mirror of
https://github.com/ZDoom/qzdoom.git
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1366 lines
32 KiB
C++
1366 lines
32 KiB
C++
/*
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** gl_dynlight.cpp
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** Light definitions for actors.
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**
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**---------------------------------------------------------------------------
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** Copyright 2003 Timothy Stump
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** Copyright 2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <ctype.h>
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#include "i_system.h"
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#include "doomtype.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "m_random.h"
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#include "sc_man.h"
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#include "templates.h"
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#include "w_wad.h"
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#include "gi.h"
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#include "r_state.h"
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#include "stats.h"
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#include "zstring.h"
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#include "d_dehacked.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/textures/gl_skyboxtexture.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_convert.h"
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EXTERN_CVAR (Float, gl_lights_intensity);
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EXTERN_CVAR (Float, gl_lights_size);
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int ScriptDepth;
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void gl_InitGlow(FScanner &sc);
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void gl_ParseBrightmap(FScanner &sc, int);
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void gl_DestroyUserShaders();
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void gl_ParseHardwareShader(FScanner &sc, int deflump);
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void gl_ParseSkybox(FScanner &sc);
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void gl_ParseDetailTexture(FScanner &sc);
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void gl_ParseVavoomSkybox();
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//==========================================================================
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//
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// Dehacked aliasing
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//
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//==========================================================================
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inline PClassActor * GetRealType(PClassActor * ti)
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{
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PClassActor *rep = ti->GetReplacement(false);
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if (rep != ti && rep != NULL && rep->IsDescendantOf(RUNTIME_CLASS(ADehackedPickup)))
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{
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return rep;
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}
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return ti;
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}
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//==========================================================================
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//
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// Light associations
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//
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//==========================================================================
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class FLightAssociation
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{
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public:
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//FLightAssociation();
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FLightAssociation(FName actorName, const char *frameName, FName lightName)
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: m_ActorName(actorName), m_AssocLight(lightName)
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{
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strncpy(m_FrameName, frameName, 8);
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}
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FName ActorName() { return m_ActorName; }
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const char *FrameName() { return m_FrameName; }
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FName Light() { return m_AssocLight; }
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void ReplaceLightName(FName newName) { m_AssocLight = newName; }
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protected:
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char m_FrameName[8];
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FName m_ActorName, m_AssocLight;
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};
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TArray<FLightAssociation> LightAssociations;
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//==========================================================================
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//
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// Light definitions
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//
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//==========================================================================
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class FLightDefaults
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{
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public:
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FLightDefaults(FName name, ELightType type);
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void ApplyProperties(ADynamicLight * light) const;
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FName GetName() const { return m_Name; }
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void SetParameter(double p) { m_Param = p; }
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void SetArg(int arg, BYTE val) { m_Args[arg] = val; }
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BYTE GetArg(int arg) { return m_Args[arg]; }
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void SetOffset(float* ft) { m_Pos.X = ft[0]; m_Pos.Z = ft[1]; m_Pos.Y = ft[2]; }
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void SetSubtractive(bool subtract) { m_subtractive = subtract; }
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void SetAdditive(bool add) { m_additive = add; }
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void SetDontLightSelf(bool add) { m_dontlightself = add; }
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void SetHalo(bool halo) { m_halo = halo; }
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protected:
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FName m_Name;
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unsigned char m_Args[5];
