mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2025-01-18 22:51:39 +00:00
- more options for Doom 64 style gradients on walls:
* Colors can npw be defined per sidedef, not only per sector. * Gradients can be selectively disabled or vertically flipped per wall tier. * Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts. The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently. # Conflicts: # src/hwrenderer/scene/hw_renderstate.h # src/hwrenderer/scene/hw_walls.cpp # Conflicts: # src/gl/scene/gl_walls_draw.cpp
This commit is contained in:
parent
e00db66432
commit
8368331481
15 changed files with 390 additions and 135 deletions
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@ -154,31 +154,52 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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sidedef
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{
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scalex_top = <float>; // X scale for upper texture, Default = 1.0.
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scaley_top = <float>; // y scale for upper texture, Default = 1.0.
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scalex_mid = <float>; // X scale for mid texture, Default = 1.0.
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scaley_mid = <float>; // y scale for mid texture, Default = 1.0.
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scalex_bottom = <float>; // X scale for lower texture, Default = 1.0.
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scaley_bottom = <float>; // y scale for lower texture, Default = 1.0.
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offsetx_top = <float>; // X offset for upper texture, Default = 0.0.
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offsety_top = <float>; // y offset for upper texture, Default = 0.0.
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offsetx_mid = <float>; // X offset for mid texture, Default = 0.0.
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offsety_mid = <float>; // y offset for mid texture, Default = 0.0.
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offsetx_bottom = <float>; // X offset for lower texture, Default = 0.0.
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offsety_bottom = <float>; // y offset for lower texture, Default = 0.0.
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// When global texture offsets are used they will
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// be added on top of these values.
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light = <integer>; // This side's light level. Default is 0.
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lightabsolute = <bool>; // true = 'light' is an absolute value. Default is
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// relative to the owning sector's light level.
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lightfog = <bool>; // true = This side's relative lighting is used even in
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// foggy sectors. Default is to disable relative
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// lighting in foggy sectors.
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nofakecontrast = <bool>; // Disables use of fake contrast on this sidedef.
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smoothlighting = <bool>; // Use smooth fake contrast.
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clipmidtex = <bool>; // Side's mid textures are clipped to floor and ceiling.
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wrapmidtex = <bool>; // Side's mid textures are wrapped.
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nodecals = <bool>; // Disables decals on the sidedef.
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scalex_top = <float>; // X scale for upper texture, Default = 1.0.
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scaley_top = <float>; // y scale for upper texture, Default = 1.0.
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scalex_mid = <float>; // X scale for mid texture, Default = 1.0.
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scaley_mid = <float>; // y scale for mid texture, Default = 1.0.
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scalex_bottom = <float>; // X scale for lower texture, Default = 1.0.
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scaley_bottom = <float>; // y scale for lower texture, Default = 1.0.
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offsetx_top = <float>; // X offset for upper texture, Default = 0.0.
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offsety_top = <float>; // y offset for upper texture, Default = 0.0.
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offsetx_mid = <float>; // X offset for mid texture, Default = 0.0.
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offsety_mid = <float>; // y offset for mid texture, Default = 0.0.
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offsetx_bottom = <float>; // X offset for lower texture, Default = 0.0.
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offsety_bottom = <float>; // y offset for lower texture, Default = 0.0.
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// When global texture offsets are used they will
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// be added on top of these values.
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light = <integer>; // This side's light level. Default is 0.
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lightabsolute = <bool>; // true = 'light' is an absolute value. Default is
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// relative to the owning sector's light level.
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lightfog = <bool>; // true = This side's relative lighting is used even in
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// foggy sectors. Default is to disable relative
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// lighting in foggy sectors.
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nofakecontrast = <bool>; // Disables use of fake contrast on this sidedef.
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smoothlighting = <bool>; // Use smooth fake contrast.
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clipmidtex = <bool>; // Side's mid textures are clipped to floor and ceiling.
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wrapmidtex = <bool>; // Side's mid textures are wrapped.
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nodecals = <bool>; // Disables decals on the sidedef.
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nogradient_top = <bool>; // disables color gradient on upper tier. (Hardware rendering only.)
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flipgradient_top = <bool>; // flips gradient colors on upper tier. (Hardware rendering only.)
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clampgradient_top = <bool>; // clamps gradient on upper tier to actual bounds (default is the entire front sector height, hardware rendering only.)
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useowncolors_top = <bool>; // Set to 1 to use the colors set in the sidedef. Default is using the colors from the owning sector.
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uppercolor_top = <int>; // Material color of the top of the upper tier.
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lowercolor_top = <int>; // Material color of the bottom of the upper tier. (Hardware rendering only.)
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nogradient_mid = <bool>; // disables color gradient on middle tier. (Hardware rendering only.)
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flipgradient_mid = <bool>; // flips gradient colors on middle tier. (Hardware rendering only.)
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clampgradient_mid = <bool>; // clamps gradient on middle tier to actual bounds (default is the entire front sector height, hardware rendering only.)
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useowncolors_mid = <bool>; // Set to 1 to use the colors set in the sidedef. Default is using the colors from the owning sector.
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uppercolor_mid = <int>; // Material color of the top of the middle tier.
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lowercolor_mid = <int>; // Material color of the bottom of the middle tier. (Hardware rendering only.)
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nogradient_bottom = <bool>; // disables color gradient on lower tier. (Hardware rendering only.)
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flipgradient_bottom = <bool>; // flips gradient colors on lower tier. (Hardware rendering only.)
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clampgradient_bottom = <bool>;// clamps gradient on lower tier to actual bounds (default is the entire front sector height, hardware rendering only.)
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useowncolors_bottom = <bool>; // Set to 1 to use the colors set in the sidedef. Default is using the colors from the owning sector.
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uppercolor_bottom = <int>; // Material color of the top of the lower tier.
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lowercolor_bottom = <int>; // Material color of the bottom of the lower tier. (Hardware rendering only.)
