Lunatic: document fundamentals of shade tables, but not 'engine' API yet.

git-svn-id: https://svn.eduke32.com/eduke32@4239 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2014-01-02 00:08:39 +00:00
parent e71df2b6e3
commit a9fb18b228
2 changed files with 85 additions and 1 deletions

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@ -8,7 +8,7 @@ FILES=lunatic.html lunacon.html
# -->
# filter="source-highlight {source-highlight-args} -f xhtml -s {language} (...)"
%.html: %.txt Makefile lunatic_sh.style
asciidoc -v -a source-highlight-args="--style-file=$(shell pwd)/lunatic_sh.style" $<
asciidoc -v -a latexmath -a source-highlight-args="--style-file=$(shell pwd)/lunatic_sh.style" $<
all: $(FILES)

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@ -2029,6 +2029,90 @@ index `parentspritenum`. The z velocity can be overridden by passing `zvel`.
Returns the index of the spawned sprite on success, or --1 otherwise.
The `engine` module
~~~~~~~~~~~~~~~~~~~
Shade table interfaces
^^^^^^^^^^^^^^^^^^^^^^
The 8-bit (``classic'') Build renderer operates in indexed-color mode: the
pixels of the frame buffer do not contain red/green/blue values themselves, but
only indexes into a color table with 256 entries, the _base palette_.
**********
latexmath:[$\mathrm{ColorComponent} := \mathbb{N}_{64}$] {nbsp}
[gray]#// Build's base palettes have 6 bits of precision per color component# +
latexmath:[$\mathrm{ColorIndex} := \mathbb{N}_{256}$] +
latexmath:[$\mathrm{basepal}: \: \mathrm{ColorIndex} \rightarrow \mathrm{ColorComponent}^3$] +
**********
To implement shading and visibility attenuation, Build maintains tables mapping
pairs of a color index and a shade level (Duke3D's table uses 32 such
gradients) to a color index representing the darkness-faded color. Each such
table is called shade or _palookup_ table.
**********
latexmath:[$\mathrm{ShadeLevel} := \mathbb{N}_{\mathrm{Numshades}}$] +
latexmath:[$\mathrm{palookup}: \: \mathrm{ShadeLevel} \times
\mathrm{ColorIndex} \rightarrow \mathrm{ColorIndex}$]
**********
When a pixel is about to be drawn, a palookup table chosen depending on the
object's `pal` is consulted to determine its ultimate color index (in the
absence of blending with the translucency table or see-through texels). Given a
texel's color index as latexmath:[$i_{\mathrm{in}}$], the resulting pixel's one
latexmath:[$i_{\mathrm{out}}$] is computed as
==========
latexmath:[$s_1 = C \cdot \mathrm{shade} + D \cdot \mathrm{visdist}$] +
latexmath:[$s_2 = \mathrm{clamp}(s_1, \: 0, \: \mathrm{Numshades}-1)$] +
latexmath:[$\mathrm{shade_index} = \mathrm{round}(s_2)$] +
latexmath:[$i_{\mathrm{out}} = \mathrm{palookup}(\mathrm{shade_index}, i_{\mathrm{in}})$] {nbsp}
[gray]#// This is only a table lookup, palookup[shade_index][latexmath:[$i_{\mathrm{in}}$]]# +
==========
Here, latexmath:[$C$] and latexmath:[$D$] are positive constants and
latexmath:[$\mathrm{visdist}$] is the product of a. the distance of an object's
sampled pixel to the view plane with b. the object's
``visibility''.footnote:[Visibility would be more appropriately called
``anti-visibility'' or ``co-visibility'': greater values make objects appear
more faded for the same distance. Also, the visibility that is meant here has
the origin at 0, unlike `sector[].visibility`.] Thus, shade and visibility are
inherently confounded in the 8-bit mode.
===== Examples of effects using shade tables
While palookup tables are primarily used for shading and visibility
attenuation, they can be set up in other ways to yield different effects with
respect to how pixels of objects farther away are drawn. For example:
* Distance fading with fog. For a fog color latexmath:[$\mathbf{c} = (c_r, c_g,
c_b)$], the table is set up so that for a source color index latexmath:[$i$]
and a shade level sh, palookup[sh][latexmath:[$i$]] contains a color index
whose color is close to that of latexmath:[$i$] blended with
latexmath:[$\mathbf{c}$], +
+
{nbsp} latexmath:[$\frac{\mathrm{sh} + 0.5}{\mathrm{Numshades}} \cdot
\mathrm{basepal}(i) +
\frac{\mathrm{Numshades}-\mathrm{sh}+0.5}{\mathrm{Numshades}} \cdot
\mathbf{c}$]. +
+
Note that distance fading to black can be seen as a special case of this
fogging effect. However, Duke3D's base shade table (i.e. the table for pal
0) is *not* constructed in this way.
* Color index remapping. Given a mapping latexmath:[$m: \: \mathrm{ColorIndex}
\rightarrow \mathrm{ColorIndex}$], the table is set up so that for each shade
level sh, the 256 color indices are selected or reordered in the same way:
for all color indices latexmath:[$i$],
palookup[sh][latexmath:[$i$]]{nbsp}={nbsp}original_palookup[sh][latexmath:[$m(i)$]]. +
For example, pal 21 remaps the fifth and sixth blocks of consecutive
16-tuples of color indices (a ramp of blue colors) to the fourth and 14^th^
such blocks (red colors, the first one part of a 32-color ramp).
* ``Fullbright'' colors -- those that aren't affected by distance -- with index
latexmath:[$i$] are achieved by setting palookup[sh][latexmath:[$i$]] to
palookup[0][latexmath:[$i$]] for each shade sh.
The `fs` module -- virtual file system facilities
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~