Merged in GZDB r2465.

This commit is contained in:
MascaraSnake 2016-01-23 01:30:20 +01:00
parent 4dfd8297c7
commit 04abc827f7
57 changed files with 3246 additions and 2007 deletions

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@ -969,6 +969,7 @@
#define BLOCKF_USE 128
#define BLOCKF_SIGHT 256
#define BLOCKF_HITSCAN 512
#define BLOCKF_SOUND 1024
#define FOGP_DENSITY 0
#define FOGP_OUTSIDEDENSITY 1

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@ -199,7 +199,7 @@ special
// 211:Transfer_CeilingLight,
212:Sector_SetColor(4,5),
213:Sector_SetFade(4),
214:Sector_SetDamage(3),
214:Sector_SetDamage(3,5),
215:Teleport_Line(2),
216:Sector_SetGravity(3),
217:Stairs_BuildUpDoom(5),
@ -302,7 +302,7 @@ special
-57:SetCVarString(2),
-58:GetUserCVarString(2),
-59:SetUserCVarString(3),
-60:LineAttack(4,8),
-60:LineAttack(4,9),
-61:PlaySound(2,6),
-62:StopSound(1,2),
-63:strcmp(2,3),
@ -337,6 +337,7 @@ special
-91:QuakeEx(8,12),
-92:Warp(6,11),
-93:GetMaxInventory(2),
-94:SetSectorDamage(2,6),
// Zandronum's
-100:ResetMap(0),

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@ -32,6 +32,15 @@ include("Includes\\Game_Doom.cfg");
//mxd. No DECORATE support in vanilla
decorategames = "";
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5,E1M6,E1M7,E1M8,E1M9";
SKY2 = "E2M1,E2M2,E2M3,E2M4,E2M5,E2M6,E2M7,E2M8,E2M9";
SKY3 = "E3M1,E3M2,E3M3,E3M4,E3M5,E3M6,E3M7,E3M8,E3M9";
SKY4 = "E4M1,E4M2,E4M3,E4M4,E4M5,E4M6,E4M7,E4M8,E4M9";
}
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters

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@ -32,6 +32,15 @@ include("Includes\\Game_Doom.cfg");
//mxd. No DECORATE support in vanilla
decorategames = "";
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5,E1M6,E1M7,E1M8,E1M9";
SKY2 = "E2M1,E2M2,E2M3,E2M4,E2M5,E2M6,E2M7,E2M8,E2M9";
SKY3 = "E3M1,E3M2,E3M3,E3M4,E3M5,E3M6,E3M7,E3M8,E3M9";
SKY4 = "E4M1,E4M2,E4M3,E4M4,E4M5,E4M6,E4M7,E4M8,E4M9";
}
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters

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@ -1,29 +1,37 @@
// Default lump name for new map
defaultlumpname = "MAP01";
basegame = 1; //mxd: 0 - UNKNOWN, 1 - DOOM, 2 - HERETIC, 3 - HEXEN, 4 - STRIFE,
defaultlumpname = "MAP01";
basegame = 1; //mxd: 0 - UNKNOWN, 1 - DOOM, 2 - HERETIC, 3 - HEXEN, 4 - STRIFE
// Decorate actors to include depending on actor game property
decorategames = "doom";
// Decorate actors to include depending on actor game property
decorategames = "doom";
// Skill levels
skills
{
include("Doom_misc.cfg", "skills");
}
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "MAP01,MAP02,MAP03,MAP04,MAP05,MAP06,MAP07,MAP08,MAP09,MAP10,MAP11";
SKY2 = "MAP12,MAP13,MAP14,MAP15,MAP16,MAP17,MAP18,MAP19,MAP20";
SKY3 = "MAP21,MAP22,MAP23,MAP24,MAP25,MAP26,MAP27,MAP28,MAP29,MAP30,MAP31,MAP32";
}
// Default textures
defaultwalltexture = "STARTAN";
defaultfloortexture = "FLOOR0_1";
defaultceilingtexture = "CEIL1_1";
// Skill levels
skills
{
include("Doom_misc.cfg", "skills");
}
// Door making
makedoortrack = "DOORTRAK";
makedoordoor = "BIGDOOR2";
makedoorceil = "FLAT20";
// Default textures
defaultwalltexture = "STARTAN";
defaultfloortexture = "FLOOR0_1";
defaultceilingtexture = "CEIL1_1";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Doom_texturesets.cfg");
}
// Door making
makedoortrack = "DOORTRAK";
makedoordoor = "BIGDOOR2";
makedoorceil = "FLAT20";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Doom_texturesets.cfg");
}

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@ -1,29 +1,37 @@
// Default lump name for new map
defaultlumpname = "E1M1";
basegame = 2;
defaultlumpname = "E1M1";
basegame = 2;
// Decorate actors to include depending on actor game property
decorategames = "heretic raven";
// Decorate actors to include depending on actor game property
decorategames = "heretic raven";
// Skill levels
skills
{
include("Heretic_misc.cfg", "skills");
}
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5,E1M6,E1M7,E1M8,E1M9,E4M1,E4M2,E4M3,E4M4,E4M5,E4M6,E4M7,E4M8,E4M9,E6M1,E6M2,E6M3";
SKY2 = "E2M1,E2M2,E2M3,E2M4,E2M5,E2M6,E2M7,E2M8,E2M9";
SKY3 = "E3M1,E3M2,E3M3,E3M4,E3M5,E3M6,E3M7,E3M8,E3M9,E5M1,E5M2,E5M3,E5M4,E5M5,E5M6,E5M7,E5M8,E5M9";
}
// Default textures
defaultwalltexture = "GRSTNPB";
defaultfloortexture = "FLOOR03";
defaultceilingtexture = "FLAT506";
// Skill levels
skills
{
include("Heretic_misc.cfg", "skills");
}
// Door making
makedoortrack = "WOODWL";
makedoordoor = "DOORWOOD";
makedoorceil = "FLOOR04";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Heretic_texturesets.cfg");
}
// Default textures
defaultwalltexture = "GRSTNPB";
defaultfloortexture = "FLOOR03";
defaultceilingtexture = "FLAT506";
// Door making
makedoortrack = "WOODWL";
makedoordoor = "DOORWOOD";
makedoorceil = "FLOOR04";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Heretic_texturesets.cfg");
}

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@ -1,30 +1,30 @@
// Default lump name for new map
defaultlumpname = "MAP01";
skyflatname = "F_SKY";
basegame = 3;
defaultlumpname = "MAP01";
skyflatname = "F_SKY";
basegame = 3;
// Decorate actors to include depending on actor game property
decorategames = "hexen raven";
// Decorate actors to include depending on actor game property
decorategames = "hexen raven";
// Skill levels
skills
{
include("Hexen_misc.cfg", "skills");
}
// Skill levels
skills
{
include("Hexen_misc.cfg", "skills");
}
// Default textures
defaultwalltexture = "FOREST01";
defaultfloortexture = "F_010";
defaultceilingtexture = "F_011";
// Default textures
defaultwalltexture = "FOREST01";
defaultfloortexture = "F_010";
defaultceilingtexture = "F_011";
// Door making
makedoortrack = "D_END2";
makedoordoor = "D_WD07";
makedoorceil = "F_092";
// Door making
makedoortrack = "D_END2";
makedoordoor = "D_WD07";
makedoorceil = "F_092";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Hexen_texturesets.cfg");
}
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Hexen_texturesets.cfg");
}

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@ -1,30 +1,37 @@
// Default lump name for new map
defaultlumpname = "MAP01";
skyflatname = "F_SKY001";
basegame = 4;
defaultlumpname = "MAP01";
skyflatname = "F_SKY001";
basegame = 4;
// Decorate actors to include depending on actor game property
decorategames = "strife";
// Decorate actors to include depending on actor game property
decorategames = "strife";
// Skill levels
skills
{
include("Strife_misc.cfg", "skills");
}
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKYMNT01 = "MAP10,MAP11,MAP12,MAP13,MAP14,MAP15,MAP16,MAP17,MAP18,MAP19,MAP20,MAP21,MAP22,MAP23,MAP24,MAP25,MAP26,MAP27,MAP28,MAP29,MAP30,MAP31";
SKYMNT02 = "MAP01,MAP02,MAP03,MAP04,MAP05,MAP06,MAP07,MAP08,MAP09,MAP32,MAP33,MAP34";
}
// Default textures
defaultwalltexture = "BRKGRY17";
defaultfloortexture = "F_NOLINE";
defaultceilingtexture = "F_DECK";
// Skill levels
skills
{
include("Strife_misc.cfg", "skills");
}
// Door making
makedoortrack = "DORTRK01";
makedoordoor = "DORML01";
makedoorceil = "F_UNDOOR";
// Default textures
defaultwalltexture = "BRKGRY17";
defaultfloortexture = "F_NOLINE";
defaultceilingtexture = "F_DECK";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Strife_texturesets.cfg");
}
// Door making
makedoortrack = "DORTRK01";
makedoordoor = "DORML01";
makedoorceil = "F_UNDOOR";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Strife_texturesets.cfg");
}

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@ -32,20 +32,6 @@ zdoom
}
}
obstacles
{
blocking = 2;
5050
{
title = "Stalagmite";
sprite = "SMT2A0";
class = "Stalagmite";
width = 16;
height = 48;
}
}
lights
{
blocking = 2;
@ -1396,6 +1382,20 @@ doom
class = "StealthZombieMan";
}
}
obstacles
{
blocking = 2;
5050
{
title = "Stalagmite";
sprite = "SMT2A0";
class = "Stalagmite";
width = 16;
height = 48;
}
}
decoration
{

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@ -1,29 +1,37 @@
// Default lump name for new map
defaultlumpname = "MAP01";
defaultlumpname = "MAP01";
// Decorate actors to include depending on actor game property
decorategames = "action2"; // Doesn't actually exist, but used to prevent loading Doom actors when loading zdoom.pk3
// Decorate actors to include depending on actor game property
decorategames = "action2"; // Doesn't actually exist, but used to prevent loading Doom actors when loading zdoom.pk3
// Skill levels
skills
{
include("Action2_misc.cfg", "skills");
}
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "MAP01,MAP02,MAP03,MAP04,MAP05,MAP06,MAP07,MAP08,MAP09,MAP10,MAP11";
SKY2 = "MAP12,MAP13,MAP14,MAP15,MAP16,MAP17,MAP18,MAP19,MAP20";
SKY3 = "MAP21,MAP22,MAP23,MAP24,MAP25,MAP26,MAP27,MAP28,MAP29,MAP30,MAP31,MAP32";
}
// Door making
makedoortrack = "BLACK";
// Skill levels
skills
{
include("Action2_misc.cfg", "skills");
}
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
include("Doom_misc.cfg", "thingsfilters");
}*/
// Door making
makedoortrack = "BLACK";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Action2_texturesets.cfg");
}
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
include("Doom_misc.cfg", "thingsfilters");
}*/
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Action2_texturesets.cfg");
}

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@ -1,28 +1,34 @@
// Default lump name for new map
defaultlumpname = "MAP01";
defaultlumpname = "MAP01";
// Decorate actors to include depending on actor game property
decorategames = "chex";
// Decorate actors to include depending on actor game property
decorategames = "chex";
// Skill levels
skills
{
include("Chex_misc.cfg", "skills");
}
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5";
}
// Door making
makedoortrack = "COMPSTA1";
// Skill levels
skills
{
include("Chex_misc.cfg", "skills");
}
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
include("Doom_misc.cfg", "thingsfilters");
}*/
// Door making
makedoortrack = "COMPSTA1";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Chex3_texturesets.cfg");
}
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
include("Doom_misc.cfg", "thingsfilters");
}*/
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Chex3_texturesets.cfg");
}

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@ -1,28 +1,34 @@
// Default lump name for new map
defaultlumpname = "MAP01";
defaultlumpname = "MAP01";
// Decorate actors to include depending on actor game property
decorategames = "chex";
// Decorate actors to include depending on actor game property
decorategames = "chex";
// Skill levels
skills
{
include("Chex_misc.cfg", "skills");
}
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5";
}
// Door making
makedoortrack = "COMPSTA1";
// Skill levels
skills
{
include("Chex_misc.cfg", "skills");
}
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
include("Doom_misc.cfg", "thingsfilters");
}*/
// Door making
makedoortrack = "COMPSTA1";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Chex_texturesets.cfg");
}
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
include("Doom_misc.cfg", "thingsfilters");
}*/
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Chex_texturesets.cfg");
}

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@ -1,28 +1,36 @@
// Default lump name for new map
defaultlumpname = "MAP01";
defaultlumpname = "MAP01";
// Decorate actors to include depending on actor game property
decorategames = "harmony"; // Doesn't actually exist, but used to prevent loading Doom actors when loading zdoom.pk3
// Decorate actors to include depending on actor game property
decorategames = "harmony"; // Doesn't actually exist, but used to prevent loading Doom actors when loading zdoom.pk3
// Skill levels
skills
{
include("Harmony_misc.cfg", "skills");
}
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "MAP01,MAP02,MAP03,MAP04,MAP05,MAP06,MAP07,MAP08,MAP09,MAP10,MAP11";
SKY2 = "MAP12,MAP13,MAP14,MAP15,MAP16,MAP17,MAP18,MAP19,MAP20";
SKY3 = "MAP21,MAP22,MAP23,MAP24,MAP25,MAP26,MAP27,MAP28,MAP29,MAP30,MAP31,MAP32";
}
// Door making
makedoortrack = "DOORTRAK";
// Skill levels
skills
{
include("Harmony_misc.cfg", "skills");
}
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
include("Doom_misc.cfg", "thingsfilters");
}*/
// Door making
makedoortrack = "DOORTRAK";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Harmony_texturesets.cfg");
}
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
include("Doom_misc.cfg", "thingsfilters");
}*/
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Harmony_texturesets.cfg");
}

