raze-gles/polymer/eduke32/source/lunatic/test/shadexfog.lua
2014-04-13 14:26:18 +00:00

858 lines
26 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 tonumber = tonumber
local type = type
local unpack = unpack
local bit = require("bit")
local math = require("math")
local string = require("string")
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 and >= 0, 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 and vis >= 0) 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
-- <palnum>.
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, lognumalphatabs)
local ok, errmsg, nummoreblends = engine.savePaletteDat(
filename, palnum, blendnum, moreblends, lognumalphatabs)
if (not ok) then
error(errmsg)
end
printf('Wrote base palette, shade and translucency tables to "%s".', filename)
if (nummoreblends > 0) then
printf(" Also wrote %d additional translucency tables.", nummoreblends)
end
end
function shadexfog.saveLookupDat(filename, lookups)
local ok, errmsg, numlookups = engine.saveLookupDat(filename, lookups)
if (not ok) then
error(errmsg)
end
printf('Wrote %d lookup tables and 5 base palettes to "%s".',
numlookups, 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
--========== Mapster32 Lua menu hooks ==========--
local getnumber16 = engine.getnumber16
local GNF = engine.GETNUMFLAG
local GNF_BOOL = GNF.NEXTFREE
local df = GNF.RET_M1_ON_CANCEL -- default getnumber16() flags
local MAXUSERPALOOKUP = 256-1-8 -- KEEPINSYNC engine.lua:check_palidx()
-- wrapped_func = CreateMenuFunction(argdesc)
--
-- <argdesc>: table with [0]=<func> and then, entries { name, init, max [, noret] }
local function CreateMenuFunction(argdesc)
return function()
local func = argdesc[0]
assert(type(func) == "function")
local args = {}
for i=1,#argdesc do
local ad = argdesc[i]
assert(type(ad) == "table" and #ad == 3 or #ad == 4)
local moreflags = ad[4] or 0
args[i] = getnumber16(ad[1]..": ", ad[2], ad[3], bit.bor(df, moreflags))
if (bit.band(moreflags, GNF.NEG_ALLOWED)==0 and args[i] < 0) then
return
end
if (bit.band(moreflags, GNF_BOOL)~=0) then
args[i] = (args[i] > 0)
end
end
func(unpack(args))
end
end
-- Replace chevrons (angle brackets!) with printext16 markup.
local function replchev(matchstr) return "^15"..matchstr:sub(2,-2).."^O" end
-- Replace ASCII code escapes like \XXX. We can't use these escapes in Lua [[ ... ]] strings.
local function replascii(matchstr) return string.char(tonumber(matchstr)) end
-- Format a whole string for the menu system:
local function formatHelp(str)
return str:gsub(
"(%b<>)", replchev):gsub(
"%*(.-)%*", "^014%1^O"):gsub(
"%\\(%d+)", replascii)
end
----------
engine.clearMenu()
engine.registerMenuFunc(
"Create shadexfog palset",
CreateMenuFunction{
[0] = shadexfog.create,
{ "Starting palnum", 100, MAXUSERPALOOKUP-31 },
{ "Red fog color [0-63]", 0, 63 },
{ "Green fog color [0-63]", 0, 63 },
{ "Blue fog color [0-63]", 0, 63 },
},
formatHelp
[[
<shadexfog.create(startpalnum, fogr, fogg, fogb)>
<_______________________________________________>
Creates 32 shade tables corresponding to different *shade levels*
of a fog palookup, together called a *shade-x-fog* palookup set.
Pals <startpalnum> to <startpalnum>+31 will be taken.
<fogr>, <fogg>, <fogb>: intensities of the fog color, [0 .. 63]
]]
)
engine.registerMenuFunc(
"Translate map for shxfog",
CreateMenuFunction{
[0] = shadexfog.translate,
{ "Starting palnum", 100, MAXUSERPALOOKUP-31 },
{ "Fog intensity [0-31]", 0, 31 },
{ "Change all sectors' visibility to (Esc: don't)", 0, 255, GNF.NEG_ALLOWED },
},
formatHelp
[[
<shadexfog.translate(startpalnum, fogintensity [, vis])>
<______________________________________________________>
Translates 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 and >= 0, 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 > 31 or < 0 present, there is loss of information
]]
)
engine.registerMenuFunc(
"Change pal of everything",
CreateMenuFunction{
[0] = shadexfog.challpal,
{ "Pal to change to", 0, MAXUSERPALOOKUP },
},
formatHelp
[[
<shadexfog.challpal(palnum)>
<__________________________>
Changes the .pal member of all sector ceilings/floors, walls and
sprites to <palnum>.
