//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "build.h" #include "blood.h" #include "interpolate.h" BEGIN_BLD_NS static const uint8_t flicker1[] = { 0, 0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, 0, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1 }; static const uint8_t flicker2[] = { 1, 2, 4, 2, 3, 4, 3, 2, 0, 0, 1, 2, 4, 3, 2, 0, 2, 1, 0, 1, 0, 2, 3, 4, 3, 2, 1, 1, 2, 0, 0, 1, 1, 2, 3, 4, 4, 3, 2, 1, 2, 3, 4, 4, 2, 1, 0, 1, 0, 0, 0, 0, 1, 2, 3, 4, 3, 2, 1, 2, 3, 4, 3, 2 }; static const uint8_t flicker3[] = { 4, 4, 4, 4, 3, 4, 4, 4, 4, 4, 4, 2, 4, 3, 4, 4, 4, 4, 2, 1, 3, 3, 3, 4, 3, 4, 4, 4, 4, 4, 2, 4, 4, 4, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 1, 0, 1, 0, 1, 0, 1, 0, 2, 3, 4, 4, 4, 4, 4, 4, 4, 3, 4 }; static const uint8_t flicker4[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 3, 0, 1, 0, 1, 0, 4, 4, 4, 4, 4, 2, 0, 0, 0, 0, 4, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 1, 2, 1, 2, 1, 2, 1, 4, 3, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0 ,0 ,0 ,0, 0, 0 ,0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ,0 ,0 ,0, 0, 0 ,0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ,0 ,0 ,0, 0, 0 ,0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ,0 ,0 ,0, 0, 0 ,0, 0 }; static const uint8_t strobe[] = { 64, 64, 64, 48, 36, 27, 20, 15, 11, 9, 6, 5, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; int GetWaveValue(int a, int b, int c) { b &= 2047; switch (a) { case 0: return c; case 1: return (b>>10)*c; case 2: return (abs(128-(b>>3))*c)>>7; case 3: return ((b>>3)*c)>>8; case 4: return ((255-(b>>3))*c)>>8; case 5: return (c+MulScale(c,Sin(b), 30))>>1; case 6: return flicker1[b>>5]*c; case 7: return (flicker2[b>>5]*c)>>2; case 8: return (flicker3[b>>5]*c)>>2; case 9: return (flicker4[b>>4]*c)>>2; case 10: return (strobe[b>>5]*c)>>6; case 11: if (b*4 > 2048) return 0; return (c-MulScale(c, Cos(b*4), 30))>>1; } return 0; } // These can be fully regenerated after loading a savegame. TArray shadeList; TArray panList; TArray wallPanList; void DoSectorLighting(void) { for (auto& pSector : shadeList) { XSECTOR* pXSector = &pSector->xs(); if (pXSector->shade) { int v4 = pXSector->shade; if (pXSector->shadeFloor) { pSector->floorshade -= v4; if (pXSector->color) { int nTemp = pXSector->floorpal; pXSector->floorpal = pSector->floorpal; pSector->floorpal = nTemp; } } if (pXSector->shadeCeiling) { pSector->ceilingshade -= v4; if (pXSector->color) { int nTemp = pXSector->ceilpal; pXSector->ceilpal = pSector->ceilingpal; pSector->ceilingpal = nTemp; } } if (pXSector->shadeWalls) { for(auto& wal : wallsofsector(pSector)) { wal.shade -= v4; if (pXSector->color) { wal.pal = pSector->floorpal; } } } pXSector->shade = 0; } if (pXSector->shadeAlways || pXSector->busy) { int t1 = pXSector->wave; int t2 = pXSector->amplitude; if (!pXSector->shadeAlways && pXSector->busy) { t2 = MulScale(t2, pXSector->busy, 16); } int v4 = GetWaveValue(t1, pXSector->phase*8+pXSector->freq*PlayClock, t2); if (pXSector->shadeFloor) { pSector->floorshade = ClipRange(pSector->floorshade+v4, -128, 127); if (pXSector->color && v4 != 0) { int nTemp = pXSector->floorpal; pXSector->floorpal = pSector->floorpal; pSector->floorpal = nTemp; } } if (pXSector->shadeCeiling) { pSector->ceilingshade = ClipRange(pSector->ceilingshade+v4, -128, 127); if (pXSector->color && v4 != 0) { int nTemp = pXSector->ceilpal; pXSector->ceilpal = pSector->ceilingpal; pSector->ceilingpal = nTemp; } } if (pXSector->shadeWalls) { for (auto& wal : wallsofsector(pSector)) { wal.shade = ClipRange(wal.shade+v4, -128, 127); if (pXSector->color && v4 != 0) { wal.pal = pSector->floorpal; } } } pXSector->shade = v4; } } } void UndoSectorLighting(void) { for (auto& sect : sectors()) { if (sect.hasX()) { XSECTOR *pXSector = §.xs(); if (pXSector->shade) { int v4 = pXSector->shade; if (pXSector->shadeFloor) { sect.floorshade -= v4; if (pXSector->color) { int nTemp = pXSector->floorpal; pXSector->floorpal = sect.floorpal; sect.floorpal = nTemp; } } if (pXSector->shadeCeiling) { sect.ceilingshade -= v4; if (pXSector->color) { int nTemp = pXSector->ceilpal; pXSector->ceilpal = sect.ceilingpal; sect.ceilingpal = nTemp; } } if (pXSector->shadeWalls) { for(auto& wal : wallsofsector(§)) { wal.shade -= v4; if (pXSector->color) { wal.pal = sect.floorpal; } } } pXSector->shade = 0; } } } } void DoSectorPanning(void) { for(auto pSector : panList) { XSECTOR *pXSector = &pSector->xs(); if (pXSector->panAlways || pXSector->busy) { int angle = pXSector->panAngle+1024; int speed = pXSector->panVel<<10; if (!pXSector->panAlways && (pXSector->busy&0xffff)) speed = MulScale(speed, pXSector->busy, 16); if (pXSector->panFloor) // Floor { int nTile = pSector->floorpicnum; if (pSector->floorstat & 64) angle -= 512; int xBits = tileWidth(nTile) >> int((pSector->floorstat & 8) != 0); int px = MulScale(speed << 2, Cos(angle), 30) / xBits; int yBits = tileHeight(nTile) >> int((pSector->floorstat & 8) != 0); int py = MulScale(speed << 2, Sin(angle), 30) / yBits; pSector->addfloorxpan(px * (1.f / 256)); pSector->addfloorypan(-py * (1.f / 256)); } if (pXSector->panCeiling) // Ceiling { int nTile = pSector->ceilingpicnum; if (pSector->ceilingstat & 64) angle -= 512; int xBits = tileWidth(nTile) >> int((pSector->ceilingstat & 8) != 0); int px = MulScale(speed << 2, Cos(angle), 30) / xBits; int yBits = tileHeight(nTile) >> int((pSector->ceilingstat & 8) != 0); int py = MulScale(speed << 2, Sin(angle), 30) / yBits; pSector->addceilingxpan(px * (1.f / 256)); pSector->addceilingypan(-py * (1.f / 256)); } } } for (auto pWall : wallPanList) { XWALL *pXWall = &pWall->xw(); if (pXWall->panAlways || pXWall->busy) { int psx = pXWall->panXVel<<10; int psy = pXWall->panYVel<<10; if (!pXWall->panAlways && (pXWall->busy & 0xffff)) { psx = MulScale(psx, pXWall->busy, 16); psy = MulScale(psy, pXWall->busy, 16); } int nTile = pWall->picnum; int px = (psx << 2) / tileWidth(nTile); int py = (psy << 2) / tileHeight(nTile); pWall->addxpan(px * (1.f / 256)); pWall->addypan(py * (1.f / 256)); } } } void InitSectorFX(void) { shadeList.Clear(); panList.Clear(); wallPanList.Clear(); for (auto& sect : sectors()) { if (sect.hasX()) { XSECTOR *pXSector = §.xs(); if (pXSector->amplitude) shadeList.Push(§); if (pXSector->panVel) { panList.Push(§); if (pXSector->panCeiling) { StartInterpolation(§, Interp_Sect_CeilingPanX); StartInterpolation(§, Interp_Sect_CeilingPanY); } if (pXSector->panFloor) { StartInterpolation(§, Interp_Sect_FloorPanX); StartInterpolation(§, Interp_Sect_FloorPanY); } } } } for(auto& wal : walls()) { if (wal.hasX()) { XWALL *pXWall = &wal.xw(); if (pXWall->panXVel || pXWall->panYVel) { wallPanList.Push(&wal); if (pXWall->panXVel) StartInterpolation(&wal, Interp_Wall_PanX); if (pXWall->panXVel) StartInterpolation(&wal, Interp_Wall_PanY); } } } } END_BLD_NS