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@ -121,7 +121,7 @@ keywords
Death = "Script expression Death";
Default = "default:";
Delay = "void Delay(int tics)";
Disconnect = "Disconnect script expression";
Disconnect = "Script expression Disconnect";
Do = "do";
Door_Animated = "Door_Animated(tag, speed, delay, lock)";
Door_Close = "Door_Close(tag, speed, lighttag)";
@ -261,7 +261,7 @@ keywords
Light_Strobe = "Light_Strobe(tag, upper, lower, u-tics, l-tics)";
Light_StrobeDoom = "Light_StrobeDoom(tag, u-tics, l-tics)";
Lightning = "Script expression Lightning";
LineAttack = "LineAttack(int tid, fixed angle, fixed pitch, int damage[, str pufftype = 'BulletPuff'[, str damagetype = 'None'[, fixed range = 2048[, int flags = 0]]]])\nFires a hitscan attack. If tid is 0, the activator of the script is the source of the attack.";
LineAttack = "LineAttack(int tid, fixed angle, fixed pitch, int damage[, str pufftype = 'BulletPuff'[, str damagetype = 'None'[, fixed range = 2048[, int flags = 0[, int pufftid = 0]]]]])\nFires a hitscan attack. If tid is 0, the activator of the script is the source of the attack.";
Line_AlignCeiling = "Line_AlignCeiling(lineid, side)";
Line_AlignFloor = "Line_AlignFloor(lineid, side)";
Line_SetBlocking = "Line_SetBlocking(lineid, setflags, clearflags)";
@ -390,6 +390,8 @@ keywords
SetPlayerProperty = "SetPlayerProperty(who, set, which)";
SetPointer = "bool SetPointer(int assign_slot, int tid[, int pointer_selector[, int flags]])\nSet the value of one of the caller's stored pointers.";
SetResultValue = "void SetResultValue(int value)";
SetSectorDamage = "fixed SetSectorDamage(int tag, int amount, str damagetype, int interval, int leaky)";
SetSectorTerrain = "fixed SetSectorTerrain(int tag, int plane, str terraintype)";
SetSkyScrollSpeed = "void SetSkyScrollSpeed(int sky, fixed skyspeed)\nChanges the scrolling speed of a sky.\nThis is useful in conjunction with ChangeSky.\nsky: either 1 or 2.\nskyspeed: the desired scrolling speed.";
SetActorTeleFog = "void SetActorTeleFog(int tid, str telefogsrcclass, str telefogdestclass";
SetThingSpecial = "void SetThingSpecial(int tid, int special[, int arg0[, int arg1[, int arg2[, int arg3[, int arg4]]]]])\nSets the special for any things with the same TID.\nThis is similar to Thing_SetSpecial, except it can only be used from ACS,\nand it can set all of a thing's special arguments.\nIf tid is 0, then the activator is used.";
@ -547,11 +549,12 @@ constants
APROP_Mass;
APROP_MasterTID;
APROP_MeleeRange;
APROP_NameTag;
APROP_NoTarget;
APROP_NoTrigger;
APROP_Nametag;
APROP_Notarget;
APROP_Notrigger;
APROP_PainSound;
APROP_Radius;
APROP_Reactiontime;
APROP_RenderStyle;
APROP_ScaleX;
APROP_ScaleY;
@ -566,12 +569,12 @@ constants
APROP_TracerTID;
APROP_ViewHeight;
APROP_Waterlevel;
ARMORINFO_CLASSNAME;
ARMORINFO_SAVEAMOUNT;
ARMORINFO_ACTUALSAVEAMOUNT;
ARMORINFO_SAVEPERCENT;
ARMORINFO_CLASSNAME;
ARMORINFO_MAXABSORB;
ARMORINFO_MAXFULLABSORB;
ARMORINFO_SAVEAMOUNT;
ARMORINFO_SAVEPERCENT;
ATTN_IDLE;
ATTN_NONE;
ATTN_NORM;
@ -590,6 +593,7 @@ constants
BLOCKF_PROJECTILES;
BLOCKF_RAILING;
BLOCKF_SIGHT;
BLOCKF_SOUND;
BLOCKF_USE;
BT_ALTATTACK;
BT_ATTACK;
@ -617,20 +621,19 @@ constants
BT_USER4;
BT_ZOOM;
CARRY;
CHAN_AREA;
CHAN_5;
CHAN_6;
CHAN_7;
CHAN_AUTO;
CHAN_BODY;
CHAN_ITEM;
CHAN_LISTENERZ;
CHAN_LOOP;
CHAN_MAYBE_LOCAL;
CHAN_NOPAUSE;
CHAN_UI;
CHAN_VOICE;
CHAN_WEAPON;
CHAN_5;
CHAN_6;
CHAN_7;
CHANGELEVEL_CHANGESKILL;
CHANGELEVEL_KEEPFACING;
CHANGELEVEL_NOINTERMISSION;
CHANGELEVEL_NOMONSTERS;
@ -670,9 +673,27 @@ constants
DAMAGE_NONPLAYERS;
DAMAGE_PLAYERS;
DAMAGE_SUBCLASSES_PROTECT;
DB_ORDER_ASC;
DB_ORDER_DESC;
EV_Char;
EV_KeyDown;
EV_KeyRepeat;
EV_KeyUp;
EV_LButtonDblClick;
EV_LButtonDown;
EV_LButtonUp;
EV_MButtonDblClick;
EV_MButtonDown;
EV_MButtonUp;
EV_MouseMove;
EV_RButtonDblClick;
EV_RButtonDown;
EV_RButtonUp;
EV_WheelDown;
EV_WheelUp;
FALSE;
FHF_NORANDOMPUFFZ;
FHF_NOIMPACTDECAL;
FHF_NORANDOMPUFFZ;
FOGP_DENSITY;
FOGP_OUTSIDEDENSITY;
FOGP_SKYFOG;
@ -680,6 +701,45 @@ constants
GAME_NET_DEATHMATCH;
GAME_SINGLE_PLAYER;
GAME_TITLE_MAP;
GK_ALERT;
GK_BACKSPACE;
GK_CESCAPE;
GK_DEL;
GK_DOWN;
GK_END;
GK_ESCAPE;
GK_F1;
GK_F10;
GK_F11;
GK_F12;
GK_F2;
GK_F3;
GK_F4;
GK_F5;
GK_F6;
GK_F7;
GK_F8;
GK_F9;
GK_FORMFEED;
GK_FREE1;
GK_FREE2;
GK_FREE3;
GK_HOME;
GK_LEFT;
GK_LINEFEED;
GK_PGDN;
GK_PGUP;
GK_RETURN;
GK_RIGHT;
GK_TAB;
GK_UP;
GK_VTAB;
GKM_ALT;
GKM_CTRL;
GKM_LBUTTON;
GKM_MBUTTON;
GKM_RBUTTON;
GKM_SHIFT;
HUDMSG_ADDBLEND;
HUDMSG_ALPHA;
HUDMSG_COLORSTRING;
@ -733,66 +793,69 @@ constants
MARINEWEAPON_RocketLauncher;
MARINEWEAPON_Shotgun;
MARINEWEAPON_SuperShotgun;
MF_SPECIAL;
MF_SOLID;
MF_SHOOTABLE;
MF_NOSECTOR;
MF_NOBLOCKMAP;
MF_AMBUSH;
MF_JUSTHIT;
MF_JUSTATTACKED;
MF_SPAWNCEILING;
MF_NOGRAVITY;
MF_DROPOFF;
MF_PICKUP;
MF_NOCLIP;
MF_INCHASE;
MF_FLOAT;
MF_TELEPORT;
MF_MISSILE;
MF_DROPPED;
MF_SHADOW;
MF_NOBLOOD;
MF_CORPSE;
MF_INFLOAT;
MF_INBOUNCE;
MF_COUNTKILL;
MF_COUNTITEM;
MF_SKULLFLY;
MF_NOTDMATCH;
MF_SPAWNSOUNDSOURCE;
MF_COUNTKILL;
MF_DROPOFF;
MF_DROPPED;
MF_FLOAT;
MF_FRIENDLY;
MF_UNMORPHED;
MF_NOLIFTDROP;
MF_STEALTH;
MF_ICECORPSE;
ML_BLOCKING;
ML_BLOCKMONSTERS;
ML_TWOSIDED;
ML_DONTPEGTOP;
ML_DONTPEGBOTTOM;
ML_SECRET;
ML_SOUNDBLOCK;
ML_DONTDRAW;
ML_MAPPED;
ML_REPEAT_SPECIAL;
MF_INBOUNCE;
MF_INCHASE;
MF_INFLOAT;
MF_JUSTATTACKED;
MF_JUSTHIT;
MF_MISSILE;
MF_NOBLOCKMAP;
MF_NOBLOOD;
MF_NOCLIP;
MF_NOGRAVITY;
MF_NOLIFTDROP;
MF_NOSECTOR;
MF_NOTDMATCH;
MF_PICKUP;
MF_SHADOW;
MF_SHOOTABLE;
MF_SKULLFLY;
MF_SOLID;
MF_SPAWNCEILING;
MF_SPAWNSOUNDSOURCE;
MF_SPECIAL;
MF_STEALTH;
MF_TELEPORT;
MF_UNMORPHED;
ML_3DMIDTEX;
ML_ADDTRANS;
ML_MONSTERSCANACTIVATE;
ML_BLOCK_FLOATERS;
ML_BLOCK_PLAYERS;
ML_BLOCKEVERYTHING;
ML_ZONEBOUNDARY;
ML_RAILING;
ML_BLOCK_FLOATERS;
ML_CLIP_MIDTEX;
ML_WRAP_MIDTEX;
ML_3DMIDTEX;
ML_CHECKSWITCHRANGE;
ML_FIRSTSIDEONLY;
ML_BLOCKPROJECTILE;
ML_BLOCKUSE;
ML_BLOCKSIGHT;
ML_BLOCKHITSCAN;
ML_BLOCKING;
ML_BLOCKMONSTERS;
ML_BLOCKPROJECTILE;
ML_BLOCKSIGHT;
ML_BLOCKUSE;
ML_CHECKSWITCHRANGE;
ML_CLIP_MIDTEX;
ML_DONTDRAW;
ML_DONTPEGBOTTOM;
ML_DONTPEGTOP;
ML_FIRSTSIDEONLY;
ML_MAPPED;
ML_MONSTERSCANACTIVATE;
ML_RAILING;
ML_REPEAT_SPECIAL;
ML_SECRET;
ML_SOUNDBLOCK;
ML_TWOSIDED;
ML_WRAP_MIDTEX;
ML_ZONEBOUNDARY;
MOD_BARREL;
MOD_BFG_BOOM;
MOD_BFG_SPLASH;
MOD_CHAINSAW;
MOD_CRUSH;
MOD_DISINTEGRATE;
MOD_ELECTRIC;
@ -801,9 +864,14 @@ constants
MOD_HIT;
MOD_ICE;
MOD_LAVA;
MOD_PLASMARIFLE;
MOD_POISON;
MOD_R_SPLASH;
MOD_RAILGUN;
MOD_ROCKET;
MOD_SLIME;
MOD_SPLASH;
MOD_SSHOTGUN;
MOD_SUICIDE;
MOD_TELEFRAG;
MOD_UNKNOWN;
@ -835,6 +903,7 @@ constants
MRF_WHENINVULNERABLE;
NO;
NO_CHANGE;
NO_TEAM;
NOT_BOTTOM;
NOT_CEILING;
NOT_FLOOR;
@ -875,11 +944,11 @@ constants
PTROP_NOSAFEGUARDS;
PTROP_UNSAFEMASTER;
PTROP_UNSAFETARGET;
QF_FULLINTENSITY;
QF_MAX;
QF_RELATIVE;
QF_SCALEDOWN;
QF_SCALEUP;
QF_MAX;
QF_FULLINTENSITY;
QF_WAVE;
SCROLL;
SCROLL_AND_CARRY;
@ -900,21 +969,31 @@ constants
SKILL_NORMAL;
SKILL_VERY_EASY;
SKILL_VERY_HARD;
SPAC_None;
SPAC_Cross;
SPAC_Use;
SPAC_MCross;
SPAC_Impact;
SPAC_Push;
SPAC_PCross;
SPAC_UseThrough;
SOUND_Active;
SOUND_Attack;
SOUND_Bounce;
SOUND_CrushPain;
SOUND_Death;
SOUND_Howl;
SOUND_Pain;
SOUND_See;
SOUND_Use;
SOUND_WallBounce;
SPAC_AnyCross;
SPAC_MUse;
SPAC_Cross;
SPAC_Impact;
SPAC_MCross;
SPAC_MPush;
SPAC_MUse;
SPAC_None;
SPAC_PCross;
SPAC_Push;
SPAC_Use;
SPAC_UseBack;
SPAC_UseThrough;
STYLE_Add;
STYLE_AddStencil;
STYLE_AddShaded;
STYLE_AddStencil;
STYLE_Fuzzy;
STYLE_None;
STYLE_Normal;
@ -1242,6 +1321,8 @@ constants
T_YELLOWKEYCARD;
T_YELLOWSKULLKEY;
T_ZOMBIE;
TEAM_BLUE;
TEAM_RED;
TEXFLAG_ADDOFFSET;
TEXFLAG_BOTTOM;
TEXFLAG_MIDDLE;
@ -1249,22 +1330,41 @@ constants
TEXTURE_BOTTOM;
TEXTURE_MIDDLE;
TEXTURE_TOP;
WARPF_ABSOLUTEOFFSET;
TPROP_Assister;
TPROP_Carrier;
TPROP_DeathCount;
TPROP_FragCount;
TPROP_IsValid;
TPROP_LoserTheme;
TPROP_Name;
TPROP_NumLivePlayers;
TPROP_NumPlayers;
TPROP_PlayerStartNum;
TPROP_PointCount;
TPROP_ReturnTics;
TPROP_Score;
TPROP_Spread;
TPROP_TeamItem;
TPROP_TextColor;
TPROP_WinCount;
TPROP_WinnerTheme;
TRANSLATION_ICE;
TRUE;
WARPF_ABSOLUTEANGLE;
WARPF_USECALLERANGLE;
WARPF_NOCHECKPOSITION;
WARPF_INTERPOLATE;
WARPF_WARPINTERPOLATION;
WARPF_COPYINTERPOLATION;
WARPF_STOP;
WARPF_TOFLOOR;
WARPF_TESTONLY;
WARPF_ABSOLUTEOFFSET;
WARPF_ABSOLUTEPOSITION;
WARPF_BOB;
WARPF_MOVEPTR;
WARPF_USEPTR;
WARPF_COPYVELOCITY;
WARPF_COPYINTERPOLATION;
WARPF_COPYPITCH;
TRUE;
WARPF_COPYVELOCITY;
WARPF_INTERPOLATE;
WARPF_MOVEPTR;
WARPF_NOCHECKPOSITION;
WARPF_STOP;
WARPF_TESTONLY;
WARPF_TOFLOOR;
WARPF_USECALLERANGLE;
WARPF_USEPTR;
WARPF_WARPINTERPOLATION;
YES;
}

