144 lines
3.7 KiB
C++
144 lines
3.7 KiB
C++
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#include "version.h"
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#ifdef USE_SHADING
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#include "wl_def.h"
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#include "wl_shade.h"
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typedef struct {
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uint8_t destRed, destGreen, destBlue; // values between 0 and 255
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uint8_t fogStrength;
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} shadedef_t;
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shadedef_t shadeDefs[] = {
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{ 0, 0, 0, LSHADE_NOSHADING },
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{ 0, 0, 0, LSHADE_NORMAL },
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{ 0, 0, 0, LSHADE_FOG },
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{ 40, 40, 40, LSHADE_NORMAL },
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{ 60, 60, 60, LSHADE_FOG }
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};
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uint8_t shadetable[SHADE_COUNT][256];
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int LSHADE_flag;
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#ifdef USE_FEATUREFLAGS
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// The lower 8-bit of the upper left tile of every map determine
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// the used shading definition of shadeDefs.
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static inline int GetShadeDefID()
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{
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int shadeID = ffDataTopLeft & 0x00ff;
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assert(shadeID >= 0 && shadeID < lengthof(shadeDefs));
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return shadeID;
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}
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#else
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static int GetShadeDefID()
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{
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int shadeID;
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switch(gamestate.episode * 10 + mapon)
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{
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case 0: shadeID = 4; break;
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case 1:
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case 2:
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case 6: shadeID = 1; break;
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case 3: shadeID = 0; break;
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case 5: shadeID = 2; break;
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default: shadeID = 3; break;
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}
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assert(shadeID >= 0 && shadeID < lengthof(shadeDefs));
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return shadeID;
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}
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#endif
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// Returns the palette index of the nearest matching color of the
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// given RGB color in given palette
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byte GetColor(byte red, byte green, byte blue, SDL_Color *palette)
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{
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byte mincol = 0;
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double mindist = 200000.F, curdist, DRed, DGreen, DBlue;
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SDL_Color *palPtr = palette;
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for(int col = 0; col < 256; col++, palPtr++)
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{
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DRed = (double) (red - palPtr->r);
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DGreen = (double) (green - palPtr->g);
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DBlue = (double) (blue - palPtr->b);
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curdist = DRed * DRed + DGreen * DGreen + DBlue * DBlue;
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if(curdist < mindist)
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{
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mindist = curdist;
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mincol = (byte) col;
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}
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}
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return mincol;
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}
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// Fade all colors in 32 steps down to the destination-RGB
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// (use gray for fogging, black for standard shading)
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void GenerateShadeTable(byte destRed, byte destGreen, byte destBlue,
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SDL_Color *palette, int fog)
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{
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double curRed, curGreen, curBlue, redStep, greenStep, blueStep;
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SDL_Color *palPtr = palette;
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// Set the fog-flag
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LSHADE_flag=fog;
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// Color loop
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for(int i = 0; i < 256; i++, palPtr++)
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{
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// Get original palette color
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curRed = palPtr->r;
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curGreen = palPtr->g;
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curBlue = palPtr->b;
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// Calculate increment per step
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redStep = ((double) destRed - curRed) / (SHADE_COUNT + 8);
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greenStep = ((double) destGreen - curGreen) / (SHADE_COUNT + 8);
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blueStep = ((double) destBlue - curBlue) / (SHADE_COUNT + 8);
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// Calc color for each shade of the current color
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for (int shade = 0; shade < SHADE_COUNT; shade++)
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{
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shadetable[shade][i] = GetColor((byte) curRed, (byte) curGreen, (byte) curBlue, palette);
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// Inc to next shade
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curRed += redStep;
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curGreen += greenStep;
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curBlue += blueStep;
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}
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}
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}
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void NoShading()
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{
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for(int shade = 0; shade < SHADE_COUNT; shade++)
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for(int i = 0; i < 256; i++)
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shadetable[shade][i] = i;
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}
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void InitLevelShadeTable()
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{
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shadedef_t *shadeDef = &shadeDefs[GetShadeDefID()];
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if(shadeDef->fogStrength == LSHADE_NOSHADING)
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NoShading();
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else
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GenerateShadeTable(shadeDef->destRed, shadeDef->destGreen, shadeDef->destBlue, gamepal, shadeDef->fogStrength);
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}
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int GetShade(int scale)
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{
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int shade = (scale >> 1) / (((viewwidth * 3) >> 8) + 1 + LSHADE_flag); // TODO: reconsider this...
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if(shade > 32) shade = 32;
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else if(shade < 1) shade = 1;
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shade = 32 - shade;
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return shade;
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}
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#endif
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