raze-gles/polymer/eduke32/source/lunatic/test/shadexfog.lua
helixhorned 0ae00ba860 Lunatic: add some shade/vis debugging functions.
engine.lua: linearizeBasePal(), mapster32 only
test/shadexfog.lua: create_depth_shtab(), create_vismarker_shtab()

git-svn-id: https://svn.eduke32.com/eduke32@4404 1a8010ca-5511-0410-912e-c29ae57300e0
2014-03-30 13:53:05 +00:00

414 lines
12 KiB
Lua

--[[
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 assert = assert
local error = error
local print = print
local printf = printf
local type = type
local bit = require("bit")
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 = {}
-- Example:
-- lua "shadexfog.createremap(30, {[2]=0, [3]=1, [12]=0, [13]=1})"
-- creates a pal 30 which maps the blue and orange ramps to the gray ones.
-- (Compare with the rows of http://wiki.eduke32.com/wiki/File:Pala.png)
--
-- Sexdecatuple remappings of Duke3D pals loaded from LOOKUP.DAT:
-- Remappings that are not expressible as such and identity maps (pal 3 and 9)
-- omitted.
--
-- 2: { [0]=8, [1]=13, [2]=8, [3]=13, [4]=13, [5]=8, [6]=8, [7]=13, [9]=8, [10]=8, [11]=13, [12]=8, [14]=8, }
-- 5: { [8]=2, [13]=3, }
-- 7: { [0]=10, [1]=9, [2]=10, [3]=9, [4]=9, [5]=10, [6]=10, [7]=9, [8]=10, [11]=9, [12]=9, [13]=9, [14]=9, }
-- 8: { [0]=6, [1]=7, [2]=6, [3]=7, [4]=7, [5]=6, [8]=6, [9]=7, [10]=6, [11]=7, [12]=7, [13]=7, [14]=6, }
-- 11: { [4]=7, [5]=6, }
-- 12: { [4]=1, [5]=0, }
-- 15: { [4]=3, [5]=2, }
-- 17: { [2]=5, [3]=4, [4]=7, [5]=6, [6]=5, [7]=4, [12]=5, [14]=4, }
-- 18: { [4]=1, [5]=0, }
-- 19: { [2]=8, [3]=13, [4]=1, [5]=0, [6]=8, [7]=13, [12]=8, [14]=13, }
-- 20: { [2]=5, [3]=4, [4]=1, [5]=0, [6]=5, [7]=4, [12]=5, [14]=4, }
-- 21: { [4]=13, [5]=8, }
-- 22: { [4]=7, [5]=6, }
-- 25: { [6]=8, [7]=13, }
function shadexfog.createremap(palnum, remaptab)
local sht = engine.getshadetab(0)
engine.setshadetab(palnum, sht:remap16(remaptab))
end
-- Create 32 palookups corrensponding to different *shade levels* of a fog
-- palookup, called a "shade-x-fog" palookup set in the following.
--
-- Pals <startpalnum> .. <startpalnum>+31 will be taken.
-- <fogr>, <fogg>, <fogb>: 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=0,31 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)
if (what.pal >= startpalnum and what.pal <= startpalnum+31) then
-- Auto-detect earlier translation with the same <startpalnum>.
what.shade = what.pal - startpalnum
end
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 <startpalnum> + former .shade
-- .shade becomes the <fogintensity> [0 .. 31]
-- If <vis> is passed, set all sector's visibility to that value.
--
-- Notes:
-- - auto-detects when the translation has been applied with the *same*
-- <startpalnum> (if a different one is desired, must reload map).
-- - 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 ----------
-- sht = shadexfog.create_depth_shtab([palnum])
function shadexfog.create_depth_shtab(palnum)
local sht = engine.shadetab()
for s=0,31 do
for i=0,255 do
sht[s][i] = s
end
end
if (palnum) then
engine.setshadetab(palnum, sht)
end
return sht
end
function shadexfog.create_vismarker_shtab(palnum)
local sht = engine.getshadetab(0)
for i=0,255 do
sht[1][i] = 242
sht[30][i] = 245
end
if (palnum) then
engine.setshadetab(palnum, sht)
end
return sht
end
-- 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
-- <pal>.
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, moreblends)
local ok, errmsg = engine.savePaletteDat(filename, palnum, blendnum, moreblends)
if (not ok) then
error(errmsg)
end
printf('Wrote base palette, shade and translucency tables to "%s".', filename)
if (moreblends ~= nil) then
printf(" Also wrote additional translucency tables.")
end
end
function shadexfog.saveLookupDat(filename, lookups)
if (lookups == nil) then
lookups = {
-- Duke3D 1.5 LOOKUP.DAT order
1,2,6,7,8, 3,4,5,9,10,
12,13,15,16,18, 19,11,14,17,20,
21,22,23,24,25
}
end
assert(engine.saveLookupDat(filename, lookups))
printf('Wrote lookup tables and 5 base palettes to "%s".', filename)
end
end
-- Create our (failed) version of the base shade table at set it to palookup
-- number <palnum>.
-- <secver>: 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 ----------
-- shadexfog.create_trans(startblendidx, func [, numtables [, fullbrightsOK]])
--
-- <func>: must be
-- rr, gg, bb = f(r, g, b, R, G, B, level, numtables)
-- ('level' is the table index, from 1 to <numtables>)
-- <numtables>: number of tables to create, from <startblendidx> on. Default: 1
function shadexfog.create_trans(startblendidx, func, numtables, fullbrightsOK)
numtables = numtables or 1
local lastokcol = fullbrightsOK and 255 or 255-16
local tab = engine.blendtab()
for level=1,numtables do
for i=0,255 do
local r,g,b = engine.getrgb(i)
for j=0,255 do
local R,G,B = engine.getrgb(j)
local rr, gg, bb = func(r,g,b, R,G,B, level, numtables)
tab[i][j] = engine.nearcolor(rr, gg, bb, lastokcol)
end
end
engine.setblendtab(startblendidx + level-1, tab)
end
end
local function check_numtables(numtables)
if (numtables ~= nil) then
if (type(numtables) ~= "number" or not (numtables >= 1 and numtables <= 128)) then
error("invalid argument #2: must be a number in [1 .. 128]", 2)
end
if (bit.band(numtables, numtables-1) ~= 0) then
error("invalid argument #2: must be a power of two", 2)
end
end
end
-- shadexfog.create_alpha_trans(startblendidx [, numtables [, fullbrightsOK]])
--
-- Creates <numtables> blending tables of smooth alpha translucency, with
-- fractions 1/(2*numtables), 2/(2*numtables) ... numtables/(2*numtables).
-- <numtables> must be a power of two in [1 .. 128].
function shadexfog.create_alpha_trans(startblendidx, numtables, fullbrightsOK)
check_numtables(numtables)
shadexfog.create_trans(
startblendidx,
function(r,g,b, R,G,B, alpha, numtabs)
local f = alpha/(2*numtabs)
local F = 1-f
return f*r+F*R, f*g+F*G, f*b+F*B
end,
numtables, fullbrightsOK
)
end
-- shadexfog.create_additive_trans(startblendidx [, numtables [, fullbrightsOK]])
function shadexfog.create_additive_trans(startblendidx, numtables, fullbrightsOK)
shadexfog.create_trans(
startblendidx,
function(r,g,b, R,G,B, level, numtabs)
local f = level/numtabs
return min(f*r+R, 63), min(f*g+G, 63), min(f*b+B, 63)
end,
numtables, fullbrightsOK
)
end
do
return shadexfog
end