0,0 → 1,259 |
#include "version.h" |
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#ifdef USE_CLOUDSKY |
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#include "wl_def.h" |
#include "wl_cloudsky.h" |
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// Each colormap defines a number of colors which should be mapped from |
// the skytable. The according colormapentry_t array defines how these colors should |
// be mapped to the wolfenstein palette. The first int of each entry defines |
// how many colors are grouped to this entry and the absolute value of the |
// second int sets the starting palette index for this pair. If this value is |
// negative the index will be decremented for every color, if it's positive |
// it will be incremented. |
// |
// Example colormap: |
// colormapentry_t colmapents_1[] = { { 6, -10 }, { 2, 40 } }; |
// colormap_t colorMaps[] = { |
// { 8, colmapents_1 } |
// }; |
// |
// The colormap 0 consists of 8 colors. The first color group consists of 6 |
// colors and starts descending at palette index 10: 10, 9, 8, 7, 6, 5 |
// The second color group consists of 2 colors and starts ascending at |
// index 40: 40, 41 |
// There's no other color group because all colors of this colormap are |
// already used (6+2=8) |
// |
// Warning: Always make sure that the sum of the amount of the colors in all |
// color groups is the number of colors used for your colormap! |
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colormapentry_t colmapents_1[] = { { 16, -31 }, { 16, 136 } }; |
colormapentry_t colmapents_2[] = { { 16, -31 } }; |
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colormap_t colorMaps[] = { |
{ 32, colmapents_1 }, |
{ 16, colmapents_2 } |
}; |
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const int numColorMaps = lengthof(colorMaps); |
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// The sky definitions which can be selected as defined by GetCloudSkyDefID() in wl_def.h |
// You can use <TAB>+Z in debug mode to find out suitable values for seed and colorMapIndex |
// Each entry consists of seed, speed, angle and colorMapIndex |
cloudsky_t cloudSkys[] = { |
{ 626, 800, 20, 0 }, |
{ 1234, 650, 60, 1 }, |
{ 0, 700, 120, 0 }, |
{ 0, 0, 0, 0 }, |
{ 11243, 750, 310, 0 }, |
{ 32141, 750, 87, 0 }, |
{ 12124, 750, 64, 0 }, |
{ 55543, 500, 240, 0 }, |
{ 65535, 200, 54, 1 }, |
{ 4, 1200, 290, 0 }, |
}; |
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byte skyc[65536L]; |
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long cloudx = 0, cloudy = 0; |
cloudsky_t *curSky = NULL; |
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#ifdef USE_FEATUREFLAGS |
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// The lower left tile of every map determines the used cloud sky definition from cloudSkys. |
static int GetCloudSkyDefID() |
{ |
int skyID = ffDataBottomLeft; |
assert(skyID >= 0 && skyID < lengthof(cloudSkys)); |
return skyID; |
} |
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#else |
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static int GetCloudSkyDefID() |
{ |
int skyID; |
switch(gamestate.episode * 10 + mapon) |
{ |
case 0: skyID = 0; break; |
case 1: skyID = 1; break; |
case 2: skyID = 2; break; |
case 3: skyID = 3; break; |
case 4: skyID = 4; break; |
case 5: skyID = 5; break; |
case 6: skyID = 6; break; |
case 7: skyID = 7; break; |
case 8: skyID = 8; break; |
case 9: skyID = 9; break; |
default: skyID = 9; break; |
} |
assert(skyID >= 0 && skyID < lengthof(cloudSkys)); |
return skyID; |
} |
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#endif |
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void SplitS(unsigned size,unsigned x1,unsigned y1,unsigned x2,unsigned y2) |
{ |
if(size==1) return; |
if(!skyc[((x1+size/2)*256+y1)]) |
{ |
skyc[((x1+size/2)*256+y1)]=(byte)(((int)skyc[(x1*256+y1)] |
+(int)skyc[((x2&0xff)*256+y1)])/2)+rand()%(size*2)-size; |
if(!skyc[((x1+size/2)*256+y1)]) skyc[((x1+size/2)*256+y1)]=1; |
} |
if(!skyc[((x1+size/2)*256+(y2&0xff))]) |
{ |
skyc[((x1+size/2)*256+(y2&0xff))]=(byte)(((int)skyc[(x1*256+(y2&0xff))] |
+(int)skyc[((x2&0xff)*256+(y2&0xff))])/2)+rand()%(size*2)-size; |
if(!skyc[((x1+size/2)*256+(y2&0xff))]) |
skyc[((x1+size/2)*256+(y2&0xff))]=1; |
} |
if(!skyc[(x1*256+y1+size/2)]) |
{ |
skyc[(x1*256+y1+size/2)]=(byte)(((int)skyc[(x1*256+y1)] |
+(int)skyc[(x1*256+(y2&0xff))])/2)+rand()%(size*2)-size; |
if(!skyc[(x1*256+y1+size/2)]) skyc[(x1*256+y1+size/2)]=1; |
} |
if(!skyc[((x2&0xff)*256+y1+size/2)]) |
{ |
skyc[((x2&0xff)*256+y1+size/2)]=(byte)(((int)skyc[((x2&0xff)*256+y1)] |
+(int)skyc[((x2&0xff)*256+(y2&0xff))])/2)+rand()%(size*2)-size; |
if(!skyc[((x2&0xff)*256+y1+size/2)]) skyc[((x2&0xff)*256+y1+size/2)]=1; |