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double m_Param;
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DVector3 m_Pos;
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ELightType m_type;
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bool m_subtractive, m_additive, m_halo, m_dontlightself;
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};
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TArray<FLightDefaults *> LightDefaults;
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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FLightDefaults::FLightDefaults(FName name, ELightType type)
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{
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m_Name = name;
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m_type = type;
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m_Pos.Zero();
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memset(m_Args, 0, 5);
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m_Param = 0;
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m_subtractive = false;
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m_additive = false;
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m_halo = false;
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m_dontlightself = false;
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}
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void FLightDefaults::ApplyProperties(ADynamicLight * light) const
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{
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light->lighttype = m_type;
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light->Angles.Yaw.Degrees = m_Param;
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light->SetOffset(m_Pos);
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light->halo = m_halo;
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for (int a = 0; a < 3; a++) light->args[a] = clamp<int>((int)(m_Args[a] * gl_lights_intensity), 0, 255);
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light->m_Radius[0] = int(m_Args[LIGHT_INTENSITY]);
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light->m_Radius[1] = int(m_Args[LIGHT_SECONDARY_INTENSITY]);
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light->flags4 &= ~(MF4_ADDITIVE | MF4_SUBTRACTIVE | MF4_DONTLIGHTSELF);
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if (m_subtractive) light->flags4 |= MF4_SUBTRACTIVE;
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if (m_additive) light->flags4 |= MF4_ADDITIVE;
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if (m_dontlightself) light->flags4 |= MF4_DONTLIGHTSELF;
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}
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//==========================================================================
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//
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// light definition file parser
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//
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//==========================================================================
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static const char *LightTags[]=
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{
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"color",
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"size",
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"secondarySize",
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"offset",
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"chance",
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"interval",
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"scale",
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"frame",
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"light",
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"{",
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"}",
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"subtractive",
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"additive",
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"halo",
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"dontlightself",
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NULL
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};
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enum {
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LIGHTTAG_COLOR,
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LIGHTTAG_SIZE,
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LIGHTTAG_SECSIZE,
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LIGHTTAG_OFFSET,
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LIGHTTAG_CHANCE,
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LIGHTTAG_INTERVAL,
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LIGHTTAG_SCALE,
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LIGHTTAG_FRAME,
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LIGHTTAG_LIGHT,
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LIGHTTAG_OPENBRACE,
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LIGHTTAG_CLOSEBRACE,
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LIGHTTAG_SUBTRACTIVE,
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LIGHTTAG_ADDITIVE,
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LIGHTTAG_HALO,
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LIGHTTAG_DONTLIGHTSELF,
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};
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extern int ScriptDepth;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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inline float gl_ParseFloat(FScanner &sc)
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{
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sc.GetFloat();
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return float(sc.Float);
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}
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inline int gl_ParseInt(FScanner &sc)
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{
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sc.GetNumber();
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return sc.Number;
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}
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inline char *gl_ParseString(FScanner &sc)
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{
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sc.GetString();
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return sc.String;
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}
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void gl_ParseTriple(FScanner &sc, float floatVal[3])
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{
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for (int i = 0; i < 3; i++)
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{
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floatVal[i] = gl_ParseFloat(sc);
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}
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}
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void gl_AddLightDefaults(FLightDefaults *defaults)
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{
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FLightDefaults *temp;
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unsigned int i;
