- 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:
Christoph Oelckers 2018-11-11 16:04:05 +01:00 committed by drfrag666
parent e00db66432
commit 8368331481
15 changed files with 390 additions and 135 deletions

View file

@ -154,31 +154,52 @@ Note: All <bool> fields default to false unless mentioned otherwise.
sidedef
{
scalex_top = <float>; // X scale for upper texture, Default = 1.0.
scaley_top = <float>; // y scale for upper texture, Default = 1.0.
scalex_mid = <float>; // X scale for mid texture, Default = 1.0.
scaley_mid = <float>; // y scale for mid texture, Default = 1.0.
scalex_bottom = <float>; // X scale for lower texture, Default = 1.0.
scaley_bottom = <float>; // y scale for lower texture, Default = 1.0.
offsetx_top = <float>; // X offset for upper texture, Default = 0.0.
offsety_top = <float>; // y offset for upper texture, Default = 0.0.
offsetx_mid = <float>; // X offset for mid texture, Default = 0.0.
offsety_mid = <float>; // y offset for mid texture, Default = 0.0.
offsetx_bottom = <float>; // X offset for lower texture, Default = 0.0.
offsety_bottom = <float>; // y offset for lower texture, Default = 0.0.
// When global texture offsets are used they will
// be added on top of these values.
light = <integer>; // This side's light level. Default is 0.
lightabsolute = <bool>; // true = 'light' is an absolute value. Default is
// relative to the owning sector's light level.
lightfog = <bool>; // true = This side's relative lighting is used even in
// foggy sectors. Default is to disable relative
// lighting in foggy sectors.
nofakecontrast = <bool>; // Disables use of fake contrast on this sidedef.
smoothlighting = <bool>; // Use smooth fake contrast.
clipmidtex = <bool>; // Side's mid textures are clipped to floor and ceiling.
wrapmidtex = <bool>; // Side's mid textures are wrapped.
nodecals = <bool>; // Disables decals on the sidedef.
scalex_top = <float>; // X scale for upper texture, Default = 1.0.
scaley_top = <float>; // y scale for upper texture, Default = 1.0.
scalex_mid = <float>; // X scale for mid texture, Default = 1.0.
scaley_mid = <float>; // y scale for mid texture, Default = 1.0.
scalex_bottom = <float>; // X scale for lower texture, Default = 1.0.
scaley_bottom = <float>; // y scale for lower texture, Default = 1.0.
offsetx_top = <float>; // X offset for upper texture, Default = 0.0.
offsety_top = <float>; // y offset for upper texture, Default = 0.0.
offsetx_mid = <float>; // X offset for mid texture, Default = 0.0.
offsety_mid = <float>; // y offset for mid texture, Default = 0.0.
offsetx_bottom = <float>; // X offset for lower texture, Default = 0.0.
offsety_bottom = <float>; // y offset for lower texture, Default = 0.0.
// When global texture offsets are used they will
// be added on top of these values.
light = <integer>; // This side's light level. Default is 0.
lightabsolute = <bool>; // true = 'light' is an absolute value. Default is
// relative to the owning sector's light level.
lightfog = <bool>; // true = This side's relative lighting is used even in
// foggy sectors. Default is to disable relative
// lighting in foggy sectors.
nofakecontrast = <bool>; // Disables use of fake contrast on this sidedef.
smoothlighting = <bool>; // Use smooth fake contrast.
clipmidtex = <bool>; // Side's mid textures are clipped to floor and ceiling.
wrapmidtex = <bool>; // Side's mid textures are wrapped.
nodecals = <bool>; // Disables decals on the sidedef.
nogradient_top = <bool>; // disables color gradient on upper tier. (Hardware rendering only.)
flipgradient_top = <bool>; // flips gradient colors on upper tier. (Hardware rendering only.)
clampgradient_top = <bool>; // clamps gradient on upper tier to actual bounds (default is the entire front sector height, hardware rendering only.)
useowncolors_top = <bool>; // Set to 1 to use the colors set in the sidedef. Default is using the colors from the owning sector.
uppercolor_top = <int>; // Material color of the top of the upper tier.
lowercolor_top = <int>; // Material color of the bottom of the upper tier. (Hardware rendering only.)
nogradient_mid = <bool>; // disables color gradient on middle tier. (Hardware rendering only.)
flipgradient_mid = <bool>; // flips gradient colors on middle tier. (Hardware rendering only.)
clampgradient_mid = <bool>; // clamps gradient on middle tier to actual bounds (default is the entire front sector height, hardware rendering only.)
useowncolors_mid = <bool>; // Set to 1 to use the colors set in the sidedef. Default is using the colors from the owning sector.
uppercolor_mid = <int>; // Material color of the top of the middle tier.
lowercolor_mid = <int>; // Material color of the bottom of the middle tier. (Hardware rendering only.)
nogradient_bottom = <bool>; // disables color gradient on lower tier. (Hardware rendering only.)
flipgradient_bottom = <bool>; // flips gradient colors on lower tier. (Hardware rendering only.)
clampgradient_bottom = <bool>;// clamps gradient on lower tier to actual bounds (default is the entire front sector height, hardware rendering only.)
useowncolors_bottom = <bool>; // Set to 1 to use the colors set in the sidedef. Default is using the colors from the owning sector.
uppercolor_bottom = <int>; // Material color of the top of the lower tier.
lowercolor_bottom = <int>; // Material color of the bottom of the lower tier. (Hardware rendering only.)
}
sector

