshort; //mxd
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private List<string> flatnames;
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private Dictionary<long, ImageData> sprites;
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private List<MatchingTextureSet> texturesets;
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private List<ResourceTextureSet> resourcetextures;
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private AllTextureSet alltextures;
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//mxd
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private Dictionary<int, ModelData> modeldefentries; //Thing.Type, Model entry
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private Dictionary<int, DynamicLightData> gldefsentries; //Thing.Type, Light entry
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private MapInfo mapinfo;
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private Dictionary<string, KeyValuePair<int, int>> reverbs; //<name, <arg1, arg2>
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private Dictionary<long, GlowingFlatData> glowingflats; // Texture name hash, Glowing Flat Data
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private Dictionary<string, SkyboxInfo> skyboxes;
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private string[] soundsequences;
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private string[] terrainnames;
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private string[] damagetypes;
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private Dictionary<string, PixelColor> knowncolors; // Colors parsed from X11R6RGB lump. Color names are lowercase without spaces
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private CvarsCollection cvars; // Variables parsed from CVARINFO
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private Dictionary<int, PixelColor> lockcolors; // Lock colors defined in LOCKDEFS
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private Dictionary<int, int> lockableactions; // <Action number, arg referenceing "keys" enum number>
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private Dictionary<int, AmbientSoundInfo> ambientsounds;
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//mxd. Text resources
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private Dictionary<ScriptType, HashSet<ScriptResource>> scriptresources;
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// Background loading
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private object syncobject = new object();
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private Queue<ImageData> imageque;
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private Thread[] backgroundloader;
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// Special images
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private ImageData missingtexture3d;
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private ImageData unknowntexture3d;
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private UnknownImage unknownimage; //mxd
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private ImageData hourglass3d;
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private ImageData crosshair;
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private ImageData crosshairbusy;
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private Dictionary<string, long> internalspriteslookup; //mxd
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private ImageData whitetexture;
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private ImageData blacktexture; //mxd
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private ImageData thingtexture; //mxd
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//mxd. Texture Browser images
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private ImageData foldertexture;
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private ImageData folderuptexture;
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//mxd. Sky textures
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private CubeTexture skybox; // GZDoom skybox
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//mxd. Comment icons
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private ImageData[] commenttextures;
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// Things combined with things created from Decorate
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private DecorateParser decorate;
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private ZScriptParser zscript;
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private Dictionary<string, ActorStructure> zdoomclasses;
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private List<ThingCategory> thingcategories;
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private Dictionary<int, ThingTypeInfo> thingtypes;
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// Disposing
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private bool isdisposed;
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#endregion
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#region ================== Properties
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//mxd
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internal Dictionary<int, ModelData> ModeldefEntries { get { return modeldefentries; } }
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internal Dictionary<int, DynamicLightData> GldefsEntries { get { return gldefsentries; } }
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public MapInfo MapInfo { get { return mapinfo; } }
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public Dictionary<string, KeyValuePair<int, int>> Reverbs { get { return reverbs; } }
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public Dictionary<long, GlowingFlatData> GlowingFlats { get { return glowingflats; } }
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public string[] SoundSequences { get { return soundsequences; } }
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public string[] TerrainNames { get { return terrainnames; } }
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public string[] DamageTypes { get { return damagetypes; } }
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public Dictionary<string, PixelColor> KnownColors { get { return knowncolors; } }
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internal Dictionary<ScriptType, HashSet<ScriptResource>> ScriptResources { get { return scriptresources; } }
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internal CvarsCollection CVars { get { return cvars; } }
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public Dictionary<int, PixelColor> LockColors { get { return lockcolors; } }
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public Dictionary<int, int> LockableActions { get { return lockableactions; } }
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public Dictionary<int, AmbientSoundInfo> AmbientSounds { get { return ambientsounds; } }
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//mxd
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internal IEnumerable<DataReader> Containers { get { return containers; } }
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public Playpal Palette { get { return palette; } }
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public ICollection<ImageData> Textures { get { return textures.Values; } }
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public ICollection<ImageData> Flats { get { return flats.Values; } }
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public List<string> TextureNames { get { return texturenames; } }
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public List<string> FlatNames { get { return flatnames; } }
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public bool IsDisposed { get { return isdisposed; } }
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public ImageData MissingTexture3D { get { return missingtexture3d; } }
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public ImageData UnknownTexture3D { get { return unknowntexture3d; } }
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public ImageData UnknownImage { get { return unknownimage; } }
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public ImageData Hourglass3D { get { return hourglass3d; } }
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public ImageData Crosshair3D { get { return crosshair; } }
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public ImageData CrosshairBusy3D { get { return crosshairbusy; } }
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public Texture LoadingTexture { get; private set; }
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public Texture FailedTexture { get; private set; }
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public ImageData WhiteTexture { get { return whitetexture; } }
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public ImageData BlackTexture { get { return blacktexture; } } //mxd
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public ImageData ThingTexture { get { return thingtexture; } } //mxd
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internal ImageData FolderTexture { get { return foldertexture; } } //mxd
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internal ImageData FolderUpTexture { get { return folderuptexture; } } //mxd
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public ImageData[] CommentTextures { get { return commenttextures; } } //mxd
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internal CubeTexture SkyBox { get { return skybox; } } //mxd
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public List<ThingCategory> ThingCategories { get { return thingcategories; } }
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public ICollection<ThingTypeInfo> ThingTypes { get { return thingtypes.Values; } }
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public DecorateParser Decorate { get { return decorate; } }
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public ZScriptParser ZScript { get { return zscript; } }
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internal ICollection<MatchingTextureSet> TextureSets { get { return texturesets; } }
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internal ICollection<ResourceTextureSet> ResourceTextureSets { get { return resourcetextures; } }
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internal AllTextureSet AllTextureSet { get { return alltextures; } }
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public bool IsLoading
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{
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get
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{
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if(imageque != null)
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return (backgroundloader != null) && backgroundloader.Any(x => x.IsAlive) && ((imageque.Count > 0));
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return false;
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}
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}
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internal const float DOOM_PIXEL_RATIO = 1.2f;
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public float VerticalViewStretch
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{
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get
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{
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if (mapinfo == null)
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return DOOM_PIXEL_RATIO;
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return mapinfo.PixelRatio;
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}
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}
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public float InvertedVerticalViewStretch
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{
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get
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{
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return 1.0f / VerticalViewStretch;
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}
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}
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal DataManager()
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{
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FailedTexture = new Texture(General.Map.Graphics, Properties.Resources.Failed);
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LoadingTexture = new Texture(General.Map.Graphics, Properties.Resources.Hourglass);
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// Load special images (mxd: the rest is loaded in LoadInternalTextures())
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whitetexture = new ResourceImage("CodeImp.DoomBuilder.Resources.White.png") { UseColorCorrection = false };
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blacktexture = new ResourceImage("CodeImp.DoomBuilder.Resources.Black.png") { UseColorCorrection = false }; //mxd
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unknownimage = new UnknownImage(); //mxd. There should be only one!
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//mxd. Textures browser images
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foldertexture = new ResourceImage("CodeImp.DoomBuilder.Resources.Folder96.png") { UseColorCorrection = false };
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folderuptexture = new ResourceImage("CodeImp.DoomBuilder.Resources.Folder96Up.png") { UseColorCorrection = false };
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//mxd. Create comment icons
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commenttextures = new ImageData[]
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{
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new ResourceImage("CodeImp.DoomBuilder.Resources.CommentRegular.png") { UseColorCorrection = false },
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new ResourceImage("CodeImp.DoomBuilder.Resources.CommentInfo.png") { UseColorCorrection = false },
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new ResourceImage("CodeImp.DoomBuilder.Resources.CommentQuestion.png") { UseColorCorrection = false },
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new ResourceImage("CodeImp.DoomBuilder.Resources.CommentProblem.png") { UseColorCorrection = false },
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new ResourceImage("CodeImp.DoomBuilder.Resources.CommentSmile.png") { UseColorCorrection = false },
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};
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}
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// Disposer
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internal void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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Unload();
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missingtexture3d.Dispose();
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missingtexture3d = null;
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unknowntexture3d.Dispose();
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unknowntexture3d = null;
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hourglass3d.Dispose();
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hourglass3d = null;
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crosshair.Dispose();
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crosshair = null;
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crosshairbusy.Dispose();
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crosshairbusy = null;
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whitetexture.Dispose();
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whitetexture = null;
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blacktexture.Dispose(); //mxd
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blacktexture = null; //mxd
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thingtexture.Dispose(); //mxd
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thingtexture = null; //mxd
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unknownimage.Dispose(); //mxd
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unknownimage = null; //mxd
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foldertexture.Dispose(); //mxd
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foldertexture = null; //mxd
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folderuptexture.Dispose(); //mxd
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folderuptexture = null; //mxd
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for(int i = 0; i < commenttextures.Length; i++) //mxd
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{
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commenttextures[i].Dispose();
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commenttextures[i] = null;
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}
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commenttextures = null;
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if(skybox != null) //mxd
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{
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skybox.Dispose();
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skybox = null;
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}
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Loading / Unloading
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// This loads all data resources
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internal void Load(DataLocationList configlist, DataLocationList maplist, DataLocation maplocation)
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{
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//mxd. Don't modify original lists
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DataLocationList configlistcopy = new DataLocationList(configlist);
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DataLocationList maplistcopy = new DataLocationList(maplist);
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//mxd. If maplocation was already added as a resource, make sure it's singular and is the last in the list
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configlistcopy.Remove(maplocation);
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maplistcopy.Remove(maplocation);
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maplistcopy.Add(maplocation);
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Load(configlistcopy, maplistcopy);
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}
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// This loads all data resources
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internal void Load(DataLocationList configlist, DataLocationList maplist)
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{
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Dictionary<long, ImageData> texturesonly = new Dictionary<long, ImageData>();
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Dictionary<long, ImageData> colormapsonly = new Dictionary<long, ImageData>();
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Dictionary<long, ImageData> flatsonly = new Dictionary<long, ImageData>();
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// Create collections
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containers = new List<DataReader>();
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textures = new Dictionary<long, ImageData>();
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flats = new Dictionary<long, ImageData>();
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sprites = new Dictionary<long, ImageData>();
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texturenames = new List<string>();
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flatnames = new List<string>();
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texturenamesshorttofull = new Dictionary<long, long>(); //mxd
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flatnamesshorttofull = new Dictionary<long, long>(); //mxd
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flatnamesfulltoshort = new Dictionary<long, long>(); //mxd
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imageque = new Queue<ImageData>();
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texturesets = new List<MatchingTextureSet>();
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thingcategories = General.Map.Config.GetThingCategories();
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thingtypes = General.Map.Config.GetThingTypes();
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//mxd. Create even more collections!
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modeldefentries = new Dictionary<int, ModelData>();
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gldefsentries = new Dictionary<int, DynamicLightData>();
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reverbs = new Dictionary<string, KeyValuePair<int, int>>(StringComparer.Ordinal);
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glowingflats = new Dictionary<long, GlowingFlatData>();
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skyboxes = new Dictionary<string, SkyboxInfo>(StringComparer.Ordinal);
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soundsequences = new string[0];
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terrainnames = new string[0];
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scriptresources = new Dictionary<ScriptType, HashSet<ScriptResource>>();
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damagetypes = new string[0];
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knowncolors = new Dictionary<string, PixelColor>(StringComparer.OrdinalIgnoreCase);
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cvars = new CvarsCollection();
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ambientsounds = new Dictionary<int, AmbientSoundInfo>();
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// Load texture sets
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foreach(DefinedTextureSet ts in General.Map.ConfigSettings.TextureSets)
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texturesets.Add(new MatchingTextureSet(ts));
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// Sort the texture sets
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texturesets.Sort();
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// Special textures sets
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alltextures = new AllTextureSet();
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resourcetextures = new List<ResourceTextureSet>();
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// Go for all locations
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DataLocationList locations = DataLocationList.Combined(configlist, maplist); //mxd
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string prevofficialiwad = string.Empty; //mxd
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foreach(DataLocation dl in locations)
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{
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// Nothing chosen yet
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DataReader c = null;
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// TODO: Make this work more elegant using reflection.
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// Make DataLocation.type of type Type and assign the
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// types of the desired reader classes.
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try
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{
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// Choose container type
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switch(dl.type)
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{
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//mxd. Load resource in read-only mode if:
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// 1. UseResourcesInReadonlyMode map option is set.
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// 2. OR file has "Read only" flag set.
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// 3. OR resource has "Exclude from testing parameters" flag set.
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// 4. OR resource is official IWAD.
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// WAD file container
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case DataLocation.RESOURCE_WAD:
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c = new WADReader(dl, General.Map.Options.UseResourcesInReadonlyMode || dl.notfortesting || new FileInfo(dl.location).IsReadOnly);
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if(((WADReader)c).WadFile.IsOfficialIWAD) //mxd
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{
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if(!string.IsNullOrEmpty(prevofficialiwad))
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General.ErrorLogger.Add(ErrorType.Warning, "Using more than one official IWAD as a resource is not recommended. Consider removing \"" + prevofficialiwad + "\" or \"" + dl.GetDisplayName() + "\".");
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prevofficialiwad = dl.GetDisplayName();
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}
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break;
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// Directory container
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case DataLocation.RESOURCE_DIRECTORY:
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c = new DirectoryReader(dl, General.Map.Options.UseResourcesInReadonlyMode || dl.notfortesting);
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break;
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// PK3 file container
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case DataLocation.RESOURCE_PK3:
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c = new PK3Reader(dl, General.Map.Options.UseResourcesInReadonlyMode || dl.notfortesting || new FileInfo(dl.location).IsReadOnly);
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break;
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}
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}
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catch(Exception e)
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{
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// Unable to load resource
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General.ErrorLogger.Add(ErrorType.Error, "Unable to load resources from location \"" + dl.location + "\". Please make sure the location is accessible and not in use by another program. The resources will now be loaded with this location excluded. You may reload the resources to try again.\n" + e.GetType().Name + " when creating data reader: " + e.Message);
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General.WriteLogLine(e.StackTrace);
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continue;
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}
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// Add container
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if(c != null)
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{
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containers.Add(c);
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resourcetextures.Add(c.TextureSet);
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}
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}
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// Load stuff
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LoadX11R6RGB(); //mxd
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LoadPalette();
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Dictionary<string, TexturesParser> cachedparsers = new Dictionary<string, TexturesParser>(); //mxd
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int texcount = LoadTextures(texturesonly, texturenamesshorttofull, cachedparsers);
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int flatcount = LoadFlats(flatsonly, flatnamesshorttofull, cachedparsers);
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int colormapcount = LoadColormaps(colormapsonly);
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LoadSprites(cachedparsers);
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cachedparsers = null; //mxd
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//mxd. Load MAPINFO and CVARINFO. Should happen before parisng DECORATE
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Dictionary<int, string> spawnnums, doomednums;
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LoadMapInfo(out spawnnums, out doomednums);
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LoadCvarInfo();
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LoadLockDefs();
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// Load DECALDEF
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LoadDecalDefs();
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//mxd. Load Script Editor-only stuff...
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LoadExtraTextLumps();
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LoadZScriptThings();
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LoadDecorateThings();
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int thingcount = ApplyZDoomThings(spawnnums, doomednums);
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int spritecount = LoadThingSprites();
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LoadInternalSprites();
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LoadInternalTextures(); //mxd
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//mxd. Load more stuff
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LoadReverbs();
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LoadSndSeq();
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LoadSndInfo();
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LoadVoxels();
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General.MainWindow.DisplayReady();
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// Process colormaps (we just put them in as textures)
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foreach(KeyValuePair<long, ImageData> t in colormapsonly)
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{
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textures.Add(t.Key, t.Value);
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texturenames.Add(t.Value.Name);
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}
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// Process textures
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foreach(KeyValuePair<long, ImageData> t in texturesonly)
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{
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if(!textures.ContainsKey(t.Key))
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{
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textures.Add(t.Key, t.Value);
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//mxd. Add both short and long names?
