Merge remote-tracking branch 'gz/master' into thereisnospoon

This commit is contained in:
ZZYZX 2017-01-29 01:01:28 +02:00
commit 9a54a5affe
36 changed files with 195 additions and 59 deletions

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@ -216,13 +216,20 @@ Note: All <bool> fields default to false unless mentioned otherwise.
ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)
ceiling_reflect = <float>; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors)
floorglowcolor = <integer>; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing.
floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow.
ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing.
ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow.
fogdensity = <integer>; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510,
// 0 meaning that the default is to be used, 2 equalling the density of a light level of 250, and 255 equalling the density of
// a light level of 0.
// a light level of 0. (OpenGL only)
floorglowcolor = <integer>; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
color_floor = <int>; // Material color of sector's floor (OpenGL only, dynamic lighting only works properly in OpenGL 3.x and later) Default is white (0xffffff)
color_ceiling = <int>; // Material color of sector's ceiling (OpenGL only, dynamic lighting only works properly in OpenGL 3.x and later) Default is white (0xffffff)
color_walltop = <int>; // Material color of top of sector's sidedefs (OpenGL only, dynamic lighting only works properly in OpenGL 3.x and later,
in OpenGL 2.x this will define the entire wall's color) Default is white (0xffffff)
color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff)
color_sprites = <int>; // Material color of sprites in sector (OpenGL only.) Default is white (0xffffff)
portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
portal_ceil_disabled = <bool> // ceiling portal disabled.
@ -413,9 +420,12 @@ Added 'moreids' for linedefs and sectors.
added clarification about character encoding
added sector damage properties.
1.27 05.01.2016
1.27 05.01.2017
floor_reflect and ceiling_reflect.
1.28 28.01.2017
sector material colors.
===============================================================================
EOF
===============================================================================

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@ -1898,6 +1898,7 @@ void AM_drawSubsectors()
double scalex, scaley;
double originx, originy;
FDynamicColormap *colormap;
PalEntry flatcolor;
mpoint_t originpt;
screen->StartSimplePolys();
@ -1941,6 +1942,7 @@ void AM_drawSubsectors()
colormap = sec->ColorMap;
FTextureID maptex = sec->GetTexture(sector_t::floor);
flatcolor = sec->SpecialColors[sector_t::floor];
scalex = sec->GetXScale(sector_t::floor);
scaley = sec->GetYScale(sector_t::floor);
@ -1989,6 +1991,7 @@ void AM_drawSubsectors()
if (roverz < cmpz)
{
maptex = *(rover->top.texture);
flatcolor = *(rover->top.flatcolor);
floorplane = rover->top.plane;
sector_t *model = rover->top.model;
int selector = (rover->flags & FF_INVERTPLANES) ? sector_t::floor : sector_t::ceiling;
@ -2049,6 +2052,7 @@ void AM_drawSubsectors()
scale / scaley,
rotation,
colormap,
flatcolor,
floorlight,
f_y + f_h
);

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@ -3875,7 +3875,7 @@ void FParser::SF_SetColor(void)
color.r=intvalue(t_argv[1]);
color.g=intvalue(t_argv[2]);
color.b=intvalue(t_argv[3]);
color.a=0;
color.a = 0;
}
else return;
@ -3883,7 +3883,17 @@ void FParser::SF_SetColor(void)
FSSectorTagIterator itr(tagnum);
while ((i = itr.Next()) >= 0)
{
level.sectors[i].ColorMap = GetSpecialLights (color, level.sectors[i].ColorMap->Fade, 0);
if (!DFraggleThinker::ActiveThinker->setcolormaterial)
level.sectors[i].ColorMap = GetSpecialLights(color, level.sectors[i].ColorMap->Fade, 0);
else
{
// little hack for testing the D64 color stuff.
for (int j = 0; j < 4; j++) level.sectors[i].SpecialColors[j] = color;
// simulates 'nocoloredspritelighting' settings.
int v = (color.r + color.g + color.b) / 3;
v = (255 + v + v) / 3;
level.sectors[i].SpecialColors[sector_t::sprites] = PalEntry(255, v, v, v);
}
}
}
}

