mirror of
https://github.com/ZDoom/gzdoom-gles.git
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140 lines
4.8 KiB
C++
140 lines
4.8 KiB
C++
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/*
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** gl_glow.cpp
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** Glowing flats like Doomsday
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**
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**---------------------------------------------------------------------------
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** Copyright 2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "w_wad.h"
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#include "sc_man.h"
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#include "v_video.h"
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#include "r_defs.h"
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#include "textures/textures.h"
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#include "gl/dynlights/gl_glow.h"
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//===========================================================================
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//
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// Reads glow definitions from GLDEFS
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//
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//===========================================================================
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void gl_InitGlow(FScanner &sc)
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{
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sc.MustGetStringName("{");
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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if (sc.Compare("FLATS"))
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{
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sc.MustGetStringName("{");
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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FTextureID flump=TexMan.CheckForTexture(sc.String, FTexture::TEX_Flat,FTextureManager::TEXMAN_TryAny);
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FTexture *tex = TexMan[flump];
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if (tex) tex->gl_info.bGlowing = tex->gl_info.bFullbright = true;
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}
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}
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else if (sc.Compare("WALLS"))
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{
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sc.MustGetStringName("{");
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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FTextureID flump=TexMan.CheckForTexture(sc.String, FTexture::TEX_Wall,FTextureManager::TEXMAN_TryAny);
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FTexture *tex = TexMan[flump];
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if (tex) tex->gl_info.bGlowing = tex->gl_info.bFullbright = true;
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}
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}
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else if (sc.Compare("TEXTURE"))
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{
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sc.SetCMode(true);
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sc.MustGetString();
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FTextureID flump=TexMan.CheckForTexture(sc.String, FTexture::TEX_Flat,FTextureManager::TEXMAN_TryAny);
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FTexture *tex = TexMan[flump];
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sc.MustGetStringName(",");
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sc.MustGetString();
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PalEntry color = V_GetColor(NULL, sc.String);
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//sc.MustGetStringName(",");
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//sc.MustGetNumber();
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if (sc.CheckString(","))
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{
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if (sc.CheckNumber())
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{
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if (tex) tex->gl_info.GlowHeight = sc.Number;
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if (!sc.CheckString(",")) goto skip_fb;
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}
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sc.MustGetStringName("fullbright");
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if (tex) tex->gl_info.bFullbright = true;
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}
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skip_fb:
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sc.SetCMode(false);
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if (tex && color != 0)
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{
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tex->gl_info.bGlowing = true;
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tex->gl_info.GlowColor = color;
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}
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}
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}
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}
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//==========================================================================
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//
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// Checks whether a sprite should be affected by a glow
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//
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//==========================================================================
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int gl_CheckSpriteGlow(sector_t *sec, int lightlevel, int x, int y, int z)
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{
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FTextureID floorpic = sec->GetTexture(sector_t::floor);
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FTexture *tex = TexMan[floorpic];
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if (tex != NULL && tex->isGlowing())
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{
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fixed_t floordiff = z - sec->floorplane.ZatPoint(x, y);
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if (floordiff < tex->gl_info.GlowHeight*FRACUNIT && tex->gl_info.GlowHeight != 0)
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{
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int maxlight = (255+lightlevel)>>1;
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fixed_t lightfrac = floordiff / tex->gl_info.GlowHeight;
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if (lightfrac<0) lightfrac=0;
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lightlevel= (lightfrac*lightlevel + maxlight*(FRACUNIT-lightfrac))>>FRACBITS;
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}
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}
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return lightlevel;
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}
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