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}
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sector
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@ -68,7 +68,7 @@ static void matrixToGL(const VSMatrix &mat, int loc)
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void FRenderState::Reset()
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{
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mTextureEnabled = true;
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mClipLineEnabled = mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
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mClipLineEnabled = mSplitEnabled = mGradientEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
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mColorMask[0] = mColorMask[1] = mColorMask[2] = mColorMask[3] = true;
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currentColorMask[0] = currentColorMask[1] = currentColorMask[2] = currentColorMask[3] = true;
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mFogColor.d = -1;
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@ -109,6 +109,8 @@ void FRenderState::Reset()
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mGlowBottom.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGlowTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGlowBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGradientTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGradientBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mSplitTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mSplitBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mClipLine.Set(0.0f, 0.0f, 0.0f, 0.0f);
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@ -75,6 +75,7 @@ class FRenderState
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bool mTextureEnabled;
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bool mFogEnabled;
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bool mGlowEnabled;
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bool mGradientEnabled;
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bool mSplitEnabled;
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bool mClipLineEnabled;
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bool mBrightmapEnabled;
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@ -103,6 +104,7 @@ class FRenderState
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FStateVec4 mCameraPos;
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FStateVec4 mGlowTop, mGlowBottom;
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FStateVec4 mGlowTopPlane, mGlowBottomPlane;
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FStateVec4 mGradientTopPlane, mGradientBottomPlane;
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FStateVec4 mSplitTopPlane, mSplitBottomPlane;
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FStateVec4 mClipLine;
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PalEntry mFogColor;
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@ -285,6 +287,11 @@ public:
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mGlowEnabled = on;
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}
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void EnableGradient(bool on)
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{
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mGradientEnabled = on;
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}
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void EnableSplit(bool on)
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{
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if (!(gl.flags & RFL_NO_CLIP_PLANES))
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@ -369,6 +376,14 @@ public:
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mGlowBottomPlane.Set(bn.X, bn.Y, 1. / bn.Z, bottom.fD());
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}
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void SetGradientPlanes(const secplane_t &top, const secplane_t &bottom)
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{
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DVector3 tn = top.Normal();
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DVector3 bn = bottom.Normal();
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mGradientTopPlane.Set(tn.X, tn.Y, 1. / tn.Z, top.fD());
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mGradientBottomPlane.Set(bn.X, bn.Y, 1. / bn.Z, bottom.fD());
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}
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void SetSplitPlanes(const secplane_t &top, const secplane_t &bottom)
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{
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DVector3 tn = top.Normal();
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@ -324,6 +324,20 @@ void GLWall::RenderMirrorSurface()
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//
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//==========================================================================
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static const uint8_t renderwalltotier[] =
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{
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side_t::none,
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side_t::top,
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side_t::mid,
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side_t::mid,
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side_t::bottom,
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side_t::none,
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side_t::none,
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side_t::mid,
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side_t::none,
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side_t::mid,
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};
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void GLWall::RenderTextured(int rflags)
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{
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int tmode = gl_RenderState.GetTextureMode();
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@ -333,8 +347,8 @@ void GLWall::RenderTextured(int rflags)
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{
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gl_RenderState.EnableGlow(true);
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gl_RenderState.SetGlowParams(topglowcolor, bottomglowcolor);
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gl_RenderState.SetGlowPlanes(frontsector->ceilingplane, frontsector->floorplane);
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}
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gl_RenderState.SetGlowPlanes(frontsector->ceilingplane, frontsector->floorplane);
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gl_RenderState.SetMaterial(gltexture, flags & 3, 0, -1, false);
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if (type == RENDERWALL_M2SNF)
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@ -345,11 +359,44 @@ void GLWall::RenderTextured(int rflags)
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}
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mDrawer->SetFog(255, 0, NULL, false);
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}
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gl_RenderState.SetObjectColor(seg->frontsector->SpecialColors[sector_t::walltop] | 0xff000000);
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gl_RenderState.SetObjectColor2(seg->frontsector->SpecialColors[sector_t::wallbottom] | 0xff000000);
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if (type != RENDERWALL_COLOR)
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{
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auto side = seg->sidedef;
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auto tierndx = renderwalltotier[type];
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auto &tier = side->textures[tierndx];
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PalEntry color1 = side->GetSpecialColor(tierndx, side_t::walltop, frontsector);
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PalEntry color2 = side->GetSpecialColor(tierndx, side_t::wallbottom, frontsector);
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gl_RenderState.SetObjectColor(color1);
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gl_RenderState.SetObjectColor2(color2);
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if (color1 != color2)
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{
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// Do gradient setup only if there actually is a gradient.
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gl_RenderState.EnableGradient(true);
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if ((tier.flags & side_t::part::ClampGradient) && backsector)
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{
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if (tierndx == side_t::top)
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{
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gl_RenderState.SetGradientPlanes(frontsector->ceilingplane, backsector->ceilingplane);
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}
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else if (tierndx == side_t::mid)
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{
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gl_RenderState.SetGradientPlanes(backsector->ceilingplane, backsector->floorplane);
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}
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else // side_t::bottom:
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{
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gl_RenderState.SetGradientPlanes(backsector->floorplane, frontsector->floorplane);
