- added explicit fog density as a sector property, accessible through UDMF and ACS.
- allow changing sector glow information through ACS.
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11bea8249a
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9 changed files with 77 additions and 19 deletions
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@ -294,43 +294,48 @@ void gl_SetColor(int sectorlightlevel, int rellight, const FColormap &cm, float
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//
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//==========================================================================
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float gl_GetFogDensity(int lightlevel, PalEntry fogcolor)
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float gl_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity)
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{
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float density;
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if (glset.lightmode&4)
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if (glset.lightmode & 4)
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{
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// uses approximations of Legacy's default settings.
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density = fogdensity? fogdensity : 18;
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density = fogdensity ? fogdensity : 18;
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}
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else if ((fogcolor.d & 0xffffff) == 0)
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{
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// case 1: black fog
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if (glset.lightmode != 8)
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{
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density=distfogtable[glset.lightmode!=0][gl_ClampLight(lightlevel)];
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density = distfogtable[glset.lightmode != 0][gl_ClampLight(lightlevel)];
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}
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else
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{
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density = 0;
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}
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}
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else if (outsidefogdensity != 0 && outsidefogcolor.a!=0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
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else if (sectorfogdensity != 0)
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{
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// case 2. outsidefogdensity has already been set as needed
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density=outsidefogdensity;
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// case 2: Sector has an explicit fog density set.
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density = sectorfogdensity;
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}
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else if (fogdensity!=0)
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else if (outsidefogdensity != 0 && outsidefogcolor.a != 0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
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{
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// case 3: level has fog density set
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density=fogdensity;
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// case 3. outsidefogdensity has already been set as needed
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density = outsidefogdensity;
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}
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else if (fogdensity != 0)
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{
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// case 4: level has fog density set
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density = fogdensity;
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}
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else if (lightlevel < 248)
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{
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// case 4: use light level
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density=clamp<int>(255-lightlevel,30,255);
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// case 5: use light level
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density = clamp<int>(255 - lightlevel, 30, 255);
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}
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else
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else
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{
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density = 0.f;
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}
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@ -487,7 +492,7 @@ void gl_SetFog(int lightlevel, int rellight, const FColormap *cmap, bool isaddit
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else if (cmap != NULL && gl_fixedcolormap == 0)
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{
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fogcolor = cmap->FadeColor;
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fogdensity = gl_GetFogDensity(lightlevel, fogcolor);
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fogdensity = gl_GetFogDensity(lightlevel, fogcolor, cmap->fogdensity);
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fogcolor.a=0;
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}
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else
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