gzdoom-gles/src/gl/dynlights/gl_glow.cpp

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