コード例 #1
0
        // 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);
                }
            }
        }
コード例 #2
0
        //mxd
        public bool Setup(SectorLevel level, Effect3DFloor extrafloor, bool innerside)
        {
            Sector   s = level.sector;
            Vector2D texscale;

            this.innerside = innerside;

            base.Setup(level, extrafloor);

            // Fetch ZDoom fields
            float    rotate = Angle2D.DegToRad(s.Fields.GetValue("rotationfloor", 0.0f));
            Vector2D offset = new Vector2D(s.Fields.GetValue("xpanningfloor", 0.0f),
                                           s.Fields.GetValue("ypanningfloor", 0.0f));
            Vector2D scale = new Vector2D(s.Fields.GetValue("xscalefloor", 1.0f),
                                          s.Fields.GetValue("yscalefloor", 1.0f));

            //Load floor texture
            if (s.LongFloorTexture != MapSet.EmptyLongName)
            {
                base.Texture = General.Map.Data.GetFlatImage(s.LongFloorTexture);
                if (base.Texture == null || base.Texture is UnknownImage)
                {
                    base.Texture         = General.Map.Data.UnknownTexture3D;
                    setuponloadedtexture = s.LongFloorTexture;
                }
                else if (!base.Texture.IsImageLoaded)
                {
                    setuponloadedtexture = s.LongFloorTexture;
                }
            }
            else
            {
                // Use missing texture
                base.Texture         = General.Map.Data.MissingTexture3D;
                setuponloadedtexture = 0;
            }

            // Determine texture scale
            if (base.Texture.IsImageLoaded)
            {
                texscale = new Vector2D(1.0f / base.Texture.ScaledWidth, 1.0f / base.Texture.ScaledHeight);
            }
            else
            {
                texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
            }

            // 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. Determine fog density
            fogfactor = CalculateFogFactor(targetbrightness);

            // Make vertices
            ReadOnlyCollection <Vector2D> triverts = Sector.Sector.Triangles.Vertices;

            WorldVertex[] verts = new WorldVertex[triverts.Count];
            for (int i = 0; i < triverts.Count; i++)
            {
                // Color shading
                verts[i].c = color;                 //mxd

                // Vertex coordinates
                verts[i].x = triverts[i].x;
                verts[i].y = triverts[i].y;
                verts[i].z = level.plane.GetZ(triverts[i]);

                // Texture coordinates
                Vector2D pos = triverts[i];
                pos        = pos.GetRotated(rotate);
                pos.y      = -pos.y;
                pos        = (pos + offset) * scale * texscale;
                verts[i].u = pos.x;
                verts[i].v = pos.y;
            }

            // The sector triangulation created clockwise triangles that
            // are right up for the floor. For the ceiling we must flip
            // the triangles upside down.
            if ((extrafloor != null) && !extrafloor.VavoomType && !innerside)
            {
                SwapTriangleVertices(verts);
            }

            // Determine render pass
            if (extrafloor != null)
            {
                if (extrafloor.Sloped3dFloor)                //mxd
                {
                    this.RenderPass = RenderPass.Mask;
                }
                else if (extrafloor.RenderAdditive)                //mxd
                {
                    this.RenderPass = RenderPass.Additive;
                }
                else if (level.alpha < 255)
                {
                    this.RenderPass = RenderPass.Alpha;
                }
                else
                {
                    this.RenderPass = RenderPass.Mask;
                }
            }
            else
            {
                this.RenderPass = RenderPass.Solid;
            }

            //mxd. Update sky render flag
            UpdateSkyRenderFlag();