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@ -23,10 +23,11 @@
<br />
<b class="fat">game</b> (string)<br />
The name that is displayed in Doom Buider for your Game Configuration.<br />
Default value is <b>"&lt;unnamed game&gt;"</b>.<br />
<br />
<b class="fat">enabledbydefault</b> (boolean) - <span class="red">GZDB only</span>.<br />
This game configuration is available by default. You can enable and disable game configurations using <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
The default value is <b>false</b>.<br />
Default value is <b>false</b>.<br />
<br />
<b class="fat">actionspecialhelp</b> (string) - <span class="red">GZDB only</span>.<br />
The URL used to display action special help. &quot;<strong>%K</strong>&quot; wildcard is replaced by <strong>id</strong> property defined in <a href="gc_linedefsettings.html#actionid">action definition</a>.<br />
@ -38,7 +39,7 @@
<b class="fat">basegame</b> (integer) [0 .. 4] - <span class="red">GZDB only</span>.<br />
Indicates which game the current configuration is based on. Used to load game-specific GLDEFS lumps (DOOMDEFS, HTICDEFS, HEXNDEFS or STRFDEFS).
<br /><b>Possible values:</b> 1 (DOOM), 2 (HERETIC), 3 (HEXEN) or 4 (STRIFE).<br />
The default value is <b>0</b> (don't load game-specific lumps).<br />
Default value is <b>0</b> (don't load game-specific lumps).<br />
<br />
<b class="fat">engine</b> (string)<br />
@ -52,7 +53,7 @@
<br />
<b class="fat">testshortpaths</b> (boolean)<br />
Set to <b>true</b> to use MSDOS 8.3 format paths and filenames by default. The user can still change this in the <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
The default value is <b>false</b>.<br />
Default value is <b>false</b>.<br />
<br />
<b class="fat">defaultsavecompiler</b> (string)<br />
Name of the <a href="scriptingconfigs.html">Nodebuilder Compiler Configuration structure</a> to use as the default settings for the compiler that is used when saving the map. The user can still change this in the <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
@ -67,7 +68,7 @@
This defines the skill options the user has available with this game engine/project. The settings in this structure are expected to be numbers with string values (the descriptive name for the skill level).<br />
<br />
<strong>Example:</strong>
<pre>
<pre>
skills
{
1 = "I'm too young to die";
@ -79,7 +80,8 @@ skills
</pre>
<br />
<b class="fat">linetagindicatesectors</b> (boolean)<br />
When <b>true</b>, Doom Builder will highlight sectors associated with the same tag number when a line is highlighted. This is only really useful for Doom format maps, because Hexen format and UDMF format has no single tag on linedefs (in those formats, the arguments of the linedef's action can be tags, which also works to highlight sectors).<br />The default is <b>false</b>.<br />
When <b>true</b>, Doom Builder will highlight sectors associated with the same tag number when a line is highlighted. This is only really useful for Doom format maps, because Hexen format and UDMF format has no single tag on linedefs (in those formats, the arguments of the linedef's action can be tags, which also works to highlight sectors).<br />
Default value is <b>false</b>.<br />
<br />
<b class="fat">singlesidedflag</b> (integer or string)<br />
This lets Doom Builder know the <a href="gc_linedefflags.html">linedef flag</a> that indicates a line with only one side. Doom Builder will set this flag value on a linedef when it changes a line to become single sided and removes the flag from a linedef when it becomes double sided. Plugins can also use this information to perform operations on linedefs. For map formats that use numeric flags (Doom and Hexen) this must be an integer flag value. For map formats that use named flags (UDMF), this must be a string indicating the name of the flag.<br />
@ -91,22 +93,28 @@ skills
This lets Doom Builder know the <a href="gc_linedefflags.html">linedef flag</a> that indicates a line which blocks players and monsters. Doom Builder uses this to give the line a special color and plugins can use this information to perform operations related to blocking sound lines. For map formats that use numeric flags (Doom and Hexen) this must be an integer specifying the flag value of the Impassable flag. For map formats that use named flags (UDMF), this must be a string indicating the name of the Impassable flag.<br />
<br />
<b class="fat">defaultwalltexture</b> (string) - <span class="red">GZDB only</span>.<br />
Name of a texture to use on sidedefs when creating a new sector.<br />
Name of a texture to use on sidedefs when creating a new sector.<br />
<b>"STARTAN"</b>.<br />
<br />
<b class="fat">defaultfloortexture</b> (string) - <span class="red">GZDB only</span>.<br />
Name of a flat to use on the floor when creating a new sector.<br />
Name of a flat to use on the floor when creating a new sector.<br />
Default value is <b>"FLOOR0_1"</b>.<br />
<br />
<b class="fat">defaultceilingtexture</b> (string) - <span class="red">GZDB only</span>.<br />
Name of a flat to use on the ceiling when creating a new sector.<br />
Name of a flat to use on the ceiling when creating a new sector.<br />
Default value is <b>"CEIL1_1"</b>.<br />
<br />
<b class="fat">makedoortrack</b> (string)<br />
Name of a texture to use on the walls when making a door.<br />
Default value is <b>"-"</b> (no texture).<br />
<br />
<b class="fat">makedoordoor</b> (string) - <span class="red">GZDB only</span>.<br />
Name of a texture to use as the door texture when making a door.<br />
Default value is <b>"-"</b> (no texture).<br />
<br />
<b class="fat">makedoorceil</b> (string) - <span class="red">GZDB only</span>.<br />
Name of a texture to use as the door's ceiling texture when making a door.<br />
Default value is <b>"-"</b> (no texture).<br />
<br />
<b class="fat">makedooraction</b> (integer)<br />
Linedef action number to put on the lines when making a door.<br />
@ -115,13 +123,28 @@ skills
Arguments for the linedef action number to put on the lines when making a door.<br />
<br />
<b class="fat">doomlightlevels</b> (boolean)<br />
Set this to <b>false</b> to use linear lighting in Doom Builder. Normally Doom Builder uses a simulation of Doom's light levels.<br />Default value is <b>true</b>.<br />
Set this to <b>false</b> to use linear lighting in Doom Builder. Normally Doom Builder uses a simulation of Doom's light levels.
<br />Default value is <b>true</b>.<br />
<br />
<b class="fat">start3dmode</b> (integer)<br />
Thing type number that Doom Builder will use to keep your Visual Mode camera position stored in the map. Doom Builder will place a single thing of this type in your map and move it along as you move in Visual Mode.<br />
<br />
<b class="fat">skyflatname</b> (string)<br />
Name of the flat that is interpreted as sky (meaning there is no ceiling). Doom Builder and plugins can use this information for various purposes.<br />
Name of the flat that is interpreted as sky (meaning there is no ceiling). Doom Builder and plugins can use this information for various purposes.
<br />Default value is <b>"F_SKY1"</b>.<br />
<br />
<b class="fat">defaultskytextures</b> (structure) - <span class="red">GZDB only</span>.<br />
Defines the relationship between map names and sky texture names used by vanilla maps.<br />
<br />
<strong>Example:</strong>
<pre>
defaultskytextures
{
SKY1 = "MAP01,MAP02,MAP03,MAP04,MAP05";
SKY2 = "MAP12,MAP13,MAP14,MAP15,MAP16";
SKY3 = "MAP21,MAP22,MAP23,MAP24,MAP25";
}
</pre>
<br />
<b class="fat">longtexturenames</b> (boolean) - <span class="red">GZDB only</span>.<br />
Enables support for long (> 8 chars) texture names. This is used by GZDoom Builder to limit the input fields in the user interface and to check the validity of texture names in resources. This setting should only be enabled for UDMF game configurations. Enabling this setting will make maps incompatible with Doom Builder 2 and can lead to problems in Slade 3 This does NOT determine the actual limitation on the texture names in the map file format.<br />Default value is <b>false</b>.<br />

View File

@ -21,7 +21,7 @@
<b class="fat">decorategames</b> (string)<br />
Fill this to the game names to support DECORATE actors from. Only the DECORATE actors who's game name is in this string will be loaded. If this setting is not set, DECORATE lumps are not loaded.<br />
<br />
Example:
<strong>Example:</strong>
<pre>
decorategames = "heretic raven";
</pre>
@ -41,7 +41,7 @@ decorategames = "heretic raven";
<b class="fat">textures</b> (structure)<br />
This lists the marker lump names that indicate the begin and end of a list of textures that Doom Builder should load. There must be a separate structure for each range, for which the structure name doesn't matter. The range must have a 'start' setting and an 'end' setting of which the values must be the names of the start and end lumps (strings). Please note that PNAMES, TEXTURE1 and TEXTURE2 lumps do not need to be in the game configuration, they are always loaded when available.<br />
<br />
Example:
<strong>Example:</strong>
<pre>
textures
{
@ -56,7 +56,7 @@ textures
<b class="fat">patches</b> (structure)<br />
This lists the marker lump names that indicate the begin and end of a list of patches that Doom Builder should load. There must be a separate structure for each range, for which the structure name doesn't matter. The range must have a 'start' setting and an 'end' setting of which the values must be the names of the start and end lumps (strings). Note that Doom Builder does not load all patches, only those that are used by the textures.<br />
<br />
Example:
<strong>Example:</strong>
<pre>
patches
{
@ -77,7 +77,7 @@ patches
<b class="fat">sprites</b> (structure)<br />
This lists the marker lump names that indicate the begin and end of a list of sprites that Doom Builder should load. There must be a separate structure for each range, for which the structure name doesn't matter. The range must have a 'start' setting and an 'end' setting of which the values must be the names of the start and end lumps (strings). Note that Doom Builder does not load all sprites, only those that are used by the <a href="gc_thingsettings.cfg">things</a>.<br />
<br />
Example:
<strong>Example:</strong>
<pre>
sprites
{
@ -92,7 +92,7 @@ sprites
<b class="fat">flats</b> (structure)<br />
This lists the marker lump names that indicate the begin and end of a list of flats that Doom Builder should load. There must be a separate structure for each range, for which the structure name doesn't matter. The range must have a 'start' setting and an 'end' setting of which the values must be the names of the start and end lumps (strings).<br />
<br />
Example:
<strong>Example:</strong>
<pre>
flats
{
@ -107,7 +107,7 @@ flats
<b class="fat">colormaps</b> (structure)<br />
This lists the marker lump names that indicate the begin and end of a list of colormaps that Doom Builder should load. There must be a separate structure for each range, for which the structure name doesn't matter. The range must have a 'start' setting and an 'end' setting of which the values must be the names of the start and end lumps (strings).<br />
<br />
Example:
<strong>Example:</strong>
<pre>
colormaps
{

View File

@ -46,8 +46,9 @@
<DocumentationFile>..\..\Build\Builder.xml</DocumentationFile>
<DefineConstants>
</DefineConstants>
<WarningLevel>3</WarningLevel>
<WarningLevel>4</WarningLevel>
<DebugSymbols>true</DebugSymbols>
<NoWarn>1591</NoWarn>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug + Profiler|x86' ">
<DebugSymbols>true</DebugSymbols>
@ -502,8 +503,8 @@
<Compile Include="Plugins\Plugin.cs" />
<Compile Include="Plugins\PluginManager.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
@ -583,7 +584,7 @@
<EmbeddedResource Include="Properties\Resources.resx">
<SubType>Designer</SubType>
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
<ItemGroup>
@ -875,6 +876,7 @@
<Compile Include="GZBuilder\Data\ModelLoadState.cs" />
<Compile Include="GZBuilder\Data\ScriptItem.cs" />
<Compile Include="GZBuilder\Data\SharpCompressHelper.cs" />
<Compile Include="GZBuilder\Data\SkyboxInfo.cs" />
<Compile Include="GZBuilder\Rendering\SizelessVisualThingCage.cs" />
<Compile Include="GZBuilder\Rendering\ThingBoundingBox.cs" />
<Compile Include="GZBuilder\Data\ThingCopyData.cs" />
@ -1132,10 +1134,12 @@
<None Include="Resources\MCrash.png" />
<None Include="Resources\MixedThings.png" />
<None Include="Resources\LinedefColorPresets.png" />
<EmbeddedResource Include="Resources\MissingSky3D.png" />
<Content Include="Resources\Model.png" />
<None Include="Resources\ModelDisabled.png" />
<None Include="Resources\ModelFiltered.png" />
<Content Include="Resources\Model_selected.png" />
<None Include="Resources\Sky.png" />
<None Include="Resources\Update.png" />
<None Include="Resources\Reload.png" />
<None Include="Resources\Preferences.png" />

View File

@ -77,7 +77,8 @@ namespace CodeImp.DoomBuilder.Config
private readonly bool linetagindicatesectors;
private readonly string decorategames;
private string skyflatname;
private readonly int maxtexturenamelength;
private Dictionary<string, string> defaultskytextures; //mxd <map name, sky texture name>
private readonly int maxtexturenamelength;
private readonly bool longtexturenames; //mxd
private readonly int leftboundary;
private readonly int rightboundary;
@ -194,7 +195,8 @@ namespace CodeImp.DoomBuilder.Config
public bool LineTagIndicatesSectors { get { return linetagindicatesectors ; } }
public string DecorateGames { get { return decorategames; } }
public string SkyFlatName { get { return skyflatname; } internal set { skyflatname = value; } } //mxd. Added setter
public int MaxTextureNameLength { get { return maxtexturenamelength; } }
public Dictionary<string, string> DefaultSkyTextures { get { return defaultskytextures; } } //mxd
public int MaxTextureNameLength { get { return maxtexturenamelength; } }
public bool UseLongTextureNames { get { return longtexturenames; } } //mxd
public int LeftBoundary { get { return leftboundary; } }
public int RightBoundary { get { return rightboundary; } }
@ -309,9 +311,10 @@ namespace CodeImp.DoomBuilder.Config
this.linedefrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.sectorrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.thingrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
// Read general settings
configname = cfg.ReadSetting("game", "<unnamed game>");
this.defaultskytextures = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase); //mxd
// Read general settings
configname = cfg.ReadSetting("game", "<unnamed game>");
//mxd
int gt = (cfg.ReadSetting("basegame", (int)GameType.UNKNOWN));
@ -426,8 +429,11 @@ namespace CodeImp.DoomBuilder.Config
LoadTextureSets();
LoadThingFilters();
// Make door flags
LoadMakeDoorFlags();
//mxd. Vanilla sky textures
LoadDefaultSkies();
// Make door flags
LoadMakeDoorFlags();
}
// Destructor
@ -898,8 +904,42 @@ namespace CodeImp.DoomBuilder.Config
}
}
//mxd
private void LoadStringDictionary(Dictionary<string, string> target, string settingname)
//mxd
private void LoadDefaultSkies()
{
IDictionary dic = cfg.ReadSetting("defaultskytextures", new Hashtable());
char[] separator = new[] { ',' };
foreach (DictionaryEntry de in dic)
{
string skytex = de.Key.ToString();
if (defaultskytextures.ContainsKey(skytex))
{
General.ErrorLogger.Add(ErrorType.Warning, "Sky texture \"" + skytex + "\" is double-defined in the current game configuration!");
continue;
}
string[] maps = de.Value.ToString().Split(separator, StringSplitOptions.RemoveEmptyEntries);
if (maps.Length == 0)
{
General.ErrorLogger.Add(ErrorType.Warning, "Sky texture \"" + skytex + "\" has no map names defined in the current game configuration!");
continue;
}
foreach (string map in maps)
{
if (defaultskytextures.ContainsKey(map))
{
General.ErrorLogger.Add(ErrorType.Warning, "Map \"" + map + "\" is double-defined in the \"DefaultSkyTextures\" block of current game configuration!");
continue;
}
defaultskytextures[map] = skytex;
}
}
}
//mxd
private void LoadStringDictionary(Dictionary<string, string> target, string settingname)
{
IDictionary dic = cfg.ReadSetting(settingname, new Hashtable());
foreach(DictionaryEntry de in dic)