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@ -73,15 +73,18 @@ struct FFsOptions : public FOptionalMapinfoData
{
identifier = "fragglescript";
nocheckposition = false;
setcolormaterial = false;
}
virtual FOptionalMapinfoData *Clone() const
{
FFsOptions *newopt = new FFsOptions;
newopt->identifier = identifier;
newopt->nocheckposition = nocheckposition;
newopt->setcolormaterial = setcolormaterial;
return newopt;
}
bool nocheckposition;
bool setcolormaterial;
};
DEFINE_MAP_OPTION(fs_nocheckposition, false)
@ -99,6 +102,21 @@ DEFINE_MAP_OPTION(fs_nocheckposition, false)
}
}
DEFINE_MAP_OPTION(fs_setcolormaterial, false)
{
FFsOptions *opt = info->GetOptData<FFsOptions>("fragglescript");
if (parse.CheckAssign())
{
parse.sc.MustGetNumber();
opt->setcolormaterial = !!parse.sc.Number;
}
else
{
opt->setcolormaterial = true;
}
}
//-----------------------------------------------------------------------------
//
// Process the lump to strip all unneeded information from it
@ -307,6 +325,7 @@ bool FScriptLoader::ParseInfo(MapData * map)
if (opt != NULL)
{
DFraggleThinker::ActiveThinker->nocheckposition = opt->nocheckposition;
DFraggleThinker::ActiveThinker->setcolormaterial = opt->setcolormaterial;
}
}

View File

@ -695,6 +695,7 @@ public:
TObjPtr<DRunningScript> RunningScripts;
TArray<TObjPtr<AActor> > SpawnedThings;
bool nocheckposition;
bool setcolormaterial;
DFraggleThinker();
void OnDestroy() override;

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@ -174,7 +174,7 @@ void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, FDynamicColormap *colormap, int lightlevel)
DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel)
{
FMaterial *gltexture = FMaterial::ValidateTexture(texture, false);
@ -191,6 +191,7 @@ void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
poly.mLightLevel = lightlevel;
poly.mVertCount = npoints;
poly.mVertIndex = (int)mVertices.Reserve(npoints);
poly.mFlatColor = flatcolor;
bool dorotate = rotation != 0;
@ -438,8 +439,10 @@ void F2DDrawer::Draw()
cm = dsp->mColormap;
gl_SetColor(dsp->mLightLevel, 0, cm, 1.f);
gl_RenderState.SetMaterial(dsp->mTexture, CLAMP_NONE, 0, -1, false);
gl_RenderState.SetObjectColor(dsp->mFlatColor|0xff000000);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_FAN, dsp->mVertIndex, dsp->mVertCount);
gl_RenderState.SetObjectColor(0xffffffff);
break;
}

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@ -45,6 +45,7 @@ class F2DDrawer : public FSimpleVertexBuffer
FMaterial *mTexture;
int mLightLevel;
FDynamicColormap *mColormap;
PalEntry mFlatColor;
};
TArray<FSimpleVertex> mVertices;
@ -61,7 +62,7 @@ public:
void AddPoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, FDynamicColormap *colormap, int lightlevel);
DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel);
void AddLine(int x1, int y1, int x2, int y2, int palcolor, uint32 color);
void AddPixel(int x1, int y1, int palcolor, uint32 color);

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@ -304,6 +304,11 @@ float gl_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity)
// uses approximations of Legacy's default settings.
density = fogdensity ? fogdensity : 18;
}
else if (sectorfogdensity != 0)
{
// case 2: Sector has an explicit fog density set.
density = sectorfogdensity;
}
else if ((fogcolor.d & 0xffffff) == 0)
{
// case 1: black fog
@ -316,11 +321,6 @@ float gl_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity)
density = 0;
}
}
else if (sectorfogdensity != 0)
{
// case 2: Sector has an explicit fog density set.
density = sectorfogdensity;
}
else if (outsidefogdensity != 0 && outsidefogcolor.a != 0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
{
// case 3. outsidefogdensity has already been set as needed