            // Apply vertices
            base.SetVertices(verts);
            return(verts.Length > 0);
        }
コード例 #3
0
 // This builds the geometry. Returns false when no geometry created.
 public override bool Setup(SectorLevel level, Effect3DFloor extrafloor)
 {
     return(Setup(level, extrafloor, innerside));
 }
コード例 #4
0
        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)
            {
                base.SetVertices(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 tscaleAbs = new Vector2D(Math.Abs(tscale.x), Math.Abs(tscale.y));
            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
            Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY) + new Vector2D(sourceside.OffsetX, sourceside.OffsetY);

            tof = tof + toffset1 + toffset2;
            tof = tof / tscaleAbs;
            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!
            TexturePlane tp        = new TexturePlane();
            float        floorbias = (sourcetopheight == sourcebottomheight) ? 1.0f : 0.0f;

            tp.trb.x = tp.tlt.x + (float)Math.Round(Sidedef.Line.Length);             //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
            tp.trb.y = tp.tlt.y + (sourcetopheight - sourcebottomheight) + floorbias;

            // Apply texture offset
            tp.tlt += tof;
            tp.trb += tof;

            // Transform pixel coordinates to texture coordinates
            tp.tlt /= tsz;
            tp.trb /= tsz;

            // Left top and right bottom of the geometry that
            tp.vlt = new Vector3D(vl.x, vl.y, sourcetopheight);
            tp.vrb = new Vector3D(vr.x, vr.y, sourcebottomheight + floorbias);

            // Make the right-top coordinates
            tp.trt = new Vector2D(tp.trb.x, tp.tlt.y);
            tp.vrt = new Vector3D(tp.vrb.x, tp.vrb.y, tp.vlt.z);

            //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))
            {
                // 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.Alpha < 255);
                foreach (Effect3DFloor ef in sd.ExtraFloors)
                {
                    //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.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.Alpha < 255) || Texture.IsTranslucent)
                        {
                            this.RenderPass = RenderPass.Alpha;                                                                                 // [ZZ] translucent texture should trigger Alpha pass
                        }
                        else
                        {
                            this.RenderPass = RenderPass.Mask;
                        }

                        if (extrafloor.Alpha < 255)
                        {
                            // Apply alpha to vertices
                            byte alpha = (byte)General.Clamp(extrafloor.Alpha, 0, 255);
                            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);
        }
コード例 #5
0
 public virtual bool Setup(SectorLevel level, Effect3DFloor extrafloor)
 {
     this.level      = level;
     this.extrafloor = extrafloor;
     return(false);
 }
コード例 #6
0
        //mxd
        public bool Setup(SectorLevel level, Effect3DFloor extrafloor, bool innerside)
        {
            Sector   s = level.sector;
            Vector2D texscale;

            this.innerside = innerside;             //mxd

            base.Setup(level, extrafloor);

            // Fetch ZDoom fields
            float    rotate = Angle2D.DegToRad(s.Fields.GetValue("rotationceiling", 0.0f));
            Vector2D offset = new Vector2D(s.Fields.GetValue("xpanningceiling", 0.0f),
                                           s.Fields.GetValue("ypanningceiling", 0.0f));
            Vector2D scale = new Vector2D(s.Fields.GetValue("xscaleceiling", 1.0f),
                                          s.Fields.GetValue("yscaleceiling", 1.0f));

            //Load ceiling texture
            if (s.LongCeilTexture != MapSet.EmptyLongName)
            {
                base.Texture = General.Map.Data.GetFlatImage(s.LongCeilTexture);
                if (base.Texture == null || base.Texture is UnknownImage)
                {
                    base.Texture         = General.Map.Data.UnknownTexture3D;
                    setuponloadedtexture = s.LongCeilTexture;
                }
                else if (!base.Texture.IsImageLoaded)
                {
                    setuponloadedtexture = s.LongCeilTexture;
                }
            }
            else
            {
                // Use missing texture
                base.Texture         = General.Map.Data.MissingTexture3D;
                setuponloadedtexture = 0;
            }

            // Determine texture scale
            if (base.Texture.IsImageLoaded)
            {
                texscale = new Vector2D(1.0f / base.Texture.ScaledWidth, 1.0f / base.Texture.ScaledHeight);
            }
            else
            {
                texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
            }