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}
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}
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else
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{
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gl_RenderState.SetGradientPlanes(frontsector->ceilingplane, frontsector->floorplane);
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}
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}
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}
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float absalpha = fabsf(alpha);
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if (lightlist == NULL)
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if (lightlist == nullptr)
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{
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if (type != RENDERWALL_M2SNF) mDrawer->SetFog(lightlevel, rel, &Colormap, RenderStyle == STYLE_Add);
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mDrawer->SetColor(lightlevel, rel, Colormap, absalpha);
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if (low1 < ztop[0] || low2 < ztop[1])
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{
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int thisll = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
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int thisll = (*lightlist)[i].caster != nullptr ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
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FColormap thiscm;
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thiscm.FadeColor = Colormap.FadeColor;
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thiscm.FogDensity = Colormap.FogDensity;
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gl_RenderState.SetObjectColor2(0);
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gl_RenderState.SetTextureMode(tmode);
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gl_RenderState.EnableGlow(false);
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gl_RenderState.EnableGradient(false);
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}
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//==========================================================================
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@ -173,6 +173,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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i_data += "uniform vec4 uGlowBottomPlane;\n";
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i_data += "uniform vec4 uGlowBottomColor;\n";
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i_data += "uniform vec4 uGradientTopPlane;\n";
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i_data += "uniform vec4 uGradientBottomPlane;\n";
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i_data += "uniform vec4 uSplitTopPlane;\n";
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i_data += "uniform vec4 uSplitBottomPlane;\n";
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@ -461,6 +464,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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muGlowTopColor.Init(hShader, "uGlowTopColor");
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muGlowBottomPlane.Init(hShader, "uGlowBottomPlane");
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muGlowTopPlane.Init(hShader, "uGlowTopPlane");
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muGradientBottomPlane.Init(hShader, "uGradientBottomPlane");
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muGradientTopPlane.Init(hShader, "uGradientTopPlane");
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muSplitBottomPlane.Init(hShader, "uSplitBottomPlane");
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muSplitTopPlane.Init(hShader, "uSplitTopPlane");
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muClipLine.Init(hShader, "uClipLine");
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@ -277,6 +277,8 @@ class FShader
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FUniform4f muGlowTopColor;
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FUniform4f muGlowBottomPlane;
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FUniform4f muGlowTopPlane;
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FUniform4f muGradientBottomPlane;
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FUniform4f muGradientTopPlane;
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FUniform4f muSplitBottomPlane;
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FUniform4f muSplitTopPlane;
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FUniform4f muClipLine;
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int fakevb_index;
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private:
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int currentglowstate = 0;
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int currentgradientstate = 0;
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int currentsplitstate = 0;
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int currentcliplinestate = 0;
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int currentfixedcolormap = 0;
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@ -630,6 +630,26 @@ xx(hidden)
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xx(blocksight)
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xx(blockhitscan)
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xx(nogradient_top)
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xx(flipgradient_top)
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xx(clampgradient_top)
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xx(useowncolors_top)
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xx(uppercolor_top)
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xx(lowercolor_top)
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xx(nogradient_mid)
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xx(flipgradient_mid)
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xx(clampgradient_mid)
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xx(useowncolors_mid)
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xx(uppercolor_mid)
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xx(lowercolor_mid)
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xx(nogradient_bottom)
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xx(flipgradient_bottom)
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xx(clampgradient_bottom)
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xx(useowncolors_bottom)
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xx(uppercolor_bottom)
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xx(lowercolor_bottom)
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xx(Renderstyle)
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xx(ceilingplane_a)
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@ -113,6 +113,9 @@ FSerializer &Serialize(FSerializer &arc, const char *key, side_t::part &part, si
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("yscale", part.yScale, def->yScale)
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("texture", part.texture, def->texture)
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("interpolation", part.interpolation)
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("flags", part.flags, def->flags)
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("color1", part.SpecialColors[0], def->SpecialColors[0])
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("color2", part.SpecialColors[1], def->SpecialColors[1])
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.EndObject();
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}
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return arc;
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@ -879,17 +879,6 @@ DEFINE_ACTION_FUNCTION(_Sector, SetFade)
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//
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//=====================================================================================
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void sector_t::SetSpecialColor(int slot, int r, int g, int b)
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{
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SpecialColors[slot] = PalEntry(255, r, g, b);
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}
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void sector_t::SetSpecialColor(int slot, PalEntry rgb)
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{
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rgb.a = 255;
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SpecialColors[slot] = rgb;
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}
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DEFINE_ACTION_FUNCTION(_Sector, SetSpecialColor)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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170
src/p_setup.cpp
170
src/p_setup.cpp
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//
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//===========================================================================
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void P_SetupLevel (const char *lumpname, int position, bool newGame)
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void P_SetupLevel(const char *lumpname, int position, bool newGame)
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{
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cycle_t times[20];
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#if 0
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@ -3638,7 +3638,7 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
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level.SetMusicVolume(level.MusicVolume);
