Initial work on Doom64-style fade/glow

This commit is contained in:
Kevin Caccamo 2018-12-16 09:09:58 -05:00 committed by Christoph Oelckers
parent 094ef39d5f
commit e5d43a734a
4 changed files with 9 additions and 3 deletions

View file

@ -144,7 +144,7 @@ protected:
float mInterpolationFactor;
FStateVec4 mNormal;
FStateVec4 mColor;
FStateVec4 mColor, mColorAdd;
FStateVec4 mGlowTop, mGlowBottom;
FStateVec4 mGlowTopPlane, mGlowBottomPlane;
FStateVec4 mGradientTopPlane, mGradientBottomPlane;

View file

@ -584,6 +584,7 @@ xx(Color_Ceiling)
xx(Color_Walltop)
xx(Color_Wallbottom)
xx(Color_Sprites)
xx(Color_Add)
xx(Desaturation)
xx(SoundSequence)
xx(Silent)

View file

@ -1625,6 +1625,10 @@ public:
sec->SpecialColors[sector_t::sprites] = CheckInt(key) | 0xff000000;
break;
case NAME_Color_Add:
sec->SpecialColors[sector_t::add] = CheckInt(key) | 0xff000000;
break;
case NAME_Desaturation:
desaturation = int(255*CheckFloat(key) + FLT_EPSILON); // FLT_EPSILON to avoid rounding errors with numbers slightly below a full integer.
continue;

View file

@ -660,7 +660,8 @@ public:
// only used for specialcolors array
walltop,
wallbottom,
sprites
sprites,
add
};
struct splane
@ -973,7 +974,7 @@ public:
secplane_t floorplane, ceilingplane;
// [RH] give floor and ceiling even more properties
PalEntry SpecialColors[5];
PalEntry SpecialColors[6];
FColormap Colormap;
TObjPtr<AActor*> SoundTarget;