mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
synced 2024-11-10 06:41:49 +00:00
Merged in GZDB r2465.
This commit is contained in:
parent
4dfd8297c7
commit
04abc827f7
57 changed files with 3246 additions and 2007 deletions
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@ -969,6 +969,7 @@
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#define BLOCKF_USE 128
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#define BLOCKF_SIGHT 256
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#define BLOCKF_HITSCAN 512
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#define BLOCKF_SOUND 1024
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#define FOGP_DENSITY 0
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#define FOGP_OUTSIDEDENSITY 1
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@ -199,7 +199,7 @@ special
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// 211:Transfer_CeilingLight,
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212:Sector_SetColor(4,5),
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213:Sector_SetFade(4),
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214:Sector_SetDamage(3),
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214:Sector_SetDamage(3,5),
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215:Teleport_Line(2),
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216:Sector_SetGravity(3),
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217:Stairs_BuildUpDoom(5),
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@ -302,7 +302,7 @@ special
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-57:SetCVarString(2),
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-58:GetUserCVarString(2),
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-59:SetUserCVarString(3),
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-60:LineAttack(4,8),
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-60:LineAttack(4,9),
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-61:PlaySound(2,6),
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-62:StopSound(1,2),
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-63:strcmp(2,3),
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@ -337,6 +337,7 @@ special
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-91:QuakeEx(8,12),
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-92:Warp(6,11),
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-93:GetMaxInventory(2),
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-94:SetSectorDamage(2,6),
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// Zandronum's
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-100:ResetMap(0),
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@ -32,6 +32,15 @@ include("Includes\\Game_Doom.cfg");
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//mxd. No DECORATE support in vanilla
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decorategames = "";
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//mxd. Sky textures for vanilla maps
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defaultskytextures
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{
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SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5,E1M6,E1M7,E1M8,E1M9";
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SKY2 = "E2M1,E2M2,E2M3,E2M4,E2M5,E2M6,E2M7,E2M8,E2M9";
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SKY3 = "E3M1,E3M2,E3M3,E3M4,E3M5,E3M6,E3M7,E3M8,E3M9";
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SKY4 = "E4M1,E4M2,E4M3,E4M4,E4M5,E4M6,E4M7,E4M8,E4M9";
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}
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// Default thing filters
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// (these are not required, just useful for new users)
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thingsfilters
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@ -32,6 +32,15 @@ include("Includes\\Game_Doom.cfg");
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//mxd. No DECORATE support in vanilla
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decorategames = "";
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//mxd. Sky textures for vanilla maps
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defaultskytextures
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{
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SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5,E1M6,E1M7,E1M8,E1M9";
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SKY2 = "E2M1,E2M2,E2M3,E2M4,E2M5,E2M6,E2M7,E2M8,E2M9";
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SKY3 = "E3M1,E3M2,E3M3,E3M4,E3M5,E3M6,E3M7,E3M8,E3M9";
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SKY4 = "E4M1,E4M2,E4M3,E4M4,E4M5,E4M6,E4M7,E4M8,E4M9";
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}
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// Default thing filters
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// (these are not required, just useful for new users)
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thingsfilters
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@ -1,29 +1,37 @@
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// Default lump name for new map
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defaultlumpname = "MAP01";
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basegame = 1; //mxd: 0 - UNKNOWN, 1 - DOOM, 2 - HERETIC, 3 - HEXEN, 4 - STRIFE,
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defaultlumpname = "MAP01";
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basegame = 1; //mxd: 0 - UNKNOWN, 1 - DOOM, 2 - HERETIC, 3 - HEXEN, 4 - STRIFE
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// Decorate actors to include depending on actor game property
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decorategames = "doom";
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// Decorate actors to include depending on actor game property
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decorategames = "doom";
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// Skill levels
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skills
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{
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include("Doom_misc.cfg", "skills");
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}
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//mxd. Sky textures for vanilla maps
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defaultskytextures
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{
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SKY1 = "MAP01,MAP02,MAP03,MAP04,MAP05,MAP06,MAP07,MAP08,MAP09,MAP10,MAP11";
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SKY2 = "MAP12,MAP13,MAP14,MAP15,MAP16,MAP17,MAP18,MAP19,MAP20";
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SKY3 = "MAP21,MAP22,MAP23,MAP24,MAP25,MAP26,MAP27,MAP28,MAP29,MAP30,MAP31,MAP32";
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}
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// Default textures
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defaultwalltexture = "STARTAN";
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defaultfloortexture = "FLOOR0_1";
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defaultceilingtexture = "CEIL1_1";
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// Skill levels
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skills
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{
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include("Doom_misc.cfg", "skills");
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}
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// Door making
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makedoortrack = "DOORTRAK";
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makedoordoor = "BIGDOOR2";
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makedoorceil = "FLAT20";
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// Default textures
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defaultwalltexture = "STARTAN";
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defaultfloortexture = "FLOOR0_1";
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defaultceilingtexture = "CEIL1_1";
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// Default texture sets
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// (these are not required, but useful for new users)
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texturesets
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{
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include("Doom_texturesets.cfg");
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}
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// Door making
