ZoneBuilder/Source/Plugins/BuilderModes/VisualModes/VisualMiddleDouble.cs

507 lines
19 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal sealed class VisualMiddleDouble : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
// TODO: Resolve this while retaining correct behavior
private bool repeatmidtex;
private Plane topclipplane;
private Plane bottomclipplane;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualMiddleDouble(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
{
//mxd
geometrytype = VisualGeometryType.WALL_MIDDLE;
partname = "mid";
// Set render pass
this.RenderPass = RenderPass.Mask;
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
//mxd
if(Sidedef.LongMiddleTexture == MapSet.EmptyLongName) return false;
Vector2D vl, vr;
//mxd. lightfog flag support
int lightvalue;
bool lightabsolute;
GetLightValue(out lightvalue, out lightabsolute);
Vector2D tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_mid", 1.0f),
Sidedef.Fields.GetValue("scaley_mid", 1.0f));
Vector2D toffset = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0f),
Sidedef.Fields.GetValue("offsety_mid", 0.0f));
// Left and right vertices for this sidedef
if(Sidedef.IsFront)
{
vl = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
vr = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
}
else
{
vl = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
vr = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
}
// Load sector data
SectorData sd = mode.GetSectorData(Sidedef.Sector);
SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
if(!osd.Updated) osd.Update();
// Load texture
if(Sidedef.LongMiddleTexture != MapSet.EmptyLongName)
{
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongMiddleTexture);
if(base.Texture == null || base.Texture is UnknownImage)
{
base.Texture = General.Map.Data.UnknownTexture3D;
setuponloadedtexture = Sidedef.LongMiddleTexture;
}
else if(!base.Texture.IsImageLoaded)
{
setuponloadedtexture = Sidedef.LongMiddleTexture;
}
}
else
{
// Use missing texture
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = 0;
}
// Get texture scaled size
Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
tsz = tsz / tscale;
// Get texture offsets
Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
tof = tof + toffset;
tof = tof / tscale;
if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
tof = tof * base.Texture.Scale;
// Determine texture coordinates plane as they would be in normal circumstances.
// We can then use this plane to find any texture coordinate we need.
// The logic here is the same as in the original VisualMiddleSingle (except that
// the values are stored in a TexturePlane)
// NOTE: I use a small bias for the floor height, because if the difference in
// height is 0 then the TexturePlane doesn't work!
Vector3D vlt, vlb, vrt, vrb;
Vector2D tlt, tlb, trt, trb;
float floorbias = (Sidedef.Sector.CeilHeight == Sidedef.Sector.FloorHeight) ? 1.0f : 0.0f;
float geotop = Math.Min(Sidedef.Sector.CeilHeight, Sidedef.Other.Sector.CeilHeight);
float geobottom = Math.Max(Sidedef.Sector.FloorHeight, Sidedef.Other.Sector.FloorHeight);
float geoplanetop = Math.Min(sd.Ceiling.plane.GetZ(vl), osd.Ceiling.plane.GetZ(vl));
float geoplanebottom = Math.Max(sd.Floor.plane.GetZ(vl), osd.Floor.plane.GetZ(vl));
float textop = geoplanetop;
float texbottom = geoplanebottom;
float repetitions = 1;
// Determine if we should repeat the middle texture
bool srb2repeat = General.Map.SRB2 && Sidedef.Line.IsFlagSet(General.Map.Config.RepeatMidtextureFlag);
bool doomrepeat = !General.Map.SRB2 && Sidedef.IsFlagSet("wrapmidtex") || Sidedef.Line.IsFlagSet("wrapmidtex");
bool repeatmidtex = srb2repeat || doomrepeat;
//A little redundant, but having a separate boolean value for each case makes the code a little more readable
bool srb2repeatfixed = srb2repeat && Sidedef.OffsetX >= 4096;
bool srb2repeatindefinite = srb2repeat && !srb2repeatfixed;
float topheight = !General.Map.SRB2 || Sidedef.Line.IsFlagSet("128") ? geotop : geoplanetop;
float bottomheight = !General.Map.SRB2 || Sidedef.Line.IsFlagSet("128") ? geobottom : geoplanebottom;
if (!repeatmidtex || srb2repeatfixed) //Tile the texture a fixed number of times
{
// How often is it tiled?