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// remove duplicates
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for (i = 0; i < LightDefaults.Size(); i++)
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{
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temp = LightDefaults[i];
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if (temp->GetName() == defaults->GetName())
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{
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delete temp;
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LightDefaults.Delete(i);
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break;
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}
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}
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LightDefaults.Push(defaults);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void gl_ParsePointLight(FScanner &sc)
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{
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int type;
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float floatTriple[3];
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int intVal;
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FLightDefaults *defaults;
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// get name
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sc.GetString();
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FName name = sc.String;
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// check for opening brace
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sc.GetString();
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if (sc.Compare("{"))
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{
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defaults = new FLightDefaults(name, PointLight);
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ScriptDepth++;
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while (ScriptDepth)
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{
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sc.GetString();
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type = sc.MatchString(LightTags);
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switch (type)
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{
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case LIGHTTAG_OPENBRACE:
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ScriptDepth++;
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break;
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case LIGHTTAG_CLOSEBRACE:
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ScriptDepth--;
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break;
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case LIGHTTAG_COLOR:
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gl_ParseTriple(sc, floatTriple);
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defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
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defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
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defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
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break;
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case LIGHTTAG_OFFSET:
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gl_ParseTriple(sc, floatTriple);
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defaults->SetOffset(floatTriple);
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break;
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case LIGHTTAG_SIZE:
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intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
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defaults->SetArg(LIGHT_INTENSITY, intVal);
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break;
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case LIGHTTAG_SUBTRACTIVE:
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defaults->SetSubtractive(gl_ParseInt(sc) != 0);
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break;
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case LIGHTTAG_ADDITIVE:
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defaults->SetAdditive(gl_ParseInt(sc) != 0);
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break;
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case LIGHTTAG_HALO:
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defaults->SetHalo(gl_ParseInt(sc) != 0);
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break;
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case LIGHTTAG_DONTLIGHTSELF:
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defaults->SetDontLightSelf(gl_ParseInt(sc) != 0);
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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}
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gl_AddLightDefaults(defaults);
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}
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else
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{
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sc.ScriptError("Expected '{'.\n");
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}
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void gl_ParsePulseLight(FScanner &sc)
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{
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int type;
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float floatVal, floatTriple[3];
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int intVal;
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FLightDefaults *defaults;
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// get name
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sc.GetString();
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FName name = sc.String;
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// check for opening brace
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sc.GetString();
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if (sc.Compare("{"))
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{
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defaults = new FLightDefaults(name, PulseLight);
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ScriptDepth++;
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while (ScriptDepth)
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{
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sc.GetString();
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type = sc.MatchString(LightTags);
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switch (type)
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{
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case LIGHTTAG_OPENBRACE:
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ScriptDepth++;
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break;
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case LIGHTTAG_CLOSEBRACE:
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ScriptDepth--;
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break;
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case LIGHTTAG_COLOR:
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gl_ParseTriple(sc, floatTriple);
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defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
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defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
