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https://git.do.srb2.org/STJr/ZoneBuilder.git
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0db92cb46c
Fixed: CVARINFO parser was unable to parse negative int/float values. Fixed: in some cases TextLabel text size was checked before it was calculated. Internal, Visual mode: reduced the number of unnecessary geometry updates when changing map geometry. Updated ZDoom_DECORATE.cfg (atan2 and VectorAngle).
81 lines
2.3 KiB
C#
81 lines
2.3 KiB
C#
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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if(General.Map.Data.GlowingFlats.ContainsKey(data.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) { 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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data.CeilingGlow = General.Map.Data.GlowingFlats[data.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(data.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) { 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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data.FloorGlow = General.Map.Data.GlowingFlats[data.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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