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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players[i].killcount = players[i].secretcount
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players[i].killcount = players[i].secretcount
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= players[i].itemcount = 0;
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}
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}
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@ -3659,16 +3659,16 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
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translationtables[TRANSLATION_LevelScripted].Clear();
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// Initial height of PointOfView will be set by player think.
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players[consoleplayer].viewz = NO_VALUE;
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players[consoleplayer].viewz = NO_VALUE;
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// Make sure all sounds are stopped before Z_FreeTags.
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S_Start ();
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S_Start();
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// [RH] clear out the mid-screen message
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C_MidPrint (NULL, NULL);
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C_MidPrint(NULL, NULL);
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// Free all level data from the previous map
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P_FreeLevelData ();
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P_FreeLevelData();
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MapData *map = P_OpenMapData(lumpname, true);
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if (map == NULL)
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@ -3700,7 +3700,7 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
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uint8_t *mapdata = new uint8_t[map->Size(0)];
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map->Read(0, mapdata);
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times[0].Clock();
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buildmap = P_LoadBuildMap (mapdata, map->Size(0), &buildthings, &numbuildthings);
|
||||
buildmap = P_LoadBuildMap(mapdata, map->Size(0), &buildthings, &numbuildthings);
|
||||
times[0].Unclock();
|
||||
delete[] mapdata;
|
||||
}
|
||||
|
@ -3712,10 +3712,10 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
ForceNodeBuild = gennodes;
|
||||
|
||||
// [RH] Load in the BEHAVIOR lump
|
||||
FBehavior::StaticUnloadModules ();
|
||||
FBehavior::StaticUnloadModules();
|
||||
if (map->HasBehavior)
|
||||
{
|
||||
P_LoadBehavior (map);
|
||||
P_LoadBehavior(map);
|
||||
level.maptype = MAPTYPE_HEXEN;
|
||||
}
|
||||
else
|
||||
|
@ -3732,7 +3732,7 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
{
|
||||
// Has the user overridden the game's default translator with a commandline parameter?
|
||||
translator = Args->CheckValue("-xlat");
|
||||
if (translator == NULL)
|
||||
if (translator == NULL)
|
||||
{
|
||||
// Use the game's default.
|
||||
translator = gameinfo.translator.GetChars();
|
||||
|
@ -3772,25 +3772,25 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
level.flags2 |= LEVEL2_DUMMYSWITCHES;
|
||||
}
|
||||
|
||||
FBehavior::StaticLoadDefaultModules ();
|
||||
FBehavior::StaticLoadDefaultModules();
|
||||
#ifndef NO_EDATA
|
||||
LoadMapinfoACSLump();
|
||||
#endif
|
||||
|
||||
|
||||
P_LoadStrifeConversations (map, lumpname);
|
||||
P_LoadStrifeConversations(map, lumpname);
|
||||
|
||||
FMissingTextureTracker missingtex;
|
||||
|
||||
if (!map->isText)
|
||||
{
|
||||
times[0].Clock();
|
||||
P_LoadVertexes (map);
|
||||
P_LoadVertexes(map);
|
||||
times[0].Unclock();
|
||||
|
||||
|
||||
// Check for maps without any BSP data at all (e.g. SLIGE)
|
||||
times[1].Clock();
|
||||
P_LoadSectors (map, missingtex);
|
||||
P_LoadSectors(map, missingtex);
|
||||
times[1].Unclock();
|
||||
|
||||
times[2].Clock();
|
||||
|
@ -3798,23 +3798,23 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
|
||||
times[3].Clock();
|
||||
if (!map->HasBehavior)
|
||||
P_LoadLineDefs (map);
|
||||
P_LoadLineDefs(map);
|
||||
else
|
||||
P_LoadLineDefs2 (map); // [RH] Load Hexen-style linedefs
|
||||
P_LoadLineDefs2(map); // [RH] Load Hexen-style linedefs
|
||||
times[3].Unclock();
|
||||
|
||||
times[4].Clock();
|
||||
P_LoadSideDefs2 (map, missingtex);
|
||||
P_LoadSideDefs2(map, missingtex);
|
||||
times[4].Unclock();
|
||||
|
||||
times[5].Clock();
|
||||
P_FinishLoadingLineDefs ();
|
||||
P_FinishLoadingLineDefs();
|
||||
times[5].Unclock();
|
||||
|
||||
if (!map->HasBehavior)
|
||||
P_LoadThings (map);
|
||||
P_LoadThings(map);
|
||||
else
|
||||
P_LoadThings2 (map); // [RH] Load Hexen-style things
|
||||
P_LoadThings2(map); // [RH] Load Hexen-style things
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -3826,7 +3826,7 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
SetCompatibilityParams(checksum);
|
||||
|
||||
times[6].Clock();
|
||||
P_LoopSidedefs (true);
|
||||
P_LoopSidedefs(true);
|
||||
times[6].Unclock();
|
||||
|
||||
linemap.Clear();
|
||||
|
@ -3845,36 +3845,36 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
{
|
||||
// Check for compressed nodes first, then uncompressed nodes
|
||||
FileReader *fr = nullptr;
|
||||
uint32_t id = MAKE_ID('X','x','X','x'), idcheck = 0, idcheck2 = 0, idcheck3 = 0, idcheck4 = 0, idcheck5 = 0, idcheck6 = 0;
|
||||
uint32_t id = MAKE_ID('X', 'x', 'X', 'x'), idcheck = 0, idcheck2 = 0, idcheck3 = 0, idcheck4 = 0, idcheck5 = 0, idcheck6 = 0;
|
||||
|
||||
if (map->Size(ML_ZNODES) != 0)
|
||||
{
|
||||
// Test normal nodes first
|
||||
fr = &map->Reader(ML_ZNODES);
|
||||
idcheck = MAKE_ID('Z','N','O','D');
|
||||
idcheck2 = MAKE_ID('X','N','O','D');
|
||||
idcheck = MAKE_ID('Z', 'N', 'O', 'D');
|
||||
idcheck2 = MAKE_ID('X', 'N', 'O', 'D');
|
||||
}
|
||||
else if (map->Size(ML_GLZNODES) != 0)
|
||||
{
|
||||
fr = &map->Reader(ML_GLZNODES);
|
||||
idcheck = MAKE_ID('Z','G','L','N');
|
||||
idcheck2 = MAKE_ID('Z','G','L','2');
|
||||
idcheck3 = MAKE_ID('Z','G','L','3');
|
||||
idcheck4 = MAKE_ID('X','G','L','N');
|
||||
idcheck5 = MAKE_ID('X','G','L','2');
|
||||
idcheck6 = MAKE_ID('X','G','L','3');
|
||||
idcheck = MAKE_ID('Z', 'G', 'L', 'N');
|
||||
idcheck2 = MAKE_ID('Z', 'G', 'L', '2');
|
||||
idcheck3 = MAKE_ID('Z', 'G', 'L', '3');
|
||||
idcheck4 = MAKE_ID('X', 'G', 'L', 'N');
|
||||
idcheck5 = MAKE_ID('X', 'G', 'L', '2');
|
||||
idcheck6 = MAKE_ID('X', 'G', 'L', '3');
|
||||
}
|
||||
|
||||
if (fr != nullptr && fr->isOpen()) fr->Read (&id, 4);
|
||||
if (fr != nullptr && fr->isOpen()) fr->Read(&id, 4);
|
||||
if (id != 0 && (id == idcheck || id == idcheck2 || id == idcheck3 || id == idcheck4 || id == idcheck5 || id == idcheck6))
|
||||
{
|
||||
try
|
||||
{
|
||||
P_LoadZNodes (*fr, id);
|
||||
P_LoadZNodes(*fr, id);
|
||||
}
|
||||
catch (CRecoverableError &error)
|
||||
{
|
||||
Printf ("Error loading nodes: %s\n", error.GetMessage());
|
||||
Printf("Error loading nodes: %s\n", error.GetMessage());
|
||||
|
||||
ForceNodeBuild = true;
|
||||
level.subsectors.Clear();
|
||||
|
@ -3891,29 +3891,29 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
if (!P_CheckV4Nodes(map))
|
||||
{
|
||||
times[7].Clock();
|
||||
P_LoadSubsectors<mapsubsector_t, mapseg_t> (map);
|
||||
P_LoadSubsectors<mapsubsector_t, mapseg_t>(map);
|
||||
times[7].Unclock();
|
||||
|
||||
times[8].Clock();
|
||||
if (!ForceNodeBuild) P_LoadNodes<mapnode_t, mapsubsector_t> (map);
|
||||
if (!ForceNodeBuild) P_LoadNodes<mapnode_t, mapsubsector_t>(map);
|
||||
times[8].Unclock();
|
||||
|
||||
times[9].Clock();
|
||||
if (!ForceNodeBuild) P_LoadSegs<mapseg_t> (map);
|
||||
if (!ForceNodeBuild) P_LoadSegs<mapseg_t>(map);
|
||||
times[9].Unclock();
|
||||
}
|
||||
else
|
||||
{
|
||||
times[7].Clock();
|
||||
P_LoadSubsectors<mapsubsector4_t, mapseg4_t> (map);
|
||||
P_LoadSubsectors<mapsubsector4_t, mapseg4_t>(map);
|
||||
times[7].Unclock();
|
||||
|
||||
times[8].Clock();
|
||||
if (!ForceNodeBuild) P_LoadNodes<mapnode4_t, mapsubsector4_t> (map);
|
||||
if (!ForceNodeBuild) P_LoadNodes<mapnode4_t, mapsubsector4_t>(map);
|
||||
times[8].Unclock();
|
||||
|
||||
times[9].Clock();
|
||||
if (!ForceNodeBuild) P_LoadSegs<mapseg4_t> (map);
|
||||
if (!ForceNodeBuild) P_LoadSegs<mapseg4_t>(map);
|
||||
times[9].Unclock();
|
||||
}
|
||||
}
|
||||
|
@ -3924,7 +3924,7 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
// If loading the regular nodes failed try GL nodes before considering a rebuild
|
||||
if (ForceNodeBuild)
|
||||
{
|
||||
if (P_LoadGLNodes(map))
|
||||
if (P_LoadGLNodes(map))
|
||||
{
|
||||
ForceNodeBuild = false;
|
||||
reloop = true;
|
||||
|
@ -3933,16 +3933,16 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
}
|
||||
else reloop = true;
|
||||
|
||||
uint64_t startTime=0, endTime=0;
|
||||
uint64_t startTime = 0, endTime = 0;
|
||||
|
||||
bool BuildGLNodes;
|
||||
if (ForceNodeBuild)
|
||||
{
|
||||
BuildGLNodes = RequireGLNodes || multiplayer || demoplayback || demorecording || genglnodes;
|
||||
|
||||
startTime = I_msTime ();
|
||||
startTime = I_msTime();
|
||||
TArray<FNodeBuilder::FPolyStart> polyspots, anchors;
|
||||
P_GetPolySpots (map, polyspots, anchors);
|
||||
P_GetPolySpots(map, polyspots, anchors);
|
||||
FNodeBuilder::FLevel leveldata =
|
||||
{
|
||||
&level.vertexes[0], (int)level.vertexes.Size(),
|
||||
|
@ -3950,14 +3950,14 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
&level.lines[0], (int)level.lines.Size(),
|
||||
0, 0, 0, 0
|
||||
};
|
||||
leveldata.FindMapBounds ();
|
||||
leveldata.FindMapBounds();
|
||||
// We need GL nodes if am_textured is on.
|
||||
// In case a sync critical game mode is started, also build GL nodes to avoid problems
|
||||
// if the different machines' am_textured setting differs.
