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

42 lines
1.4 KiB
C#

#region === Copyright (c) 2015 MaxED ===
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class EffectTransferFloorBrightness : SectorEffect
{
// Linedef that is used to create this effect
private readonly Linedef linedef;
// Constructor
public EffectTransferFloorBrightness(SectorData data, Linedef sourcelinedef) : base(data)
{
linedef = sourcelinedef;
// 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);
}
}
// This makes sure we are updated with the source linedef information
public override void Update()
{
SectorData sd = data.Mode.GetSectorData(linedef.Front.Sector);
if(!sd.Updated) sd.Update();
sd.AddUpdateSector(data.Sector, false);
// Transfer floor brightness, keep sector color
PixelColor lightcolor = PixelColor.FromInt(data.Sector.Fields.GetValue("lightcolor", -1));
PixelColor brightness = PixelColor.FromInt(General.Map.Renderer3D.CalculateBrightness(sd.Sector.Brightness));
data.Floor.color = PixelColor.Modulate(lightcolor, brightness).WithAlpha(255).ToInt();
data.Floor.brightnessbelow = sd.Floor.brightnessbelow;
}
}
}