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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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76559ae881
MAPINFO: added "DoomEdNum" and "SpawnNums" blocks support. MAPINFO: added "#include" directive support. MAPINFO: added "$gzdb_skip" special comment support. DECORATE: "spawnthing" Game Configuration block is now updated using "SpawnID" actor property. Game configurations: added "class" property to the most of ZDoom things. Actions: removed "Reload MAPINFO" action. Documentation: merged "GLDEFS and MODELDEF support", "(Z)MAPINFO support" and "TEXTURES support" topics into "(G)ZDoom text lumps support", added info about the other text lumps GZDB can use.
93 lines
2.7 KiB
C#
93 lines
2.7 KiB
C#
using CodeImp.DoomBuilder.Map;
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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 : SectorEffect
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{
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private readonly Sector sector;
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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 data, Sector sourcesector) : base(data)
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{
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sector = sourcesector;
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// New effect added: This sector needs an update!
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if(data.Mode.VisualSectorExists(data.Sector))
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{
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BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector);
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vs.UpdateSectorGeometry(false);
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}
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}
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public override void Update()
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{
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// Create ceiling glow effect?
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if(General.Map.Data.GlowingFlats.ContainsKey(sector.LongCeilTexture))
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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);
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ceillevel.type = SectorLevelType.Glow;
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ceillevel.disablelighting = true;
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data.AddSectorLevel(ceillevel);
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}
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// Update ceiling level
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data.CeilingGlow = General.Map.Data.GlowingFlats[sector.LongCeilTexture];
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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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else
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{
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data.CeilingGlow = null;
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}
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// Create floor glow effect?
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if(General.Map.Data.GlowingFlats.ContainsKey(sector.LongFloorTexture))
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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);
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floorlevel.type = SectorLevelType.Glow;
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floorlevel.disablelighting = true;
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data.AddSectorLevel(floorlevel);
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}
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// Update floor level
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data.FloorGlow = General.Map.Data.GlowingFlats[sector.LongFloorTexture];
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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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else
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{
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data.FloorGlow = null;
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}
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}
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}
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}
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