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makedoortrack = "DOORTRAK";
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makedoordoor = "BIGDOOR2";
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makedoorceil = "FLAT20";
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// Default texture sets
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// (these are not required, but useful for new users)
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texturesets
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{
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include("Doom_texturesets.cfg");
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}
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@ -1,29 +1,37 @@
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// Default lump name for new map
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defaultlumpname = "E1M1";
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basegame = 2;
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defaultlumpname = "E1M1";
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basegame = 2;
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// Decorate actors to include depending on actor game property
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decorategames = "heretic raven";
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// Decorate actors to include depending on actor game property
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decorategames = "heretic raven";
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// Skill levels
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skills
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{
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include("Heretic_misc.cfg", "skills");
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}
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//mxd. Sky textures for vanilla maps
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defaultskytextures
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{
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SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5,E1M6,E1M7,E1M8,E1M9,E4M1,E4M2,E4M3,E4M4,E4M5,E4M6,E4M7,E4M8,E4M9,E6M1,E6M2,E6M3";
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SKY2 = "E2M1,E2M2,E2M3,E2M4,E2M5,E2M6,E2M7,E2M8,E2M9";
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SKY3 = "E3M1,E3M2,E3M3,E3M4,E3M5,E3M6,E3M7,E3M8,E3M9,E5M1,E5M2,E5M3,E5M4,E5M5,E5M6,E5M7,E5M8,E5M9";
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}
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// Default textures
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defaultwalltexture = "GRSTNPB";
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defaultfloortexture = "FLOOR03";
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defaultceilingtexture = "FLAT506";
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// Skill levels
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skills
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{
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include("Heretic_misc.cfg", "skills");
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}
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// Door making
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makedoortrack = "WOODWL";
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makedoordoor = "DOORWOOD";
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makedoorceil = "FLOOR04";
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// Default texture sets
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// (these are not required, but useful for new users)
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texturesets
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{
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include("Heretic_texturesets.cfg");
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}
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// Default textures
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defaultwalltexture = "GRSTNPB";
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defaultfloortexture = "FLOOR03";
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defaultceilingtexture = "FLAT506";
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// Door making
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makedoortrack = "WOODWL";
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makedoordoor = "DOORWOOD";
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makedoorceil = "FLOOR04";
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// Default texture sets
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// (these are not required, but useful for new users)
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texturesets
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{
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include("Heretic_texturesets.cfg");
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}
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@ -1,30 +1,30 @@
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// Default lump name for new map
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defaultlumpname = "MAP01";
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skyflatname = "F_SKY";
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basegame = 3;
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defaultlumpname = "MAP01";
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skyflatname = "F_SKY";
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basegame = 3;
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// Decorate actors to include depending on actor game property
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decorategames = "hexen raven";
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// Decorate actors to include depending on actor game property
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decorategames = "hexen raven";
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// Skill levels
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skills
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{
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include("Hexen_misc.cfg", "skills");
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}
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// Skill levels
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skills
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{
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include("Hexen_misc.cfg", "skills");
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}
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// Default textures
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defaultwalltexture = "FOREST01";
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defaultfloortexture = "F_010";
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defaultceilingtexture = "F_011";
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// Default textures
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defaultwalltexture = "FOREST01";
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defaultfloortexture = "F_010";
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defaultceilingtexture = "F_011";
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// Door making
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makedoortrack = "D_END2";
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makedoordoor = "D_WD07";
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makedoorceil = "F_092";
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// Door making
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makedoortrack = "D_END2";
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makedoordoor = "D_WD07";
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makedoorceil = "F_092";
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// Default texture sets
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// (these are not required, but useful for new users)
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texturesets
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{
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include("Hexen_texturesets.cfg");
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}
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// Default texture sets
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// (these are not required, but useful for new users)
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texturesets
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{
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include("Hexen_texturesets.cfg");
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}
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@ -1,30 +1,37 @@