View file

@ -68,7 +68,7 @@ static void matrixToGL(const VSMatrix &mat, int loc)
void FRenderState::Reset()
{
mTextureEnabled = true;
mClipLineEnabled = mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
mClipLineEnabled = mSplitEnabled = mGradientEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
mColorMask[0] = mColorMask[1] = mColorMask[2] = mColorMask[3] = true;
currentColorMask[0] = currentColorMask[1] = currentColorMask[2] = currentColorMask[3] = true;
mFogColor.d = -1;
@ -109,6 +109,8 @@ void FRenderState::Reset()
mGlowBottom.Set(0.0f, 0.0f, 0.0f, 0.0f);
mGlowTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mGlowBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mGradientTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mGradientBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mSplitTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mSplitBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mClipLine.Set(0.0f, 0.0f, 0.0f, 0.0f);

View file

@ -75,6 +75,7 @@ class FRenderState
bool mTextureEnabled;
bool mFogEnabled;
bool mGlowEnabled;
bool mGradientEnabled;
bool mSplitEnabled;
bool mClipLineEnabled;
bool mBrightmapEnabled;
@ -103,6 +104,7 @@ class FRenderState
FStateVec4 mCameraPos;
FStateVec4 mGlowTop, mGlowBottom;
FStateVec4 mGlowTopPlane, mGlowBottomPlane;
FStateVec4 mGradientTopPlane, mGradientBottomPlane;
FStateVec4 mSplitTopPlane, mSplitBottomPlane;
FStateVec4 mClipLine;
PalEntry mFogColor;
@ -285,6 +287,11 @@ public:
mGlowEnabled = on;
}
void EnableGradient(bool on)
{
mGradientEnabled = on;
}
void EnableSplit(bool on)
{
if (!(gl.flags & RFL_NO_CLIP_PLANES))
@ -369,6 +376,14 @@ public:
mGlowBottomPlane.Set(bn.X, bn.Y, 1. / bn.Z, bottom.fD());
}
void SetGradientPlanes(const secplane_t &top, const secplane_t &bottom)
{
DVector3 tn = top.Normal();
DVector3 bn = bottom.Normal();
mGradientTopPlane.Set(tn.X, tn.Y, 1. / tn.Z, top.fD());
mGradientBottomPlane.Set(bn.X, bn.Y, 1. / bn.Z, bottom.fD());
}
void SetSplitPlanes(const secplane_t &top, const secplane_t &bottom)
{
DVector3 tn = top.Normal();