repetitions = srb2repeatfixed ? (Sidedef.OffsetX / 4096) + 1 : 1;
// Determine top portion height
if (IsLowerUnpegged())
textop = bottomheight + tof.y + repetitions * Math.Abs(tsz.y);
else
textop = topheight + tof.y;
// Calculate bottom portion height
texbottom = textop - repetitions * Math.Abs(tsz.y);
}
else //Fill up the whole gap
{
repetitions = (geotop - geobottom) / Math.Abs(tsz.y);
if ((geotop - geobottom) % Math.Abs(tsz.y) != 0)
repetitions++; // tile an extra time to fill the gap
if (srb2repeatindefinite) //Still consider offsets
{
if (IsLowerUnpegged())
texbottom = bottomheight + tof.y;
else
textop = topheight + tof.y;
}
}
float h = Math.Min(textop, geoplanetop);
float l = Math.Max(texbottom, geoplanebottom);
float texturevpeg;
// When lower unpegged is set, the middle texture is bound to the bottom
if (IsLowerUnpegged())
texturevpeg = repetitions * Math.Abs(tsz.y) - h + texbottom;
else
texturevpeg = textop - h;
tlt.x = tlb.x = tof.x;
trt.x = trb.x = tof.x + Sidedef.Line.Length;
tlt.y = trt.y = texturevpeg;
tlb.y = trb.y = texturevpeg + h - (l + floorbias);
float rh = h;
float rl = l;
// Correct to account for slopes
if (General.Map.SRB2)
{
float midtextureslant;
if (Sidedef.Line.IsFlagSet("128"))
midtextureslant = 0;
else if (IsLowerUnpegged())
midtextureslant = osd.Floor.plane.GetZ(vl) < sd.Floor.plane.GetZ(vl)
? sd.Floor.plane.GetZ(vr) - sd.Floor.plane.GetZ(vl)
: osd.Floor.plane.GetZ(vr) - osd.Floor.plane.GetZ(vl);
else
midtextureslant = sd.Ceiling.plane.GetZ(vl) < osd.Ceiling.plane.GetZ(vl)
? sd.Ceiling.plane.GetZ(vr) - sd.Ceiling.plane.GetZ(vl)
: osd.Ceiling.plane.GetZ(vr) - osd.Ceiling.plane.GetZ(vl);
float newtextop = textop + midtextureslant;
float newtexbottom = texbottom + midtextureslant;
float highcut = geotop + (sd.Ceiling.plane.GetZ(vl) < osd.Ceiling.plane.GetZ(vl)
? sd.Ceiling.plane.GetZ(vr) - sd.Ceiling.plane.GetZ(vl)
: osd.Ceiling.plane.GetZ(vr) - osd.Ceiling.plane.GetZ(vl));
float lowcut = geobottom + (osd.Floor.plane.GetZ(vl) < sd.Floor.plane.GetZ(vl)
? sd.Floor.plane.GetZ(vr) - sd.Floor.plane.GetZ(vl)
: osd.Floor.plane.GetZ(vr) - osd.Floor.plane.GetZ(vl));
// Texture stuff
rh = Math.Min(highcut, newtextop);
rl = Math.Max(newtexbottom, lowcut);
float newtexturevpeg;
// When lower unpegged is set, the middle texture is bound to the bottom
if (IsLowerUnpegged())
newtexturevpeg = repetitions * Math.Abs(tsz.y) - rh + newtexbottom;
else
newtexturevpeg = newtextop - rh;
trt.y = newtexturevpeg;
trb.y = newtexturevpeg + rh - (rl + floorbias);
}
// Transform pixel coordinates to texture coordinates
tlt /= tsz;
tlb /= tsz;
trb /= tsz;
trt /= tsz;
// Geometry coordinates
vlt = new Vector3D(vl.x, vl.y, h);
vlb = new Vector3D(vl.x, vl.y, l);
vrb = new Vector3D(vr.x, vr.y, rl);
vrt = new Vector3D(vr.x, vr.y, rh);
TexturePlane tp = new TexturePlane();
tp.tlt = IsLowerUnpegged() ? tlb : tlt;
tp.trb = trb;
tp.trt = trt;
tp.vlt = IsLowerUnpegged() ? vlb : vlt;
tp.vrb = vrb;
tp.vrt = vrt;
// Keep top and bottom planes for intersection testing
top = sd.Ceiling.plane;
bottom = sd.Floor.plane;
// Create initial polygon, which is just a quad between floor and ceiling
WallPolygon poly = new WallPolygon();
poly.Add(new Vector3D(vl.x, vl.y, sd.Floor.plane.GetZ(vl)));
poly.Add(new Vector3D(vl.x, vl.y, sd.Ceiling.plane.GetZ(vl)));
poly.Add(new Vector3D(vr.x, vr.y, sd.Ceiling.plane.GetZ(vr)));
poly.Add(new Vector3D(vr.x, vr.y, sd.Floor.plane.GetZ(vr)));
// Determine initial color
int lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
//mxd. This calculates light with doom-style wall shading
PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef));
PixelColor wallcolor = PixelColor.Modulate(sd.Ceiling.colorbelow, wallbrightness);
fogfactor = CalculateFogFactor(lightlevel);