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if(t.Value.HasLongName) texturenames.Add(t.Value.ShortName);
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texturenames.Add(t.Value.Name);
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}
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}
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// Process flats
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|
foreach(KeyValuePair<long, ImageData> f in flatsonly)
|
|
{
|
|
flats.Add(f.Key, f.Value);
|
|
|
|
//mxd. Add both short and long names?
|
|
if(f.Value.HasLongName) flatnames.Add(f.Value.ShortName);
|
|
flatnames.Add(f.Value.Name);
|
|
}
|
|
|
|
// Mixed textures and flats?
|
|
if(General.Map.Config.MixTexturesFlats)
|
|
{
|
|
// Add textures to flats
|
|
foreach(KeyValuePair<long, ImageData> t in texturesonly)
|
|
{
|
|
if(!flats.ContainsKey(t.Key))
|
|
{
|
|
flats.Add(t.Key, t.Value);
|
|
|
|
//mxd. Add both short and long names?
|
|
if(t.Value.HasLongName) flatnames.Add(t.Value.ShortName);
|
|
flatnames.Add(t.Value.Name);
|
|
}
|
|
else if(t.Value is TEXTURESImage || t.Value is SimpleTextureImage) //mxd. Textures defined in TEXTURES or placed between TX_START and TX_END markers override "regular" flats in ZDoom
|
|
{
|
|
//TODO: check this!
|
|
flats[t.Key] = t.Value;
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
foreach(KeyValuePair<long, long> t in texturenamesshorttofull)
|
|
if(!flatnamesshorttofull.ContainsKey(t.Key)) flatnamesshorttofull.Add(t.Key, t.Value);
|
|
|
|
//mxd
|
|
flatnamesfulltoshort = flatnamesshorttofull.ToDictionary(t => t.Value, t => t.Key); //flatnamesshorttofull.ToDictionary(kp => kp.Value, kp => kp.Key);
|
|
|
|
// Add flats to textures
|
|
foreach(KeyValuePair<long, ImageData> f in flatsonly)
|
|
{
|
|
if(!textures.ContainsKey(f.Key))
|
|
{
|
|
textures.Add(f.Key, f.Value);
|
|
|
|
//mxd. Add both short and long names?
|
|
if(f.Value.HasLongName) texturenames.Add(f.Value.ShortName);
|
|
texturenames.Add(f.Value.Name);
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
foreach(KeyValuePair<long, long> t in flatnamesshorttofull)
|
|
if(!texturenamesshorttofull.ContainsKey(t.Key)) texturenamesshorttofull.Add(t.Key, t.Value);
|
|
|
|
// Do the same on the data readers
|
|
foreach(DataReader dr in containers)
|
|
dr.TextureSet.MixTexturesAndFlats();
|
|
}
|
|
|
|
//mxd. Should be done after loading textures...
|
|
int hirestexcount = LoadHiResTextures();
|
|
|
|
//mxd. Create camera textures. Should be done after loading textures.
|
|
LoadAnimdefs();
|
|
|
|
//mxd
|
|
LoadTerrain();
|
|
|
|
// Sort names
|
|
texturenames.Sort();
|
|
flatnames.Sort();
|
|
|
|
// biwa. Moved model processing after texture processing, since the model might need one of those textures
|
|
Dictionary<string, int> actorsbyclass = CreateActorsByClassList();
|
|
LoadModeldefs(actorsbyclass);
|
|
foreach (Thing t in General.Map.Map.Things) t.UpdateCache();
|
|
|
|
LoadGldefs(actorsbyclass);
|
|
|
|
// Sort things
|
|
foreach (ThingCategory tc in thingcategories) tc.SortIfNeeded();
|
|
|
|
// Update the used textures
|
|
General.Map.Data.UpdateUsedTextures();
|
|
|
|
// Add texture names to texture sets
|
|
foreach(KeyValuePair<long, ImageData> img in textures)
|
|
{
|
|
// Add to all sets
|
|
foreach(MatchingTextureSet ms in texturesets)
|
|
ms.AddTexture(img.Value);
|
|
|
|
// Add to all
|
|
alltextures.AddTexture(img.Value);
|
|
}
|
|
|
|
// Add flat names to texture sets
|
|
foreach(KeyValuePair<long, ImageData> img in flats)
|
|
{
|
|
// Add to all sets
|
|
foreach(MatchingTextureSet ms in texturesets)
|
|
ms.AddFlat(img.Value);
|
|
|
|
// Add to all
|
|
alltextures.AddFlat(img.Value);
|
|
}
|
|
|
|
//mxd. Create skybox texture(s)
|
|
SetupSkybox();
|
|
|
|
// [ZZ] clear texture/flat cache in ImageSelectorPanel
|
|
ImageSelectorPanel.ClearCachedPreviews();
|
|
|
|
// Start background loading
|
|
StartBackgroundLoader();
|
|
|
|
// Output info
|
|
General.WriteLogLine("Loaded " + texcount + " textures, " + flatcount + " flats, " + hirestexcount + " hires textures, " +
|
|
colormapcount + " colormaps, " + spritecount + " sprites, " +
|
|
thingcount + " decorate things, " + modeldefentries.Count + " model/voxel definitions, " +
|
|
gldefsentries.Count + " dynamic light definitions, " +
|
|
glowingflats.Count + " glowing flat definitions, " + skyboxes.Count + " skybox definitions, " +
|
|
reverbs.Count + " sound environment definitions");
|
|
}
|
|
|
|
// This unloads all data
|
|
private void Unload()
|
|
{
|
|
// Stop background loader
|
|
StopBackgroundLoader();
|
|
|
|
// Dispose decorate
|
|
decorate.Dispose();
|
|
|
|
// Dispose resources
|
|
foreach(KeyValuePair<long, ImageData> i in textures) i.Value.Dispose();
|
|
foreach(KeyValuePair<long, ImageData> i in flats) i.Value.Dispose();
|
|
foreach(KeyValuePair<long, ImageData> i in sprites) i.Value.Dispose();
|
|
palette = null;
|
|
|
|
//mxd. Dispose models
|
|
foreach(ModelData md in modeldefentries.Values) md.Dispose();
|
|
|
|
// Dispose containers
|
|
foreach(DataReader c in containers) c.Dispose();
|
|
containers.Clear();
|
|
|
|
// Trash collections
|
|
decorate = null;
|
|
containers = null;
|
|
textures = null;
|
|
flats = null;
|
|
sprites = null;
|
|
modeldefentries = null; //mxd
|
|
gldefsentries = null; //mxd
|
|
reverbs = null; //mxd
|
|
glowingflats = null; //mxd
|
|
skyboxes = null; //mxd
|
|
soundsequences = null; //mxd
|
|
terrainnames = null; //mxd
|
|
scriptresources = null; //mxd
|
|
damagetypes = null; //mxd
|
|
knowncolors = null; //mxd
|
|
cvars = null; //mxd
|
|
texturenames = null;
|
|
flatnames = null;
|
|
imageque = null;
|
|
mapinfo = null; //mxd
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Suspend / Resume
|
|
|
|
// This suspends data resources
|
|
internal void Suspend()
|
|
{
|
|
// Stop background loader
|
|
StopBackgroundLoader();
|
|
|
|
// Go for all containers
|
|
foreach(DataReader d in containers)
|
|
{
|
|
// Suspend
|
|
General.WriteLogLine("Suspended data resource \"" + d.Location.location + "\"");
|
|
d.Suspend();
|
|
}
|
|
}
|
|
|
|
// This resumes data resources
|
|
internal void Resume()
|
|
{
|
|
// Go for all containers
|
|
foreach(DataReader d in containers)
|
|
{
|
|
try
|
|
{
|
|
// Resume
|
|
General.WriteLogLine("Resumed data resource \"" + d.Location.location + "\"");
|
|
d.Resume();
|
|
}
|
|
catch(Exception e)
|
|
{
|
|
// Unable to load resource
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to load resources from location \"" + d.Location.location + "\". Please make sure the location is accessible and not in use by another program. The resources will now be loaded with this location excluded. You may reload the resources to try again.\n" + e.GetType().Name + " when resuming data reader: " + e.Message + ")");
|
|
General.WriteLogLine(e.StackTrace);
|
|
}
|
|
}
|
|
|
|
// Start background loading
|
|
StartBackgroundLoader();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Background Loading
|
|
|
|
// This starts background loading
|
|
private void StartBackgroundLoader()
|
|
{
|
|
// If a loader is already running, stop it first
|
|
if(backgroundloader != null) StopBackgroundLoader();
|
|
|
|
// Start a low priority thread to load images in background
|
|
General.WriteLogLine("Starting background resource loading...");
|
|
int numThreads = Math.Min(Math.Max(Environment.ProcessorCount * 3 / 4, 1), 16); // Use 75% of processors available, minimum one and maximum 16
|
|
backgroundloader = new Thread[numThreads];
|
|
for (int i = 0; i < numThreads; i++)
|
|
{
|
|
backgroundloader[i] = new Thread(BackgroundLoad);
|
|
backgroundloader[i].Name = "Background Loader";
|
|
backgroundloader[i].Start();
|
|
}
|
|
}
|
|
|
|
// This stops background loading
|
|
private void StopBackgroundLoader()
|
|
{
|
|
General.WriteLogLine("Stopping background resource loading...");
|
|
if(backgroundloader != null)
|
|
{
|
|
// Stop the thread and wait for it to end
|
|
foreach (Thread t in backgroundloader) t.Interrupt();
|
|
foreach (Thread t in backgroundloader) t.Join();
|
|
|
|
// Reset load states on all images in the list
|
|
while(imageque.Count > 0)
|
|
{
|
|
ImageData img = imageque.Dequeue();
|
|
img.ImageState = ImageLoadState.None;
|
|
img.PreviewState = ImageLoadState.None;
|
|
}
|
|
|
|
// Done
|
|
backgroundloader = null;
|
|
General.MainWindow.UpdateStatus();
|
|
}
|
|
}
|
|
|
|
// The background loader
|
|
private void BackgroundLoad()
|
|
{
|
|
try
|
|
{
|
|
// Wait a bit before loading to give the main thread a headstart on acquiring the locks in the resource loader part of the codebase..
|
|
Thread.Sleep(666);
|
|
|
|
while (true)
|
|
{
|
|
// Get next item
|
|
ImageData image = null;
|
|
lock(syncobject)
|
|
{
|
|
// Fetch next image to process
|
|
if(imageque.Count > 0)
|
|
image = imageque.Dequeue();
|
|
else
|
|
Monitor.Wait(syncobject);
|
|
}
|
|
|
|
image?.BackgroundLoadImage();
|
|
}
|
|
}
|
|
catch(ThreadInterruptedException) { }
|
|
}
|
|
|
|
internal void QueueLoadImage(ImageData img)
|
|
{
|
|
if(img.ImageState == ImageLoadState.None)
|
|
{
|
|
img.ImageState = ImageLoadState.Loading;
|
|
img.PreviewState = ImageLoadState.Loading;
|
|
lock (syncobject)
|
|
{
|
|
imageque.Enqueue(img);
|
|
Monitor.Pulse(syncobject);
|
|
}
|
|
}
|
|
}
|
|
|
|
internal void QueueLoadPreview(ImageData img)
|
|
{
|
|
if (img.PreviewState == ImageLoadState.None)
|
|
{
|
|
img.PreviewState = ImageLoadState.Loading;
|
|
lock (syncobject)
|
|
{
|
|
imageque.Enqueue(img);
|
|
Monitor.Pulse(syncobject);
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. This loads a model
|
|
internal bool ProcessModel(int type)
|
|
{
|
|
if(modeldefentries[type].LoadState != ModelLoadState.None) return true;
|
|
|
|
//create models
|
|
ModelReader.Load(modeldefentries[type], containers);
|
|
|
|
if(modeldefentries[type].Model != null)
|
|
{
|
|
modeldefentries[type].LoadState = ModelLoadState.Ready;
|
|
return true;
|
|
}
|
|
|
|
modeldefentries.Remove(type);
|
|
return false;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Palette
|
|
|
|
// This loads the PLAYPAL palette
|
|
private void LoadPalette()
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// Load palette
|
|
palette = containers[i].LoadPalette();
|
|
if(palette != null) break;
|
|
}
|
|
|
|
// Make empty palette when still no palette found
|
|
if(palette == null)
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "None of the loaded resources define a color palette. Did you forget to configure an IWAD for this game configuration?");
|
|
palette = new Playpal();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Colormaps
|
|
|
|
// This loads the colormaps
|
|
private int LoadColormaps(Dictionary<long, ImageData> list)
|
|
{
|
|
int counter = 0;
|
|
|
|
// Go for all opened containers
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Load colormaps
|
|
ICollection<ImageData> images = dr.LoadColormaps();
|
|
if(images != null)
|
|
{
|
|
// Go for all colormaps
|
|
foreach(ImageData img in images)
|
|
{
|
|
// Add or replace in flats list
|
|
list.Remove(img.LongName);
|
|
list.Add(img.LongName, img);
|
|
counter++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
// This returns a specific colormap stream
|
|
internal Stream GetColormapData(string pname)
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this flat?
|
|
Stream colormap = containers[i].GetColormapData(pname);
|
|
if(colormap != null) return colormap;
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Textures
|
|
|
|
// This loads the textures
|
|
private int LoadTextures(Dictionary<long, ImageData> list, Dictionary<long, long> nametranslation, Dictionary<string, TexturesParser> cachedparsers)
|
|
{
|
|
PatchNames pnames = new PatchNames();
|
|
int counter = 0;
|
|
|
|
// Go for all opened containers
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Load PNAMES info
|
|
// Note that pnames is NOT set to null in the loop
|
|
// because if a container has no pnames, the pnames
|
|
// of the previous (higher) container should be used.
|
|
PatchNames newpnames = dr.LoadPatchNames();
|
|
if(newpnames != null) pnames = newpnames;
|
|
|
|
// Load textures
|
|
IEnumerable<ImageData> images = dr.LoadTextures(pnames, cachedparsers);
|
|
if(images != null)
|
|
{
|
|
// Go for all textures
|
|
foreach(ImageData img in images)
|
|
{
|
|
// Add or replace in textures list
|
|
list[img.LongName] = img;
|
|
counter++;
|
|
|
|
//mxd. Also add as short name when texture name is longer than 8 chars
|
|
// Or remove when a wad image with short name overrides previously added
|
|
// resource image with long name
|
|
if(img.HasLongName)
|
|
{
|
|
long longshortname = Lump.MakeLongName(Path.GetFileNameWithoutExtension(img.Name), false);
|
|
nametranslation[longshortname] = img.LongName;
|
|
}
|
|
else if(img is TextureImage && nametranslation.ContainsKey(img.LongName))
|
|
{
|
|
nametranslation.Remove(img.LongName);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
// This returns a specific patch stream
|
|
internal Stream GetPatchData(string pname, bool longname, ref string patchlocation)
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i > -1; i--)
|
|
{
|
|
// This contain provides this patch?
|
|
Stream patch = containers[i].GetPatchData(pname, longname, ref patchlocation);
|
|
if(patch != null) return patch;
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
// This returns a specific texture stream
|
|
internal Stream GetTextureData(string pname, bool longname, ref string texturelocation)
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This container provides this patch?
|
|
Stream patch = containers[i].GetTextureData(pname, longname, ref texturelocation);
|
|
if(patch != null) return patch;
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
// This checks if a given texture is known
|
|
public bool GetTextureExists(string name)
|
|
{
|
|
return GetTextureExists(Lump.MakeLongName(name)); //mxd
|
|
}
|
|
|
|
// This checks if a given texture is known
|
|
public bool GetTextureExists(long longname)
|
|
{
|
|
return textures.ContainsKey(longname) || texturenamesshorttofull.ContainsKey(longname);
|
|
}
|
|
|
|
// This returns an image by string
|
|
public ImageData GetTextureImage(string name)
|
|
{
|
|
// Get the long name
|
|
long longname = Lump.MakeLongName(name);
|
|
return GetTextureImage(longname);
|
|
}
|
|
|
|
// This returns an image by long
|
|
public ImageData GetTextureImage(long longname)
|
|
{
|
|
// Does this texture exist?
|
|
if(textures.ContainsKey(longname)
|
|
&& (textures[longname] is TEXTURESImage || textures[longname] is HiResImage))
|
|
return textures[longname]; //TEXTURES and HiRes textures should still override regular ones...
|
|
if(texturenamesshorttofull.ContainsKey(longname)) return textures[texturenamesshorttofull[longname]]; //mxd
|
|
if(textures.ContainsKey(longname)) return textures[longname];
|
|
|
|
// Return null image
|
|
return unknownimage; //mxd
|
|
}
|
|
|
|
//mxd. This tries to find and load any image with given name
|
|
internal Bitmap GetTextureBitmap(string name) { Vector2D unused = new Vector2D(); return GetTextureBitmap(name, out unused); }
|
|
internal Bitmap GetTextureBitmap(string name, out Vector2D scale)
|
|
{
|
|
// Check the textures first...
