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Fixed, Visual mode: ExtraFloor_LightOnly effect transferred brightness incorrectly (I broke this in r2236).
Changed, Visual mode: floors and ceilings with sky texture are now always rendered at full brightness.
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7c8c36a01b
commit
02b902e20c
3 changed files with 17 additions and 5 deletions
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@ -177,7 +177,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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{
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{
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// Go for all polygons
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// Go for all polygons
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int num = polygons.Count;
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int num = polygons.Count;
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Plane plane = (l.type == SectorLevelType.Ceiling ? l.plane : l.plane.GetInverted()); //mxd
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Plane plane = (l.type == SectorLevelType.Floor ? l.plane.GetInverted() : l.plane); //mxd
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for(int pi = 0; pi < num; pi++)
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for(int pi = 0; pi < num; pi++)
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{
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{
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@ -117,14 +117,20 @@ namespace CodeImp.DoomBuilder.BuilderModes
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else
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else
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texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
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texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
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//mxd. Sky is always bright
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int color;
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if(s.CeilTexture == General.Map.Config.SkyFlatName)
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color = -1; // That's white. With alpha. Not very impressive, eh?
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else
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color = (int)((level.color | General.Clamp(level.alpha, 0, 255) << 24) & 0xffffffff); // Byte offset shinanigans! Yay!
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// Make vertices
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// Make vertices
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ReadOnlyCollection<Vector2D> triverts = base.Sector.Sector.Triangles.Vertices;
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ReadOnlyCollection<Vector2D> triverts = base.Sector.Sector.Triangles.Vertices;
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WorldVertex[] verts = new WorldVertex[triverts.Count];
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WorldVertex[] verts = new WorldVertex[triverts.Count];
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for(int i = 0; i < triverts.Count; i++)
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for(int i = 0; i < triverts.Count; i++)
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{
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{
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// Color shading
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// Color shading
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PixelColor c = PixelColor.FromInt(level.color);
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verts[i].c = color; //mxd
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verts[i].c = c.WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
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// Vertex coordinates
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// Vertex coordinates
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verts[i].x = triverts[i].x;
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verts[i].x = triverts[i].x;
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@ -119,14 +119,20 @@ namespace CodeImp.DoomBuilder.BuilderModes
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else
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else
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texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
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texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
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//mxd. Sky is always bright
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int color;
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if(s.FloorTexture == General.Map.Config.SkyFlatName)
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color = -1; // That's white. With alpha. Not very impressive, eh?
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else
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color = (int)((level.color | General.Clamp(level.alpha, 0, 255) << 24) & 0xffffffff); // Byte offset shinanigans! Yay!
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// Make vertices
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// Make vertices
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ReadOnlyCollection<Vector2D> triverts = base.Sector.Sector.Triangles.Vertices;
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ReadOnlyCollection<Vector2D> triverts = base.Sector.Sector.Triangles.Vertices;
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WorldVertex[] verts = new WorldVertex[triverts.Count];
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WorldVertex[] verts = new WorldVertex[triverts.Count];
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for(int i = 0; i < triverts.Count; i++)
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for(int i = 0; i < triverts.Count; i++)
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{
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{
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// Color shading
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// Color shading
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PixelColor c = PixelColor.FromInt(level.color);
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verts[i].c = color; //mxd
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verts[i].c = c.WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
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// Vertex coordinates
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// Vertex coordinates
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verts[i].x = triverts[i].x;
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verts[i].x = triverts[i].x;
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