diff --git a/specs/udmf_zdoom.txt b/specs/udmf_zdoom.txt index 3499500ee..8a96a3ecf 100644 --- a/specs/udmf_zdoom.txt +++ b/specs/udmf_zdoom.txt @@ -214,9 +214,12 @@ Note: All fields default to false unless mentioned otherwise. damagehazard = ; // Changes damage model to Strife's delayed damage for the given sector. Default = false. floorterrain = ; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.' ceilingterrain = ; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.' - floor_reflect = ; // reflectiveness of floor (OpenGL only, not functional on sloped sectors) ceiling_reflect = ; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors) + floorglowcolor = ; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. + floorglowheight = ; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow. + ceilingglowcolor = ; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. + ceilingglowheight = ; // 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 = // translucency of ceiling portal (default is 0 (not visible)) portal_ceil_blocksound = // ceiling portal blocks sound. diff --git a/src/gl/dynlights/gl_glow.cpp b/src/gl/dynlights/gl_glow.cpp index eacbfa953..e0ed6d0f6 100644 --- a/src/gl/dynlights/gl_glow.cpp +++ b/src/gl/dynlights/gl_glow.cpp @@ -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; +} \ No newline at end of file diff --git a/src/gl/dynlights/gl_glow.h b/src/gl/dynlights/gl_glow.h index 7d9ae9f7f..eb433c999 100644 --- a/src/gl/dynlights/gl_glow.h +++ b/src/gl/dynlights/gl_glow.h @@ -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 diff --git a/src/gl/scene/gl_wall.h b/src/gl/scene/gl_wall.h index bdee5761f..902517a9b 100644 --- a/src/gl/scene/gl_wall.h +++ b/src/gl/scene/gl_wall.h @@ -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!!! diff --git a/src/gl/scene/gl_walls.cpp b/src/gl/scene/gl_walls.cpp index 30e10b73f..4d258b3a0 100644 --- a/src/gl/scene/gl_walls.cpp +++ b/src/gl/scene/gl_walls.cpp @@ -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; diff --git a/src/namedef.h b/src/namedef.h index 61d7303a4..e08aec1e2 100644 --- a/src/namedef.h +++ b/src/namedef.h @@ -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) diff --git a/src/p_saveg.cpp b/src/p_saveg.cpp index 59e83d9e7..93ff5c72b 100644 --- a/src/p_saveg.cpp +++ b/src/p_saveg.cpp @@ -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; diff --git a/src/r_defs.h b/src/r_defs.h index ece421867..036e980b7 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -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 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 diff --git a/src/sound/i_music.cpp b/src/sound/i_music.cpp index b87ea670f..1cbca0863 100644 --- a/src/sound/i_music.cpp +++ b/src/sound/i_music.cpp @@ -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 diff --git a/src/textures/textures.h b/src/textures/textures.h index db58aaf22..fef23a309 100644 --- a/src/textures/textures.h +++ b/src/textures/textures.h @@ -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 diff --git a/wadsrc/static/zscript/base.txt b/wadsrc/static/zscript/base.txt index 658c4aa51..10e13cf50 100644 --- a/wadsrc/static/zscript/base.txt +++ b/wadsrc/static/zscript/base.txt @@ -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();