poly.color = wallcolor.WithAlpha(255).ToInt();
// Cut off the part below the other floor and above the other ceiling
CropPoly(ref poly, osd.Ceiling.plane, true);
CropPoly(ref poly, osd.Floor.plane, true);
//Repeat middle texture
if (!doomrepeat) //Need to crop at least some part of the texture
{
// Create crop planes (we also need these for intersection testing)
if (!Sidedef.Line.IsFlagSet("128")) //Skew the texture according to the slope
{
if (IsLowerUnpegged()) //Skew according to floor
{
bottomclipplane = sd.Floor.plane.GetZ(vl) > osd.Floor.plane.GetZ(vl) ? sd.Floor.plane : osd.Floor.plane;
Vector3D up = new Vector3D(0f, 0f, texbottom - bottomclipplane.GetZ(vl));
bottomclipplane.Offset -= Vector3D.DotProduct(up, bottomclipplane.Normal);
topclipplane = bottomclipplane.GetInverted();
Vector3D up2 = new Vector3D(0f, 0f, textop - texbottom);
topclipplane.Offset -= Vector3D.DotProduct(up2, topclipplane.Normal);
}
else //Skew according to ceiling
{
topclipplane = sd.Ceiling.plane.GetZ(vl) < osd.Ceiling.plane.GetZ(vl) ? sd.Ceiling.plane : osd.Ceiling.plane;
Vector3D up = new Vector3D(0f, 0f, textop - topclipplane.GetZ(vl));
topclipplane.Offset -= Vector3D.DotProduct(up, topclipplane.Normal);
bottomclipplane = topclipplane.GetInverted();
Vector3D down = new Vector3D(0f, 0f, texbottom - textop);
bottomclipplane.Offset -= Vector3D.DotProduct(down, bottomclipplane.Normal);
}
}
else //Don't skew textures
{
topclipplane = new Plane(new Vector3D(0, 0, -1), textop);
bottomclipplane = new Plane(new Vector3D(0, 0, 1), -texbottom);
}
// Crop polygon by these heights
// In SRB2, if the texture is tiled indefinitely, only crop towards the plane it's pegged to
if (!srb2repeatindefinite || !IsLowerUnpegged())
CropPoly(ref poly, topclipplane, true);
if (!srb2repeatindefinite || IsLowerUnpegged())
CropPoly(ref poly, bottomclipplane, true);
}
//mxd. In(G)ZDoom, middle sidedef parts are not clipped by extrafloors of any type...
List<WallPolygon> polygons = new List<WallPolygon> { poly };
//ClipExtraFloors(polygons, sd.ExtraFloors, true); //mxd
//ClipExtraFloors(polygons, osd.ExtraFloors, true); //mxd
//if(polygons.Count > 0)
//{
// Keep top and bottom planes for intersection testing
top = osd.Ceiling.plane;
bottom = osd.Floor.plane;
// Process the polygon and create vertices
List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
if(verts.Count > 2)
{
// Apply alpha to vertices
byte alpha = SetLinedefRenderstyle(true);
if(alpha < 255)
{
for(int i = 0; i < verts.Count; i++)
{
WorldVertex v = verts[i];
v.c = PixelColor.FromInt(v.c).WithAlpha(alpha).ToInt();
verts[i] = v;
}
}
base.SetVertices(verts);
return true;
}
//}
base.SetVertices(null); //mxd
return false;
}
#endregion
#region ================== Methods
protected override bool IsLowerUnpegged()
{
bool lowerunpeggedflag = Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag);
bool pegmidtextureflag = General.Map.SRB2 && Sidedef.Line.IsFlagSet(General.Map.Config.PegMidtextureFlag);
return lowerunpeggedflag ^ pegmidtextureflag;
}
// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
if(!repeatmidtex)
{
// When the texture is not repeated, leave when outside crop planes
if((pickintersect.z < bottomclipplane.GetZ(pickintersect)) ||
(pickintersect.z > topclipplane.GetZ(pickintersect)))
return false;
}
return base.PickFastReject(from, to, dir);
}
//mxd. Alpha based picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
if (!Texture.IsImageLoaded || (!Texture.IsTranslucent && !Texture.IsMasked)) return base.PickAccurate(from, to, dir, ref u_ray);
float u;
new Line2D(from, to).GetIntersection(Sidedef.Line.Line, out u);
if(Sidedef != Sidedef.Line.Front) u = 1.0f - u;
// Get correct offset to texture space...
