- more options for Doom 64 style gradients on walls:

* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.

The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
This commit is contained in:
Christoph Oelckers 2018-11-11 16:04:05 +01:00
parent d37192c1e8
commit f2dcff4386
15 changed files with 410 additions and 146 deletions

View File

@ -179,6 +179,27 @@ Note: All <bool> fields default to false unless mentioned otherwise.
clipmidtex = <bool>; // Side's mid textures are clipped to floor and ceiling.
wrapmidtex = <bool>; // Side's mid textures are wrapped.
nodecals = <bool>; // Disables decals on the sidedef.
nogradient_top = <bool>; // disables color gradient on upper tier. (Hardware rendering only.)
flipgradient_top = <bool>; // flips gradient colors on upper tier. (Hardware rendering only.)
clampgradient_top = <bool>; // clamps gradient on upper tier to actual bounds (default is the entire front sector height, hardware rendering only.)
useowncolors_top = <bool>; // Set to 1 to use the colors set in the sidedef. Default is using the colors from the owning sector.
uppercolor_top = <int>; // Material color of the top of the upper tier.
lowercolor_top = <int>; // Material color of the bottom of the upper tier. (Hardware rendering only.)
nogradient_mid = <bool>; // disables color gradient on middle tier. (Hardware rendering only.)
flipgradient_mid = <bool>; // flips gradient colors on middle tier. (Hardware rendering only.)
clampgradient_mid = <bool>; // clamps gradient on middle tier to actual bounds (default is the entire front sector height, hardware rendering only.)
useowncolors_mid = <bool>; // Set to 1 to use the colors set in the sidedef. Default is using the colors from the owning sector.
uppercolor_mid = <int>; // Material color of the top of the middle tier.
lowercolor_mid = <int>; // Material color of the bottom of the middle tier. (Hardware rendering only.)
nogradient_bottom = <bool>; // disables color gradient on lower tier. (Hardware rendering only.)
flipgradient_bottom = <bool>; // flips gradient colors on lower tier. (Hardware rendering only.)
clampgradient_bottom = <bool>;// clamps gradient on lower tier to actual bounds (default is the entire front sector height, hardware rendering only.)
useowncolors_bottom = <bool>; // Set to 1 to use the colors set in the sidedef. Default is using the colors from the owning sector.
uppercolor_bottom = <int>; // Material color of the top of the lower tier.
lowercolor_bottom = <int>; // Material color of the bottom of the lower tier. (Hardware rendering only.)
}
sector

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@ -138,7 +138,6 @@ bool FGLRenderState::ApplyShader()
activeShader->muLightParms.Set(mLightParms);
activeShader->muFogColor.Set(mFogColor);
activeShader->muObjectColor.Set(mObjectColor);
activeShader->muObjectColor2.Set(mObjectColor2);
activeShader->muDynLightColor.Set(mDynColor.vec);
activeShader->muInterpolationFactor.Set(mInterpolationFactor);
activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
@ -151,6 +150,8 @@ bool FGLRenderState::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)
@ -160,10 +161,18 @@ bool FGLRenderState::ApplyShader()
activeShader->muGlowBottomColor.Set(nulvec);
activeShader->currentglowstate = 0;
}
if (mGlowEnabled || mObjectColor2.a != 0)
if (mGradientEnabled)
{
activeShader->muGlowTopPlane.Set(mGlowTopPlane.vec);
activeShader->muGlowBottomPlane.Set(mGlowBottomPlane.vec);
activeShader->muObjectColor2.Set(mObjectColor2);
activeShader->muGradientTopPlane.Set(mGradientTopPlane.vec);
activeShader->muGradientBottomPlane.Set(mGradientBottomPlane.vec);
activeShader->currentgradientstate = 1;
}
else if (activeShader->currentgradientstate)
{
activeShader->muObjectColor2.Set(0);
activeShader->currentgradientstate = 0;
}
if (mSplitEnabled)

View File

@ -93,6 +93,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
i_data += "uniform vec4 uGlowBottomPlane;\n";
i_data += "uniform vec4 uGlowBottomColor;\n";
i_data += "uniform vec4 uGradientTopPlane;\n";
i_data += "uniform vec4 uGradientBottomPlane;\n";
i_data += "uniform vec4 uSplitTopPlane;\n";
i_data += "uniform vec4 uSplitBottomPlane;\n";
@ -335,6 +338,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
muGlowTopColor.Init(hShader, "uGlowTopColor");
muGlowBottomPlane.Init(hShader, "uGlowBottomPlane");
muGlowTopPlane.Init(hShader, "uGlowTopPlane");
muGradientBottomPlane.Init(hShader, "uGradientBottomPlane");
muGradientTopPlane.Init(hShader, "uGradientTopPlane");
muSplitBottomPlane.Init(hShader, "uSplitBottomPlane");
muSplitTopPlane.Init(hShader, "uSplitTopPlane");
muInterpolationFactor.Init(hShader, "uInterpolationFactor");

