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

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_glow.cpp
** Glowing flats like Doomsday
**
**/
#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.bAutoGlowing = 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.bAutoGlowing = 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.bAutoGlowing = false;
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 *sector, int lightlevel, const DVector3 &pos)
{
float bottomglowcolor[4];
bottomglowcolor[3] = 0;
auto c = sector->planes[sector_t::floor].GlowColor;
if (c == 0)
{
FTexture *tex = TexMan[sector->GetTexture(sector_t::floor)];
if (tex != NULL && tex->isGlowing())
{
if (!tex->gl_info.bAutoGlowing) tex = TexMan(sector->GetTexture(sector_t::floor));
if (tex->isGlowing()) // recheck the current animation frame.
{
tex->GetGlowColor(bottomglowcolor);
bottomglowcolor[3] = (float)tex->gl_info.GlowHeight;
}
}
}
else if (uint32(-1) != c)
{
bottomglowcolor[0] = c.r / 255.f;
bottomglowcolor[1] = c.g / 255.f;
bottomglowcolor[2] = c.b / 255.f;
bottomglowcolor[3] = sector->planes[sector_t::floor].GlowHeight;
}
if (bottomglowcolor[3]> 0)
{
double floordiff = pos.Z - sector->floorplane.ZatPoint(pos);
if (floordiff < bottomglowcolor[3])
{
int maxlight = (255 + lightlevel) >> 1;
double lightfrac = floordiff / bottomglowcolor[3];
if (lightfrac < 0) lightfrac = 0;
lightlevel = int(lightfrac*lightlevel + maxlight*(1 - lightfrac));
}
}
return lightlevel;
}
//==========================================================================
//
// Checks whether a wall should glow
//
//==========================================================================
bool gl_GetWallGlow(sector_t *sector, float *topglowcolor, float *bottomglowcolor)
{
bool ret = false;
bottomglowcolor[3] = topglowcolor[3] = 0;
auto c = sector->planes[sector_t::ceiling].GlowColor;
if (c == 0)
{
FTexture *tex = TexMan[sector->GetTexture(sector_t::ceiling)];
if (tex != NULL && tex->isGlowing())
{
if (!tex->gl_info.bAutoGlowing) tex = TexMan(sector->GetTexture(sector_t::ceiling));
if (tex->isGlowing()) // recheck the current animation frame.
{
ret = true;
tex->GetGlowColor(topglowcolor);
topglowcolor[3] = (float)tex->gl_info.GlowHeight;
}
}
}
else if (uint32(-1) != c)
{
topglowcolor[0] = c.r / 255.f;
topglowcolor[1] = c.g / 255.f;
topglowcolor[2] = c.b / 255.f;
topglowcolor[3] = sector->planes[sector_t::ceiling].GlowHeight;
ret = topglowcolor[3] > 0;
}
c = sector->planes[sector_t::floor].GlowColor;
if (c == 0)
{
FTexture *tex = TexMan[sector->GetTexture(sector_t::floor)];
if (tex != NULL && tex->isGlowing())
{
if (!tex->gl_info.bAutoGlowing) tex = TexMan(sector->GetTexture(sector_t::floor));
if (tex->isGlowing()) // recheck the current animation frame.
{
ret = true;
tex->GetGlowColor(bottomglowcolor);
bottomglowcolor[3] = (float)tex->gl_info.GlowHeight;
}
}
}
else if (uint32(-1) != c)
{
bottomglowcolor[0] = c.r / 255.f;
bottomglowcolor[1] = c.g / 255.f;
bottomglowcolor[2] = c.b / 255.f;
bottomglowcolor[3] = sector->planes[sector_t::floor].GlowHeight;
ret = bottomglowcolor[3] > 0;
}
return ret;
}
#include "c_dispatch.h"
#include "d_player.h"
CCMD(setglow)
{
auto s = players[0].mo->Sector;
s->planes[sector_t::floor].GlowHeight = 128;
s->planes[sector_t::floor].GlowColor = 0xff0000;
}