]]
)
engine.registerMenuFunc(
"Create alpha trans. tabs",
CreateMenuFunction{
[0] = shadexfog.create_alpha_trans,
{ "Starting blendnum", 1, 255 },
{ "Number of blending tables", 32, 255 },
{ "Fullbright result colors OK?", 0, 1, GNF_BOOL },
},
formatHelp
[=[
<shadexfog.create_alpha_trans(startblend [, numtables [, fullbriOK]])>
<____________________________________________________________________>
Creates <numtables> blending tables of smooth alpha translucency,
starting with the blending number <startblend>, with fractions
1/(2\255<numtables>), 2/(2\255<numtables>) ... <numtables>/(2\255<numtables>).
<numtables> must be a power of two in [1 .. 128].
<fullbriOK>: should fullbright color indices (>= 240) be permitted as
the blending result of two color indices?
]=]
)
engine.registerMenuFunc(
"Create addtv. trans. tabs",
CreateMenuFunction{
[0] = shadexfog.create_additive_trans,
{ "Starting blendnum", 1, 255 },
{ "Number of blending tables", 32, 255 },
{ "Fullbright result colors OK?", 0, 1, GNF_BOOL },
},
formatHelp
[=[
<shadexfog.create_additive_trans(startbl [, numtables [, fullbriOK]])>
<____________________________________________________________________>
Creates <numtables> blending tables of smooth additive translucency,
starting with the blending number <startbl>, with fractions
1/(2\255<numtables>), 2/(2\255<numtables>) ... <numtables>/(2\255<numtables>).
<numtables> must be a power of two in [1 .. 128].
<fullbriOK>: should fullbright color indices (>= 240) be permitted as
the blending result of two color indices?
]=]
)
engine.registerMenuFunc(
"Create base shade table",
CreateMenuFunction{
[0] = shadexfog.create0,
{ "Pal number", 100, MAXUSERPALOOKUP },
{ "Second attempt?", 1, 1, GNF_BOOL },
},
formatHelp
[[
<shadexfog.create0(palnum, secver)>
<_________________________________>
Creates our version of the base shade table at set it to palookup
number <palnum>.
<secver>: use second attempt instead of the first? This one is more
similar to the base shade table shipped with Duke3D, but still
shows significant differences.
]]
)
engine.registerMenuFunc(
"Create depth shade tab",
CreateMenuFunction{
[0] = shadexfog.create_depth_shtab,
{ "Pal number", 100, MAXUSERPALOOKUP },
},
formatHelp
[[
<shadexfog.create_depth_shtab(palnum)>
<____________________________________>
Creates a shade table for debugging purposes at pal <palnum>.
For every color index, the shade table maps shade index <i> to
color index <i> (of the first ramp of gray colors, assuming Build
has loaded a base shade table with 32 shade levels).
]]
)
engine.registerMenuFunc(
"Create vismarker sh. tab",
CreateMenuFunction{
[0] = shadexfog.create_vismarker_shtab,
{ "Pal number", 100, MAXUSERPALOOKUP },
},
formatHelp
[[
<shadexfog.create_vismarker_shtab(palnum)>
<________________________________________>
Creates a shade table for debugging purposes at pal <palnum>.
For every color index, the shade table maps shade index 1 to
a ^14bright yellow^O color and shade index 30 to a ^13purple^O color.
Thus, it can be useful in visualizing the limits of the
fog/visibility attenuation.
]]
)
engine.registerMenuFunc(
"Create c.index remapping",
function()
local palnum = getnumber16("Pal number: ", 100, MAXUSERPALOOKUP)
if (palnum < 0) then return end
local remaptab = {}
while (true) do
local srchex = getnumber16("Source hexadecatuple (0: finish): ", 0, 14)
if (srchex < 0) then return end
local dsthex = getnumber16("Destn. hexadecatuple (0: finish): ", 0, 14)
if (dsthex < 0) then return end
if (srchex == 0 and dsthex == 0) then
break
end
remaptab[srchex] = dsthex
end
shadexfog.createremap(palnum, remaptab)
end,
formatHelp
[[
<shadexfog.createremap(palnum, remaptab)>
<_______________________________________>
Creates a color index remapping expressed as mappings of sexdeca-
tuples (16-tuples) of the base palette at pal <palnum>.
