mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-17 23:51:10 +00:00
1843ffc5a7
Visual mode, 3d floors: sloped 3d floors are now always rendered as opaque (just like in GZDoom). Fixed a crash when creating a new unknown thing (introduced in r2324). Documentation: updated "Action Argument Settings" and "DECORATE keys" pages.
405 lines
13 KiB
C#
405 lines
13 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal sealed class VisualMiddle3D : BaseVisualGeometrySidedef
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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private Effect3DFloor extrafloor;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public VisualMiddle3D(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
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{
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//mxd
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geometrytype = VisualGeometryType.WALL_MIDDLE_3D;
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partname = "mid";
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// This builds the geometry. Returns false when no geometry created.
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public override bool Setup() { return this.Setup(this.extrafloor); }
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public bool Setup(Effect3DFloor extrafloor)
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{
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Vector2D vl, vr;
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Sidedef sourceside = extrafloor.Linedef.Front;
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this.extrafloor = extrafloor;
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//mxd. lightfog flag support
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int lightvalue;
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bool lightabsolute;
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GetLightValue(out lightvalue, out lightabsolute);
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Vector2D tscale = new Vector2D(sourceside.Fields.GetValue("scalex_mid", 1.0f),
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sourceside.Fields.GetValue("scaley_mid", 1.0f));
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Vector2D toffset1 = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0f),
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Sidedef.Fields.GetValue("offsety_mid", 0.0f));
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Vector2D toffset2 = new Vector2D(sourceside.Fields.GetValue("offsetx_mid", 0.0f),
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sourceside.Fields.GetValue("offsety_mid", 0.0f));
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// Left and right vertices for this sidedef
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if(Sidedef.IsFront)
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{
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vl = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
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vr = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
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}
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else
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{
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vl = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
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vr = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
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}
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// Load sector data
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SectorData sd = mode.GetSectorData(Sidedef.Sector);
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//mxd. which texture we must use?
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long textureLong = 0;
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if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
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{
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if(Sidedef.LongHighTexture != MapSet.EmptyLongName)
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textureLong = Sidedef.LongHighTexture;
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}
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else if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
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{
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if(Sidedef.LongLowTexture != MapSet.EmptyLongName)
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textureLong = Sidedef.LongLowTexture;
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}
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else if(sourceside.LongMiddleTexture != MapSet.EmptyLongName)
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{
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textureLong = sourceside.LongMiddleTexture;
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}
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// Texture given?
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if(textureLong != 0)
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{
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// Load texture
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base.Texture = General.Map.Data.GetTextureImage(textureLong);
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if(base.Texture == null || base.Texture is UnknownImage)
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{
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base.Texture = General.Map.Data.UnknownTexture3D;
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setuponloadedtexture = textureLong;
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}
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else
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{
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if(!base.Texture.IsImageLoaded)
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setuponloadedtexture = textureLong;
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}
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}
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else
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{
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// Use missing texture
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = 0;
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}
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// Get texture scaled size
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Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
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tsz = tsz / tscale;
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// Get texture offsets
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Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY) + new Vector2D(sourceside.OffsetX, sourceside.OffsetY);
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tof = tof + toffset1 + toffset2;
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tof = tof / tscale;
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if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
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tof = tof * base.Texture.Scale;
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// For Vavoom type 3D floors the ceiling is lower than floor and they are reversed.
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// We choose here.
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float sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
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float sourcebottomheight = extrafloor.VavoomType ? sourceside.Sector.CeilHeight : sourceside.Sector.FloorHeight;
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// Determine texture coordinates plane as they would be in normal circumstances.
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// We can then use this plane to find any texture coordinate we need.
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// The logic here is the same as in the original VisualMiddleSingle (except that
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// the values are stored in a TexturePlane)
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// NOTE: I use a small bias for the floor height, because if the difference in
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// height is 0 then the TexturePlane doesn't work!