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@ -135,12 +135,14 @@ CUSTOM_CVAR(Float, gl_ssao_exponent, 1.8f, 0)
CUSTOM_CVAR(Float, gl_paltonemap_powtable, 2.0f, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
GLRenderer->ClearTonemapPalette();
if (GLRenderer)
GLRenderer->ClearTonemapPalette();
}
CUSTOM_CVAR(Bool, gl_paltonemap_reverselookup, true, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
GLRenderer->ClearTonemapPalette();
if (GLRenderer)
GLRenderer->ClearTonemapPalette();
}

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@ -216,7 +216,7 @@ public:
void FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip);
DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip);
int PTM_BestColor (const uint32 *pal_in, int r, int g, int b, int first, int num);

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@ -72,6 +72,7 @@ void FRenderState::Reset()
mModelMatrixEnabled = false;
mTextureMatrixEnabled = false;
mObjectColor = 0xffffffff;
mObjectColor2 = 0;
mVertexBuffer = mCurrentVertexBuffer = NULL;
mColormapState = CM_DEFAULT;
mSoftLight = 0;
@ -144,6 +145,8 @@ bool FRenderState::ApplyShader()
glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
//activeShader->muObjectColor2.Set(mObjectColor2);
activeShader->muObjectColor2.Set(mObjectColor2);
activeShader->muDesaturation.Set(mDesaturation / 255.f);
activeShader->muFogEnabled.Set(fogset);
@ -166,8 +169,6 @@ bool FRenderState::ApplyShader()
{
activeShader->muGlowTopColor.Set(mGlowTop.vec);
activeShader->muGlowBottomColor.Set(mGlowBottom.vec);
activeShader->muGlowTopPlane.Set(mGlowTopPlane.vec);
activeShader->muGlowBottomPlane.Set(mGlowBottomPlane.vec);
activeShader->currentglowstate = 1;
}
else if (activeShader->currentglowstate)
@ -175,10 +176,13 @@ bool FRenderState::ApplyShader()
// if glowing is on, disable it.
activeShader->muGlowTopColor.Set(nulvec);
activeShader->muGlowBottomColor.Set(nulvec);
activeShader->muGlowTopPlane.Set(nulvec);
activeShader->muGlowBottomPlane.Set(nulvec);
activeShader->currentglowstate = 0;
}
if (mGlowEnabled || mObjectColor2.a != 0)
{
activeShader->muGlowTopPlane.Set(mGlowTopPlane.vec);
activeShader->muGlowBottomPlane.Set(mGlowBottomPlane.vec);
}
if (mSplitEnabled)
{

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@ -106,6 +106,7 @@ class FRenderState
FStateVec4 mClipLine;
PalEntry mFogColor;
PalEntry mObjectColor;
PalEntry mObjectColor2;
FStateVec4 mDynColor;
float mClipSplit[2];
@ -381,6 +382,11 @@ public:
mObjectColor = pe;
}
void SetObjectColor2(PalEntry pe)
{
mObjectColor2 = pe;
}
void SetFog(PalEntry c, float d)
{
const float LOG2E = 1.442692f; // = 1/log(2)