|
|
ImageData img = GetTextureImage(name);
|
|
if(img is UnknownImage && !General.Map.Config.MixTexturesFlats)
|
|
img = GetFlatImage(name);
|
|
|
|
if(!(img is UnknownImage))
|
|
{
|
|
img.LoadImageNow();
|
|
if(!img.LoadFailed)
|
|
{
|
|
// HiResImage will not give us it's actual scale
|
|
Bitmap texture = img.GetSkyboxBitmap();
|
|
lock (texture)
|
|
{
|
|
scale = new Vector2D((float)img.Width / texture.Width, (float)img.Height / texture.Height);
|
|
}
|
|
return texture;
|
|
}
|
|
}
|
|
|
|
// Try to find any image...
|
|
scale = new Vector2D(1.0f, 1.0f);
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This container has a lump with given name?
|
|
if(containers[i] is PK3StructuredReader)
|
|
{
|
|
string foundname = ((PK3StructuredReader)containers[i]).FindFirstFile(name, true);
|
|
if(string.IsNullOrEmpty(foundname)) continue;
|
|
name = foundname;
|
|
}
|
|
else if(!(containers[i] is WADReader))
|
|
{
|
|
throw new NotImplementedException("Unsupported container type!");
|
|
}
|
|
|
|
if(!containers[i].FileExists(name)) continue;
|
|
MemoryStream mem = containers[i].LoadFile(name);
|
|
if(mem == null) continue;
|
|
|
|
// Is it an image?
|
|
Bitmap bitmap = ImageDataFormat.TryLoadImage(mem, ImageDataFormat.DOOMPICTURE, General.Map.Data.Palette);
|
|
if(bitmap != null) return bitmap;
|
|
}
|
|
|
|
// No such image found
|
|
return null;
|
|
}
|
|
|
|
//mxd
|
|
public string GetFullTextureName(string name)
|
|
{
|
|
if(string.IsNullOrEmpty(name)) return name;
|
|
if(Path.GetFileNameWithoutExtension(name) == name && name.Length > CLASIC_IMAGE_NAME_LENGTH)
|
|
name = name.Substring(0, CLASIC_IMAGE_NAME_LENGTH);
|
|
long hash = MurmurHash2.Hash(name.Trim().ToUpperInvariant());
|
|
|
|
if(textures.ContainsKey(hash) && (textures[hash] is TEXTURESImage || textures[hash] is HiResImage))
|
|
return textures[hash].Name; //TEXTURES and HiRes textures should still override regular ones...
|
|
if(texturenamesshorttofull.ContainsKey(hash)) return textures[texturenamesshorttofull[hash]].Name;
|
|
if(textures.ContainsKey(hash)) return textures[hash].Name;
|
|
return name;
|
|
}
|
|
|
|
//mxd
|
|
internal long GetFullLongTextureName(long hash)
|
|
{
|
|
if(textures.ContainsKey(hash) && (textures[hash] is TEXTURESImage || textures[hash] is HiResImage))
|
|
return hash; //TEXTURES and HiRes textures should still override regular ones...
|
|
return (General.Map.Config.UseLongTextureNames && texturenamesshorttofull.ContainsKey(hash) ? texturenamesshorttofull[hash] : hash);
|
|
}
|
|
|
|
//mxd
|
|
private void LoadInternalTextures()
|
|
{
|
|
missingtexture3d = LoadInternalTexture("MissingTexture3D.png");
|
|
unknowntexture3d = LoadInternalTexture("UnknownTexture3D.png");
|
|
thingtexture = LoadInternalTexture("ThingTexture2D.png");
|
|
hourglass3d = LoadInternalTexture("Hourglass3D.png");
|
|
crosshair = LoadInternalTexture("Crosshair.png");
|
|
crosshairbusy = LoadInternalTexture("CrosshairBusy.png");
|
|
|
|
thingtexture.UseColorCorrection = false;
|
|
}
|
|
|
|
//mxd
|
|
private static ImageData LoadInternalTexture(string name)
|
|
{
|
|
ImageData result;
|
|
string path = Path.Combine(General.TexturesPath, name);
|
|
if(File.Exists(path))
|
|
{
|
|
result = new FileImage(name, path) { AllowUnload = false };
|
|
result.LoadImageNow();
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Unable to load editor texture \"" + name + "\". Using built-in one instead.");
|
|
result = new ResourceImage("CodeImp.DoomBuilder.Resources." + name);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Flats
|
|
|
|
// This loads the flats
|
|
private int LoadFlats(Dictionary<long, ImageData> list, Dictionary<long, long> nametranslation, Dictionary<string, TexturesParser> cachedparsers)
|
|
{
|
|
int counter = 0;
|
|
|
|
// Go for all opened containers
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Load flats
|
|
IEnumerable<ImageData> images = dr.LoadFlats(cachedparsers);
|
|
if(images != null)
|
|
{
|
|
// Go for all flats
|
|
foreach(ImageData img in images)
|
|
{
|
|
// Add or replace in flats list
|
|
list[img.LongName] = img; //mxd
|
|
counter++;
|
|
|
|
//mxd. Also add as short name when texture name is longer than 8 chars
|
|
// Or remove when a wad image with short name overrides previously added
|
|
// resource image with long name
|
|
if(img.HasLongName)
|
|
{
|
|
long longshortname = Lump.MakeLongName(Path.GetFileNameWithoutExtension(img.Name), false);
|
|
nametranslation[longshortname] = img.LongName;
|
|
}
|
|
else if(img is FlatImage && nametranslation.ContainsKey(img.LongName))
|
|
{
|
|
nametranslation.Remove(img.LongName);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
// This returns a specific flat stream
|
|
internal Stream GetFlatData(string pname, bool longname, ref string flatlocation)
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this flat?
|
|
Stream flat = containers[i].GetFlatData(pname, longname, ref flatlocation);
|
|
if(flat != null) return flat;
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
// This checks if a flat is known
|
|
public bool GetFlatExists(string name)
|
|
{
|
|
return GetFlatExists(Lump.MakeLongName(name)); //mxd
|
|
}
|
|
|
|
// This checks if a flat is known
|
|
public bool GetFlatExists(long longname)
|
|
{
|
|
if (flats.ContainsKey(longname))
|
|
return true;
|
|
|
|
return flatnamesshorttofull.ContainsKey(longname);
|
|
}
|
|
|
|
// This returns an image by string
|
|
public ImageData GetFlatImage(string name)
|
|
{
|
|
// Get the long name
|
|
long longname = Lump.MakeLongName(name);
|
|
return GetFlatImage(longname);
|
|
}
|
|
|
|
// This returns an image by long
|
|
public ImageData GetFlatImage(long longname)
|
|
{
|
|
// Does this flat exist?
|
|
if(flats.ContainsKey(longname) && (flats[longname] is TEXTURESImage || flats[longname] is HiResImage))
|
|
return flats[longname]; //TEXTURES and HiRes flats should still override regular ones...
|
|
if(flatnamesshorttofull.ContainsKey(longname))
|
|
return flats[flatnamesshorttofull[longname]]; //mxd
|
|
if (flats.ContainsKey(longname))
|
|
return flats[longname];
|
|
|
|
// Return null image
|
|
return unknownimage; //mxd
|
|
}
|
|
|
|
// This returns an image by long and doesn't check if it exists
|
|
/*public ImageData GetFlatImageKnown(long longname)
|
|
{
|
|
// Return flat
|
|
return flatnamesshorttofull.ContainsKey(longname) ? flats[flatnamesshorttofull[longname]] : flats[longname]; //mxd
|
|
}*/
|
|
|
|
//mxd. Gets full flat name by short flat name
|
|
public string GetFullFlatName(string name)
|
|
{
|
|
if(Path.GetFileNameWithoutExtension(name) == name && name.Length > CLASIC_IMAGE_NAME_LENGTH)
|
|
name = name.Substring(0, CLASIC_IMAGE_NAME_LENGTH);
|
|
long hash = MurmurHash2.Hash(name.ToUpperInvariant());
|
|
|
|
if(flats.ContainsKey(hash) && (flats[hash] is TEXTURESImage || flats[hash] is HiResImage))
|
|
return flats[hash].Name; //TEXTURES and HiRes flats should still override regular ones...
|
|
if(flatnamesshorttofull.ContainsKey(hash)) return flats[flatnamesshorttofull[hash]].Name;
|
|
if(flats.ContainsKey(hash)) return flats[hash].Name;
|
|
return name;
|
|
}
|
|
|
|
//mxd
|
|
internal long GetFullLongFlatName(long hash)
|
|
{
|
|
if(flats.ContainsKey(hash) && (flats[hash] is TEXTURESImage || flats[hash] is HiResImage))
|
|
return hash; //TEXTURES and HiRes flats should still override regular ones...
|
|
return (General.Map.Config.UseLongTextureNames && flatnamesshorttofull.ContainsKey(hash) ? flatnamesshorttofull[hash] : hash);
|
|
}
|
|
|
|
//mxd
|
|
internal long GetShortLongFlatName(long hash)
|
|
{
|
|
return (flatnamesfulltoshort.ContainsKey(hash) ? flatnamesfulltoshort[hash] : hash);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== mxd. HiRes textures
|
|
|
|
// This loads the textures
|
|
private int LoadHiResTextures()
|
|
{
|
|
int counter = 0;
|
|
|
|
// Go for all opened containers
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
//mxd. Load HiRes texures
|
|
IEnumerable<HiResImage> hiresimages = dr.LoadHiResTextures();
|
|
if(hiresimages != null)
|
|
{
|
|
// Go for all textures
|
|
foreach(HiResImage img in hiresimages)
|
|
{
|
|
// Replace when HiRes image name exactly matches a regular texture name,
|
|
// or when regular texture filename is 8 or less chars long
|
|
//bool replaced = false;
|
|
|
|
// Replace texture?
|
|
long hash = GetFullLongTextureName(img.LongName);
|
|
if(textures.ContainsKey(hash) && (hash == img.LongName || Path.GetFileNameWithoutExtension(textures[hash].Name).Length <= CLASIC_IMAGE_NAME_LENGTH))
|
|
{
|
|
HiResImage replacer = new HiResImage(img);
|
|
replacer.ApplySettings(textures[hash]);
|
|
textures[img.LongName] = replacer;
|
|
//replaced = true;
|
|
|
|
counter++;
|
|
}
|
|
|
|
// Replace flat?
|
|
hash = GetFullLongFlatName(img.LongName);
|
|
if(flats.ContainsKey(hash) && (hash == img.LongName || Path.GetFileNameWithoutExtension(flats[hash].Name).Length <= CLASIC_IMAGE_NAME_LENGTH))
|
|
{
|
|
HiResImage replacer = new HiResImage(img);
|
|
replacer.ApplySettings(flats[hash]);
|
|
flats[img.LongName] = replacer;
|
|
//replaced = true;
|
|
|
|
counter++;
|
|
}
|
|
|
|
// Replace sprite?
|
|
if(sprites.ContainsKey(img.LongName))
|
|
{
|
|
HiResImage replacer = new HiResImage(img);
|
|
replacer.ApplySettings(sprites[img.LongName]);
|
|
sprites[img.LongName] = replacer;
|
|
//replaced = true;
|
|
|
|
counter++;
|
|
}
|
|
|
|
// We don't load any graphics and most of the sprites, so this can result in a ton of false warnings...
|
|
/*if(!replaced)
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "HiRes texture \"" + Path.Combine(dr.Location.GetDisplayName(), img.FilePathName.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar)) + "\" does not override any existing texture or flat.");
|
|
dr.TextureSet.AddTexture(img);
|
|
|
|
// Add to textures and flats
|
|
textures[img.LongName] = img;
|
|
flats[img.LongName] = img;
|
|
|
|
// Add to preview manager
|
|
previews.AddImage(img);
|
|
}
|
|
|
|
counter++;*/
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
//mxd. This returns a specific HiRes texture stream
|
|
internal Stream GetHiResTextureData(string name, ref string hireslocation)
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This container provides this texture?
|
|
Stream data = containers[i].GetHiResTextureData(name, ref hireslocation);
|
|
if(data != null) return data;
|
|
}
|
|
|
|
// No such patch texture
|
|
return null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Sprites
|
|
|
|
// This loads the hard defined sprites (not all the lumps, we do that on a need-to-know basis, see LoadThingSprites)
|
|
private int LoadSprites(Dictionary<string, TexturesParser> cachedparsers)
|
|
{
|
|
int counter = 0;
|
|
|
|
// Load all defined sprites. Note that we do not use all sprites,
|
|
// so we don't add them for previews just yet.
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Load sprites
|
|
IEnumerable<ImageData> images = dr.LoadSprites(cachedparsers);
|
|
if(images != null)
|
|
{
|
|
// Add or replace in sprites list
|
|
foreach(ImageData img in images)
|
|
{
|
|
sprites[img.LongName] = img;
|
|
counter++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
// This loads the sprites that we really need for things
|
|
private int LoadThingSprites()
|
|
{
|
|
//mxd. Get all sprite names
|
|
HashSet<string> spritenames = new HashSet<string>(StringComparer.Ordinal);
|
|
// [ZZ] in order to properly replace different rotation count, we need more complex processing here.
|
|
HashSet<string> loadedspritenames = new HashSet<string>(StringComparer.Ordinal);
|
|
for (int i = containers.Count-1; i >= 0; i--)
|
|
{
|
|
IEnumerable<string> result = containers[i].GetSpriteNames();
|
|
if (result != null)
|
|
{
|
|
// remove old sprites with this name
|
|
result = result.Where(str => !loadedspritenames.Contains(str.Substring(0, 4))); // only sprites that we still don't have. remember, reverse iteration!
|
|
// add new sprites with this name
|
|
spritenames.UnionWith(result);
|
|
// remember
|
|
foreach (string spr in result)
|
|
loadedspritenames.Add(spr.Substring(0, 4));
|
|
}
|
|
}
|
|
|
|
//mxd. Add sprites from sprites collection (because GetSpriteNames() doesn't return TEXTURES sprites)
|
|
foreach(ImageData data in sprites.Values)
|
|
if(WADReader.IsValidSpriteName(data.Name))
|
|
spritenames.Add(data.Name);
|
|
|
|
//mxd. Get names of all voxel models, which can be used "as is" (these do not require corresponding sprite to work)
|
|
HashSet<string> voxelnames = new HashSet<string>(StringComparer.Ordinal);
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
IEnumerable<string> result = dr.GetVoxelNames();
|
|
if(result != null) voxelnames.UnionWith(result);
|
|
}
|
|
|
|
// Go for all things
|
|
foreach(ThingTypeInfo ti in General.Map.Data.ThingTypes)
|
|
{
|
|
// Valid sprite name?
|
|
if(ti.Sprite.Length == 0 || ti.Sprite.Length > CLASIC_IMAGE_NAME_LENGTH) continue; //mxd
|
|
|
|
//mxd. Find all sprite angles
|
|
bool isvoxel = ti.SetupSpriteFrame(spritenames, voxelnames);
|
|
|
|
//mxd. Create voxel sprite?
|
|
if(isvoxel)
|
|
{
|
|
if(!sprites.ContainsKey(Lump.MakeLongName(ti.Sprite)))
|
|
{
|
|
// Make new voxel image
|
|
VoxelImage image = new VoxelImage(ti.Sprite, ti.Sprite);
|
|
|
|
// Add to collection
|
|
sprites.Add(image.LongName, image);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//mxd. Load all sprites
|
|
foreach(SpriteFrameInfo info in ti.SpriteFrame)
|
|
{
|
|
ImageData image = null;
|
|
|
|
// Sprite not in our collection yet?
|
|
if(!sprites.ContainsKey(info.SpriteLongName))
|
|
{
|
|
//mxd. Go for all opened containers
|
|
bool spritefound = false;
|
|
if(!string.IsNullOrEmpty(info.Sprite))
|
|
{
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This container provides this sprite?
|
|
if(containers[i].GetSpriteExists(info.Sprite))
|
|
{
|
|
spritefound = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(spritefound)
|
|
{
|
|
// Make new sprite image
|
|
image = new SpriteImage(info.Sprite);
|
|
|
|
// Add to collection
|
|
sprites.Add(info.SpriteLongName, image);
|
|
}
|
|
else
|
|
{
|
|
if (!ti.Optional)
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to find sprite lump \"" + info.Sprite + "\" used by actor \"" + ti.Title + "\":" + ti.Index + ". Forgot to include required resources?");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
image = sprites[info.SpriteLongName];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return sprites.Count;
|
|
}
|
|
|
|
// This returns a specific sprite stream
|
|
internal Stream GetSpriteData(string pname, ref string spritelocation)
|
|
{
|
|
if(!string.IsNullOrEmpty(pname))
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This container provides this sprite?
