using CodeImp.DoomBuilder.GZBuilder.Data; using CodeImp.DoomBuilder.Rendering; namespace CodeImp.DoomBuilder.BuilderModes { internal class EffectGlowingFlat { private readonly SectorData data; // Level planes private SectorLevel ceillevel; private SectorLevel floorlevel; // Constructor public EffectGlowingFlat(SectorData sourcedata) { data = sourcedata; } public void Update() { // Create ceiling glow effect? data.CeilingGlow = GetGlowData(false); if(data.CeilingGlow != null) { // Create ceiling level? if(ceillevel == null) { ceillevel = new SectorLevel(data.Ceiling) { type = SectorLevelType.Glow, disablelighting = true }; data.AddSectorLevel(ceillevel); } // Update ceiling level ceillevel.brightnessbelow = -1; // We need this plane for clipping only, ceillevel.color = 0; // so we need to reset all shading and coloring ceillevel.plane = data.Ceiling.plane; ceillevel.plane.Offset -= data.CeilingGlow.Height; data.CeilingGlowPlane = ceillevel.plane; } // Create floor glow effect? data.FloorGlow = GetGlowData(true); if(data.FloorGlow != null) { // Create floor level? if(floorlevel == null) { floorlevel = new SectorLevel(data.Floor) { type = SectorLevelType.Glow, disablelighting = true }; data.AddSectorLevel(floorlevel); } // Update floor level floorlevel.plane = data.Floor.plane.GetInverted(); floorlevel.plane.Offset += data.FloorGlow.Height; if(floorlevel.plane.Offset < data.Ceiling.plane.Offset) { floorlevel.brightnessbelow = -1; // We need this plane for clipping only, floorlevel.color = 0; // so we need to reset all shading and coloring floorlevel.colorbelow = new PixelColor(0, 0, 0, 0); } else { // If glow plane is above real ceiling, apply ceiling colouring floorlevel.brightnessbelow = data.Ceiling.brightnessbelow; floorlevel.color = data.Ceiling.color; floorlevel.colorbelow = data.Ceiling.colorbelow; } data.FloorGlowPlane = floorlevel.plane; } } private GlowingFlatData GetGlowData(bool floor) { // Check UDMF glow properties if(General.Map.UDMF) { int glowcolor = data.Sector.Fields.GetValue((floor ? "floorglowcolor" : "ceilingglowcolor"), 0); // Glow is explicidly disabled? if(glowcolor == -1) return null; // Avoid black glows if(glowcolor > 0) { float glowheight = data.Sector.Fields.GetValue((floor ? "floorglowheight" : "ceilingglowheight"), 0f); if(glowheight > 0f) { // Create glow data PixelColor c = PixelColor.FromInt(glowcolor); return new GlowingFlatData { Color = c, Height = glowheight, Brightness = (c.r + c.g + c.b) / 3, }; } } } // Use GLDEFS glow if available long texture = (floor ? data.Sector.LongFloorTexture : data.Sector.LongCeilTexture); return (General.Map.Data.GlowingFlats.ContainsKey(texture) ? General.Map.Data.GlowingFlats[texture] : null); } } }