|
||||
FNodeBuilder builder (leveldata, polyspots, anchors, BuildGLNodes);
|
||||
builder.Extract (level);
|
||||
endTime = I_msTime ();
|
||||
DPrintf (DMSG_NOTIFY, "BSP generation took %.3f sec (%d segs)\n", (endTime - startTime) * 0.001, level.segs.Size());
|
||||
FNodeBuilder builder(leveldata, polyspots, anchors, BuildGLNodes);
|
||||
builder.Extract(level);
|
||||
endTime = I_msTime();
|
||||
DPrintf(DMSG_NOTIFY, "BSP generation took %.3f sec (%d segs)\n", (endTime - startTime) * 0.001, level.segs.Size());
|
||||
oldvertextable = builder.GetOldVertexTable();
|
||||
reloop = true;
|
||||
}
|
||||
|
@ -3965,14 +3965,14 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
{
|
||||
BuildGLNodes = false;
|
||||
// Older ZDBSPs had problems with compressed sidedefs and assigned wrong sides to the segs if both sides were the same sidedef.
|
||||
for(auto &seg : level.segs)
|
||||
for (auto &seg : level.segs)
|
||||
{
|
||||
if (seg.backsector == seg.frontsector && seg.linedef)
|
||||
{
|
||||
double d1 = (seg.v1->fPos() - seg.linedef->v1->fPos()).LengthSquared();
|
||||
double d2 = (seg.v2->fPos() - seg.linedef->v1->fPos()).LengthSquared();
|
||||
|
||||
if (d2<d1) // backside
|
||||
if (d2 < d1) // backside
|
||||
{
|
||||
seg.sidedef = seg.linedef->sidedef[1];
|
||||
}
|
||||
|
@ -3999,22 +3999,22 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
}
|
||||
|
||||
// set the head node for gameplay purposes. If the separate gamenodes array is not empty, use that, otherwise use the render nodes.
|
||||
level.headgamenode = level.gamenodes.Size() > 0 ? &level.gamenodes[level.gamenodes.Size() - 1] : level.nodes.Size()? &level.nodes[level.nodes.Size() - 1] : nullptr;
|
||||
level.headgamenode = level.gamenodes.Size() > 0 ? &level.gamenodes[level.gamenodes.Size() - 1] : level.nodes.Size() ? &level.nodes[level.nodes.Size() - 1] : nullptr;
|
||||
|
||||
times[10].Clock();
|
||||
P_LoadBlockMap (map);
|
||||
P_LoadBlockMap(map);
|
||||
times[10].Unclock();
|
||||
|
||||
times[11].Clock();
|
||||
P_LoadReject (map, buildmap);
|
||||
P_LoadReject(map, buildmap);
|
||||
times[11].Unclock();
|
||||
|
||||
times[12].Clock();
|
||||
P_GroupLines (buildmap);
|
||||
P_GroupLines(buildmap);
|
||||
times[12].Unclock();
|
||||
|
||||
times[13].Clock();
|
||||
P_FloodZones ();
|
||||
P_FloodZones();
|
||||
times[13].Unclock();
|
||||
|
||||
if (hasglnodes)
|
||||
|
@ -4023,8 +4023,8 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
}
|
||||
|
||||
bodyqueslot = 0;
|
||||
// phares 8/10/98: Clear body queue so the corpses from previous games are
|
||||
// not assumed to be from this one.
|
||||
// phares 8/10/98: Clear body queue so the corpses from previous games are
|
||||
// not assumed to be from this one.
|
||||
|
||||
for (i = 0; i < BODYQUESIZE; i++)
|
||||
bodyque[i] = NULL;
|
||||
|
@ -4032,7 +4032,7 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
if (!buildmap)
|
||||
{
|
||||
// [RH] Spawn slope creating things first.
|
||||
P_SpawnSlopeMakers (&MapThingsConverted[0], &MapThingsConverted[MapThingsConverted.Size()], oldvertextable);
|
||||
P_SpawnSlopeMakers(&MapThingsConverted[0], &MapThingsConverted[MapThingsConverted.Size()], oldvertextable);
|
||||
P_CopySlopes();
|
||||
|
||||
// Spawn 3d floors - must be done before spawning things so it can't be done in P_SpawnSpecials
|
||||
|
@ -4050,7 +4050,7 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
|
||||
times[15].Clock();
|
||||
if (!map->HasBehavior && !map->isText)
|
||||
P_TranslateTeleportThings (); // [RH] Assign teleport destination TIDs
|
||||
P_TranslateTeleportThings(); // [RH] Assign teleport destination TIDs
|
||||
times[15].Unclock();
|
||||
}
|
||||
#if 0 // There is no such thing as a build map.
|
||||
|
@ -4058,7 +4058,7 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
{
|
||||
for (i = 0; i < numbuildthings; ++i)
|
||||
{
|
||||
SpawnMapThing (i, &buildthings[i], 0);
|
||||
SpawnMapThing(i, &buildthings[i], 0);
|
||||
}
|
||||
delete[] buildthings;
|
||||
}
|
||||
|
@ -4070,7 +4070,7 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
}
|
||||
|
||||
// set up world state
|
||||
P_SpawnSpecials ();
|
||||
P_SpawnSpecials();
|
||||
|
||||
// disable reflective planes on sloped sectors.
|
||||
for (auto &sec : level.sectors)
|
||||
|
@ -4090,8 +4090,8 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
P_InitHealthGroups();
|
||||
|
||||
times[16].Clock();
|
||||
if (reloop) P_LoopSidedefs (false);
|
||||
PO_Init (); // Initialize the polyobjs
|
||||
if (reloop) P_LoopSidedefs(false);
|
||||
PO_Init(); // Initialize the polyobjs
|
||||
if (!level.IsReentering())
|
||||
P_FinalizePortals(); // finalize line portals after polyobjects have been initialized. This info is needed for properly flagging them.
|
||||
times[16].Unclock();
|
||||
|
@ -4103,12 +4103,12 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
// if deathmatch, randomly spawn the active players
|
||||
if (deathmatch)
|
||||
{
|
||||
for (i=0 ; i<MAXPLAYERS ; i++)
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (playeringame[i])
|
||||
{
|
||||
players[i].mo = NULL;
|
||||
G_DeathMatchSpawnPlayer (i);
|
||||
G_DeathMatchSpawnPlayer(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4128,7 +4128,7 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
|
||||
// [SP] move unfriendly players around
|
||||
// horribly hacky - yes, this needs rewritten.