View File

@ -98,7 +98,8 @@ namespace CodeImp.DoomBuilder.Config
private ModelRenderMode gzDrawModelsMode;
private LightRenderMode gzDrawLightsMode;
private bool gzDrawFog;
private bool gzToolbarGZDoom;
private bool gzDrawSky;
private bool gzToolbarGZDoom;
private bool gzSynchCameras;
private bool gzShowEventLines;
private bool gzOldHighlightMode;
@ -112,6 +113,7 @@ namespace CodeImp.DoomBuilder.Config
private string lastUsedConfigName;
private string lastUsedMapFolder;
private bool gzMarkExtraFloors;
private bool gzdoomrenderingeffects = true; //mxd
private bool drawFullCrosshair;
private int maxRecentFiles;
private bool autoClearSideTextures;
@ -192,7 +194,8 @@ namespace CodeImp.DoomBuilder.Config
public ModelRenderMode GZDrawModelsMode { get { return gzDrawModelsMode; } internal set { gzDrawModelsMode = value; } }
public LightRenderMode GZDrawLightsMode { get { return gzDrawLightsMode; } internal set { gzDrawLightsMode = value; } }
public bool GZDrawFog { get { return gzDrawFog; } internal set { gzDrawFog = value; } }
public bool GZToolbarGZDoom { get { return gzToolbarGZDoom; } internal set { gzToolbarGZDoom = value; } }
public bool GZDrawSky { get { return gzDrawSky; } internal set { gzDrawSky = value; } }
public bool GZToolbarGZDoom { get { return gzToolbarGZDoom; } internal set { gzToolbarGZDoom = value; } }
public bool GZSynchCameras { get { return gzSynchCameras; } internal set { gzSynchCameras = value; } }
public bool GZShowEventLines { get { return gzShowEventLines; } internal set { gzShowEventLines = value; } }
public bool GZOldHighlightMode { get { return gzOldHighlightMode; } internal set { gzOldHighlightMode = value; } }
@ -206,6 +209,7 @@ namespace CodeImp.DoomBuilder.Config
public string LastUsedConfigName { get { return lastUsedConfigName; } internal set { lastUsedConfigName = value; } }
public string LastUsedMapFolder { get { return lastUsedMapFolder; } internal set { lastUsedMapFolder = value; } }
public bool GZMarkExtraFloors { get { return gzMarkExtraFloors; } internal set { gzMarkExtraFloors = value; } }
public bool GZDoomRenderingEffects { get { return gzdoomrenderingeffects; } set { gzdoomrenderingeffects = value; } } //mxd
public bool DrawFullCrosshair { get { return drawFullCrosshair; } internal set { drawFullCrosshair = value; } }
public int MaxRecentFiles { get { return maxRecentFiles; } internal set { maxRecentFiles = General.Clamp(value, 8, 25); } }
public bool AutoClearSidedefTextures { get { return autoClearSideTextures; } internal set { autoClearSideTextures = value; } }
@ -309,7 +313,8 @@ namespace CodeImp.DoomBuilder.Config
gzDrawModelsMode = (ModelRenderMode)cfg.ReadSetting("gzdrawmodels", (int)ModelRenderMode.ALL);
gzDrawLightsMode = (LightRenderMode)cfg.ReadSetting("gzdrawlights", (int)LightRenderMode.ALL);
gzDrawFog = cfg.ReadSetting("gzdrawfog", false);
gzToolbarGZDoom = cfg.ReadSetting("gztoolbargzdoom", true);
gzDrawSky = cfg.ReadSetting("gzdrawsky", true);
gzToolbarGZDoom = cfg.ReadSetting("gztoolbargzdoom", true);
gzSynchCameras = cfg.ReadSetting("gzsynchcameras", true);
gzShowEventLines = cfg.ReadSetting("gzshoweventlines", true);
gzOldHighlightMode = cfg.ReadSetting("gzoldhighlightmode", false);
@ -408,7 +413,8 @@ namespace CodeImp.DoomBuilder.Config
cfg.WriteSetting("gzdrawmodels", (int)gzDrawModelsMode);
cfg.WriteSetting("gzdrawlights", (int)gzDrawLightsMode);
cfg.WriteSetting("gzdrawfog", gzDrawFog);
cfg.WriteSetting("gzsynchcameras", gzSynchCameras);
cfg.WriteSetting("gzdrawsky", gzDrawSky);
cfg.WriteSetting("gzsynchcameras", gzSynchCameras);
cfg.WriteSetting("gzshoweventlines", gzShowEventLines);
cfg.WriteSetting("gzoldhighlightmode", gzOldHighlightMode);
cfg.WriteSetting("gztoolbargzdoom", gzToolbarGZDoom);

View File

@ -299,7 +299,17 @@ namespace CodeImp.DoomBuilder.Controls
//mxd. Sector index
frontpanel.Text += ". Sector " + l.Front.Sector.Index + " ";
}
//visibility
frontTopUDMFOffsetLabel.Visible = false;
frontTopUDMFScaleLabel.Visible = false;
frontMidUDMFOffsetLabel.Visible = false;
frontMidUDMFScaleLabel.Visible = false;
frontBottomUDMFOffsetLabel.Visible = false;
frontBottomUDMFScaleLabel.Visible = false;
}
//mxd. Set texture names, update panel sizes
UpdateTexturePanel(panelFrontTop, l.Front.HighTexture, fronthighname, labelTextureFrontTop,

View File

@ -134,11 +134,7 @@ namespace CodeImp.DoomBuilder.Controls
// This ignores key combinations so that they are passed
// on to the other controls on the parent form
private readonly Dictionary<int, int> ignoredkeys;
// States
private ScriptMarginType indexmargintype;
private ScriptIndicatorStyle indexindicatorstyle;
#endregion
#region ================== Properties
@ -162,16 +158,6 @@ namespace CodeImp.DoomBuilder.Controls
set { EOLMode = (int)value; }
}
/// <summary>
/// The type of a margin.
/// </summary>
public ScriptMarginType MarginType { get { return indexmargintype; } }
/// <summary>
/// The type of a margin.
/// </summary>
public ScriptIndicatorStyle IndicatorStyle { get { return indexindicatorstyle; } }
/// <summary>
/// Are there any redoable actions in the undo history?
///