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defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
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break;
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case LIGHTTAG_OFFSET:
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gl_ParseTriple(sc, floatTriple);
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defaults->SetOffset(floatTriple);
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break;
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case LIGHTTAG_SIZE:
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intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
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defaults->SetArg(LIGHT_INTENSITY, intVal);
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break;
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case LIGHTTAG_SECSIZE:
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intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
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defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
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break;
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case LIGHTTAG_INTERVAL:
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floatVal = gl_ParseFloat(sc);
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defaults->SetParameter(floatVal * TICRATE);
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break;
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case LIGHTTAG_SUBTRACTIVE:
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defaults->SetSubtractive(gl_ParseInt(sc) != 0);
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break;
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case LIGHTTAG_HALO:
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defaults->SetHalo(gl_ParseInt(sc) != 0);
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break;
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case LIGHTTAG_DONTLIGHTSELF:
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defaults->SetDontLightSelf(gl_ParseInt(sc) != 0);
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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}
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gl_AddLightDefaults(defaults);
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}
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else
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{
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sc.ScriptError("Expected '{'.\n");
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}
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}
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|
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//-----------------------------------------------------------------------------
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//
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//
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//
|
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//-----------------------------------------------------------------------------
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void gl_ParseFlickerLight(FScanner &sc)
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{
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int type;
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float floatVal, floatTriple[3];
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int intVal;
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FLightDefaults *defaults;
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// get name
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sc.GetString();
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FName name = sc.String;
|
|
|
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// check for opening brace
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sc.GetString();
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if (sc.Compare("{"))
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{
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defaults = new FLightDefaults(name, FlickerLight);
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ScriptDepth++;
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while (ScriptDepth)
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{
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sc.GetString();
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type = sc.MatchString(LightTags);
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switch (type)
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{
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case LIGHTTAG_OPENBRACE:
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ScriptDepth++;
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break;
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case LIGHTTAG_CLOSEBRACE:
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ScriptDepth--;
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break;
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case LIGHTTAG_COLOR:
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gl_ParseTriple(sc, floatTriple);
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defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
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defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
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defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
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break;
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case LIGHTTAG_OFFSET:
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gl_ParseTriple(sc, floatTriple);
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defaults->SetOffset(floatTriple);
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break;
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case LIGHTTAG_SIZE:
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intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
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defaults->SetArg(LIGHT_INTENSITY, intVal);
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break;
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case LIGHTTAG_SECSIZE:
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intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
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defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
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break;
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case LIGHTTAG_CHANCE:
|
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floatVal = gl_ParseFloat(sc);
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|
defaults->SetParameter(floatVal*360.);
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|
break;
|
|
case LIGHTTAG_SUBTRACTIVE:
|
|
defaults->SetSubtractive(gl_ParseInt(sc) != 0);
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|
break;
|
|
case LIGHTTAG_HALO:
|
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defaults->SetHalo(gl_ParseInt(sc) != 0);
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|
break;
|
|
case LIGHTTAG_DONTLIGHTSELF:
|
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defaults->SetDontLightSelf(gl_ParseInt(sc) != 0);
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|
break;
|
|
default:
|
|
