kolibrios-fun/contrib/games/wolf3d/wl_cloudsky.cpp

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#include "version.h"
#ifdef USE_CLOUDSKY
#include "wl_def.h"
#include "wl_cloudsky.h"
// 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!
colormapentry_t colmapents_1[] = { { 16, -31 }, { 16, 136 } };
colormapentry_t colmapents_2[] = { { 16, -31 } };
colormap_t colorMaps[] = {
{ 32, colmapents_1 },
{ 16, colmapents_2 }
};
const int numColorMaps = lengthof(colorMaps);
// 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 },
};
byte skyc[65536L];
long cloudx = 0, cloudy = 0;
cloudsky_t *curSky = NULL;
#ifdef USE_FEATUREFLAGS
// 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;
}
#else
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;
}
#endif
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;
}
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;
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);
}
void InitSky()
{
unsigned cloudskyid = GetCloudSkyDefID();
if(cloudskyid >= lengthof(cloudSkys))
Quit("Illegal cloud sky id: %u", cloudskyid);
curSky = &cloudSkys[cloudskyid];
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;
srand(curSky->seed);
skyc[0] = rand() % 256;
SplitS(256, 0, 0, 256, 256);
// 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);
}
}
}
// 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
// for(int i = 0; i < 256; i++)
// skyc[i] = skyc[i + 256] = skyc[i + 512] = i;
if(curSky->colorMapIndex >= lengthof(colorMaps))
Quit("Illegal colorMapIndex for cloud sky def %u: %u", cloudskyid, curSky->colorMapIndex);
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;
}
}
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];
}
}
}
// 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]);
// 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
// ------ * 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);
// 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;
}
}
}
#endif