|
||||
if (level.deathmatchstarts.Size () > 0)
|
||||
if (level.deathmatchstarts.Size() > 0)
|
||||
{
|
||||
for (i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
|
@ -4137,7 +4137,7 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
if (!(players[i].mo->flags & MF_FRIENDLY))
|
||||
{
|
||||
AActor * oldSpawn = players[i].mo;
|
||||
G_DeathMatchSpawnPlayer (i);
|
||||
G_DeathMatchSpawnPlayer(i);
|
||||
oldSpawn->Destroy();
|
||||
}
|
||||
}
|
||||
|
@ -4151,11 +4151,11 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
TThinkerIterator<AActor> it;
|
||||
AActor * mo;
|
||||
|
||||
while ((mo=it.Next()))
|
||||
while ((mo = it.Next()))
|
||||
{
|
||||
if (mo->flags & MF_COUNTKILL)
|
||||
{
|
||||
if (mo->Sector->damageamount > 0 && (mo->Sector->Flags & (SECF_ENDGODMODE|SECF_ENDLEVEL)) == (SECF_ENDGODMODE|SECF_ENDLEVEL))
|
||||
if (mo->Sector->damageamount > 0 && (mo->Sector->Flags & (SECF_ENDGODMODE | SECF_ENDLEVEL)) == (SECF_ENDGODMODE | SECF_ENDLEVEL))
|
||||
{
|
||||
mo->ClearCounters();
|
||||
}
|
||||
|
@ -4171,20 +4171,20 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
R_OldBlend = 0xffffffff;
|
||||
|
||||
// [RH] Remove all particles
|
||||
P_ClearParticles ();
|
||||
P_ClearParticles();
|
||||
|
||||
times[17].Clock();
|
||||
// preload graphics and sounds
|
||||
if (precache)
|
||||
{
|
||||
P_PrecacheLevel ();
|
||||
S_PrecacheLevel ();
|
||||
P_PrecacheLevel();
|
||||
S_PrecacheLevel();
|
||||
}
|
||||
times[17].Unclock();
|
||||
|
||||
if (deathmatch)
|
||||
{
|
||||
AnnounceGameStart ();
|
||||
AnnounceGameStart();
|
||||
}
|
||||
|
||||
// This check was previously done at run time each time the heightsec was checked.
|
||||
|
@ -4204,12 +4204,12 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
}
|
||||
}
|
||||
|
||||
P_ResetSightCounters (true);
|
||||
P_ResetSightCounters(true);
|
||||
//Printf ("free memory: 0x%x\n", Z_FreeMemory());
|
||||
|
||||
if (showloadtimes)
|
||||
{
|
||||
Printf ("---Total load times---\n");
|
||||
Printf("---Total load times---\n");
|
||||
for (i = 0; i < 18; ++i)
|
||||
{
|
||||
static const char *timenames[] =
|
||||
|
@ -4233,7 +4233,7 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
"init polys",
|
||||
"precache"
|
||||
};
|
||||
Printf ("Time%3d:%9.4f ms (%s)\n", i, times[i].TimeMS(), timenames[i]);
|
||||
Printf("Time%3d:%9.4f ms (%s)\n", i, times[i].TimeMS(), timenames[i]);
|
||||
}
|
||||
}
|
||||
MapThingsConverted.Clear();
|
||||
|
@ -4249,10 +4249,22 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
|
|||
memcpy(&level.loadlines[0], &level.lines[0], level.lines.Size() * sizeof(level.lines[0]));
|
||||
level.loadsides.Resize(level.sides.Size());
|
||||
memcpy(&level.loadsides[0], &level.sides[0], level.sides.Size() * sizeof(level.sides[0]));
|
||||
|
||||
|
||||
for (auto i : { 29, 30 })
|
||||
{
|
||||
level.lines[i].sidedef[0]->SetSpecialColor(side_t::top, side_t::walltop, PalEntry(255, 255, 0));
|
||||
level.lines[i].sidedef[0]->SetSpecialColor(side_t::top, side_t::wallbottom, PalEntry(0, 255, 255));
|
||||
level.lines[i].sidedef[0]->SetSpecialColor(side_t::bottom, side_t::walltop, PalEntry(255, 0, 0));
|
||||
level.lines[i].sidedef[0]->SetSpecialColor(side_t::bottom, side_t::wallbottom, PalEntry(0, 0, 255));
|
||||
}
|
||||
level.lines[29].sidedef[0]->textures[side_t::top].flags = side_t::part::UseOwnColors;
|
||||
level.lines[30].sidedef[0]->textures[side_t::top].flags = side_t::part::UseOwnColors | side_t::part::ClampGradient;
|
||||
level.lines[29].sidedef[0]->textures[side_t::bottom].flags = side_t::part::UseOwnColors;
|
||||
level.lines[30].sidedef[0]->textures[side_t::bottom].flags = side_t::part::UseOwnColors | side_t::part::ClampGradient;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// P_Init
|
||||
//
|
||||
|
|
|
@ -1226,6 +1226,7 @@ public:
|
|||
{
|
||||
FName key = ParseKey();
|
||||
switch(key)
|
||||
|
||||
{
|
||||
case NAME_Offsetx:
|
||||
texOfs[0] = CheckInt(key);
|
||||
|
@ -1337,6 +1338,79 @@ public:
|
|||
Flag(sd->Flags, WALLF_NOAUTODECALS, key);
|
||||
continue;
|
||||
|
||||
case NAME_nogradient_top:
|
||||
Flag(sd->textures[side_t::top].flags, side_t::part::NoGradient, key);
|
||||
break;
|
||||
|
||||
case NAME_flipgradient_top:
|
||||
Flag(sd->textures[side_t::top].flags, side_t::part::FlipGradient, key);
|
||||
break;
|
||||
|
||||
case NAME_clampgradient_top:
|
||||
Flag(sd->textures[side_t::top].flags, side_t::part::ClampGradient, key);
|
||||
break;
|
||||
|
||||
case NAME_useowncolors_top:
|
||||
Flag(sd->textures[side_t::top].flags, side_t::part::UseOwnColors, key);
|
||||
break;
|
||||
|
||||
case NAME_uppercolor_top:
|
||||
sd->SetSpecialColor(side_t::top, 0, CheckInt(key));
|
||||
break;
|
||||
|
||||
case NAME_lowercolor_top:
|
||||
sd->SetSpecialColor(side_t::top, 1, CheckInt(key));
|
||||
break;
|
||||
|
||||
case NAME_nogradient_mid:
|
||||
Flag(sd->textures[side_t::mid].flags, side_t::part::NoGradient, key);
|
||||
break;
|
||||
|
||||
case NAME_flipgradient_mid:
|
||||
Flag(sd->textures[side_t::mid].flags, side_t::part::FlipGradient, key);
|
||||
break;
|
||||
|
||||
case NAME_clampgradient_mid:
|
||||
Flag(sd->textures[side_t::mid].flags, side_t::part::ClampGradient, key);
|
||||
break;
|
||||
|
||||
case NAME_useowncolors_mid:
|
||||
Flag(sd->textures[side_t::mid].flags, side_t::part::UseOwnColors, key);
|
||||
break;
|
||||
|
||||
case NAME_uppercolor_mid:
|
||||
sd->SetSpecialColor(side_t::mid, 0, CheckInt(key));
|
||||
break;
|
||||
|
||||
case NAME_lowercolor_mid:
|
||||
sd->SetSpecialColor(side_t::mid, 1, CheckInt(key));
|
||||
break;
|
||||
|
||||
case NAME_nogradient_bottom:
|
||||
Flag(sd->textures[side_t::bottom].flags, side_t::part::NoGradient, key);
|
||||
break;
|
||||
|
||||
case NAME_flipgradient_bottom:
|
||||
Flag(sd->textures[side_t::bottom].flags, side_t::part::FlipGradient, key);
|
||||
break;
|
||||
|
||||
case NAME_clampgradient_bottom:
|
||||
Flag(sd->textures[side_t::bottom].flags, side_t::part::ClampGradient, key);
|
||||
break;
|
||||
|
||||
case NAME_useowncolors_bottom:
|
||||
Flag(sd->textures[side_t::bottom].flags, side_t::part::UseOwnColors, key);
|
||||