View File

@ -18,6 +18,9 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.IO;
using System.Threading;
using System.Windows.Forms;
@ -29,6 +32,8 @@ using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.ZDoom;
using SlimDX;
using SlimDX.Direct3D9;
#endregion
@ -70,7 +75,8 @@ namespace CodeImp.DoomBuilder.Data
private MapInfo mapinfo;
private Dictionary<string, KeyValuePair<int, int>> reverbs; //<name, <arg1, arg2>
private Dictionary<long, GlowingFlatData> glowingflats; // Texture name hash, Glowing Flat Data
private List<string> soundsequences;
private Dictionary<string, SkyboxInfo> skyboxes;
private List<string> soundsequences;
// Background loading
private Queue<ImageData> imageque;
@ -92,8 +98,11 @@ namespace CodeImp.DoomBuilder.Data
private ImageData whitetexture;
private ImageData blacktexture; //mxd
//mxd. Comment icons
private ImageData[] commenttextures;
//mxd. Sky textures
private CubeTexture skybox; // GZDoom skybox
//mxd. Comment icons
private ImageData[] commenttextures;
// Used images
private Dictionary<long, long> usedtextures; //mxd
@ -139,7 +148,8 @@ namespace CodeImp.DoomBuilder.Data
public ImageData WhiteTexture { get { return whitetexture; } }
public ImageData BlackTexture { get { return blacktexture; } } //mxd
public ImageData[] CommentTextures { get { return commenttextures; } } //mxd
public List<ThingCategory> ThingCategories { get { return thingcategories; } }
internal CubeTexture SkyBox { get { return skybox; } } //mxd
public List<ThingCategory> ThingCategories { get { return thingcategories; } }
public ICollection<ThingTypeInfo> ThingTypes { get { return thingtypes.Values; } }
public DecorateParser Decorate { get { return decorate; } }
internal ICollection<MatchingTextureSet> TextureSets { get { return texturesets; } }
@ -169,9 +179,11 @@ namespace CodeImp.DoomBuilder.Data
//mxd.
modeldefentries = new Dictionary<int, ModelData>();
gldefsentries = new Dictionary<int, DynamicLightData>();
reverbs = new Dictionary<string, KeyValuePair<int, int>>();
glowingflats = new Dictionary<long, GlowingFlatData>();
soundsequences = new List<string>();
reverbs = new Dictionary<string, KeyValuePair<int, int>>(StringComparer.Ordinal);
glowingflats = new Dictionary<long, GlowingFlatData>();
skyboxes = new Dictionary<string, SkyboxInfo>(StringComparer.Ordinal);
soundsequences = new List<string>();
// Load special images (mxd: the rest is loaded in LoadInternalTextures())
whitetexture = new ResourceImage("CodeImp.DoomBuilder.Resources.White.png") { UseColorCorrection = false };
@ -224,8 +236,17 @@ namespace CodeImp.DoomBuilder.Data
blacktexture = null; //mxd
unknownimage.Dispose(); //mxd
unknownimage = null; //mxd
foreach(ImageData i in commenttextures) i.Dispose(); //mxd
commenttextures = null;
for (int i = 0; i < commenttextures.Length; i++) //mxd
{
commenttextures[i].Dispose();
commenttextures[i] = null;
}
commenttextures = null;
if (skybox != null) //mxd
{
skybox.Dispose();
skybox = null;
}
// Done
isdisposed = true;
@ -251,8 +272,8 @@ namespace CodeImp.DoomBuilder.Data
Load(all);
}
// This loads all data resources
internal void Load(DataLocationList locations)
// This loads all data resources
private void Load(DataLocationList locations)
{
Dictionary<long, ImageData> texturesonly = new Dictionary<long, ImageData>();
Dictionary<long, ImageData> colormapsonly = new Dictionary<long, ImageData>();
@ -474,17 +495,21 @@ namespace CodeImp.DoomBuilder.Data
// Add to all
alltextures.AddFlat(img.Value);
}
// Start background loading
StartBackgroundLoader();
//mxd. Create skybox texture(s)
SetupSkybox();
// Start background loading
StartBackgroundLoader();
// Output info
General.WriteLogLine("Loaded " + texcount + " textures, " + flatcount + " flats, " +
colormapcount + " colormaps, " + spritecount + " sprites, " +
thingcount + " decorate things, " + modeldefentries.Count + " model/voxel deinitions, " +
gldefsentries.Count + " dynamic light definitions, " +
glowingflats.Count + " glowing flat definitions, " + reverbs.Count + " sound environment 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()
@ -1730,20 +1755,18 @@ namespace CodeImp.DoomBuilder.Data
//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.Ordinal);
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return actors;
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))
{
string classname = ti.Value.ClassName.ToLowerInvariant();
if(actors.ContainsKey(classname) && actors[classname] != ti.Key)
General.ErrorLogger.Add(ErrorType.Warning, "actor '" + ti.Value.ClassName + "' has several editor numbers! Only the last one (" + ti.Key + ") will be used.");
actors[classname] = ti.Key;
}
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! Only the last one (" + ti.Key + ") will be used.");
actors[ti.Value.ClassName] = ti.Key;
}
}
if(actors.Count == 0)
@ -1772,8 +1795,11 @@ namespace CodeImp.DoomBuilder.Data
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")
// 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();
}
@ -1825,9 +1851,9 @@ namespace CodeImp.DoomBuilder.Data
Dictionary<string, Stream> streams = dr.GetModeldefData();
foreach(KeyValuePair<string, Stream> group in streams)
{
// Parse the data
if(parser.Parse(group.Value, currentreader.Location.location + "\\" + group.Key, true))
{
// Parse the data
if(parser.Parse(group.Value, Path.Combine(currentreader.Location.location, group.Key), true))
{
foreach(KeyValuePair<string, ModelData> g in parser.Entries)
{
if(modeldefentriesbyname.ContainsKey(g.Key))
@ -1952,10 +1978,10 @@ namespace CodeImp.DoomBuilder.Data
//mxd. This parses gldefs. Should be called after all DECORATE actors are parsed
private void LoadGldefs(Dictionary<string, int> actorsbyclass)
{
//if no actors defined in DECORATE or game config...
if(actorsbyclass.Count == 0) return;
// Skip if no actors defined in DECORATE or game config...
if (actorsbyclass.Count == 0) return;
GldefsParser parser = new GldefsParser { OnInclude = ParseFromLocation };
GldefsParser parser = new GldefsParser { OnInclude = ParseFromLocation };
// Load gldefs from resources
foreach(DataReader dr in containers)
@ -1977,11 +2003,11 @@ namespace CodeImp.DoomBuilder.Data
}
}
//create Gldefs Entries dictionary
foreach(KeyValuePair<string, string> e in parser.Objects) //<ClassName, Light name>
{
//if we have decorate actor and light definition for given ClassName...
if(actorsbyclass.ContainsKey(e.Key) && parser.LightsByName.ContainsKey(e.Value))
// Create Gldefs Entries dictionary
foreach (KeyValuePair<string, string> e in parser.Objects) //<ClassName, Light name>
{
//If we have decorate actor and light definition for given ClassName...
if (actorsbyclass.ContainsKey(e.Key) && parser.LightsByName.ContainsKey(e.Value))
gldefsentries[actorsbyclass[e.Key]] = parser.LightsByName[e.Value];
else if(!decorate.AllActorsByClass.ContainsKey(e.Key))
General.ErrorLogger.Add(ErrorType.Warning, "Got GLDEFS light for class '" + e.Key + "', but haven't found such class in DECORATE");
@ -1989,48 +2015,55 @@ namespace CodeImp.DoomBuilder.Data
// Grab them glowy flats!
glowingflats = parser.GlowingFlats;
}
//mxd. This loads (Z)MAPINFO
private void LoadMapInfo(out Dictionary<int, string> spawnnums, out Dictionary<int, string> doomednums)
{
MapinfoParser parser = new MapinfoParser { OnInclude = ParseFromLocation };
foreach(DataReader dr in containers)
{
currentreader = dr;
// And skyboxes
skyboxes = parser.Skyboxes;
}
Dictionary<string, Stream> streams = dr.GetMapinfoData();
foreach(KeyValuePair<string, Stream> group in streams)
{
// Parse the data
parser.Parse(group.Value, Path.Combine(currentreader.Location.location, group.Key), General.Map.Options.LevelName, false);
//mxd. This loads (Z)MAPINFO
private void LoadMapInfo(out Dictionary<int, string> spawnnums, out Dictionary<int, string> doomednums)
{
MapinfoParser parser = new MapinfoParser { OnInclude = ParseFromLocation };
//MAPINFO lumps are interdependable. Can't carry on...
if(parser.HasError)
{
parser.LogError();
// Parse mapinfo
foreach (DataReader dr in containers)
{
currentreader = dr;
// No nulls allowed!
spawnnums = new Dictionary<int, string>();
doomednums = new Dictionary<int, string>();
mapinfo = new MapInfo();
Dictionary<string, Stream> streams = dr.GetMapinfoData();
foreach (KeyValuePair<string, Stream> group in streams)
{
// Parse the data
parser.Parse(group.Value, Path.Combine(dr.Location.location, group.Key), General.Map.Options.LevelName, false);
return;
}
}
}
//MAPINFO lumps are interdependable. Can't carry on...
if (parser.HasError)
{
parser.LogError();
break;
}
}
}
// Set the output values
spawnnums = parser.SpawnNums;
doomednums = parser.DoomEdNums;
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();
}
// Store to our MapInfo property
currentreader = null;
mapinfo = parser.MapInfo ?? new MapInfo();
}
currentreader = null;
}
private void ParseFromLocation(ZDTextParser parser, string location, bool clearerrors)
private void ParseFromLocation(ZDTextParser parser, string location, bool clearerrors)
{
if(currentreader.IsSuspended) throw new Exception("Data reader is suspended");
parser.Parse(currentreader.LoadFile(location), location, clearerrors);
@ -2266,7 +2299,439 @@ namespace CodeImp.DoomBuilder.Data
updatedusedtextures = true;
}
}
#endregion
}
#endregion
#region ================== mxd. Skybox Making
private 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
ImageData tex = GetTextureImage(skytex);
if (!(tex is UnknownImage))
{
if (!tex.IsImageLoaded) tex.LoadImage();
if (!tex.LoadFailed)
{
skybox = MakeClassicSkyBox(new Bitmap(tex.GetBitmap()), true);
}
}
}
}
// Sky texture will be missing in ZDoom. Use internal texture
if (skybox == null)
{
ImageData tex = LoadInternalTexture("MissingSky3D.png");
tex.CreateTexture();
skybox = MakeClassicSkyBox(new Bitmap(tex.GetBitmap()), false);
tex.Dispose();
}
}
private static CubeTexture MakeClassicSkyBox(Bitmap img, bool dogradients)
{
// CubeTexture must be square with power of 2 sides
int targetwidth = General.NextPowerOf2(img.Width);
int targetheight = General.NextPowerOf2(img.Height);
// Get averaged top and bottom colors
Color topcolor, bottomcolor;
if (dogradients)
{
int tr = 0, tg = 0, tb = 0, br = 0, bg = 0, bb = 0;
for (int i = 0; i < img.Width; i++)
{
Color c = img.GetPixel(i, 0);
tr += c.R;
tg += c.G;
tb += c.B;
c = img.GetPixel(i, img.Height - 1);
br += c.R;
bg += c.G;
bb += c.B;
}
topcolor = Color.FromArgb(255, tr / img.Width, tg / img.Width, tb / img.Width);
bottomcolor = Color.FromArgb(255, br / img.Width, bg / img.Width, bb / img.Width);
}
else
{
// This should be built-in sky texture
Color c = img.GetPixel(img.Width / 2, 0);
topcolor = Color.FromArgb(255, c);
c = img.GetPixel(img.Width / 2, img.Height - 1);
bottomcolor = Color.FromArgb(255, c);
}
// Make it Po2
if (img.Width != targetwidth || img.Height != targetheight) img = ResizeImage(img, targetwidth, targetheight);
// Make it square
if (targetwidth > targetheight)
{
int c = targetwidth / targetheight;
Bitmap result = new Bitmap(targetwidth, targetwidth, img.PixelFormat);
// Tile vertically
using (Graphics g = Graphics.FromImage(result))
{
for (int i = 0; i < c; i++) g.DrawImage(img, 0, targetheight * i);
}
img = result;
}
else if (targetwidth < targetheight)
{
int c = targetheight / targetwidth;
Bitmap result = new Bitmap(targetheight, targetheight);
// Tile horizontally
using (Graphics g = Graphics.FromImage(result))
{
for (int i = 0; i < c; i++) g.DrawImage(img, targetwidth * i, 0);
}
img = result;
}
// Make top and bottom images
Bitmap top = new Bitmap(img.Width, img.Height);
using (Graphics g = Graphics.FromImage(top))
{
using (SolidBrush b = new SolidBrush(topcolor))
{
g.FillRectangle(b, 0, 0, img.Width, img.Height);
}
}
Bitmap bottom = new Bitmap(img.Width, img.Height);
using (Graphics g = Graphics.FromImage(bottom))
{
using (SolidBrush b = new SolidBrush(bottomcolor))
{
g.FillRectangle(b, 0, 0, img.Width, img.Height);
}
}
// Apply top/bottom gradients
if (dogradients)
{
using (Graphics g = Graphics.FromImage(img))
{
int gradientheight = img.Height / 6;
Rectangle area = new Rectangle(0, 0, img.Width, gradientheight);
using (LinearGradientBrush b = new LinearGradientBrush(area, topcolor, Color.FromArgb(0, topcolor), 90f))
{
g.FillRectangle(b, area);
}
area = new Rectangle(0, img.Height - gradientheight, img.Width, gradientheight);
using (LinearGradientBrush b = new LinearGradientBrush(area, Color.FromArgb(0, bottomcolor), bottomcolor, 90f))
{
area.Y += 1;
g.FillRectangle(b, area);
}
}
}
// Make cubemap texture
CubeTexture cubemap = new CubeTexture(General.Map.Graphics.Device, img.Width, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
// Draw faces
img.RotateFlip(RotateFlipType.Rotate180FlipX);
DrawCubemapFace(cubemap, CubeMapFace.NegativeX, img);
img.RotateFlip(RotateFlipType.Rotate90FlipNone);
DrawCubemapFace(cubemap, CubeMapFace.NegativeY, img);
img.RotateFlip(RotateFlipType.Rotate90FlipNone);
DrawCubemapFace(cubemap, CubeMapFace.PositiveX, img);
img.RotateFlip(RotateFlipType.Rotate90FlipNone);
DrawCubemapFace(cubemap, CubeMapFace.PositiveY, img);
DrawCubemapFace(cubemap, CubeMapFace.PositiveZ, top);
DrawCubemapFace(cubemap, CubeMapFace.NegativeZ, bottom);
// 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++)
{
ImageData tex = GetTextureImage(info.Textures[i]);
if (!(tex is UnknownImage))
{
if (!tex.IsImageLoaded) tex.LoadImage();
if (!tex.LoadFailed)
{
sides[i] = new Bitmap(tex.GetBitmap());
targetsize = Math.Max(targetsize, Math.Max(sides[i].Width, sides[i].Height));
}
}
if (sides[i] == null)
{
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 = General.NextPowerOf2(targetsize);
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
ImageData side = GetTextureImage(info.Textures[0]);
if (!(side is UnknownImage))
{
if (!side.IsImageLoaded) side.LoadImage();
if (!side.LoadFailed)
{
// This should be 4x1 format image. If it's not, resize it
Bitmap sideimg = new Bitmap(side.GetBitmap());
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 = General.NextPowerOf2(targetsize);
// 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
ImageData top = GetTextureImage(info.Textures[1]);
if (!(top is UnknownImage))
{
if (!top.IsImageLoaded) top.LoadImage();
if (!top.LoadFailed)
{
// Copy bitmap
Bitmap topimg = new Bitmap(top.GetBitmap());
// Resize if needed
if (topimg.Width != targetsize || topimg.Height != targetsize)
topimg = ResizeImage(topimg, targetsize, targetsize);
// Add to collection
sides[4] = topimg;
}
}
// Sanity check...
if (sides[4] == null)
{
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: unable to find \"" + info.Textures[1] + "\" texture");
return null;
}
// Create bottom
ImageData bottom = GetTextureImage(info.Textures[2]);
if (!(bottom is UnknownImage))
{
if (!bottom.IsImageLoaded) bottom.LoadImage();
if (!bottom.LoadFailed)
{
// Copy bitmap
Bitmap bottomimg = new Bitmap(bottom.GetBitmap());
// Resize if needed
if (bottomimg.Width != targetsize || bottomimg.Height != targetsize)
bottomimg = ResizeImage(bottomimg, targetsize, targetsize);
// Add to collection
sides[5] = bottomimg;
}
}
// Sanity check...
if (sides[5] == null)
{
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.Device, targetsize, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
// Draw faces
sides[3].RotateFlip(RotateFlipType.Rotate180FlipX);
DrawCubemapFace(cubemap, CubeMapFace.NegativeX, sides[3]); // West
sides[0].RotateFlip(RotateFlipType.Rotate90FlipX);
DrawCubemapFace(cubemap, CubeMapFace.NegativeY, sides[0]); // North
sides[1].RotateFlip(RotateFlipType.RotateNoneFlipX);
DrawCubemapFace(cubemap, CubeMapFace.PositiveX, sides[1]); // East
sides[2].RotateFlip(RotateFlipType.Rotate270FlipX);
DrawCubemapFace(cubemap, CubeMapFace.PositiveY, sides[2]); // South
sides[4].RotateFlip(fliptop ? RotateFlipType.Rotate90FlipX : RotateFlipType.Rotate90FlipNone);
DrawCubemapFace(cubemap, CubeMapFace.PositiveZ, sides[4]); // Top
sides[5].RotateFlip(RotateFlipType.Rotate270FlipX);
DrawCubemapFace(cubemap, CubeMapFace.NegativeZ, sides[5]); // Bottom
// All done...
return cubemap;
}
private static void DrawCubemapFace(CubeTexture texture, CubeMapFace face, Bitmap image)
{
DataRectangle rect = texture.LockRectangle(face, 0, LockFlags.NoSystemLock);
SurfaceDescription desc = texture.GetLevelDescription(0);
if (rect.Data.CanWrite)
{
for (int row = 0; row < desc.Height; row++)
{
int rowstart = row * rect.Pitch;
rect.Data.Seek(rowstart, SeekOrigin.Begin);
for (int col = 0; col < desc.Width; col++)
{
Color color = image.GetPixel(row, col);
rect.Data.WriteByte(color.B);
rect.Data.WriteByte(color.G);
rect.Data.WriteByte(color.R);
rect.Data.WriteByte(color.A);
}
}
}
else
{
General.ErrorLogger.Add(ErrorType.Error, "Skybox creation failed: CubeTexture is unwritable...");
}
texture.UnlockRectangle(face, 0);
}
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;
}
#endregion
}
}

View File

@ -531,17 +531,17 @@ namespace CodeImp.DoomBuilder.Data
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
//mapinfo should be in root folder
// Mapinfo should be in root folder
Dictionary<string, Stream> streams = new Dictionary<string, Stream>(StringComparer.Ordinal);
string[] files = GetAllFiles("", false);
//try to find (z)mapinfo
//try to find (z)mapinfo
string[] files = GetAllFiles("", false);
foreach(string s in files)
{
string filename = Path.GetFileNameWithoutExtension(s.ToLowerInvariant());
if(filename == "zmapinfo" || filename == "mapinfo")
streams.Add(s, LoadFile(s));
}
streams[s] = LoadFile(s);
}
return streams;
}

View File

@ -30,8 +30,8 @@ namespace CodeImp.DoomBuilder.Data
{
#region ================== Variables
protected int offsetx;
protected int offsety;
private int offsetx;
private int offsety;
protected bool flipped;
#endregion

View File

@ -1,30 +1,69 @@
using SlimDX;
#region ================== Namespaces
namespace CodeImp.DoomBuilder.GZBuilder.Data
using SlimDX;
#endregion
namespace CodeImp.DoomBuilder.GZBuilder.Data
{
public sealed class MapInfo
{
public string Sky1;
public float Sky1ScrollSpeed;
public string Sky2;
public float Sky2ScrollSpeed;
public bool DoubleSky;
public bool HasFadeColor;
public Color4 FadeColor;
public bool HasOutsideFogColor;
public Color4 OutsideFogColor;
public int FogDensity;
public int OutsideFogDensity;
public sealed class MapInfo
{
#region ================== Variables
public bool EvenLighting;
public bool SmoothLighting;
public int VertWallShade;
public int HorizWallShade;
private bool isdefined;
public MapInfo()
{
VertWallShade = 16;
HorizWallShade = -16;
}
}
}
private string title;
private string sky1;
private float sky1scrollspeed;
private string sky2;
private float sky2scrollspeed;
private bool doublesky;
private bool hasfadecolor;
private Color4 fadecolor;
private bool hasoutsidefogcolor;
private Color4 outsidefogcolor;
private int fogdensity;
private int outsidefogdensity;
private bool evenlighting;
private bool smoothlighting;
private int vertwallshade;
private int horizwallshade;
#endregion
#region ================== Properties
public bool IsDefined { get { return isdefined; } }
public string Title { get { return title; } internal set { title = value; isdefined = true; } }
public string Sky1 { get { return sky1; } internal set { sky1 = value; isdefined = true; } }
public float Sky1ScrollSpeed { get { return sky1scrollspeed; } internal set { sky1scrollspeed = value; isdefined = true; } }
public string Sky2 { get { return sky2; } internal set { sky2 = value; isdefined = true; } }
public float Sky2ScrollSpeed { get { return sky2scrollspeed; } internal set { sky2scrollspeed = value; isdefined = true; } }
public bool DoubleSky { get { return doublesky; } internal set { doublesky = value; isdefined = true; } }
public bool HasFadeColor { get { return hasfadecolor; } internal set { hasfadecolor = value; isdefined = true; } }
public Color4 FadeColor { get { return fadecolor; } internal set { fadecolor = value; isdefined = true; } }
public bool HasOutsideFogColor { get { return hasoutsidefogcolor; } internal set { hasoutsidefogcolor = value; isdefined = true; } }
public Color4 OutsideFogColor { get { return outsidefogcolor; } internal set { outsidefogcolor = value; isdefined = true; } }
public int FogDensity { get { return fogdensity; } internal set { fogdensity = value; isdefined = true; } }
public int OutsideFogDensity { get { return outsidefogdensity; } internal set { outsidefogdensity = value; isdefined = true; } }
public bool EvenLighting { get { return evenlighting; } internal set { evenlighting = value; isdefined = true; } }
public bool SmoothLighting { get { return smoothlighting; } internal set { smoothlighting = value; isdefined = true; } }
public int VertWallShade { get { return vertwallshade; } internal set { vertwallshade = value; isdefined = true; } }
public int HorizWallShade { get { return horizwallshade; } internal set { horizwallshade = value; isdefined = true; } }
#endregion
#region ================== Constructor
public MapInfo()
{
vertwallshade = 16;
horizwallshade = -16;
}
#endregion
}
}