|
|
Stream spritedata = containers[i].GetSpriteData(pname, ref spritelocation);
|
|
if(spritedata != null)
|
|
return spritedata;
|
|
}
|
|
}
|
|
|
|
// No such sprite found
|
|
return null;
|
|
}
|
|
|
|
// This tests if a given sprite can be found
|
|
internal bool GetSpriteExists(string pname)
|
|
{
|
|
if(!string.IsNullOrEmpty(pname))
|
|
{
|
|
long longname = Lump.MakeLongName(pname);
|
|
if(sprites.ContainsKey(longname)) return true;
|
|
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this sprite?
|
|
if(containers[i].GetSpriteExists(pname)) return true;
|
|
}
|
|
}
|
|
|
|
// No such sprite found
|
|
return false;
|
|
}
|
|
|
|
// This loads the internal sprites
|
|
private void LoadInternalSprites()
|
|
{
|
|
// Add sprite icon files from directory
|
|
string name;
|
|
string[] files = Directory.GetFiles(General.SpritesPath, "*.png", SearchOption.TopDirectoryOnly);
|
|
internalspriteslookup = new Dictionary<string, long>(files.Length + 2); //mxd
|
|
foreach(string spritefile in files)
|
|
{
|
|
ImageData img = new FileImage(Path.GetFileNameWithoutExtension(spritefile).ToLowerInvariant(), spritefile);
|
|
img.LoadImageNow();
|
|
img.AllowUnload = false;
|
|
name = INTERNAL_PREFIX + img.Name;
|
|
long hash = Lump.MakeLongName(name, true); //mxd
|
|
sprites[hash] = img; //mxd
|
|
internalspriteslookup[name] = hash; //mxd
|
|
}
|
|
|
|
// Add some internal resources.
|
|
// mxd. Doesn't seem to be used anywhere
|
|
/*name = INTERNAL_PREFIX + "nothing";
|
|
if(!internalspriteslookup.ContainsKey(name))
|
|
{
|
|
ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.Nothing.png");
|
|
img.AllowUnload = false;
|
|
long hash = Lump.MakeLongName(name, true); //mxd
|
|
sprites[hash] = img; //mxd
|
|
internalspriteslookup[name] = hash; //mxd
|
|
}*/
|
|
|
|
name = INTERNAL_PREFIX + "unknownthing";
|
|
UNKNOWN_THING = Lump.MakeLongName(name, true);
|
|
if(!internalspriteslookup.ContainsKey(name))
|
|
{
|
|
ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.UnknownThing.png");
|
|
img.AllowUnload = false;
|
|
sprites[UNKNOWN_THING] = img; //mxd
|
|
internalspriteslookup[name] = UNKNOWN_THING; //mxd
|
|
}
|
|
|
|
//mxd
|
|
name = INTERNAL_PREFIX + "missingthing";
|
|
MISSING_THING = Lump.MakeLongName(name, true);
|
|
if(!internalspriteslookup.ContainsKey(name))
|
|
{
|
|
ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.MissingThing.png");
|
|
img.AllowUnload = false;
|
|
sprites[MISSING_THING] = img; //mxd
|
|
internalspriteslookup[name] = MISSING_THING; //mxd
|
|
}
|
|
}
|
|
|
|
// This returns an image by name
|
|
public ImageData GetSpriteImage(string name)
|
|
{
|
|
// Is this referring to an internal sprite image?
|
|
if((name.Length > INTERNAL_PREFIX.Length) && name.ToLowerInvariant().StartsWith(INTERNAL_PREFIX))
|
|
{
|
|
// Get the internal sprite
|
|
string internalname = name.ToLowerInvariant();
|
|
if(internalspriteslookup.ContainsKey(internalname)) //mxd
|
|
return sprites[internalspriteslookup[internalname]];
|
|
|
|
ImageData img = sprites[UNKNOWN_THING]; //mxd
|
|
if (img != null)
|
|
{
|
|
img.UsedInMap = true;
|
|
}
|
|
return img;
|
|
}
|
|
else
|
|
{
|
|
// Get the long name
|
|
long longname = Lump.MakeLongName(name);
|
|
|
|
// Sprite already loaded?
|
|
if(sprites.ContainsKey(longname))
|
|
{
|
|
// Return exiting sprite
|
|
ImageData img = sprites[longname];
|
|
if (img != null)
|
|
{
|
|
img.UsedInMap = true;
|
|
}
|
|
return img;
|
|
}
|
|
else
|
|
{
|
|
//mxd. Go for all opened containers
|
|
bool spritefound = false;
|
|
if(!string.IsNullOrEmpty(name))
|
|
{
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this sprite?
|
|
if(containers[i].GetSpriteExists(name))
|
|
{
|
|
spritefound = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Found anything?
|
|
if(spritefound)
|
|
{
|
|
// Make new sprite image
|
|
SpriteImage image = new SpriteImage(name);
|
|
|
|
// Add to collection
|
|
sprites.Add(longname, image);
|
|
|
|
// Return result
|
|
if (image != null)
|
|
{
|
|
image.UsedInMap = true;
|
|
}
|
|
return image;
|
|
}
|
|
else //mxd
|
|
{
|
|
ImageData img = string.IsNullOrEmpty(name) ? sprites[UNKNOWN_THING] : sprites[MISSING_THING];
|
|
|
|
// Add to collection
|
|
sprites.Add(longname, img);
|
|
|
|
// Return image
|
|
if (img != null)
|
|
{
|
|
img.UsedInMap = true;
|
|
}
|
|
return img;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. Returns all sprite names, which start with given string
|
|
internal IEnumerable<string> GetSpriteNames()
|
|
{
|
|
HashSet<string> result = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
|
|
|
|
foreach(DataReader reader in containers)
|
|
result.UnionWith(reader.GetSpriteNames());
|
|
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== mxd. Voxels
|
|
|
|
// This returns a specific voxel stream
|
|
internal Stream GetVoxelData(string pname, ref string voxellocation)
|
|
{
|
|
if(!string.IsNullOrEmpty(pname))
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This container provides this sprite?
|
|
Stream spritedata = containers[i].GetVoxelData(pname, ref voxellocation);
|
|
if(spritedata != null) return spritedata;
|
|
}
|
|
}
|
|
|
|
// No such voxel found
|
|
return null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Things
|
|
|
|
private void LoadZScriptThings()
|
|
{
|
|
// Create new parser
|
|
zscript = new ZScriptParser { OnInclude = LoadZScriptFromLocation };
|
|
|
|
// Only load these when the game configuration supports the use of decorate
|
|
if (!string.IsNullOrEmpty(General.Map.Config.DecorateGames))
|
|
{
|
|
// Go for all opened containers
|
|
foreach (DataReader dr in containers)
|
|
{
|
|
// Load Decorate info cumulatively (the last Decorate is added to the previous)
|
|
// I'm not sure if this is the right thing to do though.
|
|
currentreader = dr;
|
|
IEnumerable<TextResourceData> streams = dr.GetDecorateData("ZSCRIPT");
|
|
foreach (TextResourceData data in streams)
|
|
{
|
|
// Parse the data
|
|
data.Stream.Seek(0, SeekOrigin.Begin);
|
|
zscript.Parse(data, true);
|
|
|
|
//mxd. DECORATE lumps are interdepandable. Can't carry on...
|
|
if (zscript.HasError)
|
|
{
|
|
zscript.LogError();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
zscript.Finalize();
|
|
if (zscript.HasError)
|
|
zscript.LogError();
|
|
|
|
//mxd. Add to text resources collection
|
|
scriptresources[zscript.ScriptType] = new HashSet<ScriptResource>(zscript.ScriptResources.Values);
|
|
currentreader = null;
|
|
}
|
|
|
|
if (zscript.HasError)
|
|
zscript.ClearActors();
|
|
}
|
|
|
|
// This loads the things from Decorate
|
|
private void LoadDecorateThings()
|
|
{
|
|
// Create new parser
|
|
decorate = new DecorateParser(zscript.AllActorsByClass) { OnInclude = LoadDecorateFromLocation };
|
|
|
|
// Only load these when the game configuration supports the use of decorate
|
|
if(!string.IsNullOrEmpty(General.Map.Config.DecorateGames))
|
|
{
|
|
// Go for all opened containers
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Load Decorate info cumulatively (the last Decorate is added to the previous)
|
|
// I'm not sure if this is the right thing to do though.
|
|
currentreader = dr;
|
|
IEnumerable<TextResourceData> decostreams = dr.GetDecorateData("DECORATE");
|
|
foreach(TextResourceData data in decostreams)
|
|
{
|
|
// Parse the data
|
|
data.Stream.Seek(0, SeekOrigin.Begin);
|
|
decorate.Parse(data, true);
|
|
|
|
//mxd. DECORATE lumps are interdepandable. Can't carry on...
|
|
if(decorate.HasError)
|
|
{
|
|
decorate.LogError();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. Add to text resources collection
|
|
scriptresources[decorate.ScriptType] = new HashSet<ScriptResource>(decorate.ScriptResources.Values);
|
|
currentreader = null;
|
|
}
|
|
|
|
if (decorate.HasError)
|
|
decorate.ClearActors();
|
|
}
|
|
|
|
// [ZZ] this retrieves ZDoom actor structure by class name.
|
|
public ActorStructure GetZDoomActor(string classname)
|
|
{
|
|
classname = classname.ToLowerInvariant();
|
|
ActorStructure outv;
|
|
if (!zdoomclasses.TryGetValue(classname, out outv))
|
|
return null;
|
|
return outv;
|
|
}
|
|
|
|
// [ZZ] this merges in the parsed actor lists from zscript+decorate using the original DECORATE merging code
|
|
private int ApplyZDoomThings(Dictionary<int, string> spawnnumsoverride, Dictionary<int, string> doomednumsoverride)
|
|
{
|
|
int counter = 0;
|
|
|
|
/////////////// ====================== DAMAGETYPES
|
|
//mxd. Create DamageTypes list
|
|
// Combine damage types from config and decorate
|
|
HashSet<string> dtset = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
|
|
dtset.UnionWith(General.Map.Config.DamageTypes);
|
|
if (!decorate.HasError) dtset.UnionWith(decorate.DamageTypes);
|
|
|
|
// Sort values
|
|
List<string> dtypes = new List<string>(dtset);
|
|
dtypes.Sort();
|
|
|
|
// Apply to collection
|
|
damagetypes = new string[dtypes.Count];
|
|
dtypes.CopyTo(damagetypes);
|
|
/////////////// ====================== /DAMAGETYPES
|
|
|
|
// Step 0. Create ThingTypeInfo by classname collection...
|
|
Dictionary<string, ThingTypeInfo> thingtypesbyclass = new Dictionary<string, ThingTypeInfo>(thingtypes.Count, StringComparer.OrdinalIgnoreCase);
|
|
foreach (ThingTypeInfo info in thingtypes.Values)
|
|
if (!string.IsNullOrEmpty(info.ClassName)) thingtypesbyclass[info.ClassName] = info;
|
|
|
|
// [ZZ] create combined array of actors to process.
|
|
IEnumerable<ActorStructure> mergedActors = zscript.Actors.Union(decorate.Actors);
|
|
IEnumerable<ActorStructure> mergedAllActors = zscript.AllActors.Union(decorate.AllActors);
|
|
Dictionary<string, ActorStructure> mergedActorsByClass = decorate.ActorsByClass.Concat(zscript.ActorsByClass.Where(x => !decorate.ActorsByClass.ContainsKey(x.Key))).ToDictionary(k => k.Key, v => v.Value);
|
|
Dictionary<string, ActorStructure> mergedAllActorsByClass = decorate.AllActorsByClass.Concat(zscript.AllActorsByClass.Where(x => !decorate.AllActorsByClass.ContainsKey(x.Key))).ToDictionary(k => k.Key, v => v.Value);
|
|
zdoomclasses = mergedAllActorsByClass;
|
|
|
|
// Step 1. Go for all actors in the decorate to make things or update things
|
|
foreach (ActorStructure actor in mergedActors)
|
|
{
|
|
//mxd. Apply "replaces" DECORATE override...
|
|
if (!string.IsNullOrEmpty(actor.ReplacesClass) && thingtypesbyclass.ContainsKey(actor.ReplacesClass))
|
|
{
|
|
// Update info
|
|
thingtypesbyclass[actor.ReplacesClass].ModifyByDecorateActor(actor);
|
|
|
|
// Count
|
|
counter++;
|
|
}
|
|
// Check if we want to add this actor
|
|
else if (actor.DoomEdNum > 0)
|
|
{
|
|
// Check if we can find this thing in our existing collection
|
|
if (thingtypes.ContainsKey(actor.DoomEdNum))
|
|
{
|
|
// Update the thing
|
|
thingtypes[actor.DoomEdNum].ModifyByDecorateActor(actor);
|
|
}
|
|
else
|
|
{
|
|
// Find the category to put the actor in
|
|
ThingCategory cat = GetThingCategory(null, thingcategories, GetCategoryInfo(actor)); //mxd
|
|
|
|
// Add new thing
|
|
ThingTypeInfo t = new ThingTypeInfo(cat, actor);
|
|
cat.AddThing(t);
|
|
thingtypes.Add(t.Index, t);
|
|
}
|
|
|
|
// Count
|
|
counter++;
|
|
}
|
|
}
|
|
|
|
//mxd. Step 2. Apply DoomEdNum MAPINFO overrides, remove actors disabled in MAPINFO
|
|
if (doomednumsoverride.Count > 0)
|
|
{
|
|
List<int> toremove = new List<int>();
|
|
foreach (KeyValuePair<int, string> group in doomednumsoverride)
|
|
{
|
|
// Remove thing from the list?
|
|
if (group.Value == "none")
|
|
{
|
|
toremove.Add(group.Key);
|
|
continue;
|
|
}
|
|
|
|
// Skip if already added.
|
|
if (thingtypes.ContainsKey(group.Key) && thingtypes[group.Key].ClassName.ToLowerInvariant() == group.Value)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Try to find the actor...
|
|
ActorStructure actor = null;
|
|
|
|
//... in ActorsByClass
|
|
if (mergedActorsByClass.ContainsKey(group.Value))
|
|
{
|
|
actor = mergedActorsByClass[group.Value];
|
|
}
|
|
// Try finding in ArchivedActors
|
|
else if (mergedAllActorsByClass.ContainsKey(group.Value))
|
|
{
|
|
actor = mergedAllActorsByClass[group.Value];
|
|
}
|
|
|
|
if (actor != null)
|
|
{
|
|
// Find the category to put the actor in
|
|
ThingCategory cat = GetThingCategory(null, thingcategories, GetCategoryInfo(actor)); //mxd
|
|
|
|
// Add a new ThingTypeInfo, replacing already existing one if necessary
|
|
ThingTypeInfo info = new ThingTypeInfo(cat, actor, group.Key);
|
|
thingtypes[group.Key] = info;
|
|
cat.AddThing(info);
|
|
}
|
|
// Check thingtypes...
|
|
else if (thingtypesbyclass.ContainsKey(group.Value))
|
|
{
|
|
ThingTypeInfo t = new ThingTypeInfo(group.Key, thingtypesbyclass[group.Value]);
|
|
|
|
// Add new thing, replacing already existing one if necessary
|
|
t.Category.AddThing(t);
|
|
thingtypes[group.Key] = t;
|
|
}
|
|
// Loudly give up...