break;
|
||||
|
||||
case NAME_uppercolor_bottom:
|
||||
sd->SetSpecialColor(side_t::bottom, 0, CheckInt(key));
|
||||
break;
|
||||
|
||||
case NAME_lowercolor_bottom:
|
||||
sd->SetSpecialColor(side_t::bottom, 1, CheckInt(key));
|
||||
break;
|
||||
|
||||
|
||||
default:
|
||||
break;
|
||||
|
||||
|
|
|
@ -88,7 +88,6 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, seg_t *line, sector_t
|
|||
wall.Line = line->linedef;
|
||||
wall.Side = line->sidedef;
|
||||
wall.LineSegLine = line->linedef;
|
||||
wall.Colormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
|
||||
wall.Masked = false;
|
||||
wall.SubsectorDepth = subsectorDepth;
|
||||
wall.StencilValue = stencilValue;
|
||||
|
@ -102,6 +101,7 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, seg_t *line, sector_t
|
|||
wall.TopTexZ = topTexZ;
|
||||
wall.BottomTexZ = bottomTexZ;
|
||||
wall.Wallpart = side_t::mid;
|
||||
wall.Colormap = GetColorTable(frontsector->Colormap, wall.Side->GetSpecialColor(wall.Wallpart, side_t::walltop, frontsector));
|
||||
wall.Texture = GetTexture(wall.Line, wall.Side, side_t::mid);
|
||||
wall.Polyportal = polyportal;
|
||||
wall.Render(thread);
|
||||
|
@ -140,6 +140,7 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, seg_t *line, sector_t
|
|||
wall.TopTexZ = topTexZ;
|
||||
wall.BottomTexZ = MIN(MIN(backceilz1, frontceilz1), MIN(backceilz2, frontceilz2));
|
||||
wall.Wallpart = side_t::top;
|
||||
wall.Colormap = GetColorTable(frontsector->Colormap, wall.Side->GetSpecialColor(wall.Wallpart, side_t::walltop, frontsector));
|
||||
wall.Texture = GetTexture(wall.Line, wall.Side, side_t::top);
|
||||
wall.Render(thread);
|
||||
}
|
||||
|
@ -152,6 +153,7 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, seg_t *line, sector_t
|
|||
wall.UnpeggedCeil1 = topceilz1;
|
||||
wall.UnpeggedCeil2 = topceilz2;
|
||||
wall.Wallpart = side_t::bottom;
|
||||
wall.Colormap = GetColorTable(frontsector->Colormap, wall.Side->GetSpecialColor(wall.Wallpart, side_t::walltop, frontsector));
|
||||
wall.Texture = GetTexture(wall.Line, wall.Side, side_t::bottom);
|
||||
wall.Render(thread);
|
||||
}
|
||||
|
@ -162,6 +164,7 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, seg_t *line, sector_t
|
|||
wall.TopTexZ = MAX(middleceilz1, middleceilz2);
|
||||
wall.BottomTexZ = MIN(middlefloorz1, middlefloorz2);
|
||||
wall.Wallpart = side_t::mid;
|
||||
wall.Colormap = GetColorTable(frontsector->Colormap, wall.Side->GetSpecialColor(wall.Wallpart, side_t::walltop, frontsector));
|
||||
wall.Texture = GetTexture(wall.Line, wall.Side, side_t::mid);
|
||||
wall.Masked = true;
|
||||
wall.Additive = !!(wall.Line->flags & ML_ADDTRANS);
|
||||
|
@ -212,7 +215,6 @@ void RenderPolyWall::Render3DFloorLine(PolyRenderThread *thread, seg_t *line, se
|
|||
wall.LineSegLine = line->linedef;
|
||||
wall.Line = fakeFloor->master;
|
||||
wall.Side = fakeFloor->master->sidedef[0];
|
||||
wall.Colormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
|
||||
wall.SectorLightLevel = frontsector->lightlevel;
|
||||
wall.Additive = !!(fakeFloor->flags & FF_ADDITIVETRANS);
|
||||
if (!wall.Additive && fakeFloor->alpha == 255)
|
||||
|
@ -231,6 +233,7 @@ void RenderPolyWall::Render3DFloorLine(PolyRenderThread *thread, seg_t *line, se
|
|||
wall.TopTexZ = topTexZ;
|
||||
wall.BottomTexZ = bottomTexZ;
|
||||
wall.Wallpart = side_t::mid;
|
||||
wall.Colormap = GetColorTable(frontsector->Colormap, wall.Side->GetSpecialColor(wall.Wallpart, side_t::walltop, frontsector));
|
||||
if (fakeFloor->flags & FF_UPPERTEXTURE)
|
||||
wall.Texture = GetTexture(line->linedef, line->sidedef, side_t::top);
|
||||
else if (fakeFloor->flags & FF_LOWERTEXTURE)
|
||||
|
|
54
src/r_defs.h
54
src/r_defs.h
|
@ -325,7 +325,7 @@ public:
|
|||
return !normal.XY().isZero();
|
||||
}
|
||||
|
||||
DVector3 Normal() const
|
||||
const DVector3 &Normal() const
|
||||
{
|
||||
return normal;
|
||||
}
|
||||
|
@ -645,8 +645,6 @@ public:
|
|||
void SetColor(int r, int g, int b, int desat);
|
||||
void SetFade(int r, int g, int b);
|
||||
void SetFogDensity(int dens);
|
||||
void SetSpecialColor(int num, int r, int g, int b);
|
||||
void SetSpecialColor(int num, PalEntry rgb);
|
||||
void ClosestPoint(const DVector2 &pos, DVector2 &out) const;
|
||||
int GetFloorLight () const;
|
||||
int GetCeilingLight () const;
|
||||
|
@ -914,6 +912,17 @@ public:
|
|||
Flags &= ~SECF_SPECIALFLAGS;
|
||||
}
|
||||
|
||||
void SetSpecialColor(int slot, int r, int g, int b)
|
||||
{
|
||||
SpecialColors[slot] = PalEntry(255, r, g, b);
|
||||
}
|
||||
|
||||
void SetSpecialColor(int slot, PalEntry rgb)
|
||||
{
|
||||
rgb.a = 255;
|
||||
SpecialColors[slot] = rgb;
|
||||
}
|
||||
|
||||
inline bool PortalBlocksView(int plane);
|
||||
inline bool PortalBlocksSight(int plane);
|
||||
inline bool PortalBlocksMovement(int plane);
|
||||
|
@ -1149,16 +1158,31 @@ struct side_t
|
|||
{
|
||||
top=0,
|
||||
mid=1,
|
||||
bottom=2
|
||||
bottom=2,
|
||||
none = 1, // this is just for clarification in a mapping table
|
||||
};
|
||||
enum EColorSlot
|
||||
{
|
||||
walltop = 0,
|
||||
wallbottom = 1,
|
||||
};
|
||||
struct part
|
||||
{
|
||||
enum EPartFlags
|
||||
{
|
||||
NoGradient = 1,
|
||||
FlipGradient = 2,
|
||||
ClampGradient = 4,
|
||||
UseOwnColors = 8,
|
||||
};
|
||||
double xOffset;
|
||||
double yOffset;
|
||||
double xScale;
|
||||
double yScale;
|
||||
TObjPtr<DInterpolation*> interpolation;
|
||||
FTextureID texture;
|
||||
int flags;
|
||||
PalEntry SpecialColors[2];
|
||||
|
||||
void InitFrom(const part &other)
|
||||
{
|
||||
|
@ -1281,6 +1305,28 @@ struct side_t
|
|||
textures[which].yScale *= delta;
|
||||
}
|
||||
|
||||
void SetSpecialColor(int which, int slot, int r, int g, int b)
|
||||
{
|
||||
textures[which].SpecialColors[slot] = PalEntry(255, r, g, b);
|
||||
}
|
||||
|
||||
void SetSpecialColor(int which, int slot, PalEntry rgb)
|
||||
{
|
||||
rgb.a = 255;
|
||||
textures[which].SpecialColors[slot] = rgb;
|
||||
}
|
||||
|
||||
// Note that the sector being passed in here may not be the actual sector this sidedef belongs to
|
||||
// (either for polyobjects or FakeFlat'ed temporaries.)