View file

@ -324,6 +324,20 @@ void GLWall::RenderMirrorSurface()
//
//==========================================================================
static const uint8_t renderwalltotier[] =
{
side_t::none,
side_t::top,
side_t::mid,
side_t::mid,
side_t::bottom,
side_t::none,
side_t::none,
side_t::mid,
side_t::none,
side_t::mid,
};
void GLWall::RenderTextured(int rflags)
{
int tmode = gl_RenderState.GetTextureMode();
@ -333,8 +347,8 @@ void GLWall::RenderTextured(int rflags)
{
gl_RenderState.EnableGlow(true);
gl_RenderState.SetGlowParams(topglowcolor, bottomglowcolor);
gl_RenderState.SetGlowPlanes(frontsector->ceilingplane, frontsector->floorplane);
}
gl_RenderState.SetGlowPlanes(frontsector->ceilingplane, frontsector->floorplane);
gl_RenderState.SetMaterial(gltexture, flags & 3, 0, -1, false);
if (type == RENDERWALL_M2SNF)
@ -345,11 +359,44 @@ void GLWall::RenderTextured(int rflags)
}
mDrawer->SetFog(255, 0, NULL, false);
}
gl_RenderState.SetObjectColor(seg->frontsector->SpecialColors[sector_t::walltop] | 0xff000000);
gl_RenderState.SetObjectColor2(seg->frontsector->SpecialColors[sector_t::wallbottom] | 0xff000000);
if (type != RENDERWALL_COLOR)
{
auto side = seg->sidedef;
auto tierndx = renderwalltotier[type];
auto &tier = side->textures[tierndx];
PalEntry color1 = side->GetSpecialColor(tierndx, side_t::walltop, frontsector);
PalEntry color2 = side->GetSpecialColor(tierndx, side_t::wallbottom, frontsector);
gl_RenderState.SetObjectColor(color1);
gl_RenderState.SetObjectColor2(color2);
if (color1 != color2)
{
// Do gradient setup only if there actually is a gradient.
gl_RenderState.EnableGradient(true);
if ((tier.flags & side_t::part::ClampGradient) && backsector)
{
if (tierndx == side_t::top)
{
gl_RenderState.SetGradientPlanes(frontsector->ceilingplane, backsector->ceilingplane);
}
else if (tierndx == side_t::mid)
{
gl_RenderState.SetGradientPlanes(backsector->ceilingplane, backsector->floorplane);
}
else // side_t::bottom:
{
gl_RenderState.SetGradientPlanes(backsector->floorplane, frontsector->floorplane);
}
}
else
{
gl_RenderState.SetGradientPlanes(frontsector->ceilingplane, frontsector->floorplane);
}
}
}
float absalpha = fabsf(alpha);
if (lightlist == NULL)
if (lightlist == nullptr)
{
if (type != RENDERWALL_M2SNF) mDrawer->SetFog(lightlevel, rel, &Colormap, RenderStyle == STYLE_Add);
mDrawer->SetColor(lightlevel, rel, Colormap, absalpha);
@ -368,7 +415,7 @@ void GLWall::RenderTextured(int rflags)
if (low1 < ztop[0] || low2 < ztop[1])
{
int thisll = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
int thisll = (*lightlist)[i].caster != nullptr ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
FColormap thiscm;
thiscm.FadeColor = Colormap.FadeColor;
thiscm.FogDensity = Colormap.FogDensity;
@ -387,6 +434,7 @@ void GLWall::RenderTextured(int rflags)
gl_RenderState.SetObjectColor2(0);
gl_RenderState.SetTextureMode(tmode);
gl_RenderState.EnableGlow(false);
gl_RenderState.EnableGradient(false);
}
//==========================================================================

View file

@ -173,6 +173,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
i_data += "uniform vec4 uGlowBottomPlane;\n";
i_data += "uniform vec4 uGlowBottomColor;\n";
i_data += "uniform vec4 uGradientTopPlane;\n";
i_data += "uniform vec4 uGradientBottomPlane;\n";
i_data += "uniform vec4 uSplitTopPlane;\n";
i_data += "uniform vec4 uSplitBottomPlane;\n";
@ -461,6 +464,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
muGlowTopColor.Init(hShader, "uGlowTopColor");
muGlowBottomPlane.Init(hShader, "uGlowBottomPlane");
muGlowTopPlane.Init(hShader, "uGlowTopPlane");
muGradientBottomPlane.Init(hShader, "uGradientBottomPlane");
muGradientTopPlane.Init(hShader, "uGradientTopPlane");
muSplitBottomPlane.Init(hShader, "uSplitBottomPlane");
muSplitTopPlane.Init(hShader, "uSplitTopPlane");
muClipLine.Init(hShader, "uClipLine");