View File

@ -249,6 +249,8 @@ class FShader
FUniform4f muGlowTopColor;
FUniform4f muGlowBottomPlane;
FUniform4f muGlowTopPlane;
FUniform4f muGradientBottomPlane;
FUniform4f muGradientTopPlane;
FUniform4f muSplitBottomPlane;
FUniform4f muSplitTopPlane;
FBufferedUniform1f muInterpolationFactor;
@ -266,6 +268,7 @@ public:
int fakevb_index;
private:
int currentglowstate = 0;
int currentgradientstate = 0;
int currentsplitstate = 0;
int currentcliplinestate = 0;
int currentfixedcolormap = 0;

View File

@ -127,6 +127,7 @@ protected:
uint8_t mFogEnabled;
uint8_t mTextureEnabled:1;
uint8_t mGlowEnabled : 1;
uint8_t mGradientEnabled : 1;
uint8_t mBrightmapEnabled : 1;
uint8_t mModelMatrixEnabled : 1;
uint8_t mTextureMatrixEnabled : 1;
@ -147,6 +148,7 @@ protected:
FStateVec4 mColor;
FStateVec4 mGlowTop, mGlowBottom;
FStateVec4 mGlowTopPlane, mGlowBottomPlane;
FStateVec4 mGradientTopPlane, mGradientBottomPlane;
FStateVec4 mSplitTopPlane, mSplitBottomPlane;
PalEntry mFogColor;
PalEntry mObjectColor;
@ -172,7 +174,7 @@ public:
void Reset()
{
mTextureEnabled = true;
mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
mGradientEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
mFogColor.d = -1;
mTextureMode = -1;
mDesaturation = 0;
@ -201,6 +203,8 @@ public:
mGlowBottom.Set(0.0f, 0.0f, 0.0f, 0.0f);
mGlowTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mGlowBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mGradientTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mGradientBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mSplitTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mSplitBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mDynColor.Set(0.0f, 0.0f, 0.0f, 0.0f);
@ -290,6 +294,11 @@ public:
mGlowEnabled = on;
}
void EnableGradient(bool on)
{
mGradientEnabled = on;
}
void EnableBrightmap(bool on)
{
mBrightmapEnabled = on;
@ -324,18 +333,26 @@ public:
void SetGlowPlanes(const secplane_t &top, const secplane_t &bottom)
{
DVector3 tn = top.Normal();
DVector3 bn = bottom.Normal();
mGlowTopPlane.Set((float)tn.X, (float)tn.Y, (float)(1. / tn.Z), (float)top.fD());
mGlowBottomPlane.Set((float)bn.X, (float)bn.Y, (float)(1. / bn.Z), (float)bottom.fD());
auto &tn = top.Normal();
auto &bn = bottom.Normal();
mGlowTopPlane.Set((float)tn.X, (float)tn.Y, (float)top.negiC, (float)top.fD());
mGlowBottomPlane.Set((float)bn.X, (float)bn.Y, (float)bottom.negiC, (float)bottom.fD());
}
void SetGradientPlanes(const secplane_t &top, const secplane_t &bottom)
{
auto &tn = top.Normal();
auto &bn = bottom.Normal();
mGradientTopPlane.Set((float)tn.X, (float)tn.Y, (float)top.negiC, (float)top.fD());
mGradientBottomPlane.Set((float)bn.X, (float)bn.Y, (float)bottom.negiC, (float)bottom.fD());
}
void SetSplitPlanes(const secplane_t &top, const secplane_t &bottom)
{
DVector3 tn = top.Normal();
DVector3 bn = bottom.Normal();
mSplitTopPlane.Set((float)tn.X, (float)tn.Y, (float)(1. / tn.Z), (float)top.fD());
mSplitBottomPlane.Set((float)bn.X, (float)bn.Y, (float)(1. / bn.Z), (float)bottom.fD());
auto &tn = top.Normal();
auto &bn = bottom.Normal();
mSplitTopPlane.Set((float)tn.X, (float)tn.Y, (float)top.negiC, (float)top.fD());
mSplitBottomPlane.Set((float)bn.X, (float)bn.Y, (float)bottom.negiC, (float)bottom.fD());
}
void SetDynLight(float r, float g, float b)

