UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/EffectGlowingFlat.cs

107 lines
3.1 KiB
C#
Executable file

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)
{
double glowheight = data.Sector.Fields.GetValue((floor ? "floorglowheight" : "ceilingglowheight"), 0.0);
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);
}
}
}