            // Determine brightness
            byte alpha = (byte)General.Clamp(level.alpha, 0, 255);
            int  color = PixelColor.FromInt(level.color).WithAlpha(alpha).ToInt();
            int  targetbrightness;

            if (extrafloor != null && !extrafloor.VavoomType && !level.disablelighting)
            {
                //mxd. Top extrafloor level should calculate fogdensity from the brightness of the level above it
                if (!innerside)
                {
                    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;
                        }
                    }
                }
                //mxd. Inner extrafloor ceilings must be colored using control sector's color and brightness
                else
                {
                    targetbrightness = level.brightnessbelow;
                    SectorData sd = mode.GetSectorData(this.Sector.Sector);
                    for (int i = 0; i < sd.LightLevels.Count; i++)
                    {
                        if (sd.LightLevels[i] == level)
                        {
                            if (i > 0)
                            {
                                color = PixelColor.FromInt(sd.LightLevels[i - 1].color).WithAlpha(alpha).ToInt();
                            }
                            break;
                        }
                    }
                }
            }
            else
            {
                targetbrightness = level.brightnessbelow;
            }

            //mxd. Determine fog density
            fogfactor = CalculateFogFactor(targetbrightness);

            // Make vertices
            ReadOnlyCollection <Vector2D> triverts = Sector.Sector.Triangles.Vertices;

            WorldVertex[] verts = new WorldVertex[triverts.Count];
            for (int i = 0; i < triverts.Count; i++)
            {
                // Color shading
                verts[i].c = color;                 //mxd

                // Vertex coordinates
                verts[i].x = triverts[i].x;
                verts[i].y = triverts[i].y;
                verts[i].z = level.plane.GetZ(triverts[i]);

                // Texture coordinates
                Vector2D pos = triverts[i];
                pos        = pos.GetRotated(rotate);
                pos.y      = -pos.y;
                pos        = (pos + offset) * scale * texscale;
                verts[i].u = pos.x;
                verts[i].v = pos.y;
            }

            // The sector triangulation created clockwise triangles that
            // are right up for the floor. For the ceiling we must flip
            // the triangles upside down.
            if (extrafloor == null || extrafloor.VavoomType || innerside)
            {
                SwapTriangleVertices(verts);
            }

            // Determine render pass
            if (extrafloor != null)
            {
                if (extrafloor.Sloped3dFloor)                //mxd
                {
                    this.RenderPass = RenderPass.Mask;
                }
                else if (extrafloor.RenderAdditive)                //mxd
                {
                    this.RenderPass = RenderPass.Additive;
                }
                else if (level.alpha < 255)
                {
                    this.RenderPass = RenderPass.Alpha;
                }
                else
                {
                    this.RenderPass = RenderPass.Mask;
                }
            }
            else
            {
                this.RenderPass = RenderPass.Solid;
            }

            //mxd. Update sky render flag
            bool isrenderedassky = renderassky;

            renderassky = (level.sector.CeilTexture == General.Map.Config.SkyFlatName);
            if (isrenderedassky != renderassky && Sector.Sides != null)
            {
                // Upper sidedef geometry may need updating...
                foreach (Sidedef side in level.sector.Sidedefs)
                {
                    VisualSidedefParts parts = Sector.GetSidedefParts(side);

                    // Upper side can exist in either our, or the neightbouring sector, right?
                    if (parts.upper != null && parts.upper.Triangles > 0)
                    {
                        parts.upper.UpdateSkyRenderFlag();
                    }
                    else if (side.Other != null && side.Other.Sector != null && side.Other.Sector.CeilTexture == General.Map.Config.SkyFlatName)
                    {
                        // Update upper side of the neightbouring sector
                        BaseVisualSector other = (BaseVisualSector)mode.GetVisualSector(side.Other.Sector);
                        if (other != null && other.Sides != null)
                        {
                            parts = other.GetSidedefParts(side.Other);
                            if (parts.upper != null && parts.upper.Triangles > 0)
                            {
                                parts.upper.UpdateSkyRenderFlag();
                            }
                        }
                    }
                }
            }

            // Apply vertices
            base.SetVertices(verts);
            return(verts.Length > 0);
        }
コード例 #7
0
        // This (re)builds the visual sector, calculating all geometry from scratch
        public void Rebuild()
        {
            // Forget old geometry
            base.ClearGeometry();

