#region === Copyright (c) 2010 Pascal van der Heiden === using System; using System.Collections.Generic; using CodeImp.DoomBuilder.GZBuilder.Data; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; #endregion #region ================== Namespaces using CodeImp.DoomBuilder.VisualModes; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal class SectorData { #region ================== Variables // VisualMode private readonly BaseVisualMode mode; // Sector for which this data is private readonly Sector sector; // Levels have been updated? private bool updated; // This prevents recursion private bool isupdating; // All planes in the sector that cast or are affected by light private readonly List lightlevels; // Effects private readonly List alleffects; private readonly List extrafloors; private readonly EffectGlowingFlat glowingflateffect; //mxd internal GlowingFlatData CeilingGlow; //mxd internal GlowingFlatData FloorGlow; //mxd internal Plane FloorGlowPlane; //mxd internal Plane CeilingGlowPlane; //mxd // Sectors that must be updated when this sector is changed // The boolean value is the 'includeneighbours' of the UpdateSectorGeometry function which // indicates if the sidedefs of neighbouring sectors should also be rebuilt. private readonly Dictionary updatesectors; // Original floor and ceiling levels private readonly SectorLevel floor; private readonly SectorLevel floorbase; // mxd. Sector floor level, unaffected by glow / light properties transfer private readonly SectorLevel ceiling; private readonly SectorLevel ceilingbase; // mxd. Sector ceiling level, unaffected by glow / light properties transfer // This helps keeping track of changes // otherwise we update ceiling/floor too much private bool floorchanged; private bool ceilingchanged; #endregion #region ================== Properties public Sector Sector { get { return sector; } } public bool Updated { get { return updated; } } public bool FloorChanged { get { return floorchanged; } set { floorchanged |= value; } } public bool CeilingChanged { get { return ceilingchanged; } set { ceilingchanged |= value; } } public List LightLevels { get { return lightlevels; } } public List ExtraFloors { get { return extrafloors; } } public List Effects { get { return alleffects; } } //mxd public SectorLevel Floor { get { return floor; } } public SectorLevel Ceiling { get { return ceiling; } } public BaseVisualMode Mode { get { return mode; } } public Dictionary UpdateAlso { get { return updatesectors; } } #endregion #region ================== Constructor / Destructor // Constructor public SectorData(BaseVisualMode mode, Sector s) { // Initialize this.mode = mode; this.sector = s; this.updated = false; this.floorchanged = false; this.ceilingchanged = false; this.lightlevels = new List(2); this.extrafloors = new List(1); this.alleffects = new List(1); this.updatesectors = new Dictionary(2); this.floor = new SectorLevel(sector, SectorLevelType.Floor); this.floorbase = new SectorLevel(sector, SectorLevelType.Floor); //mxd this.ceiling = new SectorLevel(sector, SectorLevelType.Ceiling); this.ceilingbase = new SectorLevel(sector, SectorLevelType.Ceiling); //mxd this.glowingflateffect = new EffectGlowingFlat(this); //mxd // Add ceiling and floor lightlevels.Add(floor); lightlevels.Add(ceiling); BasicSetup(); } #endregion #region ================== Public Methods // 3D Floor effect public void AddEffect3DFloor(Linedef sourcelinedef) { Effect3DFloor e = new Effect3DFloor(this, sourcelinedef); extrafloors.Add(e); alleffects.Add(e); //mxd. Extrafloor neighbours should be updated when extrafloor is changed foreach(Sidedef sd in this.Sector.Sidedefs) { if(sd.Other != null && sd.Other.Sector != null) AddUpdateSector(sd.Other.Sector, false); } } // Brightness level effect public void AddEffectBrightnessLevel(Linedef sourcelinedef) { EffectBrightnessLevel e = new EffectBrightnessLevel(this, sourcelinedef); alleffects.Add(e); } //mxd. Transfer Floor Brightness effect public void AddEffectTransferFloorBrightness(Linedef sourcelinedef) { EffectTransferFloorBrightness e = new EffectTransferFloorBrightness(this, sourcelinedef); alleffects.Add(e); } //mxd. Transfer Floor Brightness effect public void AddEffectTransferCeilingBrightness(Linedef