View File

@ -130,6 +130,20 @@ void GLWall::RenderMirrorSurface(HWDrawInfo *di, FRenderState &state)
//
//==========================================================================
static const uint8_t renderwalltotier[] =
{
side_t::none,
side_t::top,
side_t::mid,
side_t::mid,
side_t::bottom,
side_t::none,
side_t::none,
side_t::mid,
side_t::none,
side_t::mid,
};
void GLWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
{
int tmode = state.GetTextureMode();
@ -139,8 +153,8 @@ void GLWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
{
state.EnableGlow(true);
state.SetGlowParams(topglowcolor, bottomglowcolor);
}
state.SetGlowPlanes(frontsector->ceilingplane, frontsector->floorplane);
}
state.SetMaterial(gltexture, flags & 3, 0, -1);
if (type == RENDERWALL_M2SNF)
@ -151,8 +165,41 @@ void GLWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
}
state.SetFog(255, 0, di->isFullbrightScene(), nullptr, false);
}
state.SetObjectColor(seg->frontsector->SpecialColors[sector_t::walltop] | 0xff000000);
state.SetObjectColor2(seg->frontsector->SpecialColors[sector_t::wallbottom] | 0xff000000);
if (type != RENDERWALL_COLOR)
{
auto side = seg->sidedef;
auto tierndx = renderwalltotier[type];
auto &tier = side->textures[tierndx];
PalEntry color1 = side->GetSpecialColor(tierndx, side_t::walltop, frontsector);
PalEntry color2 = side->GetSpecialColor(tierndx, side_t::wallbottom, frontsector);
state.SetObjectColor(color1);
state.SetObjectColor2(color2);
if (color1 != color2)
{
// Do gradient setup only if there actually is a gradient.
state.EnableGradient(true);
if ((tier.flags & side_t::part::ClampGradient) && backsector)
{
if (tierndx == side_t::top)
{
state.SetGradientPlanes(frontsector->ceilingplane, backsector->ceilingplane);
}
else if (tierndx == side_t::mid)
{
state.SetGradientPlanes(backsector->ceilingplane, backsector->floorplane);
}
else // side_t::bottom:
{
state.SetGradientPlanes(backsector->floorplane, frontsector->floorplane);
}
}
else
{
state.SetGradientPlanes(frontsector->ceilingplane, frontsector->floorplane);
}
}
}
float absalpha = fabsf(alpha);
if (lightlist == nullptr)
@ -174,7 +221,7 @@ void GLWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
if (low1 < ztop[0] || low2 < ztop[1])
{
int thisll = (*lightlist)[i].caster != NULL ? hw_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
int thisll = (*lightlist)[i].caster != nullptr ? hw_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
FColormap thiscm;
thiscm.FadeColor = Colormap.FadeColor;
thiscm.FogDensity = Colormap.FogDensity;
@ -193,6 +240,7 @@ void GLWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
state.SetObjectColor2(0);
state.SetTextureMode(tmode);
state.EnableGlow(false);
state.EnableGradient(false);
}
//==========================================================================

View File

@ -630,6 +630,26 @@ xx(hidden)
xx(blocksight)
xx(blockhitscan)
xx(nogradient_top)
xx(flipgradient_top)
xx(clampgradient_top)
xx(useowncolors_top)
xx(uppercolor_top)
xx(lowercolor_top)
xx(nogradient_mid)
xx(flipgradient_mid)
xx(clampgradient_mid)
xx(useowncolors_mid)
xx(uppercolor_mid)
xx(lowercolor_mid)
xx(nogradient_bottom)
xx(flipgradient_bottom)
xx(clampgradient_bottom)
xx(useowncolors_bottom)
xx(uppercolor_bottom)
xx(lowercolor_bottom)
xx(Renderstyle)
xx(ceilingplane_a)

View File

@ -105,6 +105,9 @@ FSerializer &Serialize(FSerializer &arc, const char *key, side_t::part &part, si
("yscale", part.yScale, def->yScale)
("texture", part.texture, def->texture)
("interpolation", part.interpolation)
("flags", part.flags, def->flags)
("color1", part.SpecialColors[0], def->SpecialColors[0])
("color2", part.SpecialColors[1], def->SpecialColors[1])
.EndObject();
}
return arc;

