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Lunatic: document engine.*blendtab() and engine.getrgb() functions.
git-svn-id: https://svn.eduke32.com/eduke32@4307 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -2042,8 +2042,8 @@ Returns the index of the spawned sprite on success, or --1 otherwise.
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The `engine` module
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The `engine` module
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~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~
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Shade table interfaces
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Base palette interfaces
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^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^
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The 8-bit (``classic'') Build renderer operates in indexed-color mode: the
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The 8-bit (``classic'') Build renderer operates in indexed-color mode: the
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pixels of the frame buffer do not contain red/green/blue values themselves, but
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pixels of the frame buffer do not contain red/green/blue values themselves, but
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@ -2055,6 +2055,20 @@ latexmath:[$\mathrm{ColorIndex} := \mathbb{N}_{256}$] +
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latexmath:[$\mathrm{basepal}: \: \mathrm{ColorIndex} \rightarrow \mathrm{ColorComponent}^3$] +
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latexmath:[$\mathrm{basepal}: \: \mathrm{ColorIndex} \rightarrow \mathrm{ColorComponent}^3$] +
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**********
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**********
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The following functions provide a bridge between color indices and their
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corresponding color components.
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`r, g, b = engine.getrgb(i)`::
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Returns the red, green and blue color components of the default base palette
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for color index `i`. The color components are in the range [0 .. 63].
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+
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If `i` is 255, `r`, `g` and `b` are all returned as 0, even if the actual base
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palette may contain different values for that index.
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Shade table interfaces
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^^^^^^^^^^^^^^^^^^^^^^
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To implement shading and visibility attenuation, Build maintains tables mapping
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To implement shading and visibility attenuation, Build maintains tables mapping
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pairs of a color index and a shade level (Duke3D's table uses 32 such
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pairs of a color index and a shade level (Duke3D's table uses 32 such
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gradients) to a color index representing the darkness-faded color. Each such
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gradients) to a color index representing the darkness-faded color. Each such
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@ -2148,7 +2162,7 @@ or `makepalookup`), or assigned using `engine.setshadetab`. If the table for
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pal `palnum` is aliased to the default one when `getshadetab` is called, *nil*
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pal `palnum` is aliased to the default one when `getshadetab` is called, *nil*
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is returned.
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is returned.
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`engine.setshadetab(palnum, sht)`::
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[[engine_setshadetab]] `engine.setshadetab(palnum, sht)`::
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Copies the shade table `sht` to the engine-side palookup table for pal
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Copies the shade table `sht` to the engine-side palookup table for pal
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`palnum`. An error is issued if an attempt is made to copy to a reserved
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`palnum`. An error is issued if an attempt is made to copy to a reserved
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@ -2180,6 +2194,70 @@ local newsht = engine.getshadetab(0):remap16(perm16)
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----------
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----------
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//////////
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//////////
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Blending table interfaces
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^^^^^^^^^^^^^^^^^^^^^^^^^
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EDuke32 supports installing multiple blending tables used by the 8-bit
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renderer. A blending (or translucency) table is used whenever an object with
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the ``translucent'' bit set is drawn, and maps pairs of color indices to a
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blended color index.
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**********
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latexmath:[$\mathrm{transluc}: \: \mathrm{ColorIndex} \times
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\mathrm{ColorIndex} \rightarrow \mathrm{ColorIndex}$]
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**********
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Given a background color index `bi` and a color index of an incoming foreground
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fragment `fi` (usually obtained by looking up a shade table), when `fi` is
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different from 255, the resulting color index is
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==========
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`transluc[bi][fi]`
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==========
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if the ``reverse translucency'' bit is clear, and
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==========
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`transluc[fi][bi]`
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==========
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if reverse tranlucency is set. If the fragment sampled from the foreground
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object has color index 255, it is discarded: translucent rendering is always
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``masking''.
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Currently, only sprites support rendering with custom blending tables, by
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setting their `.blend` member to the number of a blending table.
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===== Blending table functions
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`tab = engine.blendtab()`::
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Creates and returns a new blending table object `tab` with all entries initialized
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to zero. This object can be indexed once with a color index from 0 to 255,
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yielding a reference to an array of 256 8-bit unsigned integers. Thus, blending
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table objects can be used just as indicated in the notation above: `tab[i][j]`
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is the blended color index for input color indices `i` and `j`.
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`tab = engine.getblendtab(blendnum)`::
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Returns a new blending table object `tab` containing the values for the
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engine-side translucency table numbered `blendnum`, or *nil* if no blending
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table with that number is registered. Modifying the returned `tab` does not
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alter the actual engine-side blending table.
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//+
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//At engine initialization, the default translucency table (with number 0) is
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//loaded from PALETTE.DAT.
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`engine.setblendtab(blendnum, tab)`::
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Copies the blending table `tab` to the engine-side translucency table with
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number `blendnum`.
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+
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Similar to <<engine_setshadetab,`engine.setshadetab`>>, there are certain
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restrictions when running in EDuke32:
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+
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* A `blendnum` for which a table has already been registered cannot be
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re-assigned to.
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+
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* `setblendtab` may only be called at first initialization time, that is, when
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the value of `LUNATIC_FIRST_TIME` is *true*.
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The `fs` module -- virtual file system facilities
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The `fs` module -- virtual file system facilities
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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