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Failed to apply MAPINFO DoomEdNum override \"" + group.Key + " = " + group.Value + "\": failed to find corresponding actor class...");
|
|
}
|
|
}
|
|
|
|
// Remove items
|
|
foreach (int id in toremove)
|
|
{
|
|
if (thingtypes.ContainsKey(id))
|
|
{
|
|
thingtypes[id].Category.RemoveThing(thingtypes[id]);
|
|
thingtypes.Remove(id);
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. Step 3. Gather DECORATE SpawnIDs
|
|
Dictionary<int, EnumItem> configspawnnums = new Dictionary<int, EnumItem>();
|
|
|
|
// Update or create the main enums list
|
|
if (General.Map.Config.Enums.ContainsKey("spawnthing"))
|
|
{
|
|
foreach (EnumItem item in General.Map.Config.Enums["spawnthing"])
|
|
configspawnnums.Add(item.GetIntValue(), item);
|
|
}
|
|
|
|
bool spawnidschanged = false;
|
|
foreach (ActorStructure actor in mergedActors)
|
|
{
|
|
int spawnid = actor.GetPropertyValueInt("spawnid", 0);
|
|
if (spawnid != 0)
|
|
{
|
|
configspawnnums[spawnid] = new EnumItem(spawnid.ToString(), (actor.HasPropertyWithValue("$title") ? actor.GetPropertyAllValues("$title") : actor.ClassName));
|
|
spawnidschanged = true;
|
|
}
|
|
}
|
|
|
|
//mxd. Step 4. Update SpawnNums using MAPINFO overrides
|
|
if (spawnnumsoverride.Count > 0)
|
|
{
|
|
// Modify by MAPINFO data
|
|
foreach (KeyValuePair<int, string> group in spawnnumsoverride)
|
|
configspawnnums[group.Key] = new EnumItem(group.Key.ToString(), (thingtypes.ContainsKey(group.Key) ? thingtypes[group.Key].Title : group.Value));
|
|
|
|
spawnidschanged = true;
|
|
}
|
|
|
|
if (spawnidschanged)
|
|
{
|
|
// Update the main collection
|
|
EnumList newenums = new EnumList();
|
|
newenums.AddRange(configspawnnums.Values);
|
|
newenums.Sort((a, b) => a.Title.CompareTo(b.Title));
|
|
General.Map.Config.Enums["spawnthing"] = newenums;
|
|
|
|
// Update all ArgumentInfos...
|
|
foreach (ThingTypeInfo info in thingtypes.Values)
|
|
{
|
|
foreach (ArgumentInfo ai in info.Args)
|
|
if (ai.Enum.Name == "spawnthing") ai.Enum = newenums;
|
|
}
|
|
|
|
foreach (LinedefActionInfo info in General.Map.Config.LinedefActions.Values)
|
|
{
|
|
foreach (ArgumentInfo ai in info.Args)
|
|
if (ai.Enum.Name == "spawnthing") ai.Enum = newenums;
|
|
}
|
|
}
|
|
|
|
return counter;
|
|
}
|
|
|
|
//mxd
|
|
private static ThingCategory GetThingCategory(ThingCategory parent, List<ThingCategory> categories, DecorateCategoryInfo catinfo)
|
|
{
|
|
// Find the category to put the actor in
|
|
ThingCategory cat = null;
|
|
string catname = (catinfo.Category.Count > 0 ? catinfo.Category[0].Trim().ToLowerInvariant() : string.Empty); //catnames[0].ToLowerInvariant().Trim();
|
|
if(string.IsNullOrEmpty(catname)) catname = "custom";
|
|
|
|
// First search by Title...
|
|
foreach(ThingCategory c in categories)
|
|
{
|
|
if(string.Equals(c.Title, catname, StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
cat = c;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Make full name
|
|
if(parent != null) catname = parent.Name.ToLowerInvariant() + "." + catname;
|
|
|
|
//...then - by Name
|
|
if(cat == null)
|
|
{
|
|
foreach(ThingCategory c in categories)
|
|
{
|
|
if(string.Equals(c.Name, catname, StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
cat = c;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make the category if needed
|
|
if(cat == null)
|
|
{
|
|
string cattitle = (catinfo.Category.Count > 0 ? catinfo.Category[0].Trim() : string.Empty);
|
|
if(string.IsNullOrEmpty(cattitle)) cattitle = "User-defined";
|
|
cat = new ThingCategory(parent, catname, cattitle, catinfo);
|
|
categories.Add(cat); // ^.^
|
|
}
|
|
|
|
// Still have subcategories?
|
|
if(catinfo.Category.Count > 1)
|
|
{
|
|
catinfo.Category.RemoveAt(0);
|
|
return GetThingCategory(cat, cat.Children, catinfo);
|
|
}
|
|
|
|
return cat;
|
|
}
|
|
|
|
//mxd
|
|
private static DecorateCategoryInfo GetCategoryInfo(ActorStructure actor)
|
|
{
|
|
string catname = ZDTextParser.StripQuotes(actor.GetPropertyAllValues("$category")).Trim();
|
|
|
|
DecorateCategoryInfo catinfo = new DecorateCategoryInfo();
|
|
if(string.IsNullOrEmpty(catname))
|
|
{
|
|
if(actor.CategoryInfo != null)
|
|
{
|
|
catinfo.Category = new List<string>(actor.CategoryInfo.Category);
|
|
catinfo.Properties = new Dictionary<string, List<string>>(actor.CategoryInfo.Properties);
|
|
}
|
|
else
|
|
{
|
|
catinfo.Category = new List<string> { "User-defined" };
|
|
}
|
|
}
|
|
else
|
|
{
|
|
catinfo.Category = catname.Split(CATEGORY_SPLITTER, StringSplitOptions.RemoveEmptyEntries).ToList(); //mxd
|
|
}
|
|
|
|
return catinfo;
|
|
}
|
|
|
|
// This loads Decorate data from a specific file or lump name
|
|
private void LoadDecorateFromLocation(DecorateParser parser, string location)
|
|
{
|
|
//General.WriteLogLine("Including DECORATE resource '" + location + "'...");
|
|
IEnumerable<TextResourceData> decostreams = currentreader.GetDecorateData(location);
|
|
foreach(TextResourceData data in decostreams)
|
|
{
|
|
// Parse this data
|
|
parser.Parse(data, false);
|
|
|
|
//mxd. DECORATE lumps are interdepandable. Can't carry on...
|
|
if(parser.HasError)
|
|
{
|
|
parser.LogError();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void LoadZScriptFromLocation(ZScriptParser parser, string location)
|
|
{
|
|
IEnumerable<TextResourceData> streams = currentreader.GetZScriptData(location);
|
|
foreach (TextResourceData data in streams)
|
|
{
|
|
// Parse this data
|
|
parser.Parse(data, false);
|
|
|
|
//mxd. DECORATE lumps are interdepandable. Can't carry on...
|
|
if (parser.HasError)
|
|
{
|
|
parser.LogError();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// This loads MODELDEF data from a specific file or lump name
|
|
private void LoadModeldefFromLocation(ModeldefParser parser, string location)
|
|
{
|
|
IEnumerable<TextResourceData> streams = currentreader.GetModeldefData(location);
|
|
foreach (TextResourceData data in streams)
|
|
{
|
|
// Parse this data
|
|
parser.Parse(data, false);
|
|
|
|
//mxd. DECORATE lumps are interdepandable. Can't carry on...
|
|
if (parser.HasError)
|
|
{
|
|
parser.LogError();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// This gets thing information by index
|
|
public ThingTypeInfo GetThingInfo(int thingtype)
|
|
{
|
|
// Index in config?
|
|
if(thingtypes.ContainsKey(thingtype))
|
|
{
|
|
// Return from config
|
|
return thingtypes[thingtype];
|
|
}
|
|
|
|
// Create unknown thing info
|
|
return new ThingTypeInfo(thingtype);
|
|
}
|
|
|
|
// This gets thing information by index
|
|
// Returns null when thing type info could not be found
|
|
public ThingTypeInfo GetThingInfoEx(int thingtype)
|
|
{
|
|
// Index in config?
|
|
if(thingtypes.ContainsKey(thingtype))
|
|
{
|
|
// Return from config
|
|
return thingtypes[thingtype];
|
|
}
|
|
|
|
// No such thing type known
|
|
return null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== mxd. Modeldef, Voxeldef, Gldefs, Mapinfo
|
|
|
|
//mxd. This creates <Actor Class, Thing.Type> dictionary. Should be called after all DECORATE actors are parsed
|
|
private Dictionary<string, int> CreateActorsByClassList()
|
|
{
|
|
Dictionary<string, int> actors = new Dictionary<string, int>(StringComparer.OrdinalIgnoreCase);
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return actors;
|
|
|
|
//read our new shiny ClassNames for default game things
|
|
foreach(KeyValuePair<int, ThingTypeInfo> ti in thingtypes)
|
|
{
|
|
if(!string.IsNullOrEmpty(ti.Value.ClassName))
|
|
{
|
|
if(actors.ContainsKey(ti.Value.ClassName) && actors[ti.Value.ClassName] != ti.Key)
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Actor \"" + ti.Value.ClassName + "\" has several editor numbers (" + actors[ti.Value.ClassName] + " and " + ti.Key + "). Only the last one will be used.");
|
|
actors[ti.Value.ClassName] = ti.Key;
|
|
}
|
|
}
|
|
|
|
if(actors.Count == 0)
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Unable to find any DECORATE actor definitions!");
|
|
|
|
return actors;
|
|
}
|
|
|
|
//mxd
|
|
public void ReloadModeldef()
|
|
{
|
|
if(modeldefentries != null)
|
|
foreach(ModelData md in modeldefentries.Values) md.Dispose();
|
|
|
|
// Bail out when not supported by current game configuration
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return;
|
|
|
|
General.MainWindow.DisplayStatus(StatusType.Busy, "Reloading model definitions...");
|
|
LoadModeldefs(CreateActorsByClassList());
|
|
|
|
General.MainWindow.DisplayStatus(StatusType.Busy, "Reloading voxel definitions...");
|
|
LoadVoxels();
|
|
|
|
foreach(Thing t in General.Map.Map.Things) t.UpdateCache();
|
|
|
|
// Rebuild geometry if in Visual mode
|
|
if(General.Editing.Mode != null && General.Editing.Mode.GetType().Name == "BaseVisualMode")
|
|
{
|
|
General.Editing.Mode.OnReloadResources();
|
|
}
|
|
|
|
General.MainWindow.DisplayReady();
|
|
}
|
|
|
|
//mxd
|
|
public void ReloadGldefs()
|
|
{
|
|
// Bail out when not supported by current game configuration
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return;
|
|
|
|
General.MainWindow.DisplayStatus(StatusType.Busy, "Reloading GLDEFS...");
|
|
|
|
try
|
|
{
|
|
LoadGldefs(CreateActorsByClassList());
|
|
}
|
|
catch(ArgumentNullException)
|
|
{
|
|
MessageBox.Show("GLDEFS reload failed. Try using 'Reload Resources' instead.\nCheck 'Errors and Warnings' window for more details.");
|
|
General.MainWindow.DisplayReady();
|
|
return;
|
|
}
|
|
|
|
// Rebuild skybox texture
|
|
SetupSkybox();
|
|
|
|
// Rebuild geometry if in Visual mode
|
|
if(General.Editing.Mode != null && General.Editing.Mode.GetType().Name == "BaseVisualMode")
|
|
{
|
|
General.Editing.Mode.OnReloadResources();
|
|
}
|
|
|
|
General.MainWindow.DisplayReady();
|
|
}
|
|
|
|
//mxd. This parses modeldefs. Should be called after all DECORATE actors are parsed
|
|
private void LoadModeldefs(Dictionary<string, int> actorsbyclass)
|
|
{
|
|
// Abort if no classnames are defined in DECORATE or game config...
|
|
if(actorsbyclass.Count == 0) return;
|
|
|
|
ModeldefParser parser = new ModeldefParser(actorsbyclass) { OnInclude = LoadModeldefFromLocation };
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
|
|
IEnumerable<TextResourceData> streams = dr.GetTextLumpData(ScriptType.MODELDEF, false, true);
|
|
foreach(TextResourceData data in streams)
|
|
{
|
|
// Parse the data
|
|
parser.Parse(data, true);
|
|
|
|
// Modeldefs are independable, so parsing fail in one file should not affect the others
|
|
if(parser.HasError) parser.LogError();
|
|
}
|
|
}
|
|
|
|
// Add to text resources collection
|
|
scriptresources[parser.ScriptType] = new HashSet<ScriptResource>(parser.ScriptResources.Values);
|
|
currentreader = null;
|
|
|
|
foreach(KeyValuePair<string, ModelData> e in parser.Entries)
|
|
{
|
|
if(actorsbyclass.ContainsKey(e.Key))
|
|
modeldefentries[actorsbyclass[e.Key]] = parser.Entries[e.Key];
|
|
else if(!decorate.ActorsByClass.ContainsKey(e.Key))
|
|
General.ErrorLogger.Add(ErrorType.Warning, "MODELDEF model \"" + e.Key + "\" doesn't match any Decorate actor class");
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
private void LoadVoxels()
|
|
{
|
|
// Bail out when not supported by current game configuration
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return;
|
|
|
|
// Go for all things
|
|
Dictionary<string, List<int>> allsprites = new Dictionary<string, List<int>>(StringComparer.Ordinal);
|
|
foreach(ThingTypeInfo ti in thingtypes.Values)
|
|
{
|
|
// Valid sprite name?
|
|
if(string.IsNullOrEmpty(ti.Sprite) || ti.Sprite.Length > CLASIC_IMAGE_NAME_LENGTH) continue;
|
|
if(!allsprites.ContainsKey(ti.Sprite)) allsprites.Add(ti.Sprite, new List<int>());
|
|
allsprites[ti.Sprite].Add(ti.Index);
|
|
}
|
|
|
|
VoxeldefParser parser = new VoxeldefParser();
|
|
HashSet<string> processed = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
|
|
|
|
// Parse VOXLEDEF
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
|
|
IEnumerable<TextResourceData> streams = dr.GetTextLumpData(ScriptType.VOXELDEF, false, false);
|
|
foreach(TextResourceData data in streams)
|
|
{
|
|
if(parser.Parse(data, true))
|
|
{
|
|
foreach(KeyValuePair<string, ModelData> entry in parser.Entries)
|
|
{
|
|
foreach(KeyValuePair<string, List<int>> sc in allsprites)
|
|
{
|
|
if(sc.Key.StartsWith(entry.Key, StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
foreach(int id in sc.Value) modeldefentries[id] = entry.Value;
|
|
processed.Add(sc.Key);
|
|
|
|
// Create preview image if it doesn't exist...
|
|
ImageData sprite = GetSpriteImage(sc.Key);
|
|
if(sprite == null)
|
|
{
|
|
// Make new voxel image
|
|
sprite = new VoxelImage(sc.Key, entry.Value.ModelNames[0]);
|
|
|
|
// Add to collection
|
|
sprites.Add(sprite.LongName, sprite);
|
|
}
|
|
|
|
// Apply VOXELDEF settings to the preview image...
|
|
VoxelImage vi = sprite as VoxelImage;
|
|
if(vi != null)
|
|
{
|
|
vi.AngleOffset = (int)Math.Round(entry.Value.AngleOffset);
|
|
vi.OverridePalette = entry.Value.OverridePalette;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Report errors?
|
|
if(parser.HasError) parser.LogError();
|
|
}
|
|
}
|
|
|
|
// Add to text resources collection
|
|
scriptresources[parser.ScriptType] = new HashSet<ScriptResource>(parser.ScriptResources.Values);
|
|
currentreader = null;
|
|
|
|
// Get voxel models
|
|
foreach(KeyValuePair<string, List<int>> sc in allsprites)
|
|
{
|
|
if(processed.Contains(sc.Key)) continue;
|
|
|
|
VoxelImage vi = GetSpriteImage(sc.Key) as VoxelImage;
|
|
if(vi != null)
|
|
{
|
|
// It's a model without a definition, and it corresponds to a sprite we can display, so let's add it
|
|
ModelData data = new ModelData { IsVoxel = true };
|
|
data.ModelNames.Add(vi.VoxelName);
|
|
|
|
foreach(int id in sc.Value) modeldefentries[id] = data;
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. This parses gldefs. Should be called after all DECORATE actors are parsed
|
|
private void LoadGldefs(Dictionary<string, int> actorsbyclass)
|
|
{
|
|
// Skip if no actors defined in DECORATE or game config...
|
|
if(actorsbyclass.Count == 0) return;
|
|
|
|
GldefsParser parser = new GldefsParser { OnInclude = ParseFromLocation };
|
|
|
|
// Load gldefs from resources
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
if(parser.HasError) break;
|
|
|
|
currentreader = dr;
|
|
parser.ClearIncludesList();
|
|
IEnumerable<TextResourceData> streams = dr.GetGldefsData(General.Map.Config.BaseGame);
|
|
|
|
foreach(TextResourceData data in streams)
|
|
{
|
|
parser.Parse(data, false);
|
|
|
|
// Gldefs can be interdependable. Can't carry on
|
|
if(parser.HasError)
|
|
{
|
|
parser.LogError();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. Add to text resources collection
|
|
scriptresources[parser.ScriptType] = new HashSet<ScriptResource>(parser.ScriptResources.Values);
|
|
currentreader = null;
|
|
|
|
//mxd. Abort on errors, but after adding parsed text resources
|
|
if(parser.HasError) return;
|
|
|
|
// Create Gldefs Entries dictionary
|
|
foreach(KeyValuePair<string, string> e in parser.Objects) //<ClassName, Light name>
|
|
{
|
|
// Check if we have decorate actor and light definition for given ClassName
|
|
//INFO: objects without corresponding actors are already reported by the parser
|
|
if(actorsbyclass.ContainsKey(e.Key))
|
|
{
|
|
if(parser.LightsByName.ContainsKey(e.Value))
|
|
{
|
|
gldefsentries[actorsbyclass[e.Key]] = parser.LightsByName[e.Value];
|
|
}
|
|
else
|
|
{
|
|
//INFO: Lights CAN be defiend after Objects, so we can't perform any object->light matching checks while parsing
|
|
General.ErrorLogger.Add(ErrorType.Error, "GLDEFS object \"" + e.Key + "\" references undefined light \"" + e.Value + "\"");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Apply dynamic lights defined using Light() state expression
|
|
foreach(ThingTypeInfo info in thingtypes.Values)
|
|
{
|
|
if(string.IsNullOrEmpty(info.LightName)) continue;
|
|
if(parser.LightsByName.ContainsKey(info.LightName))
|
|
gldefsentries[info.Index] = parser.LightsByName[info.LightName];
|
|
else
|
|
General.ErrorLogger.Add(ErrorType.Error, "Actor \"" + info.Title + "\":" + info.Index + " references undefined light \"" + info.LightName + "\"");
|
|
}
|
|
|
|
// Grab them glowy flats!