sc.ScriptError("Unknown tag: %s\n", sc.String);
|
|
}
|
|
}
|
|
gl_AddLightDefaults(defaults);
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("Expected '{'.\n");
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void gl_ParseFlickerLight2(FScanner &sc)
|
|
{
|
|
int type;
|
|
float floatVal, floatTriple[3];
|
|
int intVal;
|
|
FLightDefaults *defaults;
|
|
|
|
// get name
|
|
sc.GetString();
|
|
FName name = sc.String;
|
|
|
|
// check for opening brace
|
|
sc.GetString();
|
|
if (sc.Compare("{"))
|
|
{
|
|
defaults = new FLightDefaults(name, RandomFlickerLight);
|
|
ScriptDepth++;
|
|
while (ScriptDepth)
|
|
{
|
|
sc.GetString();
|
|
type = sc.MatchString(LightTags);
|
|
switch (type)
|
|
{
|
|
case LIGHTTAG_OPENBRACE:
|
|
ScriptDepth++;
|
|
break;
|
|
case LIGHTTAG_CLOSEBRACE:
|
|
ScriptDepth--;
|
|
break;
|
|
case LIGHTTAG_COLOR:
|
|
gl_ParseTriple(sc, floatTriple);
|
|
defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
|
|
defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
|
|
defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
|
|
break;
|
|
case LIGHTTAG_OFFSET:
|
|
gl_ParseTriple(sc, floatTriple);
|
|
defaults->SetOffset(floatTriple);
|
|
break;
|
|
case LIGHTTAG_SIZE:
|
|
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
|
|
defaults->SetArg(LIGHT_INTENSITY, intVal);
|
|
break;
|
|
case LIGHTTAG_SECSIZE:
|
|
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
|
|
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
|
|
break;
|
|
case LIGHTTAG_INTERVAL:
|
|
floatVal = gl_ParseFloat(sc);
|
|
defaults->SetParameter(floatVal * 360.);
|
|
break;
|
|
case LIGHTTAG_SUBTRACTIVE:
|
|
defaults->SetSubtractive(gl_ParseInt(sc) != 0);
|
|
break;
|
|
case LIGHTTAG_HALO:
|
|
defaults->SetHalo(gl_ParseInt(sc) != 0);
|
|
break;
|
|
case LIGHTTAG_DONTLIGHTSELF:
|
|
defaults->SetDontLightSelf(gl_ParseInt(sc) != 0);
|
|
break;
|
|
default:
|
|
sc.ScriptError("Unknown tag: %s\n", sc.String);
|
|
}
|
|
}
|
|
if (defaults->GetArg(LIGHT_SECONDARY_INTENSITY) < defaults->GetArg(LIGHT_INTENSITY))
|
|
{
|
|
BYTE v = defaults->GetArg(LIGHT_SECONDARY_INTENSITY);
|
|
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, defaults->GetArg(LIGHT_INTENSITY));
|
|
defaults->SetArg(LIGHT_INTENSITY, v);
|
|
}
|
|
gl_AddLightDefaults(defaults);
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("Expected '{'.\n");
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void gl_ParseSectorLight(FScanner &sc)
|
|
{
|
|
int type;
|
|
float floatVal;
|
|
float floatTriple[3];
|
|
FLightDefaults *defaults;
|
|
|
|
// get name
|
|
sc.GetString();
|
|
FName name = sc.String;
|
|
|
|
// check for opening brace
|
|
sc.GetString();
|
|
if (sc.Compare("{"))
|
|
{
|
|
defaults = new FLightDefaults(name, SectorLight);
|
|
ScriptDepth++;
|
|
while (ScriptDepth)
|
|
{
|
|
sc.GetString();
|
|
type = sc.MatchString(LightTags);
|
|
switch (type)
|
|
{
|
|
case LIGHTTAG_OPENBRACE:
|
|
ScriptDepth++;
|
|
break;
|
|
case LIGHTTAG_CLOSEBRACE:
|
|
ScriptDepth--;
|
|
break;
|
|
case LIGHTTAG_COLOR:
|
|
gl_ParseTriple(sc, floatTriple);
|
|
defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
|
|
defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
|
|
defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
|
|
break;
|
|
case LIGHTTAG_OFFSET:
|
|
gl_ParseTriple(sc, floatTriple);
|
|
defaults->SetOffset(floatTriple);
|
|
break;
|
|
case LIGHTTAG_SCALE:
|
|
floatVal = gl_ParseFloat(sc);
|
|
defaults->SetArg(LIGHT_SCALE, (BYTE)(floatVal * 255));
|
|
break;
|
|
case LIGHTTAG_SUBTRACTIVE:
|
|
defaults->SetSubtractive(gl_ParseInt(sc) != 0);
|
|
break;
|
|
case LIGHTTAG_HALO:
|
|
defaults->SetHalo(gl_ParseInt(sc) != 0);
|
|
break;
|
|
case LIGHTTAG_DONTLIGHTSELF:
|
|
defaults->SetDontLightSelf(gl_ParseInt(sc) != 0);
|
|
break;
|
|
default:
|
|
sc.ScriptError("Unknown tag: %s\n", sc.String);
|
|
}
|
|
}
|
|
gl_AddLightDefaults(defaults);
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("Expected '{'.\n");
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void gl_AddLightAssociation(const char *actor, const char *frame, const char *light)
|
|
{
|
|
FLightAssociation *temp;
|
|
unsigned int i;
|
|
FLightAssociation assoc(actor, frame, light);
|
|
|
|
for (i = 0; i < LightAssociations.Size(); i++)
|
|
{
|
|
temp = &LightAssociations[i];
|
|
if (temp->ActorName() == assoc.ActorName())
|
|
{
|
|
if (strcmp(temp->FrameName(), assoc.FrameName()) == 0)
|
|
{
|
|
temp->ReplaceLightName(assoc.Light());
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
LightAssociations.Push(assoc);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void gl_ParseFrame(FScanner &sc, FString name)
|
|
{
|
|
int type, startDepth;
|
|
FString frameName;
|
|
|
|
// get name
|
|
sc.GetString();
|
|
if (strlen(sc.String) > 8)
|
|
{
|
|
sc.ScriptError("Name longer than 8 characters: %s\n", sc.String);
|
|
}
|
|
frameName = sc.String;
|
|
|
|
startDepth = ScriptDepth;
|
|
|
|
// check for opening brace
|
|
sc.GetString();
|
|
if (sc.Compare("{"))
|
|
{
|
|
ScriptDepth++;
|
|
while (ScriptDepth > startDepth)
|
|
{
|
|
sc.GetString();
|
|
type = sc.MatchString(LightTags);
|
|
switch (type)
|
|
{
|
|
case LIGHTTAG_OPENBRACE:
|
|
ScriptDepth++;
|
|
break;
|
|
case LIGHTTAG_CLOSEBRACE:
|
|
ScriptDepth--;
|
|
break;
|
|
case LIGHTTAG_LIGHT:
|
|
gl_ParseString(sc);
|
|
gl_AddLightAssociation(name, frameName, sc.String);
|
|
break;
|
|
default:
|
|
sc.ScriptError("Unknown tag: %s\n", sc.String);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("Expected '{'.\n");
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void gl_ParseObject(FScanner &sc)
|
|
{
|
|
int type;
|
|
FString name;
|
|
|
|
// get name
|
|
sc.GetString();
|
|
name = sc.String;
|
|
if (!PClass::FindClass(name))
|
|
sc.ScriptMessage("Warning: dynamic lights attached to non-existent actor %s\n", name.GetChars());
|
|
|
|
// check for opening brace
|
|
sc.GetString();
|
|
if (sc.Compare("{"))
|
|
{
|
|
ScriptDepth++;
|
|
while (ScriptDepth)
|
|
{
|
|
sc.GetString();
|
|
type = sc.MatchString(LightTags);
|
|
switch (type)
|
|
{
|
|
case LIGHTTAG_OPENBRACE:
|
|
ScriptDepth++;
|
|
break;
|
|
case LIGHTTAG_CLOSEBRACE:
|
|
ScriptDepth--;
|
|
break;
|
|
case LIGHTTAG_FRAME:
|
|
gl_ParseFrame(sc, name);
|
|
break;
|
|
default:
|
|
sc.ScriptError("Unknown tag: %s\n", sc.String);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("Expected '{'.\n");
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void gl_ReleaseLights()
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < LightDefaults.Size(); i++)
|
|
{
|
|
delete LightDefaults[i];
|
|
}
|
|
|
|
LightAssociations.Clear();
|
|
LightDefaults.Clear();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
// these are the core types available in the *DEFS lump
|
|
static const char *CoreKeywords[]=
|
|
{
|
|
"pointlight",
|
|
"pulselight",
|
|
"flickerlight",
|
|
"flickerlight2",
|
|
"sectorlight",
|
|
"object",
|
|
"clearlights",
|
|
"shader",
|
|
"clearshaders",
|
|
"skybox",
|
|
"glow",
|
|
"brightmap",
|
|
"disable_fullbright",
|
|
"hardwareshader",
|
|
"detail",
|
|
"#include",
|
|
NULL
|
|
};
|
|
|
|
|
|
enum
|
|
{
|
|
LIGHT_POINT,
|
|
LIGHT_PULSE,
|
|
LIGHT_FLICKER,
|
|
LIGHT_FLICKER2,
|
|
LIGHT_SECTOR,
|
|
LIGHT_OBJECT,
|
|
LIGHT_CLEAR,
|
|
TAG_SHADER,
|
|
TAG_CLEARSHADERS,
|
|
TAG_SKYBOX,
|
|
TAG_GLOW,
|
|
TAG_BRIGHTMAP,
|
|
TAG_DISABLE_FB,
|
|
TAG_HARDWARESHADER,
|
|
TAG_DETAIL,
|
|
TAG_INCLUDE,
|
|
};
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// This is only here so any shader definition for ZDoomGL can be skipped
|
|
// There is no functionality for this stuff!