View File

@ -878,17 +878,6 @@ DEFINE_ACTION_FUNCTION(_Sector, SetFade)
//
//=====================================================================================
void sector_t::SetSpecialColor(int slot, int r, int g, int b)
{
SpecialColors[slot] = PalEntry(255, r, g, b);
}
void sector_t::SetSpecialColor(int slot, PalEntry rgb)
{
rgb.a = 255;
SpecialColors[slot] = rgb;
}
DEFINE_ACTION_FUNCTION(_Sector, SetSpecialColor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);

View File

@ -4280,9 +4280,21 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
memcpy(&level.loadlines[0], &level.lines[0], level.lines.Size() * sizeof(level.lines[0]));
level.loadsides.Resize(level.sides.Size());
memcpy(&level.loadsides[0], &level.sides[0], level.sides.Size() * sizeof(level.sides[0]));
for (auto i : { 29, 30 })
{
level.lines[i].sidedef[0]->SetSpecialColor(side_t::top, side_t::walltop, PalEntry(255, 255, 0));
level.lines[i].sidedef[0]->SetSpecialColor(side_t::top, side_t::wallbottom, PalEntry(0, 255, 255));
level.lines[i].sidedef[0]->SetSpecialColor(side_t::bottom, side_t::walltop, PalEntry(255, 0, 0));
level.lines[i].sidedef[0]->SetSpecialColor(side_t::bottom, side_t::wallbottom, PalEntry(0, 0, 255));
}
level.lines[29].sidedef[0]->textures[side_t::top].flags = side_t::part::UseOwnColors;
level.lines[30].sidedef[0]->textures[side_t::top].flags = side_t::part::UseOwnColors | side_t::part::ClampGradient;
level.lines[29].sidedef[0]->textures[side_t::bottom].flags = side_t::part::UseOwnColors;
level.lines[30].sidedef[0]->textures[side_t::bottom].flags = side_t::part::UseOwnColors | side_t::part::ClampGradient;
}
//
// P_Init

View File

@ -1223,6 +1223,7 @@ public:
{
FName key = ParseKey();
switch(key)
{
case NAME_Offsetx:
texOfs[0] = CheckInt(key);
@ -1334,6 +1335,79 @@ public:
Flag(sd->Flags, WALLF_NOAUTODECALS, key);
continue;
case NAME_nogradient_top:
Flag(sd->textures[side_t::top].flags, side_t::part::NoGradient, key);
break;
case NAME_flipgradient_top:
Flag(sd->textures[side_t::top].flags, side_t::part::FlipGradient, key);
break;
case NAME_clampgradient_top:
Flag(sd->textures[side_t::top].flags, side_t::part::ClampGradient, key);
break;
case NAME_useowncolors_top:
Flag(sd->textures[side_t::top].flags, side_t::part::UseOwnColors, key);
break;
case NAME_uppercolor_top:
sd->SetSpecialColor(side_t::top, 0, CheckInt(key));
break;
case NAME_lowercolor_top:
sd->SetSpecialColor(side_t::top, 1, CheckInt(key));
break;
case NAME_nogradient_mid:
Flag(sd->textures[side_t::mid].flags, side_t::part::NoGradient, key);
break;
case NAME_flipgradient_mid:
Flag(sd->textures[side_t::mid].flags, side_t::part::FlipGradient, key);
break;
case NAME_clampgradient_mid:
Flag(sd->textures[side_t::mid].flags, side_t::part::ClampGradient, key);
break;
case NAME_useowncolors_mid:
Flag(sd->textures[side_t::mid].flags, side_t::part::UseOwnColors, key);
break;
case NAME_uppercolor_mid:
sd->SetSpecialColor(side_t::mid, 0, CheckInt(key));
break;
case NAME_lowercolor_mid:
sd->SetSpecialColor(side_t::mid, 1, CheckInt(key));
break;
case NAME_nogradient_bottom:
Flag(sd->textures[side_t::bottom].flags, side_t::part::NoGradient, key);
break;
case NAME_flipgradient_bottom:
Flag(sd->textures[side_t::bottom].flags, side_t::part::FlipGradient, key);
break;
case NAME_clampgradient_bottom:
Flag(sd->textures[side_t::bottom].flags, side_t::part::ClampGradient, key);
break;
case NAME_useowncolors_bottom:
Flag(sd->textures[side_t::bottom].flags, side_t::part::UseOwnColors, key);
break;
case NAME_uppercolor_bottom:
sd->SetSpecialColor(side_t::bottom, 0, CheckInt(key));
break;
case NAME_lowercolor_bottom:
sd->SetSpecialColor(side_t::bottom, 1, CheckInt(key));
break;
default:
break;

