- added automatic brightmaps.

Everything in the brightmaps/auto directory will automatically be assigned to the same-named texture.
This commit is contained in:
Christoph Oelckers 2017-03-29 23:13:11 +02:00
parent 7011010ff2
commit bde73fc530
2 changed files with 31 additions and 0 deletions

View file

@ -69,6 +69,7 @@ CUSTOM_CVAR(Bool, gl_notexturefill, false, 0)
void gl_CreateSections();
void AddAutoBrightmaps();
//-----------------------------------------------------------------------------
//
@ -364,6 +365,7 @@ void gl_RecalcVertexHeights(vertex_t * v)
void gl_InitData()
{
AdjustSpriteOffsets();
AddAutoBrightmaps();
}
//==========================================================================

View file

@ -665,11 +665,13 @@ void gl_ParseBrightmap(FScanner &sc, int deflump)
if (bmtex != NULL)
{
/* I do not think this is needed any longer
if (tex->bWarped != 0)
{
Printf("Cannot combine warping with brightmap on texture '%s'\n", tex->Name.GetChars());
return;
}
*/
bmtex->bMasked = false;
tex->gl_info.Brightmap = bmtex;
@ -677,6 +679,33 @@ void gl_ParseBrightmap(FScanner &sc, int deflump)
tex->gl_info.bDisableFullbright = disable_fullbright;
}
//==========================================================================
//
//
//
//==========================================================================
void AddAutoBrightmaps()
{
int num = Wads.GetNumLumps();
for (unsigned i = 0; i < num; i++)
{
const char *name = Wads.GetLumpFullName(i);
if (strstr(name, "brightmaps/auto/") == name)
{
TArray<FTextureID> list;
FString texname = ExtractFileBase(name, false);
TexMan.ListTextures(texname, list);
auto bmtex = TexMan.FindTexture(name, FTexture::TEX_Any, FTextureManager::TEXMAN_TryAny);
for (auto texid : list)
{
bmtex->bMasked = false;
TexMan[texid]->gl_info.Brightmap = bmtex;
}
}
}
}
//==========================================================================
//
// Parses a GLBoom+ detail texture definition