ZoneBuilder/Source/Plugins/BuilderModes/VisualModes/VisualMiddle3D.cs

564 lines
20 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 System.Globalization;
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 class VisualMiddle3D : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
protected Effect3DFloor extrafloor;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualMiddle3D(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
{
//mxd
geometrytype = VisualGeometryType.WALL_MIDDLE_3D;
partname = "mid";
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup() { return this.Setup(this.extrafloor); }
public bool Setup(Effect3DFloor extrafloor)
{
Sidedef sourceside = extrafloor.Linedef.Front;
this.extrafloor = extrafloor;
//mxd. Extrafloor may've become invalid during undo/redo...
if(sourceside == null) return false;
Vector2D vl, vr;
//mxd. lightfog flag support
int lightvalue;
bool lightabsolute;
GetLightValue(out lightvalue, out lightabsolute);
Vector2D tscale = new Vector2D(sourceside.Fields.GetValue("scalex_mid", 1.0f),
sourceside.Fields.GetValue("scaley_mid", 1.0f));
Vector2D toffset1 = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0f),
Sidedef.Fields.GetValue("offsety_mid", 0.0f));
Vector2D toffset2 = new Vector2D(sourceside.Fields.GetValue("offsetx_mid", 0.0f),
sourceside.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);
//mxd. which texture we must use?
long texturelong = 0;
if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
{
if(Sidedef.LongHighTexture != MapSet.EmptyLongName)
texturelong = Sidedef.LongHighTexture;
}
else if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
{
if(Sidedef.LongLowTexture != MapSet.EmptyLongName)
texturelong = Sidedef.LongLowTexture;
}
else if(sourceside.LongMiddleTexture != MapSet.EmptyLongName)
{
texturelong = sourceside.LongMiddleTexture;
}
// Texture given?
if(texturelong != 0)
{
// Load texture
base.Texture = General.Map.Data.GetTextureImage(texturelong);
if(base.Texture == null || base.Texture is UnknownImage)
{
base.Texture = General.Map.Data.UnknownTexture3D;
setuponloadedtexture = texturelong;
}
else if(!base.Texture.IsImageLoaded)
{
setuponloadedtexture = texturelong;
}
}
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
// MascaraSnake: In SRB2, take only the X offset of the target sidedef and the Y offset of the source sidedef. Yes, this is silly.
Vector2D tof = new Vector2D(Sidedef.OffsetX, General.Map.SRB2 ? 0.0f : Sidedef.OffsetY) + new Vector2D(General.Map.SRB2 ? 0.0f : sourceside.OffsetX, sourceside.OffsetY);
tof = tof + toffset1 + toffset2;
tof = tof / tscale;
if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
tof = tof * base.Texture.Scale;
// For Vavoom type 3D floors the ceiling is lower than floor and they are reversed.
// We choose here.
float sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
float sourcebottomheight = extrafloor.VavoomType ? sourceside.Sector.CeilHeight : sourceside.Sector.FloorHeight;
// 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;
bool skew = General.Map.SRB2 && sourceside.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag);
float topheight = skew ? extrafloor.Ceiling.plane.GetZ(vl) : sourcetopheight;
float bottomheight = skew ? extrafloor.Floor.plane.GetZ(vl) : sourcebottomheight;
float topheight2 = skew ? extrafloor.Ceiling.plane.GetZ(vr) : sourcetopheight;
float bottomheight2 = skew ? extrafloor.Floor.plane.GetZ(vr) : sourcebottomheight;
//float floorbias = (topheight == bottomheight) ? 1.0f : 0.0f;
//float floorbias2 = (topheight2 == bottomheight2) ? 1.0f : 0.0f;
tlt.x = tlb.x = 0;
trt.x = trb.x = Sidedef.Line.Length;
// For SRB2, invert Lower Unpegged behavior for non-skewed 3D floors
tlt.y = !(IsLowerUnpegged() ^ skew) ? 0 : -(topheight - bottomheight);
trt.y = !(IsLowerUnpegged() ^ skew) ? 0 : -(topheight2 - bottomheight2);
tlb.y = !(!IsLowerUnpegged() ^ skew) ? 0 : (topheight - bottomheight);
trb.y = !(!IsLowerUnpegged() ^ skew) ? 0 : (topheight2 - bottomheight2);
// Apply texture offset
tlt += tof;
tlb += tof;
trb += tof;
trt += tof;
// Transform pixel coordinates to texture coordinates
tlt /= tsz;
tlb /= tsz;
trb /= tsz;
trt /= tsz;
// Geometry coordinates
vlt = new Vector3D(vl.x, vl.y, topheight);
vlb = new Vector3D(vl.x, vl.y, bottomheight);
vrb = new Vector3D(vr.x, vr.y, bottomheight2);
vrt = new Vector3D(vr.x, vr.y, topheight2);
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;
//mxd. Get ceiling and floor heights. Use our and neighbour sector's data
SectorData sdo = mode.GetSectorData(Sidedef.Other.Sector);
float flo = sdo.Floor.plane.GetZ(vl);
float fro = sdo.Floor.plane.GetZ(vr);
float clo = sdo.Ceiling.plane.GetZ(vl);
float cro = sdo.Ceiling.plane.GetZ(vr);
float fle = sd.Floor.plane.GetZ(vl);
float fre = sd.Floor.plane.GetZ(vr);
float cle = sd.Ceiling.plane.GetZ(vl);
float cre = sd.Ceiling.plane.GetZ(vr);
float fl = flo > fle ? flo : fle;
float fr = fro > fre ? fro : fre;
float cl = clo < cle ? clo : cle;
float cr = cro < cre ? cro : cre;
// Anything to see?
if(((cl - fl) > 0.01f) || ((cr - fr) > 0.01f))
{
if (extrafloor.Floor == null || extrafloor.Ceiling == null)
return false;
// Keep top and bottom planes for intersection testing
top = extrafloor.Floor.plane;
bottom = extrafloor.Ceiling.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, fl));
poly.Add(new Vector3D(vl.x, vl.y, cl));
poly.Add(new Vector3D(vr.x, vr.y, cr));
poly.Add(new Vector3D(vr.x, vr.y, fr));
// 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 above the 3D floor and below the 3D ceiling
CropPoly(ref poly, extrafloor.Floor.plane, false);
CropPoly(ref poly, extrafloor.Ceiling.plane, false);
// Cut out pieces that overlap 3D floors in this sector
List<WallPolygon> polygons = new List<WallPolygon> { poly };
bool translucent = (extrafloor.RenderAdditive || extrafloor.RenderSubtractive || extrafloor.RenderReverseSubtractive || extrafloor.Alpha < 255);
foreach(Effect3DFloor ef in sd.ExtraFloors)
{
//Ashnal: sometimes we encounter other 3dfloors that havent been updated and have null floors/ceilings, lets update those first before continuing
if (ef.Ceiling == null)
ef.Update();
//mxd. Our poly should be clipped when our ond other extrafloors are both solid or both translucent,
// or when only our extrafloor is translucent.
// Our poly should not be clipped when our extrafloor is translucent and the other one isn't and both have renderinside setting.