View File

@ -0,0 +1,18 @@
using System.Collections.Generic;
namespace CodeImp.DoomBuilder.GZBuilder.Data
{
public sealed class SkyboxInfo
{
private readonly string name;
public string Name { get { return name; } }
public readonly List<string> Textures;
public bool FlipTop;
public SkyboxInfo(string name)
{
this.name = name;
Textures = new List<string>();
}
}
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -2,6 +2,7 @@
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.GZBuilder.Data;
@ -73,25 +74,43 @@ namespace CodeImp.DoomBuilder.GZBuilder
[BeginAction("gztogglelights")]
private static void ToggleLightsRenderingMode()
{
switch(General.Settings.GZDrawLightsMode)
{
case LightRenderMode.NONE:
General.Settings.GZDrawLightsMode = LightRenderMode.ALL;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: ALL");
break;
if (General.Editing.Mode is ClassicMode)
{
switch (General.Settings.GZDrawLightsMode)
{
case LightRenderMode.NONE:
General.Settings.GZDrawLightsMode = LightRenderMode.ALL;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: ALL");
break;
case LightRenderMode.ALL:
General.Settings.GZDrawLightsMode = LightRenderMode.ALL_ANIMATED;
General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: ANIMATED");
break;
default:
General.Settings.GZDrawLightsMode = LightRenderMode.NONE;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: NONE");
break;
}
}
else
{
switch (General.Settings.GZDrawLightsMode)
{
case LightRenderMode.NONE:
General.Settings.GZDrawLightsMode = LightRenderMode.ALL;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: ALL");
break;
case LightRenderMode.ALL_ANIMATED:
General.Settings.GZDrawLightsMode = LightRenderMode.NONE;
General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: NONE");
break;
}
General.MainWindow.RedrawDisplay();
case LightRenderMode.ALL:
General.Settings.GZDrawLightsMode = LightRenderMode.ALL_ANIMATED;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: ANIMATED");
break;
case LightRenderMode.ALL_ANIMATED:
General.Settings.GZDrawLightsMode = LightRenderMode.NONE;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: NONE");
break;
}
}
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPanel();
}
@ -104,18 +123,29 @@ namespace CodeImp.DoomBuilder.GZBuilder
General.MainWindow.UpdateGZDoomPanel();
}
[BeginAction("gztogglefx")]
[BeginAction("gztogglesky")]
private static void ToggleSky()
{
General.Settings.GZDrawSky = !General.Settings.GZDrawSky;
General.MainWindow.DisplayStatus(StatusType.Action, "Sky rendering is " + (General.Settings.GZDrawSky ? "ENABLED" : "DISABLED"));
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPanel();
}
[BeginAction("gztogglefx")]
private static void ToggleFx()
{
int on = 0;
on += General.Settings.GZDrawFog ? 1 : -1;
on += General.Settings.GZDrawLightsMode != LightRenderMode.NONE ? 1 : -1;
on += General.Settings.GZDrawSky ? 1 : -1;
on += General.Settings.GZDrawLightsMode != LightRenderMode.NONE ? 1 : -1;
on += General.Settings.GZDrawModelsMode != ModelRenderMode.NONE ? 1 : -1;
bool enable = (on < 0);
General.Settings.GZDrawFog = enable;
General.Settings.GZDrawLightsMode = (enable ? LightRenderMode.ALL : LightRenderMode.NONE);
General.Settings.GZDrawSky = enable;
General.Settings.GZDrawLightsMode = (enable ? LightRenderMode.ALL : LightRenderMode.NONE);
General.Settings.GZDrawModelsMode = (enable ? ModelRenderMode.ALL : ModelRenderMode.NONE);
General.MainWindow.DisplayStatus(StatusType.Action, "Advanced effects are " + (enable ? "ENABLED" : "DISABLED") );

View File

@ -1807,8 +1807,8 @@ namespace CodeImp.DoomBuilder
return e.Current;
}
// This returns the next power of 2
public static int NextPowerOf2(int v)
// This returns the next power of 2
/*public static int NextPowerOf2(int v)
{
int p = 0;
@ -1817,10 +1817,24 @@ namespace CodeImp.DoomBuilder
// Return power
return (int)Math.Pow(2, p);
}
// Convert bool to integer
internal static int Bool2Int(bool v)
}*/
//mxd. This returns the next power of 2. Taken from http://bits.stephan-brumme.com/roundUpToNextPowerOfTwo.html
public static int NextPowerOf2(int x)
{
x--;
x |= x >> 1; // handle 2 bit numbers
x |= x >> 2; // handle 4 bit numbers
x |= x >> 4; // handle 8 bit numbers
x |= x >> 8; // handle 16 bit numbers
x |= x >> 16; // handle 32 bit numbers
x++;
return x;
}
// Convert bool to integer
internal static int Bool2Int(bool v)
{
return v ? 1 : 0;
}

View File

@ -2127,7 +2127,8 @@ namespace CodeImp.DoomBuilder.Geometry
public static List<Line3D> GetDynamicLightShapes()
{
List<Line3D> circles = new List<Line3D>();
foreach(Thing t in General.Map.Map.Things)
const int linealpha = 128;
foreach (Thing t in General.Map.Map.Things)
{
int lightid = Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, t.Type);
if(lightid == -1) continue;
@ -2171,15 +2172,15 @@ namespace CodeImp.DoomBuilder.Geometry
switch(t.Type)
{
case 1502: // Vavoom light
color = new PixelColor(255, 255, 255, 255);
color = new PixelColor(linealpha, 255, 255, 255);
break;
case 1503: // Vavoom colored light
color = new PixelColor(255, (byte)t.Args[1], (byte)t.Args[2], (byte)t.Args[3]);
color = new PixelColor(linealpha, (byte)t.Args[1], (byte)t.Args[2], (byte)t.Args[3]);
break;
default:
color = new PixelColor(255, (byte)t.Args[0], (byte)t.Args[1], (byte)t.Args[2]);
color = new PixelColor(linealpha, (byte)t.Args[0], (byte)t.Args[1], (byte)t.Args[2]);
break;
}

View File

@ -305,7 +305,7 @@ namespace CodeImp.DoomBuilder.Map
}
// This copies all properties to another line
new public void CopyPropertiesTo(Linedef l)
public void CopyPropertiesTo(Linedef l)
{
l.BeforePropsChange();

View File

@ -1179,7 +1179,16 @@ namespace CodeImp.DoomBuilder.Properties {
return ((System.Drawing.Bitmap)(obj));
}
}
internal static System.Drawing.Bitmap Sky
{
get
{
object obj = ResourceManager.GetObject("Sky", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// </summary>

View File

@ -544,6 +544,9 @@
<data name="GridIncrease" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\GridIncrease.png;System.Drawing.Bitmap, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="Sky" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\Sky.png;System.Drawing.Bitmap, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="zonebuilder" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\zonebuilder.png;System.Drawing.Bitmap, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>

View File

@ -113,12 +113,12 @@ namespace CodeImp.DoomBuilder.Rendering
// This sets up the render pipeline
public override void BeginPass(int index)
{
Device device = manager.D3DDevice.Device;
if(!manager.Enabled)
{
// Sampler settings
if(General.Settings.ClassicBilinear)
Device device = manager.D3DDevice.Device;
// Sampler settings
if (General.Settings.ClassicBilinear)
{
device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear);

View File

@ -43,13 +43,16 @@ namespace CodeImp.DoomBuilder.Rendering
private const float FOG_RANGE = 0.9f;
internal const float GZDOOM_VERTICAL_VIEW_STRETCH = 1.2f;
internal const float GZDOOM_INVERTED_VERTICAL_VIEW_STRETCH = 1.0f / GZDOOM_VERTICAL_VIEW_STRETCH;
#endregion
#region ================== Variables
private const int SHADERPASS_LIGHT = 17; //mxd
private const int SHADERPASS_SKYBOX = 5; //mxd
// Matrices
private Matrix projection;
#endregion
#region ================== Variables
// Matrices
private Matrix projection;
private Matrix view3d;
private Matrix viewproj; //mxd
private Matrix billboard;
@ -92,8 +95,11 @@ namespace CodeImp.DoomBuilder.Rendering
//mxd. Translucent geometry to be rendered. Must be sorted by camera distance.
private List<VisualGeometry> translucentgeo;
//mxd. Solid things to be rendered (currently(?) there won't be any). Must be sorted by sector.
private Dictionary<ImageData, List<VisualThing>> solidthings;
//mxd. Geometry to be rendered as skybox.
private List<VisualGeometry> skygeo;
//mxd. Solid things to be rendered (currently(?) there won't be any). Must be sorted by sector.
private Dictionary<ImageData, List<VisualThing>> solidthings;
//mxd. Masked things to be rendered. Must be sorted by sector.
private Dictionary<ImageData, List<VisualThing>> maskedthings;
@ -400,8 +406,9 @@ namespace CodeImp.DoomBuilder.Rendering
solidgeo = new Dictionary<ImageData, List<VisualGeometry>>(); //mxd
maskedgeo = new Dictionary<ImageData, List<VisualGeometry>>(); //mxd
translucentgeo = new List<VisualGeometry>(); //mxd
skygeo = new List<VisualGeometry>(); //mxd
solidthings = new Dictionary<ImageData, List<VisualThing>>(); //mxd
solidthings = new Dictionary<ImageData, List<VisualThing>>(); //mxd
maskedthings = new Dictionary<ImageData, List<VisualThing>>(); //mxd
translucentthings = new List<VisualThing>(); //mxd
@ -427,8 +434,16 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Shaders.World3D.Begin();
// SOLID PASS
world = Matrix.Identity;
//mxd. SKY PASS
if (skygeo.Count > 0)
{
world = Matrix.Identity;
ApplyMatrices3D();
RenderSky(skygeo);
}
// SOLID PASS
world = Matrix.Identity;
ApplyMatrices3D();
RenderSinglePass(solidgeo, solidthings);
@ -510,8 +525,9 @@ namespace CodeImp.DoomBuilder.Rendering
solidgeo = null;
maskedgeo = null;
translucentgeo = null;
skygeo = null;
solidthings = null;
solidthings = null;
maskedthings = null;
translucentthings = null;
@ -951,7 +967,8 @@ namespace CodeImp.DoomBuilder.Rendering
// If the camera is inside a sector, compare z coordinates
translucentgeo.Sort(delegate(VisualGeometry vg1, VisualGeometry vg2)
{
float camdist1, camdist2;
if (vg1 == vg2) return 0;
float camdist1, camdist2;
if((vg1.GeometryType == VisualGeometryType.FLOOR || vg1.GeometryType == VisualGeometryType.CEILING)
&& General.Map.VisualCamera.Sector.Index == vg1.Sector.Sector.Index)
@ -978,9 +995,13 @@ namespace CodeImp.DoomBuilder.Rendering
}
else
{
translucentgeo.Sort((vg1, vg2) => (int)((General.Map.VisualCamera.Position - vg2.BoundingBox[0]).GetLengthSq()
- (General.Map.VisualCamera.Position - vg1.BoundingBox[0]).GetLengthSq()));
}
translucentgeo.Sort(delegate (VisualGeometry vg1, VisualGeometry vg2)
{
if (vg1 == vg2) return 0;
return (int)((General.Map.VisualCamera.Position - vg2.BoundingBox[0]).GetLengthSq()
- (General.Map.VisualCamera.Position - vg1.BoundingBox[0]).GetLengthSq());
});
}
ImageData curtexture;
VisualSector sector = null;
@ -1104,12 +1125,16 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.Device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Clamp);
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); //mxd. Disable backside culling, because otherwise sprites with positive ScaleY and negative ScaleX will be facing away from the camera...
// Sort geometry by camera distance. First vertex of the BoundingBox is it's center
thingspass.Sort((vt1, vt2) => (int)((General.Map.VisualCamera.Position - vt2.BoundingBox[0]).GetLengthSq()
- (General.Map.VisualCamera.Position - vt1.BoundingBox[0]).GetLengthSq()));
// Sort geometry by camera distance. First vertex of the BoundingBox is it's center
thingspass.Sort(delegate (VisualThing vt1, VisualThing vt2)
{
if (vt1 == vt2) return 0;
return (int)((General.Map.VisualCamera.Position - vt2.BoundingBox[0]).GetLengthSq()
- (General.Map.VisualCamera.Position - vt1.BoundingBox[0]).GetLengthSq());
});
// Reset vars
currentpass = RenderPass.Solid;
// Reset vars
currentpass = RenderPass.Solid;
curtexturename = 0;
Color4 vertexcolor = new Color4();
fogfactor = -1;
@ -1279,7 +1304,7 @@ namespace CodeImp.DoomBuilder.Rendering
if(geometrytolit.Count == 0) return;
graphics.Shaders.World3D.World = Matrix.Identity;
graphics.Shaders.World3D.BeginPass(17);
graphics.Shaders.World3D.BeginPass(SHADERPASS_LIGHT);
VisualSector sector = null;
@ -1565,10 +1590,61 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.Shaders.World3D.EndPass();
}
//mxd. This gets color from dynamic lights based on distance to thing.
//thing position must be in absolute cordinates
//(thing.Position.Z value is relative to floor of the sector the thing is in)
private Color4 GetLitColorForThing(VisualThing t)
//mxd
private void RenderSky(IEnumerable<VisualGeometry> geo)
{
VisualSector sector = null;
// Set render settings
graphics.Shaders.World3D.BeginPass(SHADERPASS_SKYBOX);
graphics.Shaders.World3D.Texture1 = General.Map.Data.SkyBox;
graphics.Shaders.World3D.World = world;
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, 0f);
foreach (VisualGeometry g in geo)
{
// Changing sector?
if (!object.ReferenceEquals(g.Sector, sector))
{
// Update the sector if needed
if (g.Sector.NeedsUpdateGeo) g.Sector.Update();
// Only do this sector when a vertexbuffer is created
//mxd. No Map means that sector was deleted recently, I suppose
if (g.Sector.GeometryBuffer != null && g.Sector.Sector.Map != null)
{
// Change current sector
sector = g.Sector;
// Set stream source
graphics.Device.SetStreamSource(0, sector.GeometryBuffer, 0, WorldVertex.Stride);
}
else
{
sector = null;
}
}
if (sector != null)
{
// Set the colors to use
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection));
// Apply changes
graphics.Shaders.World3D.ApplySettings();
// Render!
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
}
}
graphics.Shaders.World3D.EndPass();
}
//mxd. This gets color from dynamic lights based on distance to thing.
//thing position must be in absolute cordinates
//(thing.Position.Z value is relative to floor of the sector the thing is in)
private Color4 GetLitColorForThing(VisualThing t)
{
Color4 litColor = new Color4();
foreach(VisualThing lt in lightthings)
@ -1595,7 +1671,8 @@ namespace CodeImp.DoomBuilder.Rendering
// This calculates the highlight/selection color
private Color4 CalculateHighlightColor(bool ishighlighted, bool isselected)
{
Color4 highlightcolor = isselected ? General.Colors.Selection.ToColorValue() : General.Colors.Highlight.ToColorValue();
if (!ishighlighted && !isselected) return new Color4(); //mxd
Color4 highlightcolor = isselected ? General.Colors.Selection.ToColorValue() : General.Colors.Highlight.ToColorValue();
highlightcolor.Alpha = ishighlighted ? highlightglowinv : highlightglow;
return highlightcolor;
}
@ -1627,26 +1704,36 @@ namespace CodeImp.DoomBuilder.Rendering
// Must have a texture and vertices
if(g.Texture != null && g.Triangles > 0)
{
switch(g.RenderPass)
{
case RenderPass.Solid:
if(!solidgeo.ContainsKey(g.Texture)) solidgeo.Add(g.Texture, new List<VisualGeometry>());
solidgeo[g.Texture].Add(g);
break;
if (g.RenderAsSky && General.Settings.GZDrawSky)
{
skygeo.Add(g);
}
else
{
switch (g.RenderPass)
{
case RenderPass.Solid:
if (!solidgeo.ContainsKey(g.Texture))
solidgeo.Add(g.Texture, new List<VisualGeometry>());
solidgeo[g.Texture].Add(g);
break;
case RenderPass.Mask:
if(!maskedgeo.ContainsKey(g.Texture)) maskedgeo.Add(g.Texture, new List<VisualGeometry>());
maskedgeo[g.Texture].Add(g);
break;
case RenderPass.Mask:
if (!maskedgeo.ContainsKey(g.Texture))
maskedgeo.Add(g.Texture, new List<VisualGeometry>());
maskedgeo[g.Texture].Add(g);
break;
case RenderPass.Additive: case RenderPass.Alpha:
translucentgeo.Add(g);
break;
case RenderPass.Additive:
case RenderPass.Alpha:
translucentgeo.Add(g);
break;
default:
throw new NotImplementedException("Geometry rendering of " + g.RenderPass + " render pass is not implemented!");
}
}
default:
throw new NotImplementedException("Geometry rendering of " + g.RenderPass + " render pass is not implemented!");
}
}
}
}
// This collects a visual sector's geometry for rendering