View File

@ -88,7 +88,6 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, seg_t *line, sector_t
wall.Line = line->linedef;
wall.Side = line->sidedef;
wall.LineSegLine = line->linedef;
wall.Colormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
wall.Masked = false;
wall.SubsectorDepth = subsectorDepth;
wall.StencilValue = stencilValue;
@ -102,6 +101,7 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, seg_t *line, sector_t
wall.TopTexZ = topTexZ;
wall.BottomTexZ = bottomTexZ;
wall.Wallpart = side_t::mid;
wall.Colormap = GetColorTable(frontsector->Colormap, wall.Side->GetSpecialColor(wall.Wallpart, side_t::walltop, frontsector));
wall.Texture = GetTexture(wall.Line, wall.Side, side_t::mid);
wall.Polyportal = polyportal;
wall.Render(thread);
@ -140,6 +140,7 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, seg_t *line, sector_t
wall.TopTexZ = topTexZ;
wall.BottomTexZ = MIN(MIN(backceilz1, frontceilz1), MIN(backceilz2, frontceilz2));
wall.Wallpart = side_t::top;
wall.Colormap = GetColorTable(frontsector->Colormap, wall.Side->GetSpecialColor(wall.Wallpart, side_t::walltop, frontsector));
wall.Texture = GetTexture(wall.Line, wall.Side, side_t::top);
wall.Render(thread);
}
@ -152,6 +153,7 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, seg_t *line, sector_t
wall.UnpeggedCeil1 = topceilz1;
wall.UnpeggedCeil2 = topceilz2;
wall.Wallpart = side_t::bottom;
wall.Colormap = GetColorTable(frontsector->Colormap, wall.Side->GetSpecialColor(wall.Wallpart, side_t::walltop, frontsector));
wall.Texture = GetTexture(wall.Line, wall.Side, side_t::bottom);
wall.Render(thread);
}
@ -162,6 +164,7 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, seg_t *line, sector_t
wall.TopTexZ = MAX(middleceilz1, middleceilz2);
wall.BottomTexZ = MIN(middlefloorz1, middlefloorz2);
wall.Wallpart = side_t::mid;
wall.Colormap = GetColorTable(frontsector->Colormap, wall.Side->GetSpecialColor(wall.Wallpart, side_t::walltop, frontsector));
wall.Texture = GetTexture(wall.Line, wall.Side, side_t::mid);
wall.Masked = true;
wall.Additive = !!(wall.Line->flags & ML_ADDTRANS);
@ -212,7 +215,6 @@ void RenderPolyWall::Render3DFloorLine(PolyRenderThread *thread, seg_t *line, se
wall.LineSegLine = line->linedef;
wall.Line = fakeFloor->master;
wall.Side = fakeFloor->master->sidedef[0];
wall.Colormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
wall.SectorLightLevel = frontsector->lightlevel;
wall.Additive = !!(fakeFloor->flags & FF_ADDITIVETRANS);
if (!wall.Additive && fakeFloor->alpha == 255)
@ -231,6 +233,7 @@ void RenderPolyWall::Render3DFloorLine(PolyRenderThread *thread, seg_t *line, se
wall.TopTexZ = topTexZ;
wall.BottomTexZ = bottomTexZ;
wall.Wallpart = side_t::mid;
wall.Colormap = GetColorTable(frontsector->Colormap, wall.Side->GetSpecialColor(wall.Wallpart, side_t::walltop, frontsector));
if (fakeFloor->flags & FF_UPPERTEXTURE)
wall.Texture = GetTexture(line->linedef, line->sidedef, side_t::top);
else if (fakeFloor->flags & FF_LOWERTEXTURE)