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TexturePlane tp = new TexturePlane();
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float floorbias = (sourcetopheight == sourcebottomheight) ? 1.0f : 0.0f;
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tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
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tp.trb.y = tp.tlt.y + (sourcetopheight - sourcebottomheight) + floorbias;
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// Apply texture offset
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tp.tlt += tof;
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tp.trb += tof;
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// Transform pixel coordinates to texture coordinates
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tp.tlt /= tsz;
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tp.trb /= tsz;
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// Left top and right bottom of the geometry that
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tp.vlt = new Vector3D(vl.x, vl.y, sourcetopheight);
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tp.vrb = new Vector3D(vr.x, vr.y, sourcebottomheight + floorbias);
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// Make the right-top coordinates
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tp.trt = new Vector2D(tp.trb.x, tp.tlt.y);
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tp.vrt = new Vector3D(tp.vrb.x, tp.vrb.y, tp.vlt.z);
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//mxd. Get ceiling and floor heights. Use our and neighbour sector's data
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SectorData sdo = mode.GetSectorData(Sidedef.Other.Sector);
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float flo = sdo.Floor.plane.GetZ(vl);
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float fro = sdo.Floor.plane.GetZ(vr);
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float clo = sdo.Ceiling.plane.GetZ(vl);
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float cro = sdo.Ceiling.plane.GetZ(vr);
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float fle = sd.Floor.plane.GetZ(vl);
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float fre = sd.Floor.plane.GetZ(vr);
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float cle = sd.Ceiling.plane.GetZ(vl);
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float cre = sd.Ceiling.plane.GetZ(vr);
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float fl = flo > fle ? flo : fle;
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float fr = fro > fre ? fro : fre;
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float cl = clo < cle ? clo : cle;
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float cr = cro < cre ? cro : cre;
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// Anything to see?
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if(((cl - fl) > 0.01f) || ((cr - fr) > 0.01f))
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{
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// Keep top and bottom planes for intersection testing
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top = extrafloor.Floor.plane;
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bottom = extrafloor.Ceiling.plane;
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// Create initial polygon, which is just a quad between floor and ceiling
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WallPolygon poly = new WallPolygon();
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poly.Add(new Vector3D(vl.x, vl.y, fl));
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poly.Add(new Vector3D(vl.x, vl.y, cl));
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poly.Add(new Vector3D(vr.x, vr.y, cr));
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poly.Add(new Vector3D(vr.x, vr.y, fr));
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// Determine initial color
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int lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
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//mxd. This calculates light with doom-style wall shading
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PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef));
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PixelColor wallcolor = PixelColor.Modulate(sd.Ceiling.colorbelow, wallbrightness);
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poly.color = wallcolor.WithAlpha(255).ToInt();
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// Cut off the part above the 3D floor and below the 3D ceiling
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CropPoly(ref poly, extrafloor.Floor.plane, false);
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CropPoly(ref poly, extrafloor.Ceiling.plane, false);
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// Cut out pieces that overlap 3D floors in this sector
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List<WallPolygon> polygons = new List<WallPolygon>(1);
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polygons.Add(poly);
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foreach(Effect3DFloor ef in sd.ExtraFloors)
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{
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//mxd. Walls of solid 3D floors shouldn't be clipped by translucent 3D floors
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if(extrafloor.Alpha < 255 || (!extrafloor.RenderInside && !ef.RenderInside && extrafloor.Alpha == 255 && ef.Alpha == 255))
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{
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int num = polygons.Count;
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for(int pi = 0; pi < num; pi++)
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{
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// Split by floor plane of 3D floor
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WallPolygon p = polygons[pi];
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WallPolygon np = SplitPoly(ref p, ef.Ceiling.plane, true);
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if(np.Count > 0)
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{
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// Split part below floor by the ceiling plane of 3D floor
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// and keep only the part below the ceiling (front)
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SplitPoly(ref np, ef.Floor.plane, true);
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if(p.Count == 0)
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{
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polygons[pi] = np;
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}
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else
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{
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polygons[pi] = p;
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polygons.Add(np);
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}
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}
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else
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{
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polygons[pi] = p;
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}
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}
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}
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}
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// Process the polygon and create vertices
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if (polygons.Count > 0)
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{
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List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
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if (verts.Count > 2)
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{
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if(extrafloor.Sloped3dFloor) //mxd
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this.RenderPass = RenderPass.Mask;
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else if((extrafloor.Linedef.Args[2] & (int) Effect3DFloor.Flags.RenderAdditive) != 0) //mxd
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this.RenderPass = RenderPass.Additive;
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else if(extrafloor.Alpha < 255)
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this.RenderPass = RenderPass.Alpha;
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else
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this.RenderPass = RenderPass.Mask;
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if (extrafloor.Alpha < 255)
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{