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@ -379,6 +379,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
case GLPASS_ALL: // Same, but also creates the dynlight data.
gl_SetColor(lightlevel, rel, Colormap,1.0f);
gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
if (sector->special != GLSector_Skybox)
{
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
@ -391,6 +392,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
gl_RenderState.SetMaterial(gltexture, CLAMP_XY, 0, -1, false);
DrawSkyboxSector(pass, (pass == GLPASS_ALL || dynlightindex > -1));
}
gl_RenderState.SetObjectColor(0xffffffff);
break;
case GLPASS_LIGHTSONLY:
@ -404,7 +406,8 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE);
gl_SetColor(lightlevel, rel, Colormap, alpha);
gl_SetFog(lightlevel, rel, &Colormap, false);
if (!gltexture)
gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
if (!gltexture)
{
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.EnableTexture(false);
@ -421,6 +424,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
gl_RenderState.EnableTextureMatrix(false);
}
if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.SetObjectColor(0xffffffff);
break;
case GLPASS_LIGHTTEX:
@ -546,8 +550,16 @@ void GLFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
lightlist_t *light = P_GetPlaneLight(sector, plane.plane, underside);
lightlevel = gl_ClampLight(*light->p_lightlevel);
if (rover->flags & FF_FOG) Colormap.LightColor = (light->extra_colormap)->Fade;
else Colormap.CopyFrom3DLight(light);
if (rover->flags & FF_FOG)
{
Colormap.LightColor = (light->extra_colormap)->Fade;
FlatColor = 0xffffffff;
}
else
{
Colormap.CopyFrom3DLight(light);
FlatColor = *plane.flatcolor;
}
alpha = rover->alpha/255.0f;
@ -604,6 +616,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
lightlevel = gl_ClampLight(frontsector->GetFloorLight());
Colormap = frontsector->ColorMap;
FlatColor = frontsector->SpecialColors[sector_t::floor];
port = frontsector->ValidatePortal(sector_t::floor);
if ((stack = (port != NULL)))
{
@ -663,6 +676,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
lightlevel = gl_ClampLight(frontsector->GetCeilingLight());
Colormap = frontsector->ColorMap;
FlatColor = frontsector->SpecialColors[sector_t::ceiling];
port = frontsector->ValidatePortal(sector_t::ceiling);
if ((stack = (port != NULL)))
{

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@ -309,6 +309,7 @@ void GLSprite::Draw(int pass)
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
gl_RenderState.SetColor(0.2f,0.2f,0.2f,fuzzalpha, Colormap.desaturation);
additivefog = true;
lightlist = nullptr; // the fuzz effect does not use the sector's light level so splitting is not needed.
}
else if (RenderStyle.BlendOp == STYLEOP_Add && RenderStyle.DestAlpha == STYLEALPHA_One)
{
@ -320,15 +321,21 @@ void GLSprite::Draw(int pass)
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
}
if (RenderStyle.BlendOp!=STYLEOP_Shadow)
if (RenderStyle.BlendOp != STYLEOP_Shadow)
{
if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && !fullbright)
{
gl_SetDynSpriteLight(gl_light_sprites ? actor : NULL, gl_light_particles ? particle : NULL);
}
PalEntry finalcol(ThingColor.a,
ThingColor.r * actor->Sector->SpecialColors[sector_t::sprites].r / 255,
ThingColor.g * actor->Sector->SpecialColors[sector_t::sprites].g / 255,
ThingColor.b * actor->Sector->SpecialColors[sector_t::sprites].b / 255);
gl_RenderState.SetObjectColor(finalcol);
gl_SetColor(lightlevel, rel, Colormap, trans);
}
gl_RenderState.SetObjectColor(ThingColor);
if (gl_isBlack(Colormap.FadeColor)) foglevel=lightlevel;

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@ -301,6 +301,7 @@ public:
FMaterial *gltexture;
FColormap Colormap; // light and fog
PalEntry FlatColor;
ERenderStyle renderstyle;
float alpha;

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@ -24,6 +24,7 @@
#include "p_local.h"
#include "p_lnspec.h"
#include "a_sharedglobal.h"
#include "g_levellocals.h"
#include "gl/gl_functions.h"
#include "gl/system/gl_interface.h"
@ -326,9 +327,9 @@ void GLWall::RenderTextured(int rflags)
if (flags & GLWF_GLOW)
{
gl_RenderState.EnableGlow(true);
gl_RenderState.SetGlowPlanes(topplane, bottomplane);
gl_RenderState.SetGlowParams(topglowcolor, bottomglowcolor);
}
gl_RenderState.SetGlowPlanes(topplane, bottomplane);
gl_RenderState.SetMaterial(gltexture, flags & 3, 0, -1, false);
if (type == RENDERWALL_M2SNF)
@ -339,12 +340,14 @@ void GLWall::RenderTextured(int rflags)
}
gl_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);
float absalpha = fabsf(alpha);
if (lightlist == NULL)
{
gl_SetColor(lightlevel, rel, Colormap, absalpha);
if (type != RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, RenderStyle == STYLE_Add);
gl_SetColor(lightlevel, rel, Colormap, absalpha);
RenderWall(rflags);
}
else
@ -374,6 +377,8 @@ void GLWall::RenderTextured(int rflags)
gl_RenderState.EnableSplit(false);
}
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.SetObjectColor2(0);
gl_RenderState.SetTextureMode(tmode);
gl_RenderState.EnableGlow(false);
}

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@ -370,7 +370,12 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
// now draw the different layers of the weapon
gl_RenderState.EnableBrightmap(true);
gl_RenderState.SetObjectColor(ThingColor);
PalEntry finalcol(ThingColor.a,
ThingColor.r * viewsector->SpecialColors[sector_t::sprites].r / 255,
ThingColor.g * viewsector->SpecialColors[sector_t::sprites].g / 255,
ThingColor.b * viewsector->SpecialColors[sector_t::sprites].b / 255);
gl_RenderState.SetObjectColor(finalcol);
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change

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@ -225,6 +225,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
muFogColor.Init(hShader, "uFogColor");
muDynLightColor.Init(hShader, "uDynLightColor");
muObjectColor.Init(hShader, "uObjectColor");
muObjectColor2.Init(hShader, "uObjectColor2");
muGlowBottomColor.Init(hShader, "uGlowBottomColor");
muGlowTopColor.Init(hShader, "uGlowTopColor");
muGlowBottomPlane.Init(hShader, "uGlowBottomPlane");

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@ -271,6 +271,7 @@ class FShader
FBufferedUniformPE muFogColor;
FBufferedUniform4f muDynLightColor;
FBufferedUniformPE muObjectColor;
FBufferedUniformPE muObjectColor2;
FUniform4f muGlowBottomColor;
FUniform4f muGlowTopColor;
FUniform4f muGlowBottomPlane;

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@ -470,11 +470,11 @@ void OpenGLFrameBuffer::Clear(int left, int top, int right, int bottom, int palc
void OpenGLFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip)
DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
{
if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr && npoints >= 3)
{
GLRenderer->m2DDrawer->AddPoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, lightlevel);
GLRenderer->m2DDrawer->AddPoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, flatcolor, lightlevel);
}
}

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@ -71,7 +71,7 @@ public:
void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip);
DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip);
FNativePalette *CreatePalette(FRemapTable *remap);

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@ -549,6 +549,11 @@ xx(Lightceilingabsolute)
xx(Gravity)
xx(Lightcolor)
xx(Fadecolor)
xx(Color_Floor)
xx(Color_Ceiling)
xx(Color_Walltop)
xx(Color_Wallbottom)
xx(Color_Sprites)
xx(Desaturation)
xx(SoundSequence)
xx(Silent)

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@ -136,12 +136,14 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
{
ffloor->bottom.plane = &sec2->floorplane;
ffloor->bottom.texture = &sec2->planes[sector_t::floor].Texture;
ffloor->bottom.flatcolor = &sec2->SpecialColors[sector_t::floor];
ffloor->bottom.isceiling = sector_t::floor;
}
else
{
ffloor->bottom.plane = &sec2->ceilingplane;
ffloor->bottom.texture = &sec2->planes[sector_t::ceiling].Texture;
ffloor->bottom.flatcolor = &sec2->SpecialColors[sector_t::ceiling];
ffloor->bottom.isceiling = sector_t::ceiling;
}
@ -149,6 +151,7 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
{
ffloor->top.plane = &sec2->ceilingplane;
ffloor->top.texture = &sec2->planes[sector_t::ceiling].Texture;
ffloor->top.flatcolor = &sec2->SpecialColors[sector_t::ceiling];
ffloor->toplightlevel = &sec2->lightlevel;
ffloor->top.isceiling = sector_t::ceiling;
}
@ -156,6 +159,7 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
{
ffloor->top.plane = &sec->floorplane;
ffloor->top.texture = &sec2->planes[sector_t::floor].Texture;
ffloor->top.flatcolor = &sec2->SpecialColors[sector_t::floor];
ffloor->toplightlevel = &sec->lightlevel;
ffloor->top.isceiling = sector_t::floor;
ffloor->top.model = sec;
@ -165,10 +169,7 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
if (flags&FF_INVERTSECTOR)
{
// switch the planes
F3DFloor::planeref sp = ffloor->top;
ffloor->top=ffloor->bottom;
ffloor->bottom=sp;
std::swap(ffloor->top, ffloor->bottom);
if (flags&FF_SWIMMABLE)
{
@ -192,11 +193,10 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
ffloor->flags &= ~FF_ADDITIVETRANS;
}
if(flags & FF_THISINSIDE) {
if(flags & FF_THISINSIDE)
{
// switch the planes
F3DFloor::planeref sp = ffloor->top;
ffloor->top=ffloor->bottom;
ffloor->bottom=sp;
std::swap(ffloor->top, ffloor->bottom);
}
sec->e->XFloor.ffloors.Push(ffloor);

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@ -69,6 +69,7 @@ struct F3DFloor
secplane_t * plane;
const FTextureID * texture;
sector_t * model;
PalEntry * flatcolor;
int isceiling;
int vindex;
bool copied;

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@ -276,6 +276,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, sector_t &p, sector_t
("linked_floor", p.e->Linked.Floor.Sectors)
("linked_ceiling", p.e->Linked.Ceiling.Sectors)
("colormap", p.ColorMap, def->ColorMap)
.Array("specialcolors", p.SpecialColors, def->SpecialColors, 5, true)
("gravity", p.gravity, def->gravity)
.Terrain("floorterrain", p.terrainnum[0], &def->terrainnum[0])
.Terrain("ceilingterrain", p.terrainnum[1], &def->terrainnum[1])

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@ -1504,6 +1504,7 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
ss->SeqName = NAME_None;
ss->nextsec = -1; //jff 2/26/98 add fields to support locking out
ss->prevsec = -1; // stair retriggering until build completes
memset(ss->SpecialColors, -1, sizeof(ss->SpecialColors));
ss->SetAlpha(sector_t::floor, 1.);
ss->SetAlpha(sector_t::ceiling, 1.);

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@ -1307,6 +1307,7 @@ public:
sec->sectornum = index;
sec->damageinterval = 32;
sec->terrainnum[sector_t::ceiling] = sec->terrainnum[sector_t::floor] = -1;
memset(sec->SpecialColors, -1, sizeof(sec->SpecialColors));
if (floordrop) sec->Flags = SECF_FLOORDROP;
// killough 3/7/98: end changes
@ -1459,6 +1460,26 @@ public:
fadecolor = CheckInt(key);
continue;
case NAME_Color_Floor:
sec->SpecialColors[sector_t::floor] = CheckInt(key) || 0xff000000;
break;
case NAME_Color_Ceiling:
sec->SpecialColors[sector_t::ceiling] = CheckInt(key) || 0xff000000;
break;
case NAME_Color_Walltop:
sec->SpecialColors[sector_t::walltop] = CheckInt(key) || 0xff000000;
break;
case NAME_Color_Wallbottom:
sec->SpecialColors[sector_t::wallbottom] = CheckInt(key) || 0xff000000;
break;
case NAME_Color_Sprites:
sec->SpecialColors[sector_t::sprites] = CheckInt(key) || 0xff000000;
break;
case NAME_Desaturation:
desaturation = int(255*CheckFloat(key));
continue;

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@ -660,10 +660,15 @@ public:
FSectorPortal *ValidatePortal(int which);
void CheckPortalPlane(int plane);
enum
{
floor,
ceiling
ceiling,
// only used for specialcolors array
walltop,
wallbottom,
sprites
};
struct splane
@ -961,6 +966,7 @@ public:
// [RH] give floor and ceiling even more properties
FDynamicColormap *ColorMap; // [RH] Per-sector colormap
PalEntry SpecialColors[5];
TObjPtr<AActor> SoundTarget;

