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https://github.com/ZDoom/raze-gles.git
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846fcdf31c
Lunatic: also, add an additional argument 'moreblends' to engine.savePaletteDat() and document that function. See test/shadexfog.lua for a "user-friendly" wrapper shadexfog.save() which prints success or errors. git-svn-id: https://svn.eduke32.com/eduke32@4312 1a8010ca-5511-0410-912e-c29ae57300e0
293 lines
8.1 KiB
Lua
293 lines
8.1 KiB
Lua
--[[
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Usage: in Mapster32,
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> lua "shadexfog=reload'shadexfog'"
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-- for example
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> lua "shadexfog.create(100, 63,63,63)"
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> lua "shadexfog.translate(100, 2)"
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In EDuke32, simply pass this module at the command line.
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--]]
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local error = error
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local math = require("math")
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local min, max = math.min, math.max
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local floor = math.floor
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local sector, wall, sprite = sector, wall, sprite
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local engine = require("engine")
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local gv = gv
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----------
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local shadexfog = {}
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-- Create 32 palookups corrensponding to different *shade levels* of a fog
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-- palookup, called a "shade-x-fog" palookup set in the following.
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--
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-- Pals <tartpalnum> .. <startpalnum>+31 will be taken.
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-- <fogr>, <fogg>, <fogb>: intensities of the fog color, [0 ..63]
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function shadexfog.create(startpalnum, fogr, fogg, fogb)
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local MAXPALNUM = 255-31-engine.RESERVEDPALS
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if (not (startpalnum >= 1 and startpalnum <= MAXPALNUM)) then
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error("invalid startpalnum, max="..MAXPALNUM, 2)
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end
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local basesht = engine.getshadetab(0)
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-- Encode the shade in different pal numbers! The shade tables are
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-- constructed with a fog in their place.
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for dummyshade=1,31 do
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local sht = engine.shadetab()
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for f=0,31 do
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for i=0,255 do
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local r, g, b = engine.getrgb(basesht[dummyshade][i])
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local nr, ng, nb =
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(r*(32-f) + fogr*f) / 32,
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(g*(32-f) + fogg*f) / 32,
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(b*(32-f) + fogb*f) / 32
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sht[f][i] = engine.nearcolor(nr, ng, nb)
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end
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end
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engine.setshadetab(startpalnum + dummyshade, sht)
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end
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end
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local function trans(what, startpalnum, fogintensity)
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local shade = min(max(what.shade, 0), 31)
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what.pal = startpalnum + shade
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what.shade = fogintensity
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end
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-- shadexfog.translate(startpalnum, fogintensity [, vis])
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--
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-- Translate the whole map for use with a shade-x-fog palookup set.
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-- .pal becomes the <startpalnum> + former .shade
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-- .shade becomes the <fogintensity> [0 .. 31]
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-- If <vis> is passed, set all sector's visibility to that value.
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--
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-- Notes:
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-- - works only a single time (TODO: autodetection if already applied)
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-- - if shades < 0 or > 31 present, loss of information
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function shadexfog.translate(startpalnum, fogintensity, vis)
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for i=0,gv.numsectors-1 do
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trans(sector[i].ceiling, startpalnum, fogintensity)
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trans(sector[i].floor, startpalnum, fogintensity)
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if (vis) then
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sector[i].visibility = vis
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end
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end
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for i=0,gv.numwalls-1 do
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trans(wall[i], startpalnum, fogintensity)
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end
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end
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if (gv.LUNATIC_CLIENT == gv.LUNATIC_CLIENT_EDUKE32 and LUNATIC_FIRST_TIME) then
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shadexfog.create(100, 63,63,63)
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print("created shadexfog palookups")
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end
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---------- BASE SHADE TABLE TESTS ----------
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-- Basic test of whether for a color index i corresponding to a color (r,g,b),
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-- getclosestcol() returns a color index ii corresponding to the same color.
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-- (In the Duke3D palette, there are duplicates, so the requirement i==ii is
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-- too strict.)
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function shadexfog.test_nearcolor()
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for i=0,255 do
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local r, g, b = engine.getrgb(i)
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local ii = engine.nearcolor(r, g, b)
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local rr, gg, bb = engine.getrgb(ii)
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if (r~=rr or g~=gg or b~=bb) then
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printf("diff %d: %d,%d,%d %d,%d,%d", i, r,g,b, rr,gg,bb)
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end
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end
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end
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-- Change the .pal member of all sector ceilings/floors, walls and sprites to
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-- <pal>.
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function shadexfog.challpal(palnum)
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for i=0,gv.numsectors-1 do
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sector[i].ceilingpal = palnum
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sector[i].floorpal = palnum
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end
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for i=0,gv.numwalls-1 do
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wall[i].pal = palnum
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end
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for i in sprite.all() do
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sprite[i].pal = palnum
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end
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end
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-- Create our version of the base shade table (palookup 0)
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--
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-- NOTE: Nope, the base shade table is NOT created by applying a linear ramp to
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-- the base palette colors!!!