Duke3D's default base palette can be considered to consist of six
ramps of 32 colors each, three ramps of 16 colors each and a
remaining fullbright color set. The sexdecatuples are as follows:
< 0, 1>: gray ramp
< 2, 3>: skin color ramp
< 5, 4>: blue ramp (note that the 16-tuples are in reverse order)
< 6, 7>: nightvision yellow/green
< 8, 13>: red ramp
< 10, 11>: almost gray ramp, but with a slight red hue
< 9>: yellow (slightly more red than green)
< 12>: "dirty" orange
< 14>: blue-purple-red
]]
)
local function getNumberRange(what, whating)
local str = engine.getstring("Additional "..what.." numbers (e.g. '64,100-131,255'): ")
if (str == nil) then return end
if (str == "") then return {} end
if (not str:find("^[%d,%-]+$")) then
error("Additional "..whating.." numbers string must contain only digits or ',' or '-'", 2)
end
local moreblends = {}
local didnumstr = {}
for n1, n2 in str:gmatch("(%d+)%-(%d+)") do -- parse number ranges
moreblends[#moreblends+1] = { tonumber(n1), tonumber(n2) }
didnumstr[n1] = true
didnumstr[n2] = true
end
for n in str:gmatch("%d+") do -- parse single numbers
if (not didnumstr[n]) then
moreblends[#moreblends+1] = tonumber(n)
end
end
return moreblends
end
engine.registerMenuFunc(
"Save pal+sh+trans DAT f.",
function()
local filename = engine.getstring("File name: ")
if (filename == nil) then return end
local palnum = getnumber16("Pal number of base shade table: ", 0, MAXUSERPALOOKUP)
if (palnum < 0) then return end
local blendnum = getnumber16("Blendnum of base transluc. table: ", 0, 255)
if (blendnum < 0) then return end
local moreblends = getNumberRange("blend", "blending")
if (moreblends == nil) then return end
local lognumalphatabs
if (#moreblends > 0) then
lognumalphatabs = getnumber16("log2 of last alpha blending table index (1-7, 0: none): ", 0, 7)
if (lognumalphatabs < 0) then return end
if (lognumalphatabs == 0) then lognumalphatabs = nil end
end
shadexfog.save(filename, palnum, blendnum, moreblends, lognumalphatabs)
end,
formatHelp
[[
<shadexfog.save(filename, palnum, blendnum, moreblends, lognumalpha)>
<___________________________________________________________________>
Writes out a full PALETTE.DAT-formatted file named <filename> with the
base shade table numbered <palnum> and the base translucency table
numbered <blendnum>.
Finally, you are asked to specify additional blending tables that can
be stored in EDuke32's extended PALETTE.DAT format. If one or more
additional blending table is specified, you are also queried for the
log2 of the last alpha blending table index, <lognumalpha>. Since alpha
blending tables are assumed to be set up at indices 1 to
exp(2, <lognumalpha>), it is also the log2 of their total count.
]]
)
engine.registerMenuFunc(
"Save lookups DAT file",
function()
local filename = engine.getstring("File name: ")
if (filename ~= nil and filename ~= "") then
local 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
}
local morelookups = getNumberRange("lookup", "lookup")
if (morelookups == nil) then return end
if (#morelookups > 0) then
for i=1,#morelookups do
lookups[#lookups+1] = morelookups[i]
end
end
shadexfog.saveLookupDat(filename, lookups)
end
end,
formatHelp
[[
<shadexfog.saveLookupDat(filename, lookups)>
<__________________________________________>
Saves the color index lookups (i.e. first 256 values of each shade
table) of the pal numbers which have lookups in Duke3D's unaltered
LOOKUP.DAT, plus optional ones provided by the user.
The default ones are, in this 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.
(All pal numbers from 1 to 25 are present.)
<filename>: the name of the LOOKUP.DAT-formatted file to create
]]
)
engine.registerMenuFunc("_________DEBUG_________", function() end
--[[
,
" \01\02\03\04\05\06\07\08\09\10\11\12\13\14\15\
\16\17\18\19\20\21\22\23\24\25\26\27\28\29\30\31\
\128\129\130\131\132\133\134\135\136\137\138\139\140\141\142\143\
\144\145\146\147\148\149\150\151\152\153\154\155\156\157\158\159\
\160\161\162\163\164\165\166\167\168\169\170\171\172\173\174\175\
\176\177\178\179\180\181\182\183\184\185\186\187\188\189\190\191\
\192\193\194\195\196\197\198\199\200\201\202\203\204\205\206\207\
\208\209\210\211\212\213\214\215\216\217\218\219\220\221\222\223\
\224\225\226\227\228\229\230\231\232\233\234\235\236\237\238\239\
\240\241\242\243\244\245\246\247\248\249\250\251\252\253\254\255"
--]]
)
engine.registerMenuFunc("Setup dbg. water basepal", engine.setupDebugBasePal,
formatHelp
[[
<engine.setupDebugBasePal()>
<__________________________>
Overwrites the water base palette with one where each 16-tuple
(except the fullbrights) consists of a single representative
color.
This can be used to get a quick glimpse about what ramps are present
in particular tiles. With this information, custom lookups can be
created more directedly with the <Create c.index remapping> menu
entry.
]]
)
engine.registerMenuFunc("Linearize default basep.", engine.linearizeBasePal,
formatHelp
[[
<engine.linearizeBasePal()>
<_________________________>
Overwrites the default base palette with one where certain ramps have
their attenuation linearized. This is mainly useful for debugging
purposes as it excludes the effect of this nonlinearity for
comparison of fog/visibility between classic and OpenGL modes.
]]
)
do
return shadexfog
end