mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-13 22:21:14 +00:00
385 lines
9.7 KiB
C++
385 lines
9.7 KiB
C++
//-------------------------------------------------------------------------
|
|
/*
|
|
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<sectortype*> shadeList;
|
|
TArray<sectortype*> panList;
|
|
TArray<walltype*> 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 : sector)
|
|
{
|
|
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 & CSTAT_SECTOR_ALIGN)
|
|
angle -= 512;
|
|
int xBits = tileWidth(nTile) >> int((pSector->floorstat & CSTAT_SECTOR_TEXHALF) != 0);
|
|
int px = MulScale(speed << 2, Cos(angle), 30) / xBits;
|
|
int yBits = tileHeight(nTile) >> int((pSector->floorstat & CSTAT_SECTOR_TEXHALF) != 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 & CSTAT_SECTOR_ALIGN)
|
|
angle -= 512;
|
|
int xBits = tileWidth(nTile) >> int((pSector->ceilingstat & CSTAT_SECTOR_TEXHALF) != 0);
|
|
int px = MulScale(speed << 2, Cos(-angle), 30) / xBits;
|
|
int yBits = tileHeight(nTile) >> int((pSector->ceilingstat & CSTAT_SECTOR_TEXHALF) != 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->panVel.X << 10;
|
|
int psy = pXWall->panVel.Y << 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 : sector)
|
|
{
|
|
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 : wall)
|
|
{
|
|
if (wal.hasX())
|
|
{
|
|
XWALL* pXWall = &wal.xw();
|
|
if (pXWall->panVel.X || pXWall->panVel.Y)
|
|
{
|
|
wallPanList.Push(&wal);
|
|
if (pXWall->panVel.X) StartInterpolation(&wal, Interp_Wall_PanX);
|
|
if (pXWall->panVel.Y) StartInterpolation(&wal, Interp_Wall_PanY);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
END_BLD_NS
|