|
|
//
|
|
//==========================================================================
|
|
bool gl_ParseShader(FScanner &sc)
|
|
{
|
|
int ShaderDepth = 0;
|
|
|
|
if (sc.GetString())
|
|
{
|
|
char *tmp;
|
|
|
|
tmp = strstr(sc.String, "{");
|
|
while (tmp)
|
|
{
|
|
ShaderDepth++;
|
|
tmp++;
|
|
tmp = strstr(tmp, "{");
|
|
}
|
|
|
|
tmp = strstr(sc.String, "}");
|
|
while (tmp)
|
|
{
|
|
ShaderDepth--;
|
|
tmp++;
|
|
tmp = strstr(tmp, "}");
|
|
}
|
|
|
|
if (ShaderDepth == 0) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Light associations per actor class
|
|
//
|
|
// Turn this inefficient mess into something that can be used at run time.
|
|
//
|
|
//==========================================================================
|
|
|
|
class FInternalLightAssociation
|
|
{
|
|
public:
|
|
FInternalLightAssociation(FLightAssociation * asso);
|
|
int Sprite() const { return m_sprite; }
|
|
int Frame() const { return m_frame; }
|
|
const FLightDefaults *Light() const { return m_AssocLight; }
|
|
protected:
|
|
int m_sprite;
|
|
int m_frame;
|
|
FLightDefaults * m_AssocLight;
|
|
};
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FInternalLightAssociation::FInternalLightAssociation(FLightAssociation * asso)
|
|
{
|
|
|
|
m_AssocLight=NULL;
|
|
for(unsigned int i=0;i<LightDefaults.Size();i++)
|
|
{
|
|
if (LightDefaults[i]->GetName() == asso->Light())
|
|
{
|
|
m_AssocLight = LightDefaults[i];
|
|
break;
|
|
}
|
|
}
|
|
|
|
m_sprite=-1;
|
|
m_frame = -1;
|
|
for (unsigned i = 0; i < sprites.Size (); ++i)
|
|
{
|
|
if (strncmp (sprites[i].name, asso->FrameName(), 4) == 0)
|
|
{
|
|
m_sprite = (int)i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Only handle lights for full frames.
|
|
// I won't bother with special lights for single rotations
|
|
// because there is no decent use for them!
|
|
if (strlen(asso->FrameName())==5 || asso->FrameName()[5]=='0')
|
|
{
|
|
m_frame = toupper(asso->FrameName()[4])-'A';
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
inline TDeletingArray<FInternalLightAssociation *> * gl_GetActorLights(AActor * actor)
|
|
{
|
|
return (TDeletingArray<FInternalLightAssociation *>*)actor->lightassociations;
|
|
}
|
|
|
|
TDeletingArray< TDeletingArray<FInternalLightAssociation *> * > AssoDeleter;
|
|
|
|
//==========================================================================
|
|
//
|
|
// State lights
|
|
//
|
|
//==========================================================================
|
|
TArray<FName> ParsedStateLights;
|
|
TArray<FLightDefaults *> StateLights;
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void gl_InitializeActorLights()
|
|
{
|
|
for(unsigned int i=0;i<LightAssociations.Size();i++)
|
|
{
|
|
PClassActor * ti = PClass::FindActor(LightAssociations[i].ActorName());
|
|
if (ti)
|
|
{
|
|
ti = GetRealType(ti);
|
|
AActor * defaults = GetDefaultByType(ti);
|
|
if (defaults)
|
|
{
|
|
FInternalLightAssociation * iasso = new FInternalLightAssociation(&LightAssociations[i]);
|
|
|
|
if (!defaults->lightassociations)
|
|
{
|
|
TDeletingArray<FInternalLightAssociation*> *p =new TDeletingArray<FInternalLightAssociation*>;
|
|
defaults->lightassociations = p;
|
|
AssoDeleter.Push(p);
|
|
}
|
|
TDeletingArray<FInternalLightAssociation *> * lights = gl_GetActorLights(defaults);
|
|
if (iasso->Light()==NULL)
|
|
{
|
|
// The definition was not valid.
|
|
delete iasso;
|
|
}
|
|
else
|
|
{
|
|
lights->Push(iasso);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// we don't need the parser data for the light associations anymore
|
|
LightAssociations.Clear();
|
|
LightAssociations.ShrinkToFit();
|
|
|
|
StateLights.Resize(ParsedStateLights.Size()+1);
|
|
for(unsigned i=0; i<ParsedStateLights.Size();i++)
|
|
{
|
|
if (ParsedStateLights[i] != NAME_None)
|
|
{
|
|
StateLights[i] = (FLightDefaults*)-1; // something invalid that's not NULL.