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// Apply alpha to vertices
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byte alpha = (byte) General.Clamp(extrafloor.Alpha, 0, 255);
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if (alpha < 255)
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{
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for (int i = 0; i < verts.Count; i++)
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{
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WorldVertex v = verts[i];
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PixelColor c = PixelColor.FromInt(v.c);
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v.c = c.WithAlpha(alpha).ToInt();
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verts[i] = v;
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}
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}
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}
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base.SetVertices(verts);
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return true;
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}
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}
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}
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base.SetVertices(null); //mxd
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return false;
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}
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#endregion
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#region ================== Methods
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// This performs a fast test in object picking (mxd)
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public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
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{
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// Top and bottom are swapped in Vavoom-type 3d floors
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if (extrafloor.VavoomType)
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return (pickintersect.z >= top.GetZ(pickintersect)) && (pickintersect.z <= bottom.GetZ(pickintersect));
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return base.PickFastReject(from, to, dir);
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}
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// Return texture name
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public override string GetTextureName()
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{
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//mxd
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if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
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return Sidedef.HighTexture;
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if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
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return Sidedef.LowTexture;
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return extrafloor.Linedef.Front.MiddleTexture;
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}
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// This changes the texture
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protected override void SetTexture(string texturename)
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{
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//mxd
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if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
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Sidedef.SetTextureHigh(texturename);
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if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
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Sidedef.SetTextureLow(texturename);
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else
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extrafloor.Linedef.Front.SetTextureMid(texturename);
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General.Map.Data.UpdateUsedTextures();
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this.Sector.Rebuild();
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//mxd. Other sector also may require updating
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SectorData sd = mode.GetSectorData(Sidedef.Other.Sector);
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if(sd.ExtraFloors.Count > 0)
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((BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector)).Rebuild();
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//mxd. As well as model sector
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mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
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}
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protected override void SetTextureOffsetX(int x)
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{
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Sidedef.Fields.BeforeFieldsChange();
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Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, (float)x);
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}
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protected override void SetTextureOffsetY(int y)
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{
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Sidedef.Fields.BeforeFieldsChange();
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Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, (float)y);
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}
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protected override void MoveTextureOffset(Point xy)
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{
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Sidedef.Fields.BeforeFieldsChange();
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float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
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float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f);
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Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, oldx + xy.X);
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Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, oldy + xy.Y);
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}
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protected override Point GetTextureOffset()
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{
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float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
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float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f);
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return new Point((int)oldx, (int)oldy);
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}
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//mxd
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public override Linedef GetControlLinedef()
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{
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return extrafloor.Linedef;
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}
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//mxd
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public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight)
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{
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SelectNeighbours(extrafloor.Linedef.Front.MiddleTexture, select, withSameTexture, withSameHeight);
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}
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//mxd
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public override void OnTextureFit(FitTextureOptions options)
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{
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if(!General.Map.UDMF) return;
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if(string.IsNullOrEmpty(extrafloor.Linedef.Front.MiddleTexture) || extrafloor.Linedef.Front.MiddleTexture == "-" || !Texture.IsImageLoaded) return;
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FitTexture(options);
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Setup();
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// Update the model sector to update all 3d floors
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mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
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}
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#endregion
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}
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}
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