mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 12:22:35 +00:00
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;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
|
|
namespace CodeImp.DoomBuilder.BuilderModes
|
|
{
|
|
internal class EffectGlowingFlat : SectorEffect
|
|
{
|
|
private readonly Sector sector;
|
|
|
|
// Level planes
|
|
private SectorLevel ceillevel;
|
|
private SectorLevel floorlevel;
|
|
|
|
// Constructor
|
|
public EffectGlowingFlat(SectorData data, Sector sourcesector) : base(data)
|
|
{
|
|
sector = sourcesector;
|
|
|
|
// New effect added: This sector needs an update!
|
|
if(data.Mode.VisualSectorExists(data.Sector))
|
|
{
|
|
BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector);
|
|
vs.UpdateSectorGeometry(false);
|
|
}
|
|
}
|
|
|
|
public override void Update()
|
|
{
|
|
// Create ceiling glow effect?
|
|
if(General.Map.Data.GlowingFlats.ContainsKey(sector.LongCeilTexture))
|
|
{
|
|
// Create ceiling level?
|
|
if(ceillevel == null)
|
|
{
|
|
ceillevel = new SectorLevel(data.Ceiling);
|
|
ceillevel.type = SectorLevelType.Glow;
|
|
ceillevel.disablelighting = true;
|
|
data.AddSectorLevel(ceillevel);
|
|
}
|
|
|
|
// Update ceiling level
|
|
data.CeilingGlow = General.Map.Data.GlowingFlats[sector.LongCeilTexture];
|
|
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;
|
|
}
|
|
else
|
|
{
|
|
data.CeilingGlow = null;
|
|
}
|
|
|
|
// Create floor glow effect?
|
|
if(General.Map.Data.GlowingFlats.ContainsKey(sector.LongFloorTexture))
|
|
{
|
|
// Create floor level?
|
|
if(floorlevel == null)
|
|
{
|
|
floorlevel = new SectorLevel(data.Floor);
|
|
floorlevel.type = SectorLevelType.Glow;
|
|
floorlevel.disablelighting = true;
|
|
data.AddSectorLevel(floorlevel);
|
|
}
|
|
|
|
// Update floor level
|
|
data.FloorGlow = General.Map.Data.GlowingFlats[sector.LongFloorTexture];
|
|
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;
|
|
}
|
|
else
|
|
{
|
|
data.FloorGlow = null;
|
|
}
|
|
}
|
|
}
|
|
}
|