View File

@ -137,12 +137,12 @@ namespace CodeImp.DoomBuilder.Rendering
// This sets up the render pipeline
public override void BeginPass(int index)
{
Device device = manager.D3DDevice.Device;
if(!manager.Enabled)
{
// Sampler settings
if(General.Settings.ClassicBilinear)
Device device = manager.D3DDevice.Device;
// Sampler settings
if (General.Settings.ClassicBilinear)
{
device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear);

View File

@ -67,7 +67,7 @@ namespace CodeImp.DoomBuilder.Rendering
}
}
public Texture Texture1 { set { if(manager.Enabled) effect.SetTexture(texture1, value); settingschanged = true; } }
public BaseTexture Texture1 { set { if(manager.Enabled) effect.SetTexture(texture1, value); settingschanged = true; } }
//mxd
private Color4 vertexcolor;
@ -184,7 +184,7 @@ namespace CodeImp.DoomBuilder.Rendering
lightPositionAndRadiusHandle = effect.GetParameter(null, "lightPosAndRadius");
lightColorHandle = effect.GetParameter(null, "lightColor");
//fog
camPosHandle = effect.GetParameter(null, "cameraPos");
camPosHandle = effect.GetParameter(null, "campos");
world = effect.GetParameter(null, "world");
}
@ -285,12 +285,12 @@ namespace CodeImp.DoomBuilder.Rendering
// This sets up the render pipeline
public override void BeginPass(int index)
{
Device device = manager.D3DDevice.Device;
if(!manager.Enabled)
{
// Sampler settings
if(General.Settings.VisualBilinear)
Device device = manager.D3DDevice.Device;
// Sampler settings
if (General.Settings.VisualBilinear)
{
device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear);

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@ -1166,6 +1166,16 @@ gztogglefog
allowscroll = false;
}
gztogglesky
{
title = "Toggle sky rendering";
category = "gzdoombuilder";
description = "Toggles sky rendering in Visual mode.";
allowkeys = true;
allowmouse = true;
allowscroll = false;
}
gztogglefx
{
title = "Toggle models, dynamic lights and fog rendering";

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@ -18,8 +18,21 @@ struct PixelData
float2 uv : TEXCOORD0;
};
//mxd
// Pixel input data for light pass
//mxd. Vertex input data for sky rendering
struct SkyVertexData
{
float3 pos : POSITION;
float2 uv : TEXCOORD0;
};
//mxd. Pixel input data for sky rendering
struct SkyPixelData
{
float4 pos : POSITION;
float3 tex : TEXCOORD0;
};
//mxd. Pixel input data for light pass
struct LitPixelData
{
float4 pos : POSITION;
@ -44,7 +57,10 @@ float4 lightPosAndRadius;
float4 lightColor; //also used as fog color
//fog
const float4 cameraPos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
const float4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
//sky
static const float4 skynormal = float4(0.0f, 1.0f, 0.0f, 0.0f);
// Texture input
const texture texture1;
@ -66,6 +82,17 @@ sampler2D texturesamp = sampler_state
MaxAnisotropy = maxanisotropysetting;
};
//mxd. Skybox texture sampler settings
samplerCUBE skysamp = sampler_state
{
Texture = <texture1>;
MagFilter = magfiltersettings;
MinFilter = minfiltersettings;
MipFilter = mipfiltersettings;
MipMapLodBias = 0.0f;
MaxAnisotropy = maxanisotropysetting;
};
// Vertex shader
PixelData vs_main(VertexData vd)
{
@ -100,7 +127,7 @@ LitPixelData vs_customvertexcolor_fog(VertexData vd)
// Fill pixel data input
pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
pd.pos_w = mul(float4(vd.pos, 1.0f), world);
pd.pos_w = mul(float4(vd.pos, 1.0f), world).xyz;
pd.color = vertexColor;
pd.uv = vd.uv;
pd.normal = vd.normal;
@ -114,7 +141,7 @@ LitPixelData vs_lightpass(VertexData vd)
{
LitPixelData pd;
pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
pd.pos_w = mul(float4(vd.pos, 1.0f), world);
pd.pos_w = mul(float4(vd.pos, 1.0f), world).xyz;
pd.color = vd.color;
pd.uv = vd.uv;
pd.normal = vd.normal;
@ -165,8 +192,8 @@ float4 ps_fullbright_highlight(PixelData pd) : COLOR
//mxd. This adds fog color to current pixel color
float4 getFogColor(LitPixelData pd, float4 color)
{
float fogdist = max(16.0f, distance(pd.pos_w, cameraPos.xyz));
float fogfactor = exp2(cameraPos.w * fogdist);
float fogdist = max(16.0f, distance(pd.pos_w, campos.xyz));
float fogfactor = exp2(campos.w * fogdist);
color.rgb = lerp(lightColor.rgb, color.rgb, fogfactor);
return color;
@ -238,6 +265,23 @@ float4 ps_lightpass(LitPixelData pd) : COLOR
return lightColorMod; //should never get here
}
//mxd. Vertex skybox shader
SkyPixelData vs_skybox(SkyVertexData vd)
{
SkyPixelData pd;
pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
float3 worldpos = mul(float4(vd.pos, 1.0f), world).xyz;
pd.tex = reflect(worldpos - campos.xyz, normalize(mul(skynormal, world).xyz));
return pd;
}
//mxd. Pixel skybox shader
float4 ps_skybox(SkyPixelData pd) : COLOR
{
float4 ncolor = texCUBE(skysamp, pd.tex);
return float4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4f * highlightcolor.a), 1.0f);
}
// Technique for shader model 2.0
technique SM20
{
@ -277,8 +321,13 @@ technique SM20
PixelShader = compile ps_2_0 ps_main();
}
pass p5 {} //mxd. need this only to maintain offset
//mxd. Skybox shader
pass p5
{
VertexShader = compile vs_2_0 vs_skybox();
PixelShader = compile ps_2_0 ps_skybox();
}
// Normal with highlight
pass p6
{

View File

@ -75,13 +75,14 @@ namespace CodeImp.DoomBuilder.VisualModes
private Vector3D[] boundingBox;
protected VisualGeometryType geometrytype;
protected string partname; //UDMF part name
#endregion
protected bool renderassky;
#region ================== Properties
// Internal properties
public WorldVertex[] Vertices { get { return vertices; } } //mxd
#endregion
#region ================== Properties
// Internal properties
public WorldVertex[] Vertices { get { return vertices; } } //mxd
internal int VertexOffset { get { return vertexoffset; } set { vertexoffset = value; } }
internal int Triangles { get { return triangles; } }
@ -89,11 +90,12 @@ namespace CodeImp.DoomBuilder.VisualModes
public Vector3D[] BoundingBox { get { return boundingBox; } }
public VisualGeometryType GeometryType { get { return geometrytype; } }
public float FogFactor { get { return fogfactor; } set { fogfactor = value; } }
public bool RenderAsSky { get { return renderassky; } }
/// <summary>
/// Render pass in which this geometry must be rendered. Default is Solid.
/// </summary>
public RenderPass RenderPass { get { return renderpass; } set { renderpass = value; } }
/// <summary>
/// Render pass in which this geometry must be rendered. Default is Solid.
/// </summary>
public RenderPass RenderPass { get { return renderpass; } set { renderpass = value; } }
/// <summary>
/// Image to use as texture on this geometry.
@ -131,7 +133,6 @@ namespace CodeImp.DoomBuilder.VisualModes
/// <summary>
/// This creates visual geometry that is bound to a sidedef. This geometry is only visible when the sidedef is visible. It is automatically back-face culled during rendering and automatically XY intersection tested as well as back-face culled during object picking.
/// </summary>
/// <param name="sd"></param>
protected VisualGeometry(VisualSector vs, Sidedef sd)
{
this.sector = vs;

View File

@ -1,14 +1,14 @@
using System;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using SlimDX;
using CodeImp.DoomBuilder.Geometry;
namespace CodeImp.DoomBuilder.VisualModes
{
public class VisualVertexPair
{
private VisualVertex floorvert;
private VisualVertex ceilvert;
private readonly VisualVertex floorvert;
private readonly VisualVertex ceilvert;
public VisualVertex[] Vertices { get { return new[] { floorvert, ceilvert }; } }
public VisualVertex FloorVertex { get { return floorvert; } }
@ -37,18 +37,17 @@ namespace CodeImp.DoomBuilder.VisualModes
}
}
public abstract class VisualVertex : IVisualPickable, IComparable<VisualVertex>
public abstract class VisualVertex : IVisualPickable
{
//Constants
public const float DEFAULT_SIZE = 6.0f;
//Variables
protected Vertex vertex;
protected readonly Vertex vertex;
private Matrix position;
private float cameradistance;
protected bool selected;
protected bool changed;
protected bool ceilingVertex;
protected readonly bool ceilingVertex;
protected bool haveOffset;
//Properties
@ -90,13 +89,5 @@ namespace CodeImp.DoomBuilder.VisualModes
{
return false;
}
/// <summary>
/// This sorts things by distance from the camera. Farthest first.
/// </summary>
public int CompareTo(VisualVertex other)
{
return Math.Sign(other.cameradistance - this.cameradistance);
}
}
}

View File

@ -197,7 +197,8 @@ namespace CodeImp.DoomBuilder.Windows
this.modelsshowfiltered = new System.Windows.Forms.ToolStripMenuItem();
this.modelsshowall = new System.Windows.Forms.ToolStripMenuItem();
this.buttontogglefog = new System.Windows.Forms.ToolStripButton();
this.buttontoggleeventlines = new System.Windows.Forms.ToolStripButton();
this.buttontogglesky = new System.Windows.Forms.ToolStripButton();
this.buttontoggleeventlines = new System.Windows.Forms.ToolStripButton();
this.buttontogglevisualvertices = new System.Windows.Forms.ToolStripButton();
this.separatorgzmodes = new System.Windows.Forms.ToolStripSeparator();
this.buttontest = new System.Windows.Forms.ToolStripSplitButton();
@ -1262,6 +1263,7 @@ namespace CodeImp.DoomBuilder.Windows
this.dynamiclightmode,
this.modelrendermode,
this.buttontogglefog,
this.buttontogglesky,
this.buttontoggleeventlines,
this.buttontogglevisualvertices,
this.separatorgzmodes,
@ -1843,10 +1845,22 @@ namespace CodeImp.DoomBuilder.Windows
this.buttontogglefog.Tag = "builder_gztogglefog";
this.buttontogglefog.Text = "Toggle Fog Rendering";
this.buttontogglefog.Click += new System.EventHandler(this.InvokeTaggedAction);
//
// buttontoggleeventlines
//
this.buttontoggleeventlines.DisplayStyle = System.Windows.Forms.ToolStripItemDisplayStyle.Image;
//
// buttontogglesky
//
this.buttontogglesky.CheckOnClick = true;
this.buttontogglesky.DisplayStyle = System.Windows.Forms.ToolStripItemDisplayStyle.Image;
this.buttontogglesky.Image = global::CodeImp.DoomBuilder.Properties.Resources.Sky;
this.buttontogglesky.ImageTransparentColor = System.Drawing.Color.Magenta;
this.buttontogglesky.Name = "buttontogglesky";
this.buttontogglesky.Size = new System.Drawing.Size(23, 20);
this.buttontogglesky.Tag = "builder_gztogglesky";
this.buttontogglesky.Text = "Toggle Sky Rendering";
this.buttontogglesky.Click += new System.EventHandler(this.InvokeTaggedAction);
//
// buttontoggleeventlines
//
this.buttontoggleeventlines.DisplayStyle = System.Windows.Forms.ToolStripItemDisplayStyle.Image;
this.buttontoggleeventlines.Image = global::CodeImp.DoomBuilder.Properties.Resources.InfoLine;
this.buttontoggleeventlines.ImageTransparentColor = System.Drawing.Color.Magenta;
this.buttontoggleeventlines.Name = "buttontoggleeventlines";
@ -2647,7 +2661,8 @@ namespace CodeImp.DoomBuilder.Windows
private System.Windows.Forms.ToolStripSeparator seperatorgeometry;
private System.Windows.Forms.ToolStripButton buttontogglefx;
private System.Windows.Forms.ToolStripButton buttontogglefog;
private System.Windows.Forms.ToolStripStatusLabel warnsLabel;
private System.Windows.Forms.ToolStripButton buttontogglesky;
private System.Windows.Forms.ToolStripStatusLabel warnsLabel;
private System.Windows.Forms.ToolStripMenuItem itemReloadModedef;
private System.Windows.Forms.ToolStripMenuItem itemReloadGldefs;
private System.Windows.Forms.ToolStripSeparator separatorDrawModes;

View File

@ -420,8 +420,11 @@ namespace CodeImp.DoomBuilder.Windows
// Map opened?
if(General.Map != null)
{
// Show map name and filename in caption
this.Text = (mapchanged ? "\u25CF " : "") + General.Map.FileTitle + " (" + General.Map.Options.CurrentName + ") - " + Application.ProductName;
// Get nice name
string maptitle = (!string.IsNullOrEmpty(General.Map.Data.MapInfo.Title) ? ": " + General.Map.Data.MapInfo.Title : "");
// Show map name and filename in caption
this.Text = (mapchanged ? "\u25CF " : "") + General.Map.FileTitle + " (" + General.Map.Options.CurrentName + ") - " + Application.ProductName;
}
else
{
@ -2039,7 +2042,8 @@ namespace CodeImp.DoomBuilder.Windows
dynamiclightmode.Visible = General.Settings.GZToolbarGZDoom && maploaded;
buttontogglefx.Visible = General.Settings.GZToolbarGZDoom && maploaded;
buttontogglefog.Visible = General.Settings.GZToolbarGZDoom && maploaded;
buttontoggleeventlines.Visible = General.Settings.GZToolbarGZDoom && maploaded;
buttontogglesky.Visible = General.Settings.GZToolbarGZDoom && maploaded;
buttontoggleeventlines.Visible = General.Settings.GZToolbarGZDoom && maploaded;
buttontogglevisualvertices.Visible = General.Settings.GZToolbarGZDoom && maploaded;
separatorgzmodes.Visible = General.Settings.GZToolbarGZDoom && maploaded;
@ -2192,7 +2196,8 @@ namespace CodeImp.DoomBuilder.Windows
}
buttontogglefog.Checked = General.Settings.GZDrawFog;
buttontoggleeventlines.Checked = General.Settings.GZShowEventLines;
buttontogglesky.Checked = General.Settings.GZDrawSky;
buttontoggleeventlines.Checked = General.Settings.GZShowEventLines;
buttontogglevisualvertices.Visible = General.Map.UDMF;
buttontogglevisualvertices.Checked = General.Settings.GZShowVisualVertices;
}