bool othertranslucent = (ef.RenderAdditive || ef.RenderSubtractive || extrafloor.RenderReverseSubtractive || ef.Alpha < 255);
if(translucent && !othertranslucent && !ef.ClipSidedefs) continue;
if(ef.ClipSidedefs == extrafloor.ClipSidedefs || ef.ClipSidedefs)
{
//TODO: find out why ef can be not updated at this point
//TODO: [this crashed on me once when performing auto-align on myriad of textures on BoA C1M0]
if(ef.Floor == null || ef.Ceiling == null) ef.Update();
int num = polygons.Count;
for(int pi = 0; pi < num; pi++)
{
// Split by floor plane of 3D floor
WallPolygon p = polygons[pi];
WallPolygon np = SplitPoly(ref p, ef.Ceiling.plane, true);
if(np.Count > 0)
{
// Split part below floor by the ceiling plane of 3D floor
// and keep only the part below the ceiling (front)
SplitPoly(ref np, ef.Floor.plane, true);
if(p.Count == 0)
{
polygons[pi] = np;
}
else
{
polygons[pi] = p;
polygons.Add(np);
}
}
else
{
polygons[pi] = p;
}
}
}
}
// Process the polygon and create vertices
if(polygons.Count > 0)
{
List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
if(verts.Count > 2)
{
if (extrafloor.Sloped3dFloor) this.RenderPass = RenderPass.Mask; //mxd
else if(extrafloor.RenderAdditive) this.RenderPass = RenderPass.Additive; //mxd
else if (extrafloor.RenderSubtractive) this.RenderPass = RenderPass.Subtractive;
else if (extrafloor.RenderReverseSubtractive) this.RenderPass = RenderPass.ReverseSubtractive;
else if(extrafloor.Alpha < 255 || extrafloor.DontRenderSides) this.RenderPass = RenderPass.Alpha;
else this.RenderPass = RenderPass.Mask;
if(extrafloor.Alpha < 255 || extrafloor.DontRenderSides)
{
// Apply alpha to vertices
byte alpha = (byte)General.Clamp(extrafloor.Alpha, 0, 255);
if (extrafloor.DontRenderSides) alpha = 0;
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 int ChangeOffsetY(int amount)
{
if (General.Map.SRB2)
{
Sidedef sourceside = extrafloor.Linedef.Front;
sourceside.OffsetY -= amount;
if (geometrytype != VisualGeometryType.WALL_MIDDLE && Texture != null) sourceside.OffsetY %= Texture.Height;
return sourceside.OffsetY;
}
else return base.ChangeOffsetY(amount);
}
protected override void UpdateAfterTextureOffsetChange()
{
if (General.Map.SRB2)
{
//Update all sidedefs in the sector, since the Y offset of the 3D floor may have changed.
foreach (Sidedef sd in Sidedef.Sector.Sidedefs)
{
VisualSidedefParts parts = Sector.GetSidedefParts(sd);
parts.SetupAllParts();
}
}
else base.UpdateAfterTextureOffsetChange();
}
// This performs a fast test in object picking (mxd)
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
// Top and bottom are swapped in Vavoom-type 3d floors
if(extrafloor.VavoomType)
return (pickintersect.z >= top.GetZ(pickintersect)) && (pickintersect.z <= bottom.GetZ(pickintersect));
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(!BuilderPlug.Me.AlphaBasedTextureHighlighting || !Texture.IsImageLoaded || (!Texture.IsTranslucent && !Texture.IsMasked)) return base.PickAccurate(from, to, dir, ref u_ray);
float u;
Sidedef sourceside = extrafloor.Linedef.Front;
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 texoffsetx = Sidedef.OffsetX + sourceside.OffsetX + UniFields.GetFloat(Sidedef.Fields, "offsetx_mid") + UniFields.GetFloat(sourceside.Fields, "offsetx_mid");
int ox = (int)Math.Floor((u * Sidedef.Line.Length * UniFields.GetFloat(sourceside.Fields, "scalex_mid", 1.0f) / Texture.Scale.x + texoffsetx) % Texture.Width);
float texoffsety = Sidedef.OffsetY + sourceside.OffsetY + UniFields.GetFloat(Sidedef.Fields, "offsety_mid") + UniFields.GetFloat(sourceside.Fields, "offsety_mid");
int oy = (int)Math.Ceiling(((pickintersect.z - sourceside.Sector.CeilHeight) * UniFields.GetFloat(sourceside.Fields, "scaley_mid", 1.0f) / Texture.Scale.y - texoffsety) % 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()