|
|
glowingflats = parser.GlowingFlats;
|
|
|
|
// And skyboxes
|
|
skyboxes = parser.Skyboxes;
|
|
}
|
|
|
|
//mxd. This updates mapinfo class only
|
|
internal void ReloadMapInfoPartial()
|
|
{
|
|
Dictionary<int, string> spawnnums, doomednums;
|
|
LoadMapInfo(out spawnnums, out doomednums);
|
|
}
|
|
|
|
//mxd. This loads (Z)MAPINFO
|
|
private void LoadMapInfo(out Dictionary<int, string> spawnnums, out Dictionary<int, string> doomednums)
|
|
{
|
|
MapinfoParser parser = new MapinfoParser { OnInclude = ParseFromLocation };
|
|
|
|
// Parse mapinfo
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
IEnumerable<TextResourceData> streams = dr.GetMapinfoData();
|
|
|
|
foreach(TextResourceData data in streams)
|
|
{
|
|
// Parse the data
|
|
parser.Parse(data, General.Map.Options.LevelName, false);
|
|
|
|
//MAPINFO lumps are interdependable. Can't carry on...
|
|
if(parser.HasError)
|
|
{
|
|
parser.LogError();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!parser.HasError)
|
|
{
|
|
// Store parsed data
|
|
spawnnums = parser.SpawnNums;
|
|
doomednums = parser.DoomEdNums;
|
|
mapinfo = parser.MapInfo;
|
|
}
|
|
else
|
|
{
|
|
// No nulls allowed!
|
|
spawnnums = new Dictionary<int, string>();
|
|
doomednums = new Dictionary<int, string>();
|
|
mapinfo = new MapInfo();
|
|
}
|
|
|
|
//mxd. Add to text resources collection
|
|
scriptresources[parser.ScriptType] = new HashSet<ScriptResource>(parser.ScriptResources.Values);
|
|
currentreader = null;
|
|
}
|
|
|
|
private void ParseFromLocation(ZDTextParser parser, string location, bool clearerrors)
|
|
{
|
|
if(currentreader.IsSuspended) throw new Exception("Data reader is suspended");
|
|
parser.Parse(new TextResourceData(currentreader, currentreader.LoadFile(location), location, true), clearerrors);
|
|
}
|
|
|
|
//mxd. This loads REVERBS
|
|
private void LoadReverbs()
|
|
{
|
|
reverbs.Clear();
|
|
|
|
// Bail out when not supported by current game configuration
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return;
|
|
|
|
ReverbsParser parser = new ReverbsParser();
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
IEnumerable<TextResourceData> streams = dr.GetTextLumpData(ScriptType.REVERBS, false, false);
|
|
foreach(TextResourceData data in streams)
|
|
{
|
|
// Parse the data
|
|
parser.Parse(data, true);
|
|
|
|
// Report errors?
|
|
if(parser.HasError) parser.LogError();
|
|
}
|
|
}
|
|
|
|
//mxd. Add to text resources collection
|
|
scriptresources[parser.ScriptType] = new HashSet<ScriptResource>(parser.ScriptResources.Values);
|
|
currentreader = null;
|
|
reverbs = parser.GetReverbs();
|
|
}
|
|
|
|
//mxd. This loads SNDINFO
|
|
private void LoadSndInfo()
|
|
{
|
|
// Bail out when not supported by current game configuration
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return;
|
|
|
|
SndInfoParser parser = new SndInfoParser();
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
IEnumerable<TextResourceData> streams = dr.GetTextLumpData(ScriptType.SNDINFO, false, false);
|
|
|
|
// Parse the data
|
|
foreach(TextResourceData data in streams)
|
|
{
|
|
parser.Parse(data, true);
|
|
|
|
// Report errors?
|
|
if(parser.HasError) parser.LogError();
|
|
}
|
|
}
|
|
|
|
// Add to text resources collection
|
|
scriptresources[parser.ScriptType] = new HashSet<ScriptResource>(parser.ScriptResources.Values);
|
|
currentreader = null;
|
|
|
|
// Anything to do?
|
|
parser.FinishSetup();
|
|
if(parser.AmbientSounds.Count > 0)
|
|
{
|
|
// Update or create the main enums list
|
|
Dictionary<int, EnumItem> configenums = new Dictionary<int, EnumItem>();
|
|
if(General.Map.Config.Enums.ContainsKey("ambient_sounds"))
|
|
{
|
|
foreach(EnumItem item in General.Map.Config.Enums["ambient_sounds"])
|
|
configenums.Add(item.GetIntValue(), item);
|
|
}
|
|
if(configenums.ContainsKey(0)) configenums.Remove(0);
|
|
|
|
foreach(KeyValuePair<int, AmbientSoundInfo> group in parser.AmbientSounds)
|
|
{
|
|
configenums[group.Key] = new EnumItem(group.Key.ToString(), group.Value.SoundDescription);
|
|
}
|
|
|
|
// Store results in "ambient_sounds" enum
|
|
EnumList newenums = new EnumList();
|
|
newenums.AddRange(configenums.Values);
|
|
newenums.Sort(); // Sort by ambient sound index
|
|
newenums.Insert(0, new EnumItem("0", "None")); // Add "None" value
|
|
General.Map.Config.Enums["ambient_sounds"] = newenums;
|
|
|
|
// Update all ArgumentInfos...
|
|
foreach(ThingTypeInfo info in thingtypes.Values)
|
|
{
|
|
foreach(ArgumentInfo ai in info.Args)
|
|
if(ai.Enum.Name == "ambient_sounds") ai.Enum = newenums;
|
|
}
|
|
|
|
foreach(LinedefActionInfo info in General.Map.Config.LinedefActions.Values)
|
|
{
|
|
foreach(ArgumentInfo ai in info.Args)
|
|
if(ai.Enum.Name == "ambient_sounds") ai.Enum = newenums;
|
|
}
|
|
|
|
// Update "Ambient Sound XX" thing names. Hardcoded for things 14001 - 14064 for now...
|
|
for(int i = 14001; i < 14065; i++)
|
|
{
|
|
int ambsoundindex = i - 14000;
|
|
|
|
// Attach AmbientSoundInfo
|
|
if(parser.AmbientSounds.ContainsKey(ambsoundindex))
|
|
thingtypes[i].AmbientSound = parser.AmbientSounds[ambsoundindex];
|
|
|
|
// Update title
|
|
if(configenums.ContainsKey(ambsoundindex) && thingtypes.ContainsKey(i) && string.IsNullOrEmpty(thingtypes[i].ClassName))
|
|
thingtypes[i].Title += " (" + configenums[ambsoundindex] + ")";
|
|
}
|
|
}
|
|
|
|
// Store collection
|
|
ambientsounds = parser.AmbientSounds;
|
|
}
|
|
|
|
//mxd. This loads SNDSEQ
|
|
private void LoadSndSeq()
|
|
{
|
|
// Bail out when not supported by current game configuration
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return;
|
|
|
|
SndSeqParser parser = new SndSeqParser();
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
IEnumerable<TextResourceData> streams = dr.GetTextLumpData(ScriptType.SNDSEQ, false, false);
|
|
|
|
// Parse the data
|
|
foreach(TextResourceData data in streams)
|
|
{
|
|
parser.Parse(data, true);
|
|
|
|
// Report errors?
|
|
if(parser.HasError) parser.LogError();
|
|
}
|
|
}
|
|
|
|
// Add to text resources collection
|
|
scriptresources[parser.ScriptType] = new HashSet<ScriptResource>(parser.ScriptResources.Values);
|
|
currentreader = null;
|
|
soundsequences = parser.GetSoundSequences();
|
|
}
|
|
|
|
//mxd. This loads cameratextures from ANIMDEFS
|
|
private void LoadAnimdefs()
|
|
{
|
|
// Bail out when not supported by current game configuration
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return;
|
|
|
|
AnimdefsParser parser = new AnimdefsParser();
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
IEnumerable<TextResourceData> streams = dr.GetTextLumpData(ScriptType.ANIMDEFS, false, false);
|
|
|
|
// Parse the data
|
|
foreach(TextResourceData data in streams)
|
|
{
|
|
parser.Parse(data, true);
|
|
|
|
// Report errors?
|
|
if(parser.HasError) parser.LogError();
|
|
|
|
// Create images
|
|
foreach(var g in parser.CameraTextures)
|
|
{
|
|
// Grab a local copy
|
|
CameraTextureData camtexdata = g.Value;
|
|
|
|
// Apply texture size override?
|
|
if(!camtexdata.FitTexture)
|
|
{
|
|
long longname = Lump.MakeLongName(camtexdata.Name);
|
|
|
|
if(textures.ContainsKey(longname))
|
|
{
|
|
camtexdata.ScaleX = (float)textures[longname].Width / camtexdata.Width;
|
|
camtexdata.ScaleY = (float)textures[longname].Height / camtexdata.Height;
|
|
}
|
|
else if(flats.ContainsKey(longname))
|
|
{
|
|
camtexdata.ScaleX = (float)flats[longname].Width / camtexdata.Width;
|
|
camtexdata.ScaleY = (float)flats[longname].Height / camtexdata.Height;
|
|
}
|
|
}
|
|
|
|
// Create texture
|
|
CameraTextureImage camteximage = new CameraTextureImage(camtexdata);
|
|
|
|
// Add to flats and textures
|
|
texturenames.Add(camteximage.Name);
|
|
flatnames.Add(camteximage.Name);
|
|
|
|
//TODO: Do cameratextures override stuff like this?..
|
|
textures[camteximage.LongName] = camteximage;
|
|
flats[camteximage.LongName] = camteximage;
|
|
|
|
// Add to container's texture set
|
|
currentreader.TextureSet.AddFlat(camteximage);
|
|
currentreader.TextureSet.AddTexture(camteximage);
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. Add to text resources collection
|
|
scriptresources[parser.ScriptType] = new HashSet<ScriptResource>(parser.ScriptResources.Values);
|
|
currentreader = null;
|
|
}
|
|
|
|
//mxd. This loads TERRAIN
|
|
private void LoadTerrain()
|
|
{
|
|
// Bail out when not supported by current game configuration
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return;
|
|
|
|
TerrainParser parser = new TerrainParser();
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
IEnumerable<TextResourceData> streams = dr.GetTextLumpData(ScriptType.TERRAIN, false, false);
|
|
|
|
// Parse the data
|
|
foreach(TextResourceData data in streams)
|
|
{
|
|
parser.Parse(data, true);
|
|
|
|
// Report errors?
|
|
if(parser.HasError) parser.LogError();
|
|
}
|
|
}
|
|
|
|
// Add to text resources collection
|
|
scriptresources[parser.ScriptType] = new HashSet<ScriptResource>(parser.ScriptResources.Values);
|
|
currentreader = null;
|
|
|
|
// Sort
|
|
List<string> names = new List<string>(parser.TerrainNames);
|
|
names.Sort();
|
|
|
|
// Set as collection
|
|
terrainnames = names.ToArray();
|
|
}
|
|
|
|
//mxd. This loads X11R6RGB
|
|
private void LoadX11R6RGB()
|
|
{
|
|
X11R6RGBParser parser = new X11R6RGBParser();
|
|
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
IEnumerable<TextResourceData> streams = dr.GetTextLumpData(ScriptType.X11R6RGB, true, false);
|
|
|
|
// Parse the data
|
|
foreach(TextResourceData data in streams)
|
|
{
|
|
parser.Parse(data, true);
|
|
|
|
// Report errors?
|
|
if(parser.HasError) parser.LogError();
|
|
}
|
|
}
|
|
|
|
// Add to text resources collection
|
|
scriptresources[parser.ScriptType] = new HashSet<ScriptResource>(parser.ScriptResources.Values);
|
|
currentreader = null;
|
|
|
|
// Set as collection
|
|
knowncolors = parser.KnownColors;
|
|
}
|
|
|
|
//mxd. This loads CVARINFO lumps
|
|
private void LoadCvarInfo()
|
|
{
|
|
CvarInfoParser parser = new CvarInfoParser();
|
|
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
IEnumerable<TextResourceData> streams = dr.GetTextLumpData(ScriptType.CVARINFO, false, false);
|
|
|
|
// Parse the data
|
|
foreach(TextResourceData data in streams)
|
|
{
|
|
parser.Parse(data, true);
|
|
|
|
// Report errors?
|
|
if(parser.HasError) parser.LogError();
|
|
}
|
|
}
|
|
|
|
// Add to text resources collection
|
|
scriptresources[parser.ScriptType] = new HashSet<ScriptResource>(parser.ScriptResources.Values);
|
|
currentreader = null;
|
|
|
|
// Set as collection
|
|
cvars = parser.Cvars;
|
|
}
|
|
|
|
//mxd. This loads LOCKDEFS lumps
|
|
private void LoadLockDefs()
|
|
{
|
|
LockDefsParser parser = new LockDefsParser();
|
|
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
IEnumerable<TextResourceData> streams = dr.GetTextLumpData(ScriptType.LOCKDEFS, false, false);
|
|
|
|
// Parse the data
|
|
foreach(TextResourceData data in streams)
|
|
{
|
|
parser.Parse(data, true);
|
|
|
|
// Report errors?
|
|
if(parser.HasError) parser.LogError();
|
|
}
|
|
}
|
|
|
|
// Add to text resources collection
|
|
scriptresources[parser.ScriptType] = new HashSet<ScriptResource>(parser.ScriptResources.Values);
|
|
currentreader = null;
|
|
|
|
// Apply to the enums list?
|
|
EnumList keys = parser.GetLockDefs();
|
|
lockableactions = new Dictionary<int, int>();
|
|
if(keys.Count > 0)
|
|
{
|
|
keys.Sort((a, b) => a.Title.CompareTo(b.Title));
|
|
keys.Insert(0, new EnumItem("0", "None"));
|
|
General.Map.Config.Enums["keys"] = keys;
|
|
|
|
// Update all ArgumentInfos...
|
|
foreach(ThingTypeInfo info in thingtypes.Values)
|
|
{
|
|
foreach(ArgumentInfo ai in info.Args)
|
|
if(ai.Enum.Name == "keys") ai.Enum = General.Map.Config.Enums["keys"];
|
|
}
|
|
|
|
foreach(LinedefActionInfo info in General.Map.Config.LinedefActions.Values)
|
|
{
|
|
for(int i = 0; i < info.Args.Length; i++)
|
|
{
|
|
if(info.Args[i].Enum.Name == "keys")
|
|
{
|
|
info.Args[i].Enum = General.Map.Config.Enums["keys"];
|
|
lockableactions[info.Index] = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Also store lock colors
|
|
lockcolors = parser.MapColors;
|
|
}
|
|
else
|
|
{
|
|
lockcolors = new Dictionary<int, PixelColor>();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Load DECALDEF decal definitions
|
|
/// </summary>
|
|
private void LoadDecalDefs()
|
|
{
|
|
// Bail out when not supported by current game configuration
|
|
if (string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return;
|
|
|
|
DecalDefsParser parser = new DecalDefsParser();
|
|
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr; // Why?
|
|
IEnumerable<TextResourceData> streams = dr.GetTextLumpData(ScriptType.DECALDEF, false, false);
|
|
|
|
// Parse the data
|
|
foreach(TextResourceData data in streams)
|
|
{
|
|
parser.Parse(data, true);
|
|
|
|
// Report errors?
|
|
if (parser.HasError) parser.LogError();
|
|
}
|
|
}
|
|
|
|
currentreader = null; // Why?