View File

@ -17,6 +17,7 @@
#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.IO;
@ -87,14 +88,23 @@ namespace CodeImp.DoomBuilder.ZDoom
//mxd. Clear error status?
if(clearerrors) ClearError();
//mxd. Integrity check
if(stream == null || stream.Length == 0)
{
ReportError("Unable to load '" + sourcefilename + "'");
return false;
}
datastream = stream;
//mxd. Integrity checks
if (stream == null)
{
ReportError("Unable to load \"" + sourcefilename + "\"");
return false;
}
if (stream.Length == 0)
{
if (!string.IsNullOrEmpty(sourcename))
LogWarning("Include file \"" + sourcefilename + "\" is empty");
else
LogWarning("File is empty");
return true;
}
datastream = stream;
datareader = new BinaryReader(stream, Encoding.ASCII);
sourcename = sourcefilename;
datastream.Seek(0, SeekOrigin.Begin);
@ -470,9 +480,38 @@ namespace CodeImp.DoomBuilder.ZDoom
if(success) value = val * sign;
return success;
}
// This reports an error
protected internal void ReportError(string message)
//mxd
protected void SkipStructure() { SkipStructure(new HashSet<string>()); }
protected void SkipStructure(HashSet<string> breakat)
{
string token;
do
{
if (!SkipWhitespace(true)) break;
token = ReadToken();
if (string.IsNullOrEmpty(token)) break;
if (breakat.Contains(token))
{
DataStream.Seek(-token.Length - 1, SeekOrigin.Current);
return;
}
}
while (token != "{");
int scopelevel = 1;
do
{
if (!SkipWhitespace(true)) break;
token = ReadToken();
if (string.IsNullOrEmpty(token)) break;
if (token == "{") scopelevel++;
if (token == "}") scopelevel--;
}
while (scopelevel > 0);
}
// This reports an error
protected internal void ReportError(string message)
{
// Set error information
errordesc = message;
@ -606,7 +645,7 @@ namespace CodeImp.DoomBuilder.ZDoom
case 60:
case 62:
case 124:
ReportError("unsupported character \"" + c + "\" in path \"" + path + "\".");
ReportError("Unsupported character \"" + c + "\" in path \"" + path + "\".");
return false;
default:

View File

@ -197,7 +197,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
BaseVisualMode mode = new BaseVisualMode();
bool renderingEffectsDisabled = false;
if(!BaseVisualMode.GZDoomRenderingEffects)
if(!General.Settings.GZDoomRenderingEffects)
{
renderingEffectsDisabled = true;
mode.ToggleGZDoomRenderingEffects();

View File

@ -95,8 +95,6 @@ namespace CodeImp.DoomBuilder.BuilderModes
private readonly List<ThingCopyData> copybuffer;
private Type lasthighlighttype;
private static bool gzdoomRenderingEffects = true; //mxd
private BSP bsp;
//mxd. Moved here from Tools
@ -161,7 +159,6 @@ namespace CodeImp.DoomBuilder.BuilderModes
}
public object HighlightedTarget { get { return target.picked; } } //mxd
public static bool GZDoomRenderingEffects { get { return gzdoomRenderingEffects; } } //mxd
public bool UseSelectionFromClassicMode { get { return useSelectionFromClassicMode; } } //mxd
new public IRenderer3D Renderer { get { return renderer; } }
@ -785,8 +782,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
Sector[] sectorsWithEffects = null;
bsp.Update();
if(!gzdoomRenderingEffects)
{
if (!General.Settings.GZDoomRenderingEffects)
{
//store all sectors with effects
if(sectordata != null && sectordata.Count > 0)
{
@ -828,10 +825,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
vertices.Clear();
}
if(!gzdoomRenderingEffects) return; //mxd
// Find all sector who's tag is not 0 and hash them so that we can find them quicly
foreach(Sector s in General.Map.Map.Sectors)
if (!General.Settings.GZDoomRenderingEffects) return; //mxd
// Find all sector who's tag is not 0 and hash them so that we can find them quicly
foreach (Sector s in General.Map.Map.Sectors)
{
foreach(int tag in s.Tags)
{
@ -1591,9 +1588,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
{
base.OnUndoEnd();
//mxd. Effects may've become invalid
if(gzdoomRenderingEffects && sectordata != null && sectordata.Count > 0)
RebuildElementData();
//mxd. Effects may've become invalid
if (General.Settings.GZDoomRenderingEffects && sectordata != null && sectordata.Count > 0)
RebuildElementData();
//mxd. As well as geometry...
foreach(KeyValuePair<Sector, VisualSector> group in visiblesectors)
@ -3532,11 +3529,11 @@ namespace CodeImp.DoomBuilder.BuilderModes
[BeginAction("togglegzdoomgeometryeffects")]
public void ToggleGZDoomRenderingEffects()
{
gzdoomRenderingEffects = !gzdoomRenderingEffects;
RebuildElementData();
General.Settings.GZDoomRenderingEffects = !General.Settings.GZDoomRenderingEffects;
RebuildElementData();
UpdateChangedObjects();
General.Interface.DisplayStatus(StatusType.Info, "(G)ZDoom geometry effects are " + (gzdoomRenderingEffects ? "ENABLED" : "DISABLED"));
}
General.Interface.DisplayStatus(StatusType.Info, "(G)ZDoom geometry effects are " + (General.Settings.GZDoomRenderingEffects ? "ENABLED" : "DISABLED"));
}
//mxd
[BeginAction("thingaligntowall")]

View File

@ -339,9 +339,6 @@ namespace CodeImp.DoomBuilder.BuilderModes
SectorLevel l = lightlevels[i];
SectorLevel pl = lightlevels[i + 1];
// Glow levels should not affect light transfer
if(l.type == SectorLevelType.Glow) continue;
// Glow levels don't cast light
if(pl.type == SectorLevelType.Glow && lightlevels.Count > i + 2) pl = lightlevels[i + 2];

View File

@ -117,43 +117,35 @@ namespace CodeImp.DoomBuilder.BuilderModes
else
texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
//mxd. Sky is always bright
int color;
if(s.CeilTexture == General.Map.Config.SkyFlatName)
{
color = -1; // That's white. With alpha. Not very impressive, eh?
fogfactor = 0; // No fog
}
else
{
color = PixelColor.FromInt(level.color).WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
// Determine brightness
int color = PixelColor.FromInt(level.color).WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
//mxd. Top extrafloor level should calculate fogdensity
//from the brightness of the level above it
int targetbrightness;
if(extrafloor != null && !extrafloor.VavoomType && !level.disablelighting)
{
targetbrightness = 0;
SectorData sd = mode.GetSectorData(this.Sector.Sector);
for(int i = 0; i < sd.LightLevels.Count - 1; i++)
{
if(sd.LightLevels[i] == level)
{
targetbrightness = sd.LightLevels[i + 1].brightnessbelow;
break;
}
}
}
else
{
targetbrightness = level.brightnessbelow;
}
//mxd. Top extrafloor level should calculate fogdensity
//from the brightness of the level above it
int targetbrightness;
if (extrafloor != null && !extrafloor.VavoomType && !level.disablelighting)
{
targetbrightness = 0;
SectorData sd = mode.GetSectorData(this.Sector.Sector);
for (int i = 0; i < sd.LightLevels.Count - 1; i++)
{
if (sd.LightLevels[i] == level)
{
targetbrightness = sd.LightLevels[i + 1].brightnessbelow;
break;
}
}
}
else
{
targetbrightness = level.brightnessbelow;
}
fogfactor = CalculateFogDensity(targetbrightness);
}
//mxd. Determine fog density
fogfactor = CalculateFogDensity(targetbrightness);
// Make vertices
ReadOnlyCollection<Vector2D> triverts = base.Sector.Sector.Triangles.Vertices;
// Make vertices
ReadOnlyCollection<Vector2D> triverts = Sector.Sector.Triangles.Vertices;
WorldVertex[] verts = new WorldVertex[triverts.Count];
for(int i = 0; i < triverts.Count; i++)
{
@ -196,18 +188,38 @@ namespace CodeImp.DoomBuilder.BuilderModes
{
this.RenderPass = RenderPass.Solid;
}
// Apply vertices
base.SetVertices(verts);
//mxd. Update sky render flag
UpdateSkyRenderFlag();
// Apply vertices
base.SetVertices(verts);
return (verts.Length > 0);
}
#endregion
#region ================== Methods
//mxd
private void UpdateSkyRenderFlag()
{
bool isrenderedassky = renderassky;
renderassky = (level.sector.CeilTexture == General.Map.Config.SkyFlatName);
if (isrenderedassky != renderassky && Sector.Sides != null)
{
// Upper/middle geometry may need updating...
foreach (Sidedef side in level.sector.Sidedefs)
{
VisualSidedefParts parts = Sector.GetSidedefParts(side);
if (parts.upper != null) parts.upper.UpdateSkyRenderFlag();
else if (parts.middlesingle != null) parts.middlesingle.UpdateSkyRenderFlag();
}
}
}
// Return texture coordinates
protected override Point GetTextureOffset()
#endregion
#region ================== Methods
// Return texture coordinates
protected override Point GetTextureOffset()
{
return new Point { X = (int)Sector.Sector.Fields.GetValue("xpanningceiling", 0.0f),
Y = (int)Sector.Sector.Fields.GetValue("ypanningceiling", 0.0f) };

View File

@ -119,43 +119,35 @@ namespace CodeImp.DoomBuilder.BuilderModes
else
texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
//mxd. Sky is always bright
int color;
if(s.FloorTexture == General.Map.Config.SkyFlatName)
{
color = -1; // That's white. With alpha. Not very impressive, eh?
fogfactor = 0; // No fog
}
else
{
color = PixelColor.FromInt(level.color).WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
// Determine brightness
int color = PixelColor.FromInt(level.color).WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
//mxd. Top extrafloor level should calculate fogdensity
//from the brightness of the level above it
int targetbrightness;
if(extrafloor != null && extrafloor.VavoomType && !level.disablelighting)
{
targetbrightness = 0;
SectorData sd = mode.GetSectorData(this.Sector.Sector);
for(int i = 0; i < sd.LightLevels.Count - 1; i++)
{
if(sd.LightLevels[i] == level)
{
targetbrightness = sd.LightLevels[i + 1].brightnessbelow;
break;
}
}
}
else
{
targetbrightness = level.brightnessbelow;
}
//mxd. Top extrafloor level should calculate fogdensity
//from the brightness of the level above it
int targetbrightness;
if (extrafloor != null && extrafloor.VavoomType && !level.disablelighting)
{
targetbrightness = 0;
SectorData sd = mode.GetSectorData(this.Sector.Sector);
for (int i = 0; i < sd.LightLevels.Count - 1; i++)
{
if (sd.LightLevels[i] == level)
{
targetbrightness = sd.LightLevels[i + 1].brightnessbelow;
break;
}
}
}
else
{
targetbrightness = level.brightnessbelow;
}
fogfactor = CalculateFogDensity(targetbrightness);
}
//mxd. Determine fog density
fogfactor = CalculateFogDensity(targetbrightness);
// Make vertices
ReadOnlyCollection<Vector2D> triverts = base.Sector.Sector.Triangles.Vertices;
// Make vertices
ReadOnlyCollection<Vector2D> triverts = Sector.Sector.Triangles.Vertices;
WorldVertex[] verts = new WorldVertex[triverts.Count];
for(int i = 0; i < triverts.Count; i++)
{
@ -198,18 +190,37 @@ namespace CodeImp.DoomBuilder.BuilderModes
{
this.RenderPass = RenderPass.Solid;
}
// Apply vertices
base.SetVertices(verts);
//mxd. Update sky render flag
UpdateSkyRenderFlag();
// Apply vertices
base.SetVertices(verts);
return (verts.Length > 0);
}
#endregion
#region ================== Methods
// Return texture coordinates
protected override Point GetTextureOffset()
//mxd
private void UpdateSkyRenderFlag()
{
bool isrenderedassky = renderassky;
renderassky = (level.sector.FloorTexture == General.Map.Config.SkyFlatName || level.sector.LongFloorTexture == MapSet.EmptyLongName);
if (isrenderedassky != renderassky && Sector.Sides != null)
{
// Middle geometry may need updating...
foreach (Sidedef side in level.sector.Sidedefs)
{
VisualSidedefParts parts = Sector.GetSidedefParts(side);
if (parts.middlesingle != null) parts.middlesingle.UpdateSkyRenderFlag();
}
}
}
#endregion
#region ================== Methods
// Return texture coordinates
protected override Point GetTextureOffset()
{
return new Point { X = (int)Sector.Sector.Fields.GetValue("xpanningfloor", 0.0f),
Y = (int)Sector.Sector.Fields.GetValue("ypanningfloor", 0.0f) };

View File

@ -62,8 +62,11 @@ namespace CodeImp.DoomBuilder.BuilderModes
{
Vector2D vl, vr;
//mxd. lightfog flag support
int lightvalue;
//mxd. Apply sky hack?
UpdateSkyRenderFlag();
//mxd. lightfog flag support
int lightvalue;
bool lightabsolute;
GetLightValue(out lightvalue, out lightabsolute);
@ -201,13 +204,19 @@ namespace CodeImp.DoomBuilder.BuilderModes
base.SetVertices(null); //mxd
return false;
}
#endregion
#region ================== Methods
// Return texture name
public override string GetTextureName()
//mxd
internal void UpdateSkyRenderFlag()
{
renderassky = (Sidedef.LongMiddleTexture == MapSet.EmptyLongName && Sidedef.Sector != null && Sidedef.Sector.CeilTexture == General.Map.Config.SkyFlatName);
}
#endregion
#region ================== Methods
// Return texture name
public override string GetTextureName()
{
return this.Sidedef.MiddleTexture;
}

View File

@ -61,9 +61,12 @@ namespace CodeImp.DoomBuilder.BuilderModes
public override bool Setup()
{
Vector2D vl, vr;
//mxd. lightfog flag support
int lightvalue;
//mxd. Apply sky hack?
UpdateSkyRenderFlag();
//mxd. lightfog flag support
int lightvalue;
bool lightabsolute;
GetLightValue(out lightvalue, out lightabsolute);
@ -196,13 +199,21 @@ namespace CodeImp.DoomBuilder.BuilderModes
base.SetVertices(null); //mxd
return false;
}
#endregion
#region ================== Methods
//mxd
internal void UpdateSkyRenderFlag()
{
renderassky = (Sidedef.Other != null && Sidedef.Sector != null && Sidedef.Other.Sector != null &&
Sidedef.Sector.CeilTexture == General.Map.Config.SkyFlatName &&
Sidedef.Other.Sector.CeilTexture == General.Map.Config.SkyFlatName);
}
// Return texture name
public override string GetTextureName()
#endregion
#region ================== Methods
// Return texture name
public override string GetTextureName()
{
return this.Sidedef.HighTexture;
}