View file

@ -277,6 +277,8 @@ class FShader
FUniform4f muGlowTopColor;
FUniform4f muGlowBottomPlane;
FUniform4f muGlowTopPlane;
FUniform4f muGradientBottomPlane;
FUniform4f muGradientTopPlane;
FUniform4f muSplitBottomPlane;
FUniform4f muSplitTopPlane;
FUniform4f muClipLine;
@ -303,6 +305,7 @@ public:
int fakevb_index;
private:
int currentglowstate = 0;
int currentgradientstate = 0;
int currentsplitstate = 0;
int currentcliplinestate = 0;
int currentfixedcolormap = 0;

View file

@ -630,6 +630,26 @@ xx(hidden)
xx(blocksight)
xx(blockhitscan)
xx(nogradient_top)
xx(flipgradient_top)
xx(clampgradient_top)
xx(useowncolors_top)
xx(uppercolor_top)
xx(lowercolor_top)
xx(nogradient_mid)
xx(flipgradient_mid)
xx(clampgradient_mid)
xx(useowncolors_mid)
xx(uppercolor_mid)
xx(lowercolor_mid)
xx(nogradient_bottom)
xx(flipgradient_bottom)
xx(clampgradient_bottom)
xx(useowncolors_bottom)
xx(uppercolor_bottom)
xx(lowercolor_bottom)
xx(Renderstyle)
xx(ceilingplane_a)

View file

@ -113,6 +113,9 @@ FSerializer &Serialize(FSerializer &arc, const char *key, side_t::part &part, si
("yscale", part.yScale, def->yScale)
("texture", part.texture, def->texture)
("interpolation", part.interpolation)
("flags", part.flags, def->flags)
("color1", part.SpecialColors[0], def->SpecialColors[0])
("color2", part.SpecialColors[1], def->SpecialColors[1])
.EndObject();
}
return arc;

View file

@ -879,17 +879,6 @@ DEFINE_ACTION_FUNCTION(_Sector, SetFade)
//
//=====================================================================================
void sector_t::SetSpecialColor(int slot, int r, int g, int b)
{
SpecialColors[slot] = PalEntry(255, r, g, b);
}
void sector_t::SetSpecialColor(int slot, PalEntry rgb)
{
rgb.a = 255;
SpecialColors[slot] = rgb;
}
DEFINE_ACTION_FUNCTION(_Sector, SetSpecialColor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);

View file

@ -3608,7 +3608,7 @@ void P_FreeExtraLevelData()
//
//===========================================================================
void P_SetupLevel (const char *lumpname, int position, bool newGame)
void P_SetupLevel(const char *lumpname, int position, bool newGame)
{
cycle_t times[20];
#if 0
@ -3638,7 +3638,7 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
level.SetMusicVolume(level.MusicVolume);
for (i = 0; i < MAXPLAYERS; ++i)
{
players[i].killcount = players[i].secretcount
players[i].killcount = players[i].secretcount
= players[i].itemcount = 0;
}
}
@ -3659,16 +3659,16 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
translationtables[TRANSLATION_LevelScripted].Clear();
// Initial height of PointOfView will be set by player think.
players[consoleplayer].viewz = NO_VALUE;
players[consoleplayer].viewz = NO_VALUE;
// Make sure all sounds are stopped before Z_FreeTags.
S_Start ();
S_Start();
// [RH] clear out the mid-screen message
C_MidPrint (NULL, NULL);
C_MidPrint(NULL, NULL);
// Free all level data from the previous map
P_FreeLevelData ();
P_FreeLevelData();
MapData *map = P_OpenMapData(lumpname, true);
if (map == NULL)
@ -3700,7 +3700,7 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
uint8_t *mapdata = new uint8_t[map->Size(0)];
map->Read(0, mapdata);
times[0].Clock();
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
//

View file

@ -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;

View file

@ -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)

View file

@ -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);

View file

@ -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);
}

View file

@ -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);