--[[ Usage: in Mapster32, > lua "shadexfog=reload'shadexfog'" -- for example > lua "shadexfog.create(100, 63,63,63)" > lua "shadexfog.translate(100, 2)" In EDuke32, simply pass this module at the command line. --]] local error = error local math = require("math") local min, max = math.min, math.max local floor = math.floor local sector, wall, sprite = sector, wall, sprite local engine = require("engine") local gv = gv ---------- local shadexfog = {} -- Create 32 palookups corrensponding to different *shade levels* of a fog -- palookup, called a "shade-x-fog" palookup set in the following. -- -- Pals .. +31 will be taken. -- , , : intensities of the fog color, [0 ..63] function shadexfog.create(startpalnum, fogr, fogg, fogb) local MAXPALNUM = 255-31-engine.RESERVEDPALS if (not (startpalnum >= 1 and startpalnum <= MAXPALNUM)) then error("invalid startpalnum, max="..MAXPALNUM, 2) end local basesht = engine.getshadetab(0) -- Encode the shade in different pal numbers! The shade tables are -- constructed with a fog in their place. for dummyshade=1,31 do local sht = engine.shadetab() for f=0,31 do for i=0,255 do local r, g, b = engine.getrgb(basesht[dummyshade][i]) local nr, ng, nb = (r*(32-f) + fogr*f) / 32, (g*(32-f) + fogg*f) / 32, (b*(32-f) + fogb*f) / 32 sht[f][i] = engine.nearcolor(nr, ng, nb) end end engine.setshadetab(startpalnum + dummyshade, sht) end end local function trans(what, startpalnum, fogintensity) local shade = min(max(what.shade, 0), 31) what.pal = startpalnum + shade what.shade = fogintensity end -- shadexfog.translate(startpalnum, fogintensity [, vis]) -- -- Translate the whole map for use with a shade-x-fog palookup set. -- .pal becomes the + former .shade -- .shade becomes the [0 .. 31] -- If is passed, set all sector's visibility to that value. -- -- Notes: -- - works only a single time (TODO: autodetection if already applied) -- - if shades < 0 or > 31 present, loss of information function shadexfog.translate(startpalnum, fogintensity, vis) for i=0,gv.numsectors-1 do trans(sector[i].ceiling, startpalnum, fogintensity) trans(sector[i].floor, startpalnum, fogintensity) if (vis) then sector[i].visibility = vis end end for i=0,gv.numwalls-1 do trans(wall[i], startpalnum, fogintensity) end end if (gv.LUNATIC_CLIENT == gv.LUNATIC_CLIENT_EDUKE32 and LUNATIC_FIRST_TIME) then shadexfog.create(100, 63,63,63) print("created shadexfog palookups") end ---------- BASE SHADE TABLE TESTS ---------- -- Basic test of whether for a color index i corresponding to a color (r,g,b), -- getclosestcol() returns a color index ii corresponding to the same color. -- (In the Duke3D palette, there are duplicates, so the requirement i==ii is -- too strict.) function shadexfog.test_nearcolor() for i=0,255 do local r, g, b = engine.getrgb(i) local ii = engine.nearcolor(r, g, b) local rr, gg, bb = engine.getrgb(ii) if (r~=rr or g~=gg or b~=bb) then printf("diff %d: %d,%d,%d %d,%d,%d", i, r,g,b, rr,gg,bb) end end end -- Change the .pal member of all sector ceilings/floors, walls and sprites to -- . function shadexfog.challpal(palnum) for i=0,gv.numsectors-1 do sector[i].ceilingpal = palnum sector[i].floorpal = palnum end for i=0,gv.numwalls-1 do wall[i].pal = palnum end for i in sprite.all() do sprite[i].pal = palnum end end -- Create our version of the base shade table (palookup 0) -- -- NOTE: Nope, the base