|
|
|
|
if(parser.Decals.Count > 0)
|
|
{
|
|
// Update or create the main enums list
|
|
Dictionary<int, EnumItem> configenums = new Dictionary<int, EnumItem>();
|
|
if (General.Map.Config.Enums.ContainsKey("decals"))
|
|
{
|
|
foreach (EnumItem item in General.Map.Config.Enums["decals"])
|
|
configenums.Add(item.GetIntValue(), item);
|
|
}
|
|
if (configenums.ContainsKey(0)) configenums.Remove(0);
|
|
|
|
foreach (KeyValuePair<int, DecalInfo> group in parser.GetDecalDefsById())
|
|
{
|
|
configenums[group.Key] = new EnumItem(group.Key.ToString(), group.Value.Description);
|
|
}
|
|
|
|
// Store results in "decals" enum
|
|
EnumList newenums = new EnumList();
|
|
newenums.AddRange(configenums.Values);
|
|
newenums.Sort();
|
|
newenums.Insert(0, new EnumItem("0", "None"));
|
|
General.Map.Config.Enums["decals"] = newenums;
|
|
|
|
// Update all ArgumentInfos...
|
|
foreach (ThingTypeInfo info in thingtypes.Values)
|
|
{
|
|
foreach (ArgumentInfo ai in info.Args)
|
|
if (ai.Enum.Name == "decals") ai.Enum = newenums;
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. This collects ZDoom text lumps, which are not used by the editor anywhere outside the Script Editor
|
|
private void LoadExtraTextLumps()
|
|
{
|
|
Dictionary<ScriptType, bool> extralumptypes = new Dictionary<ScriptType, bool> // <script type, singular>
|
|
{
|
|
{ ScriptType.MENUDEF, true },
|
|
{ ScriptType.SBARINFO, true }, //TODO: SBARINFO supports #include
|
|
{ ScriptType.GAMEINFO, true },
|
|
{ ScriptType.KEYCONF, true },
|
|
{ ScriptType.FONTDEFS, true },
|
|
//TODO: load/create SCRIPTS and DIALOG here?
|
|
};
|
|
|
|
foreach(KeyValuePair<ScriptType, bool> group in extralumptypes)
|
|
{
|
|
HashSet<ScriptResource> resources = new HashSet<ScriptResource>();
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
IEnumerable<TextResourceData> streams = dr.GetTextLumpData(group.Key, group.Value, false);
|
|
|
|
// Add text tesources
|
|
foreach(TextResourceData data in streams) resources.Add(new ScriptResource(data, group.Key));
|
|
}
|
|
|
|
// Add to collection
|
|
if(resources.Count > 0) scriptresources[group.Key] = resources;
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
internal TextResourceData GetTextResourceData(string name)
|
|
{
|
|
// Filesystem path?
|
|
if(Path.IsPathRooted(name))
|
|
{
|
|
if(File.Exists(name))
|
|
{
|
|
DataLocation location = new DataLocation{ location = name, type = DataLocation.RESOURCE_DIRECTORY };
|
|
return new TextResourceData(File.OpenRead(name), location, name);
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
// Search in resources
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
if(containers[i].FileExists(name))
|
|
return new TextResourceData(containers[i], containers[i].LoadFile(name), name, true);
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Tools
|
|
|
|
// This finds the first IWAD resource
|
|
// Returns false when not found
|
|
public bool FindFirstIWAD(out DataLocation result)
|
|
{
|
|
// Go for all data containers
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Container is a WAD file?
|
|
if(dr is WADReader)
|
|
{
|
|
// Check if it is an IWAD
|
|
WADReader wr = dr as WADReader;
|
|
if(wr.IsIWAD)
|
|
{
|
|
// Return location!
|
|
result = wr.Location;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// No IWAD found
|
|
result = new DataLocation();
|
|
return false;
|
|
}
|
|
|
|
// This signals the background thread to update the
|
|
// used-in-map status on all textures and flats
|
|
public void UpdateUsedTextures()
|
|
{
|
|
var usedtextures = new Dictionary<long, bool>();
|
|
var usedflats = new Dictionary<long, bool>();
|
|
|
|
if (General.Map.Config.MixTexturesFlats)
|
|
{
|
|
// Go through the map to find the used textures
|
|
foreach(Sidedef sd in General.Map.Map.Sidedefs)
|
|
{
|
|
// Add used textures to dictionary
|
|
if(sd.LongHighTexture != MapSet.EmptyLongName)
|
|
{
|
|
usedtextures[sd.LongHighTexture] = true;
|
|
|
|
//mxd. Part of long name support shennanigans
|
|
if(texturenamesshorttofull.ContainsKey(sd.LongHighTexture))
|
|
usedtextures[texturenamesshorttofull[sd.LongHighTexture]] = true;
|
|
}
|
|
if(sd.LongMiddleTexture != MapSet.EmptyLongName)
|
|
{
|
|
usedtextures[sd.LongMiddleTexture] = true;
|
|
|
|
//mxd. Part of long name support shennanigans
|
|
if(texturenamesshorttofull.ContainsKey(sd.LongMiddleTexture))
|
|
usedtextures[texturenamesshorttofull[sd.LongMiddleTexture]] = true;
|
|
}
|
|
if(sd.LongLowTexture != MapSet.EmptyLongName)
|
|
{
|
|
usedtextures[sd.LongLowTexture] = true;
|
|
|
|
//mxd. Part of long name support shennanigans
|
|
if(texturenamesshorttofull.ContainsKey(sd.LongLowTexture))
|
|
usedtextures[texturenamesshorttofull[sd.LongLowTexture]] = true;
|
|
}
|
|
}
|
|
|
|
// Go through the map to find the used flats
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
// Add used flats to dictionary
|
|
usedtextures[s.LongFloorTexture] = false;
|
|
usedtextures[s.LongCeilTexture] = false;
|
|
|
|
//mxd. Part of long name support shennanigans
|
|
if(flatnamesshorttofull.ContainsKey(s.LongFloorTexture))
|
|
usedtextures[flatnamesshorttofull[s.LongFloorTexture]] = false;
|
|
if(flatnamesshorttofull.ContainsKey(s.LongCeilTexture))
|
|
usedtextures[flatnamesshorttofull[s.LongCeilTexture]] = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
// Go through the map to find the used textures
|
|
foreach(Sidedef sd in General.Map.Map.Sidedefs)
|
|
{
|
|
// Add used textures to dictionary
|
|
if(sd.LongHighTexture != MapSet.EmptyLongName)
|
|
{
|
|
usedtextures[sd.LongHighTexture] = true;
|
|
|
|
//mxd. Part of long name support shennanigans
|
|
if(texturenamesshorttofull.ContainsKey(sd.LongHighTexture))
|
|
usedtextures[texturenamesshorttofull[sd.LongHighTexture]] = true;
|
|
}
|
|
if(sd.LongMiddleTexture != MapSet.EmptyLongName)
|
|
{
|
|
usedtextures[sd.LongMiddleTexture] = true;
|
|
|
|
//mxd. Part of long name support shennanigans
|
|
if(texturenamesshorttofull.ContainsKey(sd.LongMiddleTexture))
|
|
usedtextures[texturenamesshorttofull[sd.LongMiddleTexture]] = true;
|
|
}
|
|
if(sd.LongLowTexture != MapSet.EmptyLongName)
|
|
{
|
|
usedtextures[sd.LongLowTexture] = true;
|
|
|
|
//mxd. Part of long name support shennanigans
|
|
if(texturenamesshorttofull.ContainsKey(sd.LongLowTexture))
|
|
usedtextures[texturenamesshorttofull[sd.LongLowTexture]] = true;
|
|
}
|
|
}
|
|
|
|
// Go through the map to find the used flats
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
// Add used flats to dictionary
|
|
usedflats[s.LongFloorTexture] = false;
|
|
usedflats[s.LongCeilTexture] = false;
|
|
|
|
//mxd. Part of long name support shennanigans
|
|
if(flatnamesshorttofull.ContainsKey(s.LongFloorTexture))
|
|
usedflats[flatnamesshorttofull[s.LongFloorTexture]] = false;
|
|
if(flatnamesshorttofull.ContainsKey(s.LongCeilTexture))
|
|
usedflats[flatnamesshorttofull[s.LongCeilTexture]] = false;
|
|
}
|
|
}
|
|
|
|
// Notify the background thread that it needs to update the images
|
|
if(General.Map.Config.MixTexturesFlats)
|
|
{
|
|
// Set used on all textures
|
|
foreach(KeyValuePair<long, ImageData> i in textures)
|
|
{
|
|
if (i.Value.LoadFailed)
|
|
continue;
|
|
i.Value.UsedInMap = usedtextures.ContainsKey(i.Key);
|
|
}
|
|
|
|
// Set used on all flats
|
|
foreach(KeyValuePair<long, ImageData> i in flats)
|
|
{
|
|
if (i.Value.LoadFailed)
|
|
continue;
|
|
i.Value.UsedInMap = usedtextures.ContainsKey(i.Key);
|
|
}
|
|
}
|
|
//mxd. Use separate collections
|
|
else
|
|
{
|
|
// Set used on all textures
|
|
foreach(KeyValuePair<long, ImageData> i in textures)
|
|
{
|
|
if (i.Value.LoadFailed)
|
|
continue;
|
|
i.Value.UsedInMap = usedtextures.ContainsKey(i.Key);
|
|
}
|
|
|
|
// Set used on all flats
|
|
foreach(KeyValuePair<long, ImageData> i in flats)
|
|
{
|
|
if (i.Value.LoadFailed)
|
|
continue;
|
|
i.Value.UsedInMap = usedflats.ContainsKey(i.Key);
|
|
}
|
|
}
|
|
|
|
// Update icon
|
|
General.MainWindow.UpdateStatus();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== mxd. Skybox Making
|
|
|
|
internal void SetupSkybox()
|
|
{
|
|
// Get rid of old texture
|
|
if(skybox != null) skybox.Dispose(); skybox = null;
|
|
|
|
// Determine which texture name to use
|
|
string skytex = string.Empty;
|
|
if(!string.IsNullOrEmpty(mapinfo.Sky1))
|
|
{
|
|
skytex = mapinfo.Sky1;
|
|
}
|
|
// Use vanilla sky only when current map doesn't have a MAPINFO entry
|
|
else if(!mapinfo.IsDefined)
|
|
{
|
|
if(General.Map.Config.DefaultSkyTextures.ContainsKey(General.Map.Options.CurrentName))
|
|
skytex = General.Map.Config.DefaultSkyTextures[General.Map.Options.CurrentName];
|
|
else
|
|
skytex = General.GetByIndex(General.Map.Config.DefaultSkyTextures, 0).Value;
|
|
}
|
|
|
|
// Create sky texture
|
|
if(!string.IsNullOrEmpty(skytex))
|
|
{
|
|
if(skyboxes.ContainsKey(skytex))
|
|
{
|
|
// Create cubemap texture
|
|
skybox = (skyboxes[skytex].Textures.Count == 6 ? MakeSkyBox6(skyboxes[skytex]) : MakeSkyBox3(skyboxes[skytex]));
|
|
}
|
|
else
|
|
{
|
|
// Create classic texture
|
|
Vector2D scale;
|
|
Bitmap sky1 = GetTextureBitmap(skytex, out scale);
|
|
if(sky1 != null)
|
|
{
|
|
// Special handling for wide skies. They are drawn from the east, but normal skyboxes are not,
|
|
// to we have to rearrange the texture a bit (paste the right half to the left and vice versa)
|
|
if(sky1.Width == 1024)
|
|
{
|
|
Bitmap tmpbmp = new Bitmap(sky1);
|
|
Graphics g = Graphics.FromImage(tmpbmp);
|
|
g.DrawImage(sky1, 512, 0, new Rectangle(0, 0, 512, sky1.Height), GraphicsUnit.Pixel);
|
|
g.DrawImage(sky1, 0, 0, new Rectangle(512, 0, 512, sky1.Height), GraphicsUnit.Pixel);
|
|
sky1 = tmpbmp;
|
|
}
|
|
|
|
// Double skies?
|
|
if(mapinfo.DoubleSky)
|
|
{
|
|
Bitmap sky2 = GetTextureBitmap(mapinfo.Sky2);
|
|
if(sky2 != null)
|
|
{
|
|
// Special handling for wide skies. They are drawn from the east, but normal skyboxes are not,
|
|
// to we have to rearrange the texture a bit (paste the right half to the left and vice versa)
|
|
if (sky2.Width == 1024)
|
|
{
|
|
Bitmap tmpbmp = new Bitmap(sky2);
|
|
Graphics g = Graphics.FromImage(tmpbmp);
|
|
g.DrawImage(sky2, 512, 0, new Rectangle(0, 0, 512, sky2.Height), GraphicsUnit.Pixel);
|
|
g.DrawImage(sky2, 0, 0, new Rectangle(512, 0, 512, sky2.Height), GraphicsUnit.Pixel);
|
|
sky2 = tmpbmp;
|
|
}
|
|
|
|
// Resize if needed
|
|
if (sky2.Width != sky1.Width || sky2.Height != sky1.Height)
|
|
ResizeImage(sky2, sky1.Width, sky1.Height);
|
|
|
|
// Combine both textures. Sky2 is below Sky1
|
|
using(Graphics g = Graphics.FromImage(sky2))
|
|
g.DrawImageUnscaled(sky1, 0, 0);
|
|
|
|
// Use the composite one
|
|
sky1 = sky2;
|
|
}
|
|
}
|
|
|
|
skybox = MakeClassicSkyBox(sky1, scale);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sky texture will be missing in ZDoom. Use internal texture
|
|
if(skybox == null)
|
|
{
|
|
// Whine and moan
|
|
if(string.IsNullOrEmpty(skytex))
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Skybox creation failed: Sky1 property is missing from the MAPINFO map definition");
|
|
else
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Skybox creation failed: unable to load texture \"" + skytex + "\"");
|
|
|
|
// Use the built-in texture
|
|
ImageData tex = LoadInternalTexture("MissingSky3D.png");
|
|
Bitmap bmp = tex.GetSkyboxBitmap();
|
|
Bitmap sky;
|
|
lock (bmp)
|
|
{
|
|
sky = new Bitmap(bmp);
|
|
}
|
|
sky.RotateFlip(RotateFlipType.RotateNoneFlipX); // We don't want our built-in image mirrored...
|
|
skybox = MakeClassicSkyBox(sky);
|
|
tex.Dispose();
|
|
}
|
|
}
|
|
|
|
//INFO: 1. Looks like GZDoom tries to tile a sky texture into a 1024 pixel width texture.
|
|
//INFO: 2. If sky texture width <= height, it will be tiled to fit into 512 pixel height texture vertically.
|
|
private static CubeTexture MakeClassicSkyBox(Bitmap img) { return MakeClassicSkyBox(img, new Vector2D(1.0f, 1.0f)); }
|
|
private static CubeTexture MakeClassicSkyBox(Bitmap img, Vector2D scale)
|
|
{
|
|
// Get averaged top and bottom colors from the original image
|
|
int tr = 0, tg = 0, tb = 0, br = 0, bg = 0, bb = 0;
|
|
int defaultcolorsampleheight = (int)Math.Round(28 / scale.x);
|
|
int colorsampleheight = Math.Max(1, Math.Min(defaultcolorsampleheight, img.Height / 2)); // TODO: is this value calculated from the image's height?
