mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
188 lines
5 KiB
C#
188 lines
5 KiB
C#
|
|
#region ================== Copyright (c) 2007 Pascal vd Heiden
|
|
|
|
/*
|
|
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
|
|
* This program is released under GNU General Public License
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
*/
|
|
|
|
#endregion
|
|
|
|
#region ================== Namespaces
|
|
|
|
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Globalization;
|
|
using System.Text;
|
|
using System.Windows.Forms;
|
|
using System.IO;
|
|
using System.Reflection;
|
|
using System.Drawing;
|
|
using System.ComponentModel;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using System.Drawing.Imaging;
|
|
using CodeImp.DoomBuilder.Data;
|
|
using CodeImp.DoomBuilder.Editing;
|
|
using CodeImp.DoomBuilder.IO;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
using CodeImp.DoomBuilder.VisualModes;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.BuilderModes
|
|
{
|
|
internal sealed class VisualUpper : BaseVisualGeometrySidedef
|
|
{
|
|
#region ================== Constants
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Setup
|
|
|
|
// Constructor
|
|
public VisualUpper(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
|
|
{
|
|
// We have no destructor
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
// This builds the geometry. Returns false when no geometry created.
|
|
public override bool Setup()
|
|
{
|
|
byte brightness = (byte)General.Clamp(Sidedef.Sector.Brightness, 0, 255);
|
|
|
|
// Calculate size of this wall part
|
|
float geotop = (float)Sidedef.Sector.CeilHeight;
|
|
float geobottom = (float)Sidedef.Other.Sector.CeilHeight;
|
|
float geoheight = geotop - geobottom;
|
|
if(geoheight > 0.001f)
|
|
{
|
|
Vector2D t1 = new Vector2D();
|
|
Vector2D t2 = new Vector2D();
|
|
|
|
// Texture given?
|
|
if((Sidedef.HighTexture.Length > 0) && (Sidedef.HighTexture[0] != '-'))
|
|
{
|
|
// Load texture
|
|
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongHighTexture);
|
|
if(base.Texture == null)
|
|
{
|
|
base.Texture = General.Map.Data.MissingTexture3D;
|
|
setuponloadedtexture = Sidedef.LongHighTexture;
|
|
}
|
|
else
|
|
{
|
|
if(!base.Texture.IsImageLoaded)
|
|
setuponloadedtexture = Sidedef.LongHighTexture;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Use missing texture
|
|
base.Texture = General.Map.Data.MissingTexture3D;
|
|
setuponloadedtexture = 0;
|
|
}
|
|
|
|
// Get texture scaled size
|
|
Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
|
|
|
|
// Determine texture coordinates
|
|
// See http://doom.wikia.com/wiki/Texture_alignment
|
|
// We just use pixels for coordinates for now
|
|
if(!Sidedef.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag))
|
|
{
|
|
// When upper unpegged is NOT set, the upper texture is bound to the bottom
|
|
t1.y = tsz.y - geoheight;
|
|
}
|
|
t2.x = t1.x + Sidedef.Line.Length;
|
|
t2.y = t1.y + geoheight;
|
|
|
|
// Apply texture offset
|
|
t1 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
|
|
t2 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
|
|
|
|
// Transform pixel coordinates to texture coordinates
|
|
t1 /= tsz;
|
|
t2 /= tsz;
|
|
|
|
// Get world coordinates for geometry
|
|
Vector2D v1, v2;
|
|
if(Sidedef.IsFront)
|
|
{
|
|
v1 = Sidedef.Line.Start.Position;
|
|
v2 = Sidedef.Line.End.Position;
|
|
}
|
|
else
|
|
{
|
|
v1 = Sidedef.Line.End.Position;
|
|
v2 = Sidedef.Line.Start.Position;
|
|
}
|
|
|
|
// Use sector brightness for color shading
|
|
PixelColor pc = new PixelColor(255, brightness, brightness, brightness);
|
|
|
|
// Make vertices
|
|
WorldVertex[] verts = new WorldVertex[6];
|
|
verts[0] = new WorldVertex(v1.x, v1.y, geobottom, pc.ToInt(), t1.x, t2.y);
|
|
verts[1] = new WorldVertex(v1.x, v1.y, geotop, pc.ToInt(), t1.x, t1.y);
|
|
verts[2] = new WorldVertex(v2.x, v2.y, geotop, pc.ToInt(), t2.x, t1.y);
|
|
verts[3] = verts[0];
|
|
verts[4] = verts[2];
|
|
verts[5] = new WorldVertex(v2.x, v2.y, geobottom, pc.ToInt(), t2.x, t2.y);
|
|
|
|
// Keep properties
|
|
base.top = geotop;
|
|
base.bottom = geobottom;
|
|
|
|
// Apply vertices
|
|
base.SetVertices(verts);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// No geometry for invisible wall
|
|
base.top = geotop;
|
|
base.bottom = geobottom;
|
|
WorldVertex[] verts = new WorldVertex[0];
|
|
base.SetVertices(verts);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// Return texture name
|
|
public override string GetTextureName()
|
|
{
|
|
return this.Sidedef.HighTexture;
|
|
}
|
|
|
|
// This changes the texture
|
|
protected override void SetTexture(string texturename)
|
|
{
|
|
this.Sidedef.SetTextureHigh(texturename);
|
|
General.Map.Data.UpdateUsedTextures();
|
|
this.Setup();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|