|
|
for(unsigned int j=0;j<LightDefaults.Size();j++)
|
|
{
|
|
if (LightDefaults[j]->GetName() == ParsedStateLights[i])
|
|
{
|
|
StateLights[i] = LightDefaults[j];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else StateLights[i] = NULL;
|
|
}
|
|
StateLights[StateLights.Size()-1] = NULL; // terminator
|
|
ParsedStateLights.Clear();
|
|
ParsedStateLights.ShrinkToFit();
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void gl_AttachLight(AActor *actor, unsigned int count, const FLightDefaults *lightdef)
|
|
{
|
|
ADynamicLight *light;
|
|
|
|
// I'm skipping the single rotations because that really doesn't make sense!
|
|
if (count < actor->dynamiclights.Size())
|
|
{
|
|
light = barrier_cast<ADynamicLight*>(actor->dynamiclights[count]);
|
|
assert(light != NULL);
|
|
}
|
|
else
|
|
{
|
|
light = Spawn<ADynamicLight>(actor->Pos(), NO_REPLACE);
|
|
light->target = actor;
|
|
light->owned = true;
|
|
actor->dynamiclights.Push(light);
|
|
}
|
|
light->flags2&=~MF2_DORMANT;
|
|
lightdef->ApplyProperties(light);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// per-state light adjustment
|
|
//
|
|
//==========================================================================
|
|
|
|
void gl_SetActorLights(AActor *actor)
|
|
{
|
|
TArray<FInternalLightAssociation *> * l = gl_GetActorLights(actor);
|
|
unsigned int count = 0;
|
|
|
|
All.Clock();
|
|
if (actor->state == NULL) return;
|
|
if (l)
|
|
{
|
|
TArray<FInternalLightAssociation *> & LightAssociations=*l;
|
|
ADynamicLight *lights, *tmpLight;
|
|
unsigned int i;
|
|
|
|
int sprite = actor->sprite;
|
|
int frame = actor->frame;
|
|
|
|
lights = tmpLight = NULL;
|
|
|
|
|
|
for (i = 0; i < LightAssociations.Size(); i++)
|
|
{
|
|
if (LightAssociations[i]->Sprite() == sprite &&
|
|
(LightAssociations[i]->Frame()==frame || LightAssociations[i]->Frame()==-1))
|
|
{
|
|
gl_AttachLight(actor, count++, LightAssociations[i]->Light());
|
|
}
|
|
}
|
|
}
|
|
if (count == 0 && actor->state->Light > 0)
|
|
{
|
|
for(int i= actor->state->Light; StateLights[i] != NULL; i++)
|
|
{
|
|
if (StateLights[i] != (FLightDefaults*)-1)
|
|
{
|
|
gl_AttachLight(actor, count++, StateLights[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
for(;count<actor->dynamiclights.Size();count++)
|
|
{
|
|
actor->dynamiclights[count]->flags2|=MF2_DORMANT;
|
|
memset(actor->dynamiclights[count]->args, 0, sizeof(actor->args));
|
|
}
|
|
All.Unclock();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// This is called before saving the game
|
|
//
|
|
//==========================================================================
|
|
|
|
void gl_DeleteAllAttachedLights()
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * a;
|
|
ADynamicLight * l;
|
|
|
|
while ((a=it.Next()))
|
|
{
|
|
a->dynamiclights.Clear();
|
|
}
|
|
|
|
TThinkerIterator<ADynamicLight> it2;
|
|
|
|
l=it2.Next();
|
|
while (l)
|
|
{
|
|
ADynamicLight * ll = it2.Next();
|
|
if (l->owned) l->Destroy();
|
|
l=ll;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void gl_RecreateAllAttachedLights()
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * a;
|
|
|
|
while ((a=it.Next()))
|
|
{
|
|
gl_SetActorLights(a);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
// The actual light def parsing code is there.
|
|
// DoParseDefs is no longer called directly by ParseDefs, now it's called
|
|
// by LoadDynLightDefs, which wasn't simply integrated into ParseDefs
|
|
// because of the way the code needs to load two out of five lumps.
|
|
//==========================================================================
|
|
void gl_DoParseDefs(FScanner &sc, int workingLump)
|
|
{
|
|
int recursion=0;
|
|
int lump, type;
|
|
|
|
// Get actor class name.