{
//mxd
if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
return Sidedef.HighTexture;
if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
return Sidedef.LowTexture;
return extrafloor.Linedef.Front.MiddleTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
//mxd
if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
Sidedef.SetTextureHigh(texturename);
if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
Sidedef.SetTextureLow(texturename);
else
extrafloor.Linedef.Front.SetTextureMid(texturename);
General.Map.Data.UpdateUsedTextures();
//mxd. Update model sector
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
}
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 = extrafloor.Linedef.Front.Fields.GetValue("scalex_mid", 1.0f); //mxd
float scaley = extrafloor.Linedef.Front.Fields.GetValue("scaley_mid", 1.0f); //mxd
Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, GetRoundedTextureOffset(oldx, xy.X, scalex, Texture.Width)); //mxd
Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, GetRoundedTextureOffset(oldy, xy.Y, scaley, Texture.Height)); //mxd
}
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
public override Linedef GetControlLinedef()
{
return extrafloor.Linedef;
}
//mxd
public override void OnTextureFit(FitTextureOptions options)
{
if(!General.Map.UDMF) return;
if(string.IsNullOrEmpty(extrafloor.Linedef.Front.MiddleTexture) || extrafloor.Linedef.Front.MiddleTexture == "-" || !Texture.IsImageLoaded) return;
FitTexture(options);
// Update the model sector to update all 3d floors
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
}
//mxd. Only control sidedef scale is used by GZDoom
public override void OnChangeScale(int incrementX, int incrementY)
{
if(!General.Map.UDMF || Texture == null || !Texture.IsImageLoaded) return;
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Change wall scale");
Sidedef target = extrafloor.Linedef.Front;
if(target == null) return;
float scaleX = target.Fields.GetValue("scalex_mid", 1.0f);
float scaleY = target.Fields.GetValue("scaley_mid", 1.0f);
target.Fields.BeforeFieldsChange();
if(incrementX != 0)
{
float pix = (int)Math.Round(Texture.Width * scaleX) - incrementX;
float newscaleX = (float)Math.Round(pix / Texture.Width, 3);
scaleX = (newscaleX == 0 ? scaleX * -1 : newscaleX);
UniFields.SetFloat(target.Fields, "scalex_mid", scaleX, 1.0f);
}
if(incrementY != 0)
{
float pix = (int)Math.Round(Texture.Height * scaleY) - incrementY;
float newscaleY = (float)Math.Round(pix / Texture.Height, 3);
scaleY = (newscaleY == 0 ? scaleY * -1 : newscaleY);
UniFields.SetFloat(target.Fields, "scaley_mid", scaleY, 1.0f);
}
// Update the model sector to update all 3d floors
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
// Display result
mode.SetActionResult("Wall scale changed to " + scaleX.ToString("F03", CultureInfo.InvariantCulture) + ", " + scaleY.ToString("F03", CultureInfo.InvariantCulture) + " (" + (int)Math.Round(Texture.Width / scaleX) + " x " + (int)Math.Round(Texture.Height / scaleY) + ").");
}
//mxd
protected override void ResetTextureScale()
{
Sidedef target = extrafloor.Linedef.Front;
target.Fields.BeforeFieldsChange();
if(target.Fields.ContainsKey("scalex_mid")) target.Fields.Remove("scalex_mid");
if(target.Fields.ContainsKey("scaley_mid")) target.Fields.Remove("scaley_mid");
}
//mxd
public override void OnResetTextureOffset()
{
base.OnResetTextureOffset();
// Update the model sector to update all 3d floors
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
}
//mxd
public override void OnResetLocalTextureOffset()
{
if(!General.Map.UDMF)
{
OnResetTextureOffset();
return;
}
base.OnResetLocalTextureOffset();
// Update the model sector to update all 3d floors
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
}
#endregion
}
}