- added explicit fog density as a sector property, accessible through UDMF and ACS.

- allow changing sector glow information through ACS.
This commit is contained in:
Christoph Oelckers 2016-12-29 01:12:17 +01:00
commit d748b6ad70
9 changed files with 77 additions and 19 deletions

View file

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