sourcelinedef) { EffectTransferCeilingBrightness e = new EffectTransferCeilingBrightness(this, sourcelinedef); alleffects.Add(e); } // Line slope effect public void AddEffectLineSlope(Linedef sourcelinedef) { EffectLineSlope e = new EffectLineSlope(this, sourcelinedef); alleffects.Add(e); } //mxd. Plane copy slope effect public void AddEffectPlaneClopySlope(Linedef sourcelinedef, bool front) { EffectPlaneCopySlope e = new EffectPlaneCopySlope(this, sourcelinedef, front); alleffects.Add(e); } // Copy slope effect public void AddEffectCopySlope(Thing sourcething) { EffectCopySlope e = new EffectCopySlope(this, sourcething); alleffects.Add(e); } // Thing line slope effect public void AddEffectThingLineSlope(Thing sourcething) { EffectThingLineSlope e = new EffectThingLineSlope(this, sourcething); alleffects.Add(e); } // Thing slope effect public void AddEffectThingSlope(Thing sourcething) { EffectThingSlope e = new EffectThingSlope(this, sourcething); alleffects.Add(e); } // Thing vertex slope effect public void AddEffectThingVertexSlope(List sourcethings, bool slopefloor) { EffectThingVertexSlope e = new EffectThingVertexSlope(this, sourcethings, slopefloor); alleffects.Add(e); } // SRB2-style Thing vertex slope effect public void AddEffectSRB2ThingVertexSlope(List sourcethings, bool slopefloor, VisualBlockMap blockmap, BSP bsp) { EffectSRB2ThingVertexSlope e = new EffectSRB2ThingVertexSlope(this, sourcethings, slopefloor, blockmap, bsp); alleffects.Add(e); } //mxd. Add UDMF vertex offset effect public void AddEffectVertexOffset() { EffectUDMFVertexOffset e = new EffectUDMFVertexOffset(this); alleffects.Add(e); } // This adds a sector for updating public void AddUpdateSector(Sector s, bool includeneighbours) { updatesectors[s] = includeneighbours; } // This adds a sector level public void AddSectorLevel(SectorLevel level) { // Note: Inserting before the end so that the ceiling stays // at the end and the floor at the beginning lightlevels.Insert(lightlevels.Count - 1, level); } // This resets this sector data and all sectors that require updating after me /*public void Reset() { if(isupdating) return; isupdating = true; // This is set to false so that this sector is rebuilt the next time it is needed! updated = false; // The visual sector associated is now outdated if(mode.VisualSectorExists(sector)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(sector); vs.UpdateSectorGeometry(false); } // Also reset the sectors that depend on this sector foreach(KeyValuePair s in updatesectors) { SectorData sd = mode.GetSectorData(s.Key); sd.Reset(); } isupdating = false; }*/ //mxd. This marks this sector data and all sector datas that require updating as not updated public void Reset(bool resetneighbours) { if(isupdating) return; isupdating = true; // This is set to false so that this sector is rebuilt the next time it is needed! updated = false; // The visual sector associated is now outdated if(mode.VisualSectorExists(sector)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(sector); vs.Changed = true; } // Reset the sectors that depend on this sector if(resetneighbours) { foreach(KeyValuePair s in updatesectors) { SectorData sd = mode.GetSectorDataEx(s.Key); if(sd != null) sd.Reset(s.Value); } } isupdating = false; } // This sets up the basic floor and ceiling, as they would be in normal Doom circumstances private void BasicSetup() { //mxd if(sector.FloorSlope.GetLengthSq() > 0 && !float.IsNaN(sector.FloorSlopeOffset / sector.FloorSlope.z)) { // Sloped plane floor.plane = new Plane(sector.FloorSlope, sector.FloorSlopeOffset); } else { // Normal (flat) floor plane floor.plane = new Plane(new Vector3D(0, 0, 1), -sector.FloorHeight); } if(sector.CeilSlope.GetLengthSq() > 0 && !float.IsNaN(sector.CeilSlopeOffset / sector.CeilSlope.z)) { // Sloped plane ceiling.plane = new Plane(sector.CeilSlope, sector.CeilSlopeOffset); } else { // Normal (flat) ceiling plane ceiling.plane = new Plane(new Vector3D(0, 0, -1), sector.CeilHeight); } // Fetch ZDoom fields int color = sector.Fields.GetValue("lightcolor", -1); int flight = sector.Fields.GetValue("lightfloor", 0); bool fabs = sector.Fields.GetValue("lightfloorabsolute", false); int clight = sector.Fields.GetValue("lightceiling", 0); bool cabs = sector.Fields.GetValue("lightceilingabsolute", false); //int alpha = sector.Fields.GetValue("lightalpha", 255); // Determine colors & light levels PixelColor lightcolor = PixelColor.FromInt(color); if(!fabs) flight = sector.Brightness + flight; if(!cabs) clight = sector.Brightness + clight; PixelColor floorbrightness = PixelColor.FromInt(mode.CalculateBrightness(flight)); PixelColor ceilingbrightness = PixelColor.FromInt(mode.CalculateBrightness(clight)); PixelColor floorcolor = PixelColor.Modulate(lightcolor, floorbrightness); PixelColor ceilingcolor = PixelColor.Modulate(lightcolor, ceilingbrightness); floor.color = floorcolor.WithAlpha(255).ToInt(); floor.brightnessbelow = sector.Brightness; floor.colorbelow = lightcolor.WithAlpha(255); ceiling.color = ceilingcolor.WithAlpha(255).ToInt(); ceiling.brightnessbelow = sector.Brightness; ceiling.colorbelow = lightcolor.WithAlpha(255); //mxd. Store a copy of initial settings floor.CopyProperties(floorbase); ceiling.CopyProperties(ceilingbase); //mxd. We need sector brightness here, unaffected by custom ceiling brightness... ceilingbase.brightnessbelow = sector.Brightness; ceilingbase.color = PixelColor.FromInt(mode.CalculateBrightness(sector.Brightness)).WithAlpha(255).ToInt(); //mxd glowingflateffect.Update(); } //mxd public void UpdateForced() { updated = false; Update(); } // When no geometry has been changed and no effects have been added or removed, // you can call this again to update existing effects. The effects will update // the existing SectorLevels to match with any changes. public void Update() { if(isupdating || updated) return; isupdating = true; // Set floor/ceiling to their original setup BasicSetup(); // Update all effects foreach(SectorEffect e in alleffects) e.Update(); //mxd. Do complicated light level shenanigans only when there are extrafloors if(lightlevels.Count > 2) { // Sort the levels SectorLevelComparer comparer = new SectorLevelComparer(sector); lightlevels.Sort(0, lightlevels.Count, comparer); // Now that we know the levels in this sector (and in the right order) // we can determine the lighting in between and on the levels. SectorLevel stored = ceilingbase; //mxd. Special cases... if(lightlevels[lightlevels.Count - 1].disablelighting) { lightlevels[lightlevels.Count - 1].colorbelow = stored.colorbelow; lightlevels[lightlevels.Count - 1].brightnessbelow = stored.brightnessbelow; lightlevels[lightlevels.Count - 1].color = GetLevelColor(stored); } //mxd. Cast light properties from top to bottom for(int i = lightlevels.Count - 2; i >= 0; i--) { SectorLevel l = lightlevels[i]; SectorLevel pl = lightlevels[i + 1]; // Glow levels don't cast light if(pl.type == SectorLevelType.Glow && lightlevels.Count > i + 2) pl = lightlevels[i + 2]; if(l.lighttype == LightLevelType.TYPE1) { stored = pl; } // Use stored light params when "disablelighting" flag is set else if(l.disablelighting) { l.colorbelow = stored.colorbelow; l.brightnessbelow = stored.brightnessbelow; l.color = GetLevelColor(stored); } else if(l.restrictlighting) { if(!pl.restrictlighting && pl != ceiling) stored = pl; l.color = GetLevelColor(stored); // This is the bottom side of extrafloor with "restrict lighting" flag. Make it cast stored light props. if(l.type == SectorLevelType.Ceiling) { // Special case: 2 intersecting extrafloors with "restrictlighting" flag... if(pl.restrictlighting && pl.type == SectorLevelType.Floor && pl.sector.Index != l.sector.Index) { // Use light and color settings from previous layer l.colorbelow = pl.colorbelow; l.brightnessbelow = pl.brightnessbelow; l.color = GetLevelColor(pl); // Also colorize previous layer using next higher level color if(i + 2 < lightlevels.Count) pl.color = GetLevelColor(lightlevels[i + 2]); } else { l.colorbelow = stored.colorbelow; l.brightnessbelow = stored.brightnessbelow; } } } // Bottom TYPE1 border requires special handling... else if(l.lighttype == LightLevelType.TYPE1_BOTTOM) { // Use brightness and color from previous light level when it's between TYPE1 and TYPE1_BOTTOM levels if(pl.type == SectorLevelType.Light && pl.lighttype != LightLevelType.TYPE1) { l.brightnessbelow = pl.brightnessbelow; l.colorbelow = pl.colorbelow; } // Use brightness and color from the light level above TYPE1 level else if(stored.type == SectorLevelType.Light) { l.brightnessbelow = stored.brightnessbelow; l.colorbelow = stored.colorbelow; } // Otherwise light values from the real ceiling are used } else if(l.lighttype == LightLevelType.UNKNOWN) { // Use stored light level when previous one has "disablelighting" flag // or is the lower boundary of an extrafloor with "restrictlighting" flag SectorLevel src = (pl.disablelighting || (pl.restrictlighting && pl.type == SectorLevelType.Ceiling) ? stored : pl); if((src == l) || (src == ceiling && l == floor && src.LightPropertiesMatch(ceilingbase))) { // Don't change anything when light properties were reset before hitting floor // (otherwise floor UDMF brightness will be lost) continue; } // Transfer color and brightness if previous level has them if(src.colorbelow.a > 0 && src.brightnessbelow != -1) { // Only surface brightness is retained when a glowing flat is used as extrafloor texture if(!l.affectedbyglow) l.color = GetLevelColor(src); // Transfer brightnessbelow and colorbelow if current level is not extrafloor top if(!(l.extrafloor && l.type == SectorLevelType.Floor)) { l.brightnessbelow = src.brightnessbelow; l.colorbelow = src.colorbelow; } } // Store bottom extrafloor level if it doesn't have "restrictlighting" or "restrictlighting" flags set if(l.extrafloor && l.type == SectorLevelType.Ceiling && !l.restrictlighting && !l.disablelighting) stored = l; } } } //mxd. Apply ceiling glow effect? if(CeilingGlow != null) { if(CeilingGlow.Fullbright) ceiling.color = PixelColor.INT_WHITE; else if(CeilingGlow.Fullblack) ceiling.color = PixelColor.INT_BLACK; } //mxd. Apply floor glow effect? if(FloorGlow != null) { // Update floor color if(FloorGlow.Fullbright) floor.color = PixelColor.INT_WHITE; else if(FloorGlow.Fullblack) floor.color = PixelColor.INT_BLACK; // Update brightness floor.brightnessbelow = (FloorGlow.Fullbright ? 255 : Math.Max(128, floor.brightnessbelow)); if(floor.colorbelow.ToInt() == 0) { byte bb = (byte)floor.brightnessbelow; floor.colorbelow = new PixelColor(255, bb, bb, bb); } } //mxd floor.affectedbyglow = (FloorGlow != null); ceiling.affectedbyglow = (CeilingGlow != null); floorchanged = false; ceilingchanged = false; updated = true; isupdating = false; } // This returns the level above the given point public SectorLevel GetLevelAbove(Vector3D pos) { SectorLevel found = null; float dist = float.MaxValue; foreach(SectorLevel l in lightlevels) { float d = l.plane.GetZ(pos) - pos.z; if((d > 0.0f) && (d < dist)) { dist = d; found = l; } } return found; } //mxd. This returns the level above the given point or the level given point is located on public SectorLevel GetLevelAboveOrAt(Vector3D pos) { SectorLevel found = null; float dist = float.MaxValue; foreach(SectorLevel l in lightlevels) { float d = l.plane.GetZ(pos) - pos.z; if((d >= 0.0f) && (d < dist)) { dist = d; found = l; } } return found; } // This returns the level above the given point public SectorLevel GetCeilingAbove(Vector3D pos) { SectorLevel found = null; float dist = float.MaxValue; foreach(SectorLevel l in lightlevels) { if(l.type == SectorLevelType.Ceiling) { float d = l.plane.GetZ(pos) - pos.z; if((d > 0.0f) && (d < dist)) { dist = d; found = l; } } } return found; } // This returns the level below the given point public SectorLevel GetLevelBelow(Vector3D pos) { SectorLevel found = null; float dist = float.MaxValue; foreach(SectorLevel l in lightlevels) { float d = pos.z - l.plane.GetZ(pos); if((d > 0.0f) && (d < dist)) { dist = d; found = l; } } return found; } // This returns the floor below the given point public SectorLevel GetFloorBelow(Vector3D pos) { SectorLevel found = null; float dist = float.MaxValue; foreach(SectorLevel l in lightlevels) { if(l.type == SectorLevelType.Floor) { float d = pos.z - l.plane.GetZ(pos); if((d > 0.0f) && (d < dist)) { dist = d; found = l; } } } return found; } //mxd private int GetLevelColor(SectorLevel src) { PixelColor brightness = PixelColor.FromInt(mode.CalculateBrightness(src.brightnessbelow)); PixelColor color = PixelColor.Modulate(src.colorbelow, brightness); return color.WithAlpha(255).ToInt(); } #endregion } }