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local function create_base_shtab(basesht)
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local basesht = basesht or engine.getshadetab(0)
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local sht = engine.shadetab()
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sht[0] = basesht[0]
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for sh=1,31 do
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for i=0,255-16 do
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-- NOTE that this fails, see BASESHT_0_NOT_IDENTITY:
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-- assert(basesht[0][i] == i)
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local r, g, b = engine.getrgb(i)
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local f = 1
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r = ((32-f*sh+0.5)*r)/32
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g = ((32-f*sh+0.5)*g)/32
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b = ((32-f*sh+0.5)*b)/32
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r, g, b = max(0,r), max(0,g), max(0,b) -- if f is > 1
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sht[sh][i] = engine.nearcolor(r, g, b)
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end
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for i=255-16+1,255 do
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-- fullbrights
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sht[sh][i] = basesht[0][i]
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end
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end
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return sht
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end
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local function create_base_shtab_2(basesht)
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local basesht = basesht or engine.getshadetab(0)
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local perm16 = { [0]=0,1, 2,3, 5,4, 6,7, 8,13, 10,11, 12,9, 14,15 }
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basesht = basesht:remap16(perm16)
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local iperm16 = {}
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for i=0,15 do
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iperm16[perm16[i]] = i
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end
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local iperm = {}
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for i=0,255 do
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iperm[i] = 16*(iperm16[floor(i/16)]) + i%16
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end
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local baseidx = {}
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for i=0,255-16 do
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baseidx[i] = i < 192 and 32*floor(i/32) or 16*floor(i/16)
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end
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local sht = engine.shadetab()
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for sh=0,31 do
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for i=0,255-16 do
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local bi = baseidx[i]
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local cidx = bi + floor(((31-sh)*(i - bi))/31)
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sht[sh][i] = iperm[cidx]
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end
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for i=255-16+1,255 do
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-- fullbrights
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sht[sh][i] = basesht[0][i]
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end
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end
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return sht:remap16(iperm16)
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end
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if (gv.LUNATIC_CLIENT == gv.LUNATIC_CLIENT_MAPSTER32) then
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-- Wrapper around engine.savePaletteDat() that errors on unexpected events.
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function shadexfog.save(filename, palnum, blendnum, moreblends)
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local ok, errmsg = engine.savePaletteDat(filename, palnum, blendnum, moreblends)
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if (not ok) then
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error(errmsg)
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end
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printf('Wrote base palette, shade and translucency tables to "%s".', filename)
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if (moreblends ~= nil) then
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printf(" Also wrote additional translucency tables.")
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end
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end
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end
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-- Create our (failed) version of the base shade table at set it to palookup
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-- number <palnum>.
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-- <secver>: use second attempt?
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function shadexfog.create0(palnum, secver)
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local sht0 = secver and create_base_shtab_2() or create_base_shtab()
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engine.setshadetab(palnum, sht0)
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end
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function shadexfog.test_create0()
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local basesht = engine.getshadetab(0)
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for i=0,255 do
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if (basesht[0][i] ~= i) then
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-- BASESHT_0_NOT_IDENTITY
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printf("Base shade table at index %d: %d", i, basesht[0][i])
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end
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end
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local sht = create_base_shtab(basesht)
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local ok = true
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for sh=1,31 do
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for i=0,255 do
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local ouri, origi = sht[sh][i], basesht[sh][i]
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-- if (sht[sh][i] ~= basesht[sh][i]) then
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if (math.abs(ouri - origi) > 1) then
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printf("Constructed shade table DIFFERS AT shade %d index %d: orig %d ours %d",
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sh, i, basesht[sh][i], sht[sh][i])
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ok = false
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goto out
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end
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end
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end
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::out::
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if (ok) then
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printf("Constructed shade table IDENTICAL WITH original one")
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end
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end
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---------- Blending table tests ----------
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function shadexfog.create_128_trans(startblendidx)
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for alpha=1,128 do
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local f = alpha/256
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local F = 1-f
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local tab = engine.blendtab()
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for i=0,255 do
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for j=0,255 do
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local r,g,b = engine.getrgb(i)
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local R,G,B = engine.getrgb(j)
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tab[i][j] = engine.nearcolor(f*r+F*R, f*g+F*G, f*b+F*B)
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end
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end
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engine.setblendtab(startblendidx + alpha-1, tab)
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end
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end
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function shadexfog.create_additive_trans(blendidx)
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local tab = engine.blendtab()
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for i=0,255 do
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for j=0,255 do
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local r,g,b = engine.getrgb(i)
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local R,G,B = engine.getrgb(j)
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tab[i][j] = engine.nearcolor(min(r+R, 63), min(g+G, 63), min(b+B, 63), 255-16)
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end
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end
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engine.setblendtab(blendidx, tab)
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end
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do
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return shadexfog
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end
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