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// Default lump name for new map
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defaultlumpname = "MAP01";
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skyflatname = "F_SKY001";
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basegame = 4;
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defaultlumpname = "MAP01";
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skyflatname = "F_SKY001";
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basegame = 4;
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// Decorate actors to include depending on actor game property
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decorategames = "strife";
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// Decorate actors to include depending on actor game property
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decorategames = "strife";
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// Skill levels
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skills
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{
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include("Strife_misc.cfg", "skills");
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}
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//mxd. Sky textures for vanilla maps
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defaultskytextures
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{
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SKYMNT01 = "MAP10,MAP11,MAP12,MAP13,MAP14,MAP15,MAP16,MAP17,MAP18,MAP19,MAP20,MAP21,MAP22,MAP23,MAP24,MAP25,MAP26,MAP27,MAP28,MAP29,MAP30,MAP31";
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SKYMNT02 = "MAP01,MAP02,MAP03,MAP04,MAP05,MAP06,MAP07,MAP08,MAP09,MAP32,MAP33,MAP34";
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}
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// Default textures
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defaultwalltexture = "BRKGRY17";
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defaultfloortexture = "F_NOLINE";
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defaultceilingtexture = "F_DECK";
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// Skill levels
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skills
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{
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include("Strife_misc.cfg", "skills");
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}
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// Door making
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makedoortrack = "DORTRK01";
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makedoordoor = "DORML01";
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makedoorceil = "F_UNDOOR";
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// Default textures
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defaultwalltexture = "BRKGRY17";
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defaultfloortexture = "F_NOLINE";
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defaultceilingtexture = "F_DECK";
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// Default texture sets
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// (these are not required, but useful for new users)
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texturesets
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{
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include("Strife_texturesets.cfg");
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}
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// Door making
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makedoortrack = "DORTRK01";
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makedoordoor = "DORML01";
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makedoorceil = "F_UNDOOR";
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// Default texture sets
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// (these are not required, but useful for new users)
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texturesets
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{
|
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include("Strife_texturesets.cfg");
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}
|
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@ -32,20 +32,6 @@ zdoom
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}
|
||||
}
|
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|
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obstacles
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{
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blocking = 2;
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|
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5050
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{
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title = "Stalagmite";
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sprite = "SMT2A0";
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class = "Stalagmite";
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width = 16;
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height = 48;
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||||
}
|
||||
}
|
||||
|
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lights
|
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{
|
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blocking = 2;
|
||||
|
@ -1396,6 +1382,20 @@ doom
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|||
class = "StealthZombieMan";
|
||||
}
|
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}
|
||||
|
||||
obstacles
|
||||
{
|
||||
blocking = 2;
|
||||
|
||||
5050
|
||||
{
|
||||
title = "Stalagmite";
|
||||
sprite = "SMT2A0";
|
||||
class = "Stalagmite";
|
||||
width = 16;
|
||||
height = 48;
|
||||
}
|
||||
}
|
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|
||||
decoration
|
||||
{
|
||||
|
|
|
@ -1,29 +1,37 @@
|
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// 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");
|
||||
}
|
|
@ -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");
|
||||
}
|
|
@ -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");
|
||||
}
|
|
@ -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");
|
||||
}
|
|
@ -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;
|
||||
}
|
BIN
Build/Textures/MissingSky3D.png
Normal file
BIN
Build/Textures/MissingSky3D.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 24 KiB |
|
@ -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>"<unnamed game>"</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. "<strong>%K</strong>" 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 />
|
||||
|
|
|
@ -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
|
||||
{
|
||||
|
|
|
@ -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" />
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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,
|
||||
|
|
|
@ -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?
|
||||
///
|
||||
|
|
|
@ -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
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
}
|
||||
}
|
18
Source/Core/GZBuilder/Data/SkyboxInfo.cs
Normal file
18
Source/Core/GZBuilder/Data/SkyboxInfo.cs
Normal 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
|
@ -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") );
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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();
|
||||
|
||||
|
|
11
Source/Core/Properties/Resources.Designer.cs
generated
11
Source/Core/Properties/Resources.Designer.cs
generated
|
@ -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>
|
||||
|
|
|
@ -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>
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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";
|
||||
|
|
BIN
Source/Core/Resources/MissingSky3D.png
Normal file
BIN
Source/Core/Resources/MissingSky3D.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 24 KiB |
BIN
Source/Core/Resources/Sky.png
Normal file
BIN
Source/Core/Resources/Sky.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.2 KiB |
|
@ -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
|
||||
{
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
27
Source/Core/Windows/MainForm.Designer.cs
generated
27
Source/Core/Windows/MainForm.Designer.cs
generated
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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")]
|
||||
|
|
|
@ -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];
|
||||
|
||||
|
|
|
@ -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) };
|
||||
|
|
|
@ -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) };
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue