This commit is contained in:
Rachael Alexanderson 2016-12-28 17:38:00 -05:00
commit de896920b4
11 changed files with 130 additions and 49 deletions

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@ -214,9 +214,12 @@ Note: All <bool> fields default to false unless mentioned otherwise.
damagehazard = <bool>; // Changes damage model to Strife's delayed damage for the given sector. Default = false.
floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
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.
portal_ceil_alpha = <float> // translucency of ceiling portal (default is 0 (not visible))
portal_ceil_blocksound = <bool> // ceiling portal blocks sound.

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@ -52,7 +52,7 @@ void gl_InitGlow(FScanner &sc)
sc.MustGetString();
FTextureID flump=TexMan.CheckForTexture(sc.String, FTexture::TEX_Flat,FTextureManager::TEXMAN_TryAny);
FTexture *tex = TexMan[flump];
if (tex) tex->gl_info.bGlowing = tex->gl_info.bFullbright = true;
if (tex) tex->gl_info.bAutoGlowing = tex->gl_info.bGlowing = tex->gl_info.bFullbright = true;
}
}
else if (sc.Compare("WALLS"))
@ -63,7 +63,7 @@ void gl_InitGlow(FScanner &sc)
sc.MustGetString();
FTextureID flump=TexMan.CheckForTexture(sc.String, FTexture::TEX_Wall,FTextureManager::TEXMAN_TryAny);
FTexture *tex = TexMan[flump];
if (tex) tex->gl_info.bGlowing = tex->gl_info.bFullbright = true;
if (tex) tex->gl_info.bAutoGlowing = tex->gl_info.bGlowing = tex->gl_info.bFullbright = true;
}
}
else if (sc.Compare("TEXTURE"))
@ -93,6 +93,7 @@ void gl_InitGlow(FScanner &sc)
if (tex && color != 0)
{
tex->gl_info.bAutoGlowing = false;
tex->gl_info.bGlowing = true;
tex->gl_info.GlowColor = color;
}
@ -106,17 +107,39 @@ void gl_InitGlow(FScanner &sc)
// Checks whether a sprite should be affected by a glow
//
//==========================================================================
int gl_CheckSpriteGlow(sector_t *sec, int lightlevel, const DVector3 &pos)
int gl_CheckSpriteGlow(sector_t *sector, int lightlevel, const DVector3 &pos)
{
FTextureID floorpic = sec->GetTexture(sector_t::floor);
FTexture *tex = TexMan[floorpic];
if (tex != NULL && tex->isGlowing())
float bottomglowcolor[4];
bottomglowcolor[3] = 0;
auto c = sector->planes[sector_t::floor].GlowColor;
if (c == 0)
{
double floordiff = pos.Z - sec->floorplane.ZatPoint(pos);
if (floordiff < tex->gl_info.GlowHeight && tex->gl_info.GlowHeight != 0)
FTexture *tex = TexMan[sector->GetTexture(sector_t::floor)];
if (tex != NULL && tex->isGlowing())
{
if (!tex->gl_info.bAutoGlowing) tex = TexMan(sector->GetTexture(sector_t::floor));
if (tex->isGlowing()) // recheck the current animation frame.
{
tex->GetGlowColor(bottomglowcolor);
bottomglowcolor[3] = (float)tex->gl_info.GlowHeight;
}
}
}
else if (c != -1)
{
bottomglowcolor[0] = c.r / 255.f;
bottomglowcolor[1] = c.g / 255.f;
bottomglowcolor[2] = c.b / 255.f;
bottomglowcolor[3] = sector->planes[sector_t::floor].GlowHeight;
}
if (bottomglowcolor[3]> 0)
{
double floordiff = pos.Z - sector->floorplane.ZatPoint(pos);
if (floordiff < bottomglowcolor[3])
{
int maxlight = (255 + lightlevel) >> 1;
double lightfrac = floordiff / tex->gl_info.GlowHeight;
double lightfrac = floordiff / bottomglowcolor[3];
if (lightfrac < 0) lightfrac = 0;
lightlevel = int(lightfrac*lightlevel + maxlight*(1 - lightfrac));
}
@ -124,3 +147,71 @@ int gl_CheckSpriteGlow(sector_t *sec, int lightlevel, const DVector3 &pos)
return lightlevel;
}
//==========================================================================
//
// Checks whether a wall should glow
//
//==========================================================================
bool gl_GetWallGlow(sector_t *sector, float *topglowcolor, float *bottomglowcolor)
{
bool ret = false;
bottomglowcolor[3] = topglowcolor[3] = 0;
auto c = sector->planes[sector_t::ceiling].GlowColor;
if (c == 0)
{
FTexture *tex = TexMan[sector->GetTexture(sector_t::ceiling)];
if (tex != NULL && tex->isGlowing())
{
if (!tex->gl_info.bAutoGlowing) tex = TexMan(sector->GetTexture(sector_t::ceiling));
if (tex->isGlowing()) // recheck the current animation frame.
{
ret = true;
tex->GetGlowColor(topglowcolor);
topglowcolor[3] = (float)tex->gl_info.GlowHeight;
}
}
}
else if (c != -1)
{
topglowcolor[0] = c.r / 255.f;
topglowcolor[1] = c.g / 255.f;
topglowcolor[2] = c.b / 255.f;
topglowcolor[3] = sector->planes[sector_t::ceiling].GlowHeight;
ret = topglowcolor[3] > 0;
}
c = sector->planes[sector_t::floor].GlowColor;
if (c == 0)
{
FTexture *tex = TexMan[sector->GetTexture(sector_t::floor)];
if (tex != NULL && tex->isGlowing())
{
if (!tex->gl_info.bAutoGlowing) tex = TexMan(sector->GetTexture(sector_t::floor));
if (tex->isGlowing()) // recheck the current animation frame.
{
ret = true;
tex->GetGlowColor(bottomglowcolor);
bottomglowcolor[3] = (float)tex->gl_info.GlowHeight;
}
}
}
else if (c != -1)
{
bottomglowcolor[0] = c.r / 255.f;
bottomglowcolor[1] = c.g / 255.f;
bottomglowcolor[2] = c.b / 255.f;
bottomglowcolor[3] = sector->planes[sector_t::floor].GlowHeight;
ret = bottomglowcolor[3] > 0;
}
return ret;
}
#include "c_dispatch.h"
#include "d_player.h"
CCMD(setglow)
{
auto s = players[0].mo->Sector;
s->planes[sector_t::floor].GlowHeight = 128;
s->planes[sector_t::floor].GlowColor = 0xff0000;
}

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@ -6,5 +6,6 @@ struct sector_t;
void gl_InitGlow(const char * lumpnm);
int gl_CheckSpriteGlow(sector_t *sec, int lightlevel, const DVector3 &pos);
bool gl_GetWallGlow(sector_t *sector, float *topglowcolor, float *bottomglowcolor);
#endif

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@ -174,7 +174,6 @@ public:
};
FTextureID topflat,bottomflat;
secplane_t topplane, bottomplane; // we need to save these to pass them to the shader for calculating glows.
// these are not the same as ytop and ybottom!!!

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@ -48,35 +48,6 @@
#include "gl/shaders/gl_shader.h"
//==========================================================================
//
// Checks whether a wall should glow
//
//==========================================================================
void GLWall::CheckGlowing()
{
bottomglowcolor[3] = topglowcolor[3] = 0;
if (!gl_isFullbright(Colormap.LightColor, lightlevel))
{
FTexture *tex = TexMan[topflat];
if (tex != NULL && tex->isGlowing())
{
flags |= GLWall::GLWF_GLOW;
tex->GetGlowColor(topglowcolor);
topglowcolor[3] = tex->gl_info.GlowHeight;
}
tex = TexMan[bottomflat];
if (tex != NULL && tex->isGlowing())
{
flags |= GLWall::GLWF_GLOW;
tex->GetGlowColor(bottomglowcolor);
bottomglowcolor[3] = tex->gl_info.GlowHeight;
}
}
}
//==========================================================================
//
//
@ -111,8 +82,7 @@ void GLWall::PutWall(bool translucent)
if (gltexture == NULL) return;
Colormap.Clear();
}
CheckGlowing();
if (gl_isFullbright(Colormap.LightColor, lightlevel)) flags &= ~GLWF_GLOW;
if (translucent) // translucent walls
{
@ -1544,8 +1514,8 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
RenderStyle = STYLE_Normal;
gltexture = NULL;
topflat = frontsector->GetTexture(sector_t::ceiling); // for glowing textures. These must be saved because
bottomflat = frontsector->GetTexture(sector_t::floor); // the sector passed here might be a temporary copy.
if (gl_GetWallGlow(frontsector, topglowcolor, bottomglowcolor)) flags |= GLWF_GLOW;
topplane = frontsector->ceilingplane;
bottomplane = frontsector->floorplane;
@ -1781,8 +1751,7 @@ void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t *
RenderStyle = STYLE_Normal;
Colormap = frontsector->ColorMap;
topflat = frontsector->GetTexture(sector_t::ceiling); // for glowing textures
bottomflat = frontsector->GetTexture(sector_t::floor);
if (gl_GetWallGlow(frontsector, topglowcolor, bottomglowcolor)) flags |= GLWF_GLOW;
topplane = frontsector->ceilingplane;
bottomplane = frontsector->floorplane;
dynlightindex = -1;

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@ -577,6 +577,10 @@ xx(floorterrain)
xx(ceilingterrain)
xx(floor_reflect)
xx(ceiling_reflect)
xx(floorglowcolor)
xx(floorglowheight)
xx(ceilingglowcolor)
xx(ceilingglowheight)
// USDF keywords
xx(Amount)

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@ -181,6 +181,8 @@ FSerializer &Serialize(FSerializer &arc, const char *key, sector_t::splane &p, s
("texture", p.Texture, def->Texture)
("texz", p.TexZ, def->TexZ)
("alpha", p.alpha, def->alpha)
("glowcolor", p.GlowColor, def->GlowColor)
("glowheight", p.GlowHeight, def->GlowHeight)
.EndObject();
}
return arc;

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@ -687,8 +687,10 @@ public:
int Flags;
int Light;
double alpha;
FTextureID Texture;
double TexZ;
PalEntry GlowColor;
float GlowHeight;
FTextureID Texture;
};
@ -1029,11 +1031,11 @@ public:
};
TObjPtr<DInterpolation> interpolations[4];
int prevsec; // -1 or number of sector for previous step
int nextsec; // -1 or number of next step sector
BYTE soundtraversed; // 0 = untraversed, 1,2 = sndlines -1
// jff 2/26/98 lockout machinery for stairbuilding
SBYTE stairlock; // -2 on first locked -1 after thinker done 0 normally
int prevsec; // -1 or number of sector for previous step
int nextsec; // -1 or number of next step sector
short linecount;
struct line_t **lines; // [linecount] size

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@ -680,6 +680,14 @@ void I_SetMusicVolume (float factor)
snd_musicvolume.Callback();
}
DEFINE_ACTION_FUNCTION(DObject, SetMusicVolume)
{
PARAM_PROLOGUE;
PARAM_FLOAT(vol);
I_SetMusicVolume((float)vol);
return 0;
}
//==========================================================================
//
// test a relative music volume

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@ -336,6 +336,7 @@ public:
float shaderspeed;
int mIsTransparent:2;
bool bGlowing:1; // Texture glows
bool bAutoGlowing : 1; // Glow info is determined from texture image.
bool bFullbright:1; // always draw fullbright
bool bSkybox:1; // This is a skybox
char bBrightmapChecked:1; // Set to 1 if brightmap has been checked

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@ -12,6 +12,7 @@ class Object native
native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
native static void C_MidPrint(string fontname, string textlabel, bool bold = false); // always uses the stringtable.
native static uint BAM(double angle);
native static void SetMusicVolume(float vol);
native Name GetClassName();