/* ** gl_glow.cpp ** Glowing flats like Doomsday ** **--------------------------------------------------------------------------- ** Copyright 2005 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "w_wad.h" #include "sc_man.h" #include "v_video.h" #include "r_defs.h" #include "textures/textures.h" #include "gl/dynlights/gl_glow.h" //=========================================================================== // // Reads glow definitions from GLDEFS // //=========================================================================== void gl_InitGlow(FScanner &sc) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); if (sc.Compare("FLATS")) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { 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; } } else if (sc.Compare("WALLS")) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { 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; } } else if (sc.Compare("TEXTURE")) { sc.SetCMode(true); sc.MustGetString(); FTextureID flump=TexMan.CheckForTexture(sc.String, FTexture::TEX_Flat,FTextureManager::TEXMAN_TryAny); FTexture *tex = TexMan[flump]; sc.MustGetStringName(","); sc.MustGetString(); PalEntry color = V_GetColor(NULL, sc.String); //sc.MustGetStringName(","); //sc.MustGetNumber(); if (sc.CheckString(",")) { if (sc.CheckNumber()) { if (tex) tex->gl_info.GlowHeight = sc.Number; if (!sc.CheckString(",")) goto skip_fb; } sc.MustGetStringName("fullbright"); if (tex) tex->gl_info.bFullbright = true; } skip_fb: sc.SetCMode(false); if (tex && color != 0) { tex->gl_info.bGlowing = true; tex->gl_info.GlowColor = color; } } } } //========================================================================== // // Checks whether a sprite should be affected by a glow // //========================================================================== int gl_CheckSpriteGlow(sector_t *sec, int lightlevel, const DVector3 &pos) { FTextureID floorpic = sec->GetTexture(sector_t::floor); FTexture *tex = TexMan[floorpic]; if (tex != NULL && tex->isGlowing()) { double floordiff = pos.Z - sec->floorplane.ZatPoint(pos); if (floordiff < tex->gl_info.GlowHeight && tex->gl_info.GlowHeight != 0) { int maxlight = (255 + lightlevel) >> 1; double lightfrac = floordiff / tex->gl_info.GlowHeight; if (lightfrac < 0) lightfrac = 0; lightlevel = int(lightfrac*lightlevel + maxlight*(1 - lightfrac)); } } return lightlevel; }