} |
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skyc[((x1+size/2)*256+y1+size/2)]=(byte)(((int)skyc[(x1*256+y1)] |
+(int)skyc[((x2&0xff)*256+y1)]+(int)skyc[(x1*256+(y2&0xff))] |
+(int)skyc[((x2&0xff)*256+(y2&0xff))])/4)+rand()%(size*2)-size; |
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SplitS(size/2,x1,y1+size/2,x1+size/2,y2); |
SplitS(size/2,x1+size/2,y1,x2,y1+size/2); |
SplitS(size/2,x1+size/2,y1+size/2,x2,y2); |
SplitS(size/2,x1,y1,x1+size/2,y1+size/2); |
} |
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void InitSky() |
{ |
unsigned cloudskyid = GetCloudSkyDefID(); |
if(cloudskyid >= lengthof(cloudSkys)) |
Quit("Illegal cloud sky id: %u", cloudskyid); |
curSky = &cloudSkys[cloudskyid]; |
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memset(skyc, 0, sizeof(skyc)); |
// funny water texture if used instead of memset ;D |
// for(int i = 0; i < 65536; i++) |
// skyc[i] = rand() % 32 * 8; |
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srand(curSky->seed); |
skyc[0] = rand() % 256; |
SplitS(256, 0, 0, 256, 256); |
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// Smooth the clouds a bit |
for(int k = 0; k < 2; k++) |
{ |
for(int i = 0; i < 256; i++) |
{ |
for(int j = 0; j < 256; j++) |
{ |
int32_t val = -skyc[j * 256 + i]; |
for(int m = 0; m < 3; m++) |
{ |
for(int n = 0; n < 3; n++) |
{ |
val += skyc[((j + n - 1) & 0xff) * 256 + ((i + m - 1) & 0xff)]; |
} |
} |
skyc[j * 256 + i] = (byte)(val >> 3); |
} |
} |
} |
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// the following commented line could be useful, if you're trying to |
// create a new color map. This will display your current color map |
// in one (of course repeating) stripe of the sky |
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// for(int i = 0; i < 256; i++) |
// skyc[i] = skyc[i + 256] = skyc[i + 512] = i; |
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if(curSky->colorMapIndex >= lengthof(colorMaps)) |
Quit("Illegal colorMapIndex for cloud sky def %u: %u", cloudskyid, curSky->colorMapIndex); |
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colormap_t *curMap = &colorMaps[curSky->colorMapIndex]; |
int numColors = curMap->numColors; |
byte colormap[256]; |
colormapentry_t *curEntry = curMap->entries; |
for(int calcedCols = 0; calcedCols < numColors; curEntry++) |
{ |
if(curEntry->startAndDir < 0) |
{ |
for(int i = 0, ind = -curEntry->startAndDir; i < curEntry->length; i++, ind--) |
colormap[calcedCols++] = ind; |
} |
else |
{ |
for(int i = 0, ind = curEntry->startAndDir; i < curEntry->length; i++, ind++) |
colormap[calcedCols++] = ind; |
} |
} |
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for(int i = 0; i < 256; i++) |
{ |
for(int j = 0; j < 256; j++) |
{ |
skyc[i * 256 + j] = colormap[skyc[i * 256 + j] * numColors / 256]; |
} |
} |
} |
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// Based on Textured Floor and Ceiling by DarkOne |
void DrawClouds(byte *vbuf, unsigned vbufPitch, int min_wallheight) |
{ |
// Move clouds |
fixed moveDist = tics * curSky->speed; |
cloudx += FixedMul(moveDist,sintable[curSky->angle]); |
cloudy -= FixedMul(moveDist,costable[curSky->angle]); |
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// Draw them |
int y0, halfheight; |
unsigned top_offset0; |
fixed dist; // distance to row projection |
fixed tex_step; // global step per one screen pixel |
fixed gu, gv, du, dv; // global texture coordinates |
int u, v; // local texture coordinates |
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// ------ * prepare * -------- |
halfheight = viewheight >> 1; |
y0 = min_wallheight >> 3; // starting y value |
if(y0 > halfheight) |
return; // view obscured by walls |
if(!y0) y0 = 1; // don't let division by zero |
top_offset0 = vbufPitch * (halfheight - y0 - 1); |
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// draw horizontal lines |
for(int y = y0, top_offset = top_offset0; y < halfheight; y++, top_offset -= vbufPitch) |
{ |
dist = (heightnumerator / y) << 8; |
gu = viewx + FixedMul(dist, viewcos) + cloudx; |
gv = -viewy + FixedMul(dist, viewsin) + cloudy; |
tex_step = (dist << 8) / viewwidth / 175; |
du = FixedMul(tex_step, viewsin); |
dv = -FixedMul(tex_step, viewcos); |
gu -= (viewwidth >> 1)*du; |
gv -= (viewwidth >> 1)*dv; // starting point (leftmost) |
for(int x = 0, top_add = top_offset; x < viewwidth; x++, top_add++) |
{ |
if(wallheight[x] >> 3 <= y) |
{ |
u = (gu >> 13) & 255; |
v = (gv >> 13) & 255; |
vbuf[top_add] = skyc[((255 - u) << 8) + 255 - v]; |
} |
gu += du; |
gv += dv; |
} |
} |
} |
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#endif |
Property changes: |
Added: svn:executable |
+* |
\ No newline at end of property |