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@ -8202,14 +8202,16 @@ FxExpression *FxVMFunctionCall::Resolve(FCompileContext& ctx)
{
// only cast implicit-string types for vararg, leave everything else as-is
// this was outright copypasted from FxFormat
ArgList[i] = ArgList[i]->Resolve(ctx);
if (ArgList[i]->ValueType == TypeName ||
ArgList[i]->ValueType == TypeSound)
x = ArgList[i]->Resolve(ctx);
if (x)
{
x = new FxStringCast(ArgList[i]);
x = x->Resolve(ctx);
if (x->ValueType == TypeName ||
x->ValueType == TypeSound)
{
x = new FxStringCast(ArgList[i]);
x = x->Resolve(ctx);
}
}
else x = ArgList[i];
}
else if (!(flag & (VARF_Ref|VARF_Out)))
{

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@ -1272,7 +1272,7 @@ void DCanvas::FinishSimplePolys()
void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley, DAngle rotation,
FDynamicColormap *colormap, int lightlevel, int bottomclip)
FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
{
#ifndef NO_SWRENDER
using namespace swrenderer;

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@ -224,7 +224,7 @@ public:
// Fill a simple polygon with a texture
virtual void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley, DAngle rotation,
struct FDynamicColormap *colormap, int lightlevel, int bottomclip);
struct FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip);
// Set an area to a specified color
virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);

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@ -3092,7 +3092,7 @@ void D3DFB::FlatFill(int left, int top, int right, int bottom, FTexture *src, bo
void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip)
DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
{
// Use an equation similar to player sprites to determine shade
double fadelevel = clamp((LIGHT2SHADE(lightlevel)/65536. - 12) / NUMCOLORMAPS, 0.0, 1.0);
@ -3113,7 +3113,7 @@ void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
}
if (In2D < 2)
{
Super::FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, lightlevel, bottomclip);
Super::FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, flatcolor, lightlevel, bottomclip);
return;
}
if (!InScene)

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@ -265,7 +265,7 @@ public:
void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor);
void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip) override;
DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip) override;
bool WipeStartScreen(int type);
void WipeEndScreen();
bool WipeDo(int ticks);

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@ -1,5 +1,5 @@
in vec4 pixelpos;
in vec2 glowdist;
in vec3 glowdist;
in vec4 vWorldNormal;
in vec4 vEyeNormal;
@ -89,7 +89,8 @@ vec4 getTexel(vec2 st)
}
break;
}
texel *= uObjectColor;
if (uObjectColor2.a == 0) texel *= uObjectColor;
else texel *= mix(uObjectColor, uObjectColor2, glowdist.z);
return desaturate(texel);
}

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@ -6,7 +6,7 @@ in vec4 aColor;
in vec4 aVertex2;
in vec4 aNormal;
out vec4 pixelpos;
out vec2 glowdist;
out vec3 glowdist;
out vec4 vWorldNormal;
out vec4 vEyeNormal;
@ -50,9 +50,12 @@ void main()
pixelpos.xyz = worldcoord.xyz;
pixelpos.w = -eyeCoordPos.z/eyeCoordPos.w;
glowdist.x = -((uGlowTopPlane.w + uGlowTopPlane.x * worldcoord.x + uGlowTopPlane.y * worldcoord.z) * uGlowTopPlane.z) - worldcoord.y;
glowdist.y = worldcoord.y + ((uGlowBottomPlane.w + uGlowBottomPlane.x * worldcoord.x + uGlowBottomPlane.y * worldcoord.z) * uGlowBottomPlane.z);
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 (uSplitBottomPlane.z != 0.0)
{
gl_ClipDistance[3] = -((uSplitTopPlane.w + uSplitTopPlane.x * worldcoord.x + uSplitTopPlane.y * worldcoord.z) * uSplitTopPlane.z) - worldcoord.y;

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@ -15,6 +15,7 @@ uniform float uAlphaThreshold;
// colors
uniform vec4 uObjectColor;
uniform vec4 uObjectColor2;
uniform vec4 uDynLightColor;
uniform vec4 uFogColor;
uniform float uDesaturationFactor;