            // Get sector data
            SectorData data = GetSectorData();

            if (!data.Updated)
            {
                data.Update();
            }

            // Create floor
            floor = (floor ?? new VisualFloor(mode, this));
            if (floor.Setup(data.Floor, null))
            {
                AddGeometry(floor);
            }

            // Create ceiling
            ceiling = (ceiling ?? new VisualCeiling(mode, this));
            if (ceiling.Setup(data.Ceiling, null))
            {
                AddGeometry(ceiling);
            }

            // Create 3D floors
            for (int i = 0; i < data.ExtraFloors.Count; i++)
            {
                Effect3DFloor ef              = data.ExtraFloors[i];
                bool          floorRequired   = ef.VavoomType;      //mxd
                bool          ceilingRequired = ef.VavoomType;      //mxd

                if (ef.VavoomType || !ef.IgnoreBottomHeight)
                {
                    //mxd. check if 3d floor is between real floor and ceiling
                    if (!ef.VavoomType)
                    {
                        if (ef.Ceiling.plane.GetInverted().Normal != floor.Level.plane.Normal ||
                            ef.Ceiling.plane.Normal != ceiling.Level.plane.Normal)
                        {
                            //mxd. check if at least one vertex of 3d floor is between floor and ceiling
                            floorRequired = Check3dFloorPlane(floor.Vertices, ceiling.Vertices, ef.Ceiling.plane);
                        }
                        //if floor, ceiling and 3d floor are not sloped, compare offsets
                        else if (-floor.Level.plane.Offset < ef.Ceiling.plane.Offset &&
                                 ceiling.Level.plane.Offset > ef.Ceiling.plane.Offset)
                        {
                            floorRequired = true;
                        }
                    }

                    //mxd. Create a floor
                    if (floorRequired && ef.Ceiling.sector.IsDisposed == false)
                    {
                        VisualFloor vf = (i < extrafloors.Count) ? extrafloors[i] : new VisualFloor(mode, this);
                        if (vf.Setup(ef.Ceiling, ef))
                        {
                            base.AddGeometry(vf);

                            //mxd. add backside as well
                            if (!ef.VavoomType && ef.RenderInside)
                            {
                                VisualFloor vfb = (i < extrabackfloors.Count) ? extrabackfloors[i] : new VisualFloor(mode, this);
                                if (vfb.Setup(ef.Ceiling, ef, true))
                                {
                                    base.AddGeometry(vfb);
                                }
                                if (i >= extrabackfloors.Count)
                                {
                                    extrabackfloors.Add(vfb);
                                }
                            }
                        }
                        if (i >= extrafloors.Count)
                        {
                            extrafloors.Add(vf);
                        }
                    }
                }

                //mxd. check if 3d ceiling is between real floor and ceiling
                if (!ef.VavoomType)
                {
                    if (ef.Floor.plane.GetInverted().Normal != ceiling.Level.plane.Normal ||
                        ef.Floor.plane.Normal != floor.Level.plane.Normal)
                    {
                        //mxd. check if at least one vertex of 3d ceiling is between floor and ceiling
                        ceilingRequired = Check3dFloorPlane(floor.Vertices, ceiling.Vertices, ef.Floor.plane);
                    }
                    //if floor, ceiling and 3d ceiling are not sloped, compare offsets
                    else if (ceiling.Level.plane.Offset > -ef.Floor.plane.Offset &&
                             floor.Level.plane.Offset > ef.Floor.plane.Offset)
                    {
                        ceilingRequired = true;
                    }
                }

                //mxd. Create a ceiling
                if (ceilingRequired && ef.Floor.sector.IsDisposed == false)
                {
                    VisualCeiling vc = (i < extraceilings.Count) ? extraceilings[i] : new VisualCeiling(mode, this);
                    if (vc.Setup(ef.Floor, ef))
                    {
                        base.AddGeometry(vc);