View File

@ -325,7 +325,7 @@ public:
return !normal.XY().isZero();
}
DVector3 Normal() const
const DVector3 &Normal() const
{
return normal;
}
@ -645,8 +645,6 @@ public:
void SetColor(int r, int g, int b, int desat);
void SetFade(int r, int g, int b);
void SetFogDensity(int dens);
void SetSpecialColor(int num, int r, int g, int b);
void SetSpecialColor(int num, PalEntry rgb);
void ClosestPoint(const DVector2 &pos, DVector2 &out) const;
int GetFloorLight () const;
int GetCeilingLight () const;
@ -917,6 +915,17 @@ public:
Flags &= ~SECF_SPECIALFLAGS;
}
void SetSpecialColor(int slot, int r, int g, int b)
{
SpecialColors[slot] = PalEntry(255, r, g, b);
}
void SetSpecialColor(int slot, PalEntry rgb)
{
rgb.a = 255;
SpecialColors[slot] = rgb;
}
inline bool PortalBlocksView(int plane);
inline bool PortalBlocksSight(int plane);
inline bool PortalBlocksMovement(int plane);
@ -1138,16 +1147,31 @@ struct side_t
{
top=0,
mid=1,
bottom=2
bottom=2,
none = 1, // this is just for clarification in a mapping table
};
enum EColorSlot
{
walltop = 0,
wallbottom = 1,
};
struct part
{
enum EPartFlags
{
NoGradient = 1,
FlipGradient = 2,
ClampGradient = 4,
UseOwnColors = 8,
};
double xOffset;
double yOffset;
double xScale;
double yScale;
TObjPtr<DInterpolation*> interpolation;
FTextureID texture;
int flags;
PalEntry SpecialColors[2];
void InitFrom(const part &other)
{
@ -1270,6 +1294,28 @@ struct side_t
textures[which].yScale *= delta;
}
void SetSpecialColor(int which, int slot, int r, int g, int b)
{
textures[which].SpecialColors[slot] = PalEntry(255, r, g, b);
}
void SetSpecialColor(int which, int slot, PalEntry rgb)
{
rgb.a = 255;
textures[which].SpecialColors[slot] = rgb;
}
// Note that the sector being passed in here may not be the actual sector this sidedef belongs to
// (either for polyobjects or FakeFlat'ed temporaries.)
PalEntry GetSpecialColor(int which, int slot, sector_t *frontsector) const
{
auto &part = textures[which];
if (part.flags & part::NoGradient) slot = 0;
if (part.flags & part::FlipGradient) slot ^= 1;
return (part.flags & part::UseOwnColors) ? part.SpecialColors[slot] : frontsector->SpecialColors[sector_t::walltop + slot];
}
DInterpolation *SetInterpolation(int position);
void StopInterpolation(int position);

View File

@ -1,5 +1,6 @@
in vec4 pixelpos;
in vec3 glowdist;
in vec3 gradientdist;
in vec4 vWorldNormal;
in vec4 vEyeNormal;
@ -111,7 +112,7 @@ vec4 getTexel(vec2 st)
}
if (uObjectColor2.a == 0.0) texel *= uObjectColor;
else texel *= mix(uObjectColor, uObjectColor2, glowdist.z);
else texel *= mix(uObjectColor, uObjectColor2, gradientdist.z);
return desaturate(texel);
}

View File

@ -7,6 +7,7 @@ layout(location = 3) in vec4 aVertex2;
layout(location = 4) in vec4 aNormal;
out vec4 pixelpos;
out vec3 glowdist;
out vec3 gradientdist;
out vec4 vWorldNormal;
out vec4 vEyeNormal;
@ -37,16 +38,28 @@ void main()
pixelpos.xyz = worldcoord.xyz;
pixelpos.w = -eyeCoordPos.z/eyeCoordPos.w;
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);
if (uGlowTopColor.a > 0 || uGlowBottomColor.a > 0)
{
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 (uObjectColor2.a != 0)
{
float topatpoint = (uGradientTopPlane.w + uGradientTopPlane.x * worldcoord.x + uGradientTopPlane.y * worldcoord.z) * uGradientTopPlane.z;
float bottomatpoint = (uGradientBottomPlane.w + uGradientBottomPlane.x * worldcoord.x + uGradientBottomPlane.y * worldcoord.z) * uGradientBottomPlane.z;
gradientdist.x = topatpoint - worldcoord.y;
gradientdist.y = worldcoord.y - bottomatpoint;
gradientdist.z = clamp(gradientdist.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;
gl_ClipDistance[4] = worldcoord.y + ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z);
gl_ClipDistance[3] = ((uSplitTopPlane.w + uSplitTopPlane.x * worldcoord.x + uSplitTopPlane.y * worldcoord.z) * uSplitTopPlane.z) - worldcoord.y;
gl_ClipDistance[4] = worldcoord.y - ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z);
}
vWorldNormal = NormalModelMatrix * vec4(normalize(aNormal.xyz), 1.0);