|
|
int scaledwidth = (int)Math.Round(img.Width * scale.x);
|
|
int scaledheight = (int)Math.Round(img.Height * scale.y);
|
|
bool dogradients = colorsampleheight < img.Height / 2;
|
|
|
|
for(int w = 0; w < img.Width; w++)
|
|
{
|
|
for(int h = 0; h < colorsampleheight; h++)
|
|
{
|
|
Color c = img.GetPixel(w, h);
|
|
tr += c.R;
|
|
tg += c.G;
|
|
tb += c.B;
|
|
|
|
c = img.GetPixel(w, img.Height - 1 - h);
|
|
br += c.R;
|
|
bg += c.G;
|
|
bb += c.B;
|
|
}
|
|
}
|
|
|
|
int pixelscount = img.Width * colorsampleheight;
|
|
Color topcolor = Color.FromArgb(255, tr / pixelscount, tg / pixelscount, tb / pixelscount);
|
|
Color bottomcolor = Color.FromArgb(255, br / pixelscount, bg / pixelscount, bb / pixelscount);
|
|
|
|
// Make tiling image. Take custom scale into account
|
|
int horiztiles = (int)Math.Ceiling(1024.0f / scaledwidth);
|
|
int verttiles = scaledheight > 256 ? 1 : 2;
|
|
|
|
Bitmap skyimage = new Bitmap((int)Math.Round(1024 / scale.x), img.Height * verttiles, img.PixelFormat);
|
|
|
|
// Draw original image
|
|
using(Graphics g = Graphics.FromImage(skyimage))
|
|
{
|
|
for(int w = 0; w < horiztiles; w++)
|
|
{
|
|
for(int h = 0; h < verttiles; h++)
|
|
{
|
|
g.DrawImage(img, img.Width * w, img.Height * h);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make top and bottom images
|
|
int capsimgsize = (int)Math.Round(16 / scale.x);
|
|
Bitmap topimg = new Bitmap(capsimgsize, capsimgsize);
|
|
using(Graphics g = Graphics.FromImage(topimg))
|
|
{
|
|
using(SolidBrush b = new SolidBrush(topcolor))
|
|
g.FillRectangle(b, 0, 0, capsimgsize, capsimgsize);
|
|
}
|
|
|
|
Bitmap bottomimg = new Bitmap(capsimgsize, capsimgsize);
|
|
using(Graphics g = Graphics.FromImage(bottomimg))
|
|
{
|
|
using(SolidBrush b = new SolidBrush(bottomcolor))
|
|
g.FillRectangle(b, 0, 0, capsimgsize, capsimgsize);
|
|
}
|
|
|
|
// Apply top/bottom gradients
|
|
if(dogradients)
|
|
{
|
|
using(Graphics g = Graphics.FromImage(skyimage))
|
|
{
|
|
Rectangle area = new Rectangle(0, 0, skyimage.Width, colorsampleheight);
|
|
using(LinearGradientBrush b = new LinearGradientBrush(area, topcolor, Color.FromArgb(0, topcolor), 90f))
|
|
{
|
|
g.FillRectangle(b, area);
|
|
}
|
|
|
|
area = new Rectangle(0, skyimage.Height - colorsampleheight, skyimage.Width, colorsampleheight);
|
|
using(LinearGradientBrush b = new LinearGradientBrush(area, Color.FromArgb(0, bottomcolor), bottomcolor, 90f))
|
|
{
|
|
area.Y += 1;
|
|
g.FillRectangle(b, area);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Rendering errors occure when image size exceeds MAX_SKYTEXTURE_SIZE...
|
|
if(skyimage.Width > MAX_SKYTEXTURE_SIZE || skyimage.Height > MAX_SKYTEXTURE_SIZE)
|
|
{
|
|
float scaler = (float)MAX_SKYTEXTURE_SIZE / Math.Max(skyimage.Width, skyimage.Height);
|
|
skyimage = ResizeImage(skyimage, (int)Math.Round(skyimage.Width * scaler), (int)Math.Round(skyimage.Height * scaler));
|
|
}
|
|
|
|
// Make custom rendertarget
|
|
const int cubemaptexsize = 1024;
|
|
Texture rendertarget = new Texture(cubemaptexsize, cubemaptexsize, TextureFormat.Rgba8);
|
|
|
|
// Start rendering
|
|
General.Map.Graphics.StartRendering(true, new Color4(), rendertarget, true);
|
|
|
|
// Load the skysphere model...
|
|
BoundingBoxSizes bbs = new BoundingBoxSizes();
|
|
Stream modeldata = General.ThisAssembly.GetManifestResourceStream("CodeImp.DoomBuilder.Resources.SkySphere.md3");
|
|
ModelReader.MD3LoadResult meshes = ModelReader.ReadMD3Model(ref bbs, new Dictionary<int, string>(), modeldata, 0);
|
|
if(meshes.Meshes.Count != 3) throw new Exception("Skybox creation failed: "
|
|
+ (string.IsNullOrEmpty(meshes.Errors) ? "skybox model must contain 3 surfaces" : meshes.Errors));
|
|
|
|
// Make skysphere textures...
|
|
Texture texside = TextureFromBitmap(skyimage);
|
|
Texture textop = TextureFromBitmap(topimg);
|
|
Texture texbottom = TextureFromBitmap(bottomimg);
|
|
|
|
// Calculate model scaling (gl.skydone.cpp:RenderDome() in GZDoom)
|
|
float yscale;
|
|
if(scaledheight < 128) yscale = 128 / 230.0f;
|
|
else if(scaledheight < 200) yscale = scaledheight / 230.0f;
|
|
else if(scaledheight < 241) yscale = 1.0f + ((scaledheight - 200.0f) / 200.0f) * 1.17f;
|
|
else yscale = 1.2f * 1.17f;
|
|
|
|
// I guess my sky model doesn't exactly match the one GZDoom generates...
|
|
yscale *= 1.65f;
|
|
|
|
// Make cubemap texture
|
|
CubeTexture cubemap = new CubeTexture(General.Map.Graphics, cubemaptexsize);
|
|
|
|
// Set render settings...
|
|
General.Map.Graphics.SetZEnable(false);
|
|
General.Map.Graphics.SetCullMode(Cull.None);
|
|
General.Map.Graphics.SetSamplerState(TextureAddress.Clamp);
|
|
|
|
// Setup matrices
|
|
Vector3f offset = new Vector3f(0f, 0f, -1.8f); // Sphere size is 10 mu
|
|
Matrix mworld = Matrix.Translation(offset) * Matrix.Scaling(1.0f, 1.0f, yscale);
|
|
Matrix mprojection = Matrix.PerspectiveFov((float)Angle2D.PIHALF, 1.0f, 0.5f, 100.0f);
|
|
|
|
// Place camera at origin
|
|
General.Map.Graphics.SetUniform(UniformName.campos, new Vector4f());
|
|
|
|
// Begin fullbright shaderpass
|
|
General.Map.Graphics.SetShader(ShaderName.world3d_fullbright);
|
|
General.Map.Graphics.SetUniform(UniformName.fogsettings, new Vector4f(-1.0f));
|
|
|
|
// Render to the six faces of the cube map
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
Matrix faceview = GetCubeMapViewMatrix((CubeMapFace)i);
|
|
General.Map.Graphics.SetUniform(UniformName.world, mworld);
|
|
General.Map.Graphics.SetUniform(UniformName.view, faceview);
|
|
General.Map.Graphics.SetUniform(UniformName.projection, mprojection);
|
|
|
|
// Render the skysphere meshes
|
|
for(int j = 0; j < meshes.Meshes.Count; j++)
|
|
{
|
|
// Set appropriate texture
|
|
switch(meshes.Skins[j])
|
|
{
|
|
case "top.png": General.Map.Graphics.SetTexture(textop); break;
|
|
case "bottom.png": General.Map.Graphics.SetTexture(texbottom); break;
|
|
case "side.png": General.Map.Graphics.SetTexture(texside); break;
|
|
default: throw new Exception("Unexpected skin!");
|
|
}
|
|
|
|
// Render mesh
|
|
meshes.Meshes[j].Draw(General.Map.Graphics);
|
|
}
|
|
|
|
General.Map.Graphics.CopyTexture(cubemap, (CubeMapFace)i);
|
|
}
|
|
|
|
// End rendering
|
|
General.Map.Graphics.FinishRendering();
|
|
|
|
// Dispose unneeded stuff
|
|
rendertarget.Dispose();
|
|
textop.Dispose();
|
|
texside.Dispose();
|
|
texbottom.Dispose();
|
|
|
|
// Dispose skybox meshes
|
|
foreach(Mesh m in meshes.Meshes) m.Dispose();
|
|
|
|
// All done...
|
|
return cubemap;
|
|
}
|
|
|
|
// Makes CubeTexture from 6 images
|
|
private CubeTexture MakeSkyBox6(SkyboxInfo info)
|
|
{
|
|
// Gather images. They should be defined in this order: North, East, South, West, Top, Bottom
|
|
Bitmap[] sides = new Bitmap[6];
|
|
int targetsize = 0;
|
|
for(int i = 0; i < info.Textures.Count; i++)
|
|
{
|
|
sides[i] = GetTextureBitmap(info.Textures[i]);
|
|
if(sides[i] != null)
|
|
{
|
|
targetsize = Math.Max(targetsize, Math.Max(sides[i].Width, sides[i].Height));
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: unable to find \"" + info.Textures[i] + "\" texture");
|
|
return null;
|
|
}
|
|
}
|
|
|
|
// All images must be square and have the same size
|
|
if(targetsize == 0)
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: invalid texture size");
|
|
return null;
|
|
}
|
|
|
|
// Make it Po2
|
|
targetsize = Math.Min(General.NextPowerOf2(targetsize), MAX_SKYTEXTURE_SIZE);
|
|
|
|
for(int i = 0; i < sides.Length; i++)
|
|
{
|
|
if(sides[i].Width != targetsize || sides[i].Height != targetsize)
|
|
sides[i] = ResizeImage(sides[i], targetsize, targetsize);
|
|
}
|
|
|
|
// Return cubemap texture
|
|
return MakeSkyBox(sides, targetsize, info.FlipTop);
|
|
}
|
|
|
|
// Makes CubeTexture from 3 images
|
|
private CubeTexture MakeSkyBox3(SkyboxInfo info)
|
|
{
|
|
// Gather images. They should be defined in this order: Sides, Top, Bottom
|
|
Bitmap[] sides = new Bitmap[6];
|
|
int targetsize = 0;
|
|
|
|
// Create NWSE images from the side texture
|
|
Bitmap sideimg = GetTextureBitmap(info.Textures[0]);
|
|
if(sideimg != null)
|
|
{
|
|
// This should be 4x1 format image. If it's not, we'll need to resize it
|
|
targetsize = Math.Max(sideimg.Width / 4, sideimg.Height);
|
|
|
|
if(targetsize == 0)
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: invalid texture size");
|
|
return null;
|
|
}
|
|
|
|
// Make it Po2
|
|
targetsize = Math.Min(General.NextPowerOf2(targetsize), MAX_SKYTEXTURE_SIZE);
|
|
|
|
// Resize if needed
|
|
if(sideimg.Width != targetsize * 4 || sideimg.Height != targetsize)
|
|
{
|
|
sideimg = ResizeImage(sideimg, targetsize * 4, targetsize);
|
|
}
|
|
|
|
// Chop into tiny pieces
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
// Create square image
|
|
Bitmap img = new Bitmap(targetsize, targetsize);
|
|
using(Graphics g = Graphics.FromImage(img))
|
|
{
|
|
// Copy area from the side image
|
|
g.DrawImage(sideimg, 0, 0, new Rectangle(targetsize * i, 0, targetsize, targetsize), GraphicsUnit.Pixel);
|
|
}
|
|
|
|
// Add to collection
|
|
sides[i] = img;
|
|
}
|
|
}
|
|
|
|
// Sanity check...
|
|
if(sides[0] == null || sides[1] == null || sides[2] == null || sides[3] == null)
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: unable to find \"" + info.Textures[0] + "\" texture");
|
|
return null;
|
|
}
|
|
|
|
// Create top
|
|
Bitmap topimg = GetTextureBitmap(info.Textures[1]);
|
|
if(topimg != null)
|
|
{
|
|
// Resize if needed
|
|
if(topimg.Width != targetsize || topimg.Height != targetsize)
|
|
topimg = ResizeImage(topimg, targetsize, targetsize);
|
|
|
|
// Add to collection
|
|
sides[4] = topimg;
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: unable to find \"" + info.Textures[1] + "\" texture");
|
|
return null;
|
|
}
|
|
|
|
// Create bottom
|
|
Bitmap bottomimg = GetTextureBitmap(info.Textures[2]);
|
|
if(bottomimg != null)
|
|
{
|
|
// Resize if needed
|
|
if(bottomimg.Width != targetsize || bottomimg.Height != targetsize)
|
|
bottomimg = ResizeImage(bottomimg, targetsize, targetsize);
|
|
|
|
// Add to collection
|
|
sides[5] = bottomimg;
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: unable to find \"" + info.Textures[2] + "\" texture");
|
|
return null;
|
|
}
|
|
|
|
// Return cubemap texture
|
|
return MakeSkyBox(sides, targetsize, info.FlipTop);
|
|
}
|
|
|
|
// Makes CubeTexture from 6 images.
|
|
// sides[] must contain 6 square Po2 images in this order: North, East, South, West, Top, Bottom
|
|
private static CubeTexture MakeSkyBox(Bitmap[] sides, int targetsize, bool fliptop)
|
|
{
|
|
CubeTexture cubemap = new CubeTexture(General.Map.Graphics, targetsize);
|
|
|
|
// Draw faces
|
|
sides[3].RotateFlip(RotateFlipType.Rotate90FlipNone);
|
|
DrawCubemapFace(cubemap, CubeMapFace.NegativeX, sides[3]); // West
|
|
|
|
DrawCubemapFace(cubemap, CubeMapFace.NegativeY, sides[0]); // North
|
|
|
|
sides[1].RotateFlip(RotateFlipType.Rotate270FlipNone);
|
|
DrawCubemapFace(cubemap, CubeMapFace.PositiveX, sides[1]); // East
|
|
|
|
sides[2].RotateFlip(RotateFlipType.Rotate180FlipNone);
|
|
DrawCubemapFace(cubemap, CubeMapFace.PositiveY, sides[2]); // South
|
|
|
|
if(!fliptop) sides[4].RotateFlip(RotateFlipType.Rotate180FlipX);
|
|
DrawCubemapFace(cubemap, CubeMapFace.PositiveZ, sides[4]); // Top
|
|
|
|
sides[5].RotateFlip(RotateFlipType.Rotate180FlipNone);
|
|
DrawCubemapFace(cubemap, CubeMapFace.NegativeZ, sides[5]); // Bottom
|
|
|
|
// All done...
|
|
return cubemap;
|
|
}
|
|
|
|
private static void DrawCubemapFace(CubeTexture texture, CubeMapFace face, Bitmap image)
|
|
{
|
|
General.Map.Graphics.SetPixels(texture, face, image);
|
|
}
|
|
|
|
private static Bitmap ResizeImage(Image image, int width, int height)
|
|
{
|
|
var destrect = new Rectangle(0, 0, width, height);
|
|
var destimage = new Bitmap(width, height);
|
|
|
|
destimage.SetResolution(image.HorizontalResolution, image.VerticalResolution);
|
|
|
|
using(var graphics = Graphics.FromImage(destimage))
|
|
{
|
|
graphics.CompositingMode = CompositingMode.SourceCopy;
|
|
graphics.CompositingQuality = CompositingQuality.HighQuality;
|
|
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
|
|
graphics.SmoothingMode = SmoothingMode.HighQuality;
|
|
graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
|
|
|
|
using(var wrapmode = new ImageAttributes())
|
|
{
|
|
wrapmode.SetWrapMode(WrapMode.TileFlipXY);
|
|
graphics.DrawImage(image, destrect, 0, 0, image.Width, image.Height, GraphicsUnit.Pixel, wrapmode);
|
|
}
|
|
}
|
|
|
|
return destimage;
|
|
}
|
|
|
|
private static Matrix GetCubeMapViewMatrix(CubeMapFace face)
|
|
{
|
|
Vector3f lookdir, updir;
|
|
|
|
switch(face)
|
|
{
|
|
case CubeMapFace.PositiveX:
|
|
lookdir = new Vector3f(-1.0f, 0.0f, 0.0f);
|
|
updir = new Vector3f(0.0f, 1.0f, 0.0f);
|
|
break;
|
|
|
|
case CubeMapFace.NegativeX:
|
|
lookdir = new Vector3f(1.0f, 0.0f, 0.0f);
|
|
updir = new Vector3f(0.0f, 1.0f, 0.0f);
|
|
break;
|
|
|
|
case CubeMapFace.PositiveY:
|
|
lookdir = new Vector3f(0.0f, -1.0f, 0.0f);
|
|
updir = new Vector3f(0.0f, 0.0f, 1.0f);
|
|
break;
|
|
|
|
case CubeMapFace.NegativeY:
|
|
lookdir = new Vector3f(0.0f, 1.0f, 0.0f);
|
|
updir = new Vector3f(0.0f, 0.0f, -1.0f);
|
|
break;
|
|
|
|
case CubeMapFace.PositiveZ:
|
|
lookdir = new Vector3f(0.0f, 0.0f, 1.0f);
|
|
updir = new Vector3f(0.0f, 1.0f, 0.0f);
|
|
break;
|
|
|
|
case CubeMapFace.NegativeZ:
|
|
lookdir = new Vector3f(0.0f, 0.0f, -1.0f);
|
|
updir = new Vector3f(0.0f, 1.0f, 0.0f);
|
|
break;
|
|
|
|
default:
|
|
throw new Exception("Unknown CubeMapFace!");
|
|
}
|
|
|
|
Vector3f eye = new Vector3f();
|
|
return Matrix.LookAt(eye, lookdir, updir);
|
|
}
|
|
|
|
private static Texture TextureFromBitmap(Image image)
|
|
{
|
|
using (var bitmap = new Bitmap(image))
|
|
{
|
|
return new Texture(General.Map.Graphics, bitmap);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|