|
|
while (true)
|
|
{
|
|
sc.SavePos();
|
|
if (!sc.GetToken ())
|
|
{
|
|
return;
|
|
}
|
|
type = sc.MatchString(CoreKeywords);
|
|
switch (type)
|
|
{
|
|
case TAG_INCLUDE:
|
|
{
|
|
sc.MustGetString();
|
|
// This is not using sc.Open because it can print a more useful error message when done here
|
|
lump = Wads.CheckNumForFullName(sc.String, true);
|
|
if (lump==-1)
|
|
sc.ScriptError("Lump '%s' not found", sc.String);
|
|
|
|
FScanner newscanner(lump);
|
|
gl_DoParseDefs(newscanner, lump);
|
|
break;
|
|
}
|
|
case LIGHT_POINT:
|
|
gl_ParsePointLight(sc);
|
|
break;
|
|
case LIGHT_PULSE:
|
|
gl_ParsePulseLight(sc);
|
|
break;
|
|
case LIGHT_FLICKER:
|
|
gl_ParseFlickerLight(sc);
|
|
break;
|
|
case LIGHT_FLICKER2:
|
|
gl_ParseFlickerLight2(sc);
|
|
break;
|
|
case LIGHT_SECTOR:
|
|
gl_ParseSectorLight(sc);
|
|
break;
|
|
case LIGHT_OBJECT:
|
|
gl_ParseObject(sc);
|
|
break;
|
|
case LIGHT_CLEAR:
|
|
gl_ReleaseLights();
|
|
break;
|
|
case TAG_SHADER:
|
|
gl_ParseShader(sc);
|
|
break;
|
|
case TAG_CLEARSHADERS:
|
|
break;
|
|
case TAG_SKYBOX:
|
|
gl_ParseSkybox(sc);
|
|
break;
|
|
case TAG_GLOW:
|
|
gl_InitGlow(sc);
|
|
break;
|
|
case TAG_BRIGHTMAP:
|
|
gl_ParseBrightmap(sc, workingLump);
|
|
break;
|
|
case TAG_HARDWARESHADER:
|
|
gl_ParseHardwareShader(sc, workingLump);
|
|
break;
|
|
case TAG_DETAIL:
|
|
gl_ParseDetailTexture(sc);
|
|
break;
|
|
case TAG_DISABLE_FB:
|
|
{
|
|
/* not implemented.
|
|
sc.MustGetString();
|
|
const PClass *cls = PClass::FindClass(sc.String);
|
|
if (cls) GetDefaultByType(cls)->renderflags |= RF_NEVERFULLBRIGHT;
|
|
*/
|
|
}
|
|
break;
|
|
default:
|
|
sc.ScriptError("Error parsing defs. Unknown tag: %s.\n", sc.String);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void gl_LoadGLDefs(const char * defsLump)
|
|
{
|
|
int workingLump, lastLump;
|
|
|
|
lastLump = 0;
|
|
while ((workingLump = Wads.FindLump(defsLump, &lastLump)) != -1)
|
|
{
|
|
FScanner sc(workingLump);
|
|
gl_DoParseDefs(sc, workingLump);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void gl_ParseDefs()
|
|
{
|
|
const char *defsLump = NULL;
|
|
|
|
atterm( gl_ReleaseLights );
|
|
gl_ReleaseLights();
|
|
gl_DestroyUserShaders();
|
|
switch (gameinfo.gametype)
|
|
{
|
|
case GAME_Heretic:
|
|
defsLump = "HTICDEFS";
|
|
break;
|
|
case GAME_Hexen:
|
|
defsLump = "HEXNDEFS";
|
|
break;
|
|
case GAME_Strife:
|
|
defsLump = "STRFDEFS";
|
|
break;
|
|
case GAME_Doom:
|
|
defsLump = "DOOMDEFS";
|
|
break;
|
|
case GAME_Chex:
|
|
defsLump = "CHEXDEFS";
|
|
break;
|
|
default: // silence GCC
|
|
break;
|
|
}
|
|
gl_ParseVavoomSkybox();
|
|
if (defsLump != NULL) gl_LoadGLDefs(defsLump);
|
|
gl_LoadGLDefs("GLDEFS");
|
|
gl_InitializeActorLights();
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void AddStateLight(FState *State, const char *lname)
|
|
{
|
|
if (State->Light == 0)
|
|
{
|
|
ParsedStateLights.Push(NAME_None);
|
|
State->Light = ParsedStateLights.Push(FName(lname));
|
|
}
|
|
else
|
|
{
|
|
ParsedStateLights.Push(FName(lname));
|
|
}
|
|
}
|