                        //mxd. add backside as well
                        if (!ef.VavoomType && (ef.RenderInside || ef.IgnoreBottomHeight))
                        {
                            VisualCeiling vcb = (i < extrabackceilings.Count) ? extrabackceilings[i] : new VisualCeiling(mode, this);
                            if (vcb.Setup(ef.Floor, ef, true))
                            {
                                base.AddGeometry(vcb);
                            }
                            if (i >= extrabackceilings.Count)
                            {
                                extrabackceilings.Add(vcb);
                            }
                        }
                    }
                    if (i >= extraceilings.Count)
                    {
                        extraceilings.Add(vc);
                    }
                }
            }

            // Go for all sidedefs
            Dictionary <Sidedef, VisualSidedefParts> oldsides = sides ?? new Dictionary <Sidedef, VisualSidedefParts>(1);

            sides = new Dictionary <Sidedef, VisualSidedefParts>(base.Sector.Sidedefs.Count);
            foreach (Sidedef sd in base.Sector.Sidedefs)
            {
                // VisualSidedef already exists?
                VisualSidedefParts parts = oldsides.ContainsKey(sd) ? oldsides[sd] : new VisualSidedefParts();

                // Doublesided or singlesided?
                if (sd.Other != null && sd.Line.IsFlagSet(General.Map.Config.DoubleSidedFlag))
                {
                    // Create upper part
                    VisualUpper vu = parts.upper ?? new VisualUpper(mode, this, sd);
                    if (vu.Setup())
                    {
                        base.AddGeometry(vu);
                    }

                    // Create lower part
                    VisualLower vl = parts.lower ?? new VisualLower(mode, this, sd);
                    if (vl.Setup())
                    {
                        base.AddGeometry(vl);
                    }

                    // Create middle part
                    VisualMiddleDouble vm = parts.middledouble ?? new VisualMiddleDouble(mode, this, sd);
                    if (vm.Setup())
                    {
                        base.AddGeometry(vm);
                    }

                    //mxd. Create fog boundary
                    VisualFogBoundary vb = parts.fogboundary ?? new VisualFogBoundary(mode, this, sd);
                    if (vb.Setup())
                    {
                        vm.FogFactor = 0;                         // Avoid double-fogging the middle part
                        base.AddGeometry(vb);
                    }

                    // Create 3D wall parts
                    SectorData osd = mode.GetSectorData(sd.Other.Sector);
                    if (!osd.Updated)
                    {
                        osd.Update();
                    }
                    List <VisualMiddle3D> middles = parts.middle3d ?? new List <VisualMiddle3D>(osd.ExtraFloors.Count);
                    for (int i = 0; i < osd.ExtraFloors.Count; i++)
                    {
                        Effect3DFloor ef = osd.ExtraFloors[i];
                        if (!ef.VavoomType && ef.IgnoreBottomHeight)
                        {
                            continue;                                                                 //mxd
                        }
                        VisualMiddle3D vm3 = (i < middles.Count) ? middles[i] : new VisualMiddle3D(mode, this, sd);
                        if (vm3.Setup(ef))
                        {
                            base.AddGeometry(vm3);
                        }
                        if (i >= middles.Count)
                        {
                            middles.Add(vm3);
                        }
                    }

                    //mxd. Create backsides
                    List <VisualMiddleBack> middlebacks = new List <VisualMiddleBack>();
                    for (int i = 0; i < data.ExtraFloors.Count; i++)
                    {
                        Effect3DFloor ef = data.ExtraFloors[i];

                        if (!ef.VavoomType && ef.RenderInside && !ef.IgnoreBottomHeight)
                        {
                            VisualMiddleBack vms = new VisualMiddleBack(mode, this, sd);
                            if (vms.Setup(ef))
                            {
                                base.AddGeometry(vms);
                            }
                            middlebacks.Add(vms);
                        }
                    }

                    // Store
                    sides.Add(sd, new VisualSidedefParts(vu, vl, vm, vb, middles, middlebacks));
                }
                else
                {
                    // Create middle part
                    VisualMiddleSingle vm = parts.middlesingle ?? new VisualMiddleSingle(mode, this, sd);
                    if (vm.Setup())
                    {
                        base.AddGeometry(vm);
                    }

                    // Store
                    sides.Add(sd, new VisualSidedefParts(vm));
                }
            }

            // Done
            changed = false;
        }