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