|
||||
PalEntry GetSpecialColor(int which, int slot, sector_t *frontsector) const
|
||||
{
|
||||
auto &part = textures[which];
|
||||
if (part.flags & part::NoGradient) slot = 0;
|
||||
if (part.flags & part::FlipGradient) slot ^= 1;
|
||||
return (part.flags & part::UseOwnColors) ? part.SpecialColors[slot] : frontsector->SpecialColors[sector_t::walltop + slot];
|
||||
}
|
||||
|
||||
|
||||
DInterpolation *SetInterpolation(int position);
|
||||
void StopInterpolation(int position);
|
||||
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
in vec4 pixelpos;
|
||||
in vec3 glowdist;
|
||||
in vec3 gradientdist;
|
||||
|
||||
in vec4 vWorldNormal;
|
||||
in vec4 vEyeNormal;
|
||||
|
@ -90,7 +91,7 @@ vec4 getTexel(vec2 st)
|
|||
break;
|
||||
}
|
||||
if (uObjectColor2.a == 0.0) texel *= uObjectColor;
|
||||
else texel *= mix(uObjectColor, uObjectColor2, glowdist.z);
|
||||
else texel *= mix(uObjectColor, uObjectColor2, gradientdist.z);
|
||||
|
||||
return desaturate(texel);
|
||||
}
|
||||
|
|
|
@ -7,6 +7,7 @@ in vec4 aVertex2;
|
|||
in vec4 aNormal;
|
||||
out vec4 pixelpos;
|
||||
out vec3 glowdist;
|
||||
out vec3 gradientdist;
|
||||
|
||||
out vec4 vWorldNormal;
|
||||
out vec4 vEyeNormal;
|
||||
|
@ -50,16 +51,28 @@ void main()
|
|||
pixelpos.xyz = worldcoord.xyz;
|
||||
pixelpos.w = -eyeCoordPos.z/eyeCoordPos.w;
|
||||
|
||||
float topatpoint = -((uGlowTopPlane.w + uGlowTopPlane.x * worldcoord.x + uGlowTopPlane.y * worldcoord.z) * uGlowTopPlane.z);
|
||||
float bottomatpoint = -((uGlowBottomPlane.w + uGlowBottomPlane.x * worldcoord.x + uGlowBottomPlane.y * worldcoord.z) * uGlowBottomPlane.z);
|
||||
glowdist.x = topatpoint - worldcoord.y;
|
||||
glowdist.y = worldcoord.y - bottomatpoint;
|
||||
glowdist.z = clamp(glowdist.x / (topatpoint - bottomatpoint), 0.0, 1.0);
|
||||
if (uGlowTopColor.a > 0 || uGlowBottomColor.a > 0)
|
||||
{
|
||||
float topatpoint = (uGlowTopPlane.w + uGlowTopPlane.x * worldcoord.x + uGlowTopPlane.y * worldcoord.z) * uGlowTopPlane.z;
|
||||
float bottomatpoint = (uGlowBottomPlane.w + uGlowBottomPlane.x * worldcoord.x + uGlowBottomPlane.y * worldcoord.z) * uGlowBottomPlane.z;
|
||||
glowdist.x = topatpoint - worldcoord.y;
|
||||
glowdist.y = worldcoord.y - bottomatpoint;
|
||||
glowdist.z = clamp(glowdist.x / (topatpoint - bottomatpoint), 0.0, 1.0);
|
||||
}
|
||||
|
||||
if (uObjectColor2.a != 0)
|
||||
{
|
||||
float topatpoint = (uGradientTopPlane.w + uGradientTopPlane.x * worldcoord.x + uGradientTopPlane.y * worldcoord.z) * uGradientTopPlane.z;
|
||||
float bottomatpoint = (uGradientBottomPlane.w + uGradientBottomPlane.x * worldcoord.x + uGradientBottomPlane.y * worldcoord.z) * uGradientBottomPlane.z;
|
||||
gradientdist.x = topatpoint - worldcoord.y;
|
||||
gradientdist.y = worldcoord.y - bottomatpoint;
|
||||
gradientdist.z = clamp(gradientdist.x / (topatpoint - bottomatpoint), 0.0, 1.0);
|
||||
}
|
||||
|
||||
if (uSplitBottomPlane.z != 0.0)
|
||||
{
|
||||
gl_ClipDistance[3] = -((uSplitTopPlane.w + uSplitTopPlane.x * worldcoord.x + uSplitTopPlane.y * worldcoord.z) * uSplitTopPlane.z) - worldcoord.y;
|
||||
gl_ClipDistance[4] = worldcoord.y + ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z);
|
||||
gl_ClipDistance[3] = ((uSplitTopPlane.w + uSplitTopPlane.x * worldcoord.x + uSplitTopPlane.y * worldcoord.z) * uSplitTopPlane.z) - worldcoord.y;
|
||||
gl_ClipDistance[4] = worldcoord.y - ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z);
|
||||
}
|
||||
|
||||
vWorldNormal = NormalModelMatrix * vec4(normalize(aNormal.xyz), 1.0);
|
||||
|
|
Loading…
Reference in a new issue