shade table is NOT created by applying a linear ramp to -- the base palette colors!!! local function create_base_shtab(basesht) local basesht = basesht or engine.getshadetab(0) local sht = engine.shadetab() sht[0] = basesht[0] for sh=1,31 do for i=0,255-16 do -- NOTE that this fails, see BASESHT_0_NOT_IDENTITY: -- assert(basesht[0][i] == i) local r, g, b = engine.getrgb(i) local f = 1 r = ((32-f*sh+0.5)*r)/32 g = ((32-f*sh+0.5)*g)/32 b = ((32-f*sh+0.5)*b)/32 r, g, b = max(0,r), max(0,g), max(0,b) -- if f is > 1 sht[sh][i] = engine.nearcolor(r, g, b) end for i=255-16+1,255 do -- fullbrights sht[sh][i] = basesht[0][i] end end return sht end local function create_base_shtab_2(basesht) local basesht = basesht or engine.getshadetab(0) local perm16 = { [0]=0,1, 2,3, 5,4, 6,7, 8,13, 10,11, 12,9, 14,15 } basesht = basesht:remap16(perm16) local iperm16 = {} for i=0,15 do iperm16[perm16[i]] = i end local iperm = {} for i=0,255 do iperm[i] = 16*(iperm16[floor(i/16)]) + i%16 end local baseidx = {} for i=0,255-16 do baseidx[i] = i < 192 and 32*floor(i/32) or 16*floor(i/16) end local sht = engine.shadetab() for sh=0,31 do for i=0,255-16 do local bi = baseidx[i] local cidx = bi + floor(((31-sh)*(i - bi))/31) sht[sh][i] = iperm[cidx] end for i=255-16+1,255 do -- fullbrights sht[sh][i] = basesht[0][i] end end return sht:remap16(iperm16) end if (gv.LUNATIC_CLIENT == gv.LUNATIC_CLIENT_MAPSTER32) then -- Wrapper around engine.savePaletteDat() that errors on unexpected events. function shadexfog.save(filename, palnum, blendnum) local ok, errmsg = engine.savePaletteDat(filename, palnum, blendnum) if (not ok) then error(errmsg) end printf('Wrote base palette, shade and translucency tables to "%s"', filename) end end -- Create our (failed) version of the base shade table at set it to palookup -- number . -- : use second attempt? function shadexfog.create0(palnum, secver) local sht0 = secver and create_base_shtab_2() or create_base_shtab() engine.setshadetab(palnum, sht0) end function shadexfog.test_create0() local basesht = engine.getshadetab(0) for i=0,255 do if (basesht[0][i] ~= i) then -- BASESHT_0_NOT_IDENTITY printf("Base shade table at index %d: %d", i, basesht[0][i]) end end local sht = create_base_shtab(basesht) local ok = true for sh=1,31 do for i=0,255 do local ouri, origi = sht[sh][i], basesht[sh][i] -- if (sht[sh][i] ~= basesht[sh][i]) then if (math.abs(ouri - origi) > 1) then printf("Constructed shade table DIFFERS AT shade %d index %d: orig %d ours %d", sh, i, basesht[sh][i], sht[sh][i]) ok = false goto out end end end ::out:: if (ok) then printf("Constructed shade table IDENTICAL WITH original one") end end ---------- Blending table tests ---------- function shadexfog.create_128_trans(startblendidx) for alpha=1,128 do local f = alpha/256 local F = 1-f local tab = engine.blendtab() for i=0,255 do for j=0,255 do local r,g,b = engine.getrgb(i) local R,G,B = engine.getrgb(j) tab[i][j] = engine.nearcolor(f*r+F*R, f*g+F*G, f*b+F*B) end end engine.setblendtab(startblendidx + alpha-1, tab) end end function shadexfog.create_additive_trans(blendidx) local tab = engine.blendtab() for i=0,255 do for j=0,255 do local r,g,b = engine.getrgb(i) local R,G,B = engine.getrgb(j) tab[i][j] = engine.nearcolor(min(r+R, 63), min(g+G, 63), min(b+B, 63), 255-16) end end engine.setblendtab(blendidx, tab) end do return shadexfog end