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Added ADDLIGHTLEVEL to add the sector light level to an actor's own defined light level, if desired.
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9ef202db26
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4 changed files with 23 additions and 3 deletions
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@ -427,6 +427,7 @@ enum ActorFlag8
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MF8_SEEFRIENDLYMONSTERS = 0X08000000, // [inkoalawetrust] Hostile monster can see friendly monsters.
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MF8_SEEFRIENDLYMONSTERS = 0X08000000, // [inkoalawetrust] Hostile monster can see friendly monsters.
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MF8_CROSSLINECHECK = 0x10000000, // [MC]Enables CanCrossLine virtual
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MF8_CROSSLINECHECK = 0x10000000, // [MC]Enables CanCrossLine virtual
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MF8_MASTERNOSEE = 0x20000000, // Don't show object in first person if their master is the current camera.
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MF8_MASTERNOSEE = 0x20000000, // Don't show object in first person if their master is the current camera.
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MF8_ADDLIGHTLEVEL = 0x40000000, // [MC] Actor light level is additive with sector.
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};
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};
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// --- mobj.renderflags ---
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// --- mobj.renderflags ---
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@ -997,7 +997,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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// light calculation
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// light calculation
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bool enhancedvision = false;
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bool enhancedvision = false;
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bool UseActorLight = (thing->LightLevel > -1);
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const bool UseActorLight = (thing->LightLevel > -1);
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// allow disabling of the fullbright flag by a brightmap definition
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// allow disabling of the fullbright flag by a brightmap definition
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// (e.g. to do the gun flashes of Doom's zombies correctly.
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// (e.g. to do the gun flashes of Doom's zombies correctly.
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@ -1006,12 +1006,22 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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if (fullbright) lightlevel = 255;
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if (fullbright) lightlevel = 255;
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else if (UseActorLight)
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else if (UseActorLight)
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lightlevel = thing->LightLevel;
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{
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int newlevel = thing->LightLevel;
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if (thing->flags8 & MF8_ADDLIGHTLEVEL)
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{
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newlevel += hw_ClampLight(rendersector->GetTexture(sector_t::ceiling) == skyflatnum ?
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rendersector->GetCeilingLight() : rendersector->GetFloorLight());
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newlevel = clamp(newlevel, 0, 255);
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}
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lightlevel = newlevel;
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}
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else
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else
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lightlevel = hw_ClampLight(rendersector->GetTexture(sector_t::ceiling) == skyflatnum ?
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lightlevel = hw_ClampLight(rendersector->GetTexture(sector_t::ceiling) == skyflatnum ?
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rendersector->GetCeilingLight() : rendersector->GetFloorLight());
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rendersector->GetCeilingLight() : rendersector->GetFloorLight());
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foglevel = (uint8_t)clamp<short>((UseActorLight) ? thing->LightLevel : rendersector->lightlevel, 0, 255);
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foglevel = (uint8_t)clamp<short>((UseActorLight) ? lightlevel : rendersector->lightlevel, 0, 255);
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lightlevel = rendersector->CheckSpriteGlow(lightlevel, thingpos);
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lightlevel = rendersector->CheckSpriteGlow(lightlevel, thingpos);
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@ -956,7 +956,15 @@ namespace swrenderer
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thingColormap = GetSpriteColorTable(thing->Sector->Colormap, thing->Sector->SpecialColors[sector_t::sprites], nc);
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thingColormap = GetSpriteColorTable(thing->Sector->Colormap, thing->Sector->SpecialColors[sector_t::sprites], nc);
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}
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}
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if (thing->LightLevel > -1)
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if (thing->LightLevel > -1)
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{
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thinglightlevel = thing->LightLevel;
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thinglightlevel = thing->LightLevel;
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if (thing->flags8 & MF8_ADDLIGHTLEVEL)
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{
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thinglightlevel += thing->Sector->GetTexture(sector_t::ceiling) == skyflatnum ? thing->Sector->GetCeilingLight() : thing->Sector->GetFloorLight();
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thinglightlevel = clamp(thinglightlevel, 0, 255);
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}
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}
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if ((sprite.renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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if ((sprite.renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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{
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{
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RenderWallSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, thinglightlevel, foggy, thingColormap);
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RenderWallSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, thinglightlevel, foggy, thingColormap);
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@ -342,6 +342,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF8, SEEFRIENDLYMONSTERS, AActor, flags8),
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DEFINE_FLAG(MF8, SEEFRIENDLYMONSTERS, AActor, flags8),
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DEFINE_FLAG(MF8, CROSSLINECHECK, AActor, flags8),
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DEFINE_FLAG(MF8, CROSSLINECHECK, AActor, flags8),
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DEFINE_FLAG(MF8, MASTERNOSEE, AActor, flags8),
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DEFINE_FLAG(MF8, MASTERNOSEE, AActor, flags8),
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DEFINE_FLAG(MF8, ADDLIGHTLEVEL, AActor, flags8),
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// Effect flags
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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