float zoffset;
int ox = (int)Math.Floor((u * Sidedef.Line.Length * UniFields.GetFloat(Sidedef.Fields, "scalex_mid", 1.0f) / Texture.Scale.x + Sidedef.OffsetX + UniFields.GetFloat(Sidedef.Fields, "offsetx_mid")) % Texture.Width);
int oy;
if(repeatmidtex)
{
if(IsLowerUnpegged())
zoffset = Sidedef.Sector.FloorHeight;
else
zoffset = Sidedef.Sector.CeilHeight;
oy = (int)Math.Floor(((pickintersect.z - zoffset) * UniFields.GetFloat(Sidedef.Fields, "scaley_mid", 1.0f) / Texture.Scale.y - Sidedef.OffsetY - UniFields.GetFloat(Sidedef.Fields, "offsety_mid")) % Texture.Height);
}
else
{
zoffset = bottomclipplane.GetZ(pickintersect);
oy = (int)Math.Ceiling(((pickintersect.z - zoffset) * UniFields.GetFloat(Sidedef.Fields, "scaley_mid", 1.0f) / Texture.Scale.y) % Texture.Height);
}
// Make sure offsets are inside of texture dimensions...
if (ox < 0) ox += Texture.Width;
if (oy < 0) oy += Texture.Height;
// Check pixel alpha
if (Texture.GetBitmap().GetPixel(General.Clamp(ox, 0, Texture.Width - 1), General.Clamp(Texture.Height - oy, 0, Texture.Height - 1)).A > 0)
{
return base.PickAccurate(from, to, dir, ref u_ray);
}
return false;
}
// Return texture name
public override string GetTextureName()
{
return this.Sidedef.MiddleTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
this.Sidedef.SetTextureMid(texturename);
General.Map.Data.UpdateUsedTextures();
this.Setup();
}
protected override void SetTextureOffsetX(int x)
{
Sidedef.Fields.BeforeFieldsChange();
Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, (float)x);
}
protected override void SetTextureOffsetY(int y)
{
Sidedef.Fields.BeforeFieldsChange();
Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, (float)y);
}
protected override void MoveTextureOffset(Point xy)
{
Sidedef.Fields.BeforeFieldsChange();
float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f);
float scalex = Sidedef.Fields.GetValue("scalex_mid", 1.0f);
float scaley = Sidedef.Fields.GetValue("scaley_mid", 1.0f);
Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, GetRoundedTextureOffset(oldx, xy.X, scalex, Texture != null ? Texture.Width : -1)); //mxd
//mxd. Don't clamp offsetY of clipped mid textures
bool dontClamp = (Texture == null || (!Sidedef.IsFlagSet("wrapmidtex") && !Sidedef.Line.IsFlagSet("wrapmidtex")));
Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, GetRoundedTextureOffset(oldy, xy.Y, scaley, dontClamp ? -1 : Texture.Height));
}
protected override Point GetTextureOffset()
{
float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f);
return new Point((int)oldx, (int)oldy);
}
//mxd
protected override void ResetTextureScale()
{
Sidedef.Fields.BeforeFieldsChange();
if(Sidedef.Fields.ContainsKey("scalex_mid")) Sidedef.Fields.Remove("scalex_mid");
if(Sidedef.Fields.ContainsKey("scaley_mid")) Sidedef.Fields.Remove("scaley_mid");
}
//mxd
public override void OnTextureFit(FitTextureOptions options)
{
if(!General.Map.UDMF) return;
if(string.IsNullOrEmpty(Sidedef.MiddleTexture) || Sidedef.MiddleTexture == "-" || !Texture.IsImageLoaded) return;
FitTexture(options);
Setup();
}
#endregion
}
}