forked from KolibriOS/kolibrios
abebbdd698
git-svn-id: svn://kolibrios.org@8557 a494cfbc-eb01-0410-851d-a64ba20cac60
260 lines
8.5 KiB
C++
Executable File
260 lines
8.5 KiB
C++
Executable File
#include "version.h"
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#ifdef USE_CLOUDSKY
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#include "wl_def.h"
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#include "wl_cloudsky.h"
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// Each colormap defines a number of colors which should be mapped from
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// the skytable. The according colormapentry_t array defines how these colors should
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// be mapped to the wolfenstein palette. The first int of each entry defines
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// how many colors are grouped to this entry and the absolute value of the
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// second int sets the starting palette index for this pair. If this value is
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// negative the index will be decremented for every color, if it's positive
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// it will be incremented.
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//
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// Example colormap:
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// colormapentry_t colmapents_1[] = { { 6, -10 }, { 2, 40 } };
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// colormap_t colorMaps[] = {
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// { 8, colmapents_1 }
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// };
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//
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// The colormap 0 consists of 8 colors. The first color group consists of 6
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// colors and starts descending at palette index 10: 10, 9, 8, 7, 6, 5
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// The second color group consists of 2 colors and starts ascending at
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// index 40: 40, 41
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// There's no other color group because all colors of this colormap are
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// already used (6+2=8)
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//
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// Warning: Always make sure that the sum of the amount of the colors in all
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// color groups is the number of colors used for your colormap!
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colormapentry_t colmapents_1[] = { { 16, -31 }, { 16, 136 } };
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colormapentry_t colmapents_2[] = { { 16, -31 } };
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colormap_t colorMaps[] = {
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{ 32, colmapents_1 },
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{ 16, colmapents_2 }
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};
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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
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// You can use <TAB>+Z in debug mode to find out suitable values for seed and colorMapIndex
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// Each entry consists of seed, speed, angle and colorMapIndex
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cloudsky_t cloudSkys[] = {
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{ 626, 800, 20, 0 },
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{ 1234, 650, 60, 1 },
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{ 0, 700, 120, 0 },
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{ 0, 0, 0, 0 },
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{ 11243, 750, 310, 0 },
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{ 32141, 750, 87, 0 },
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{ 12124, 750, 64, 0 },
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{ 55543, 500, 240, 0 },
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{ 65535, 200, 54, 1 },
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{ 4, 1200, 290, 0 },
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};
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byte skyc[65536L];
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long cloudx = 0, cloudy = 0;
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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.
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static int GetCloudSkyDefID()
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{
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int skyID = ffDataBottomLeft;
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assert(skyID >= 0 && skyID < lengthof(cloudSkys));
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return skyID;
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}
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#else
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static int GetCloudSkyDefID()
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{
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int skyID;
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switch(gamestate.episode * 10 + mapon)
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{
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case 0: skyID = 0; break;
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case 1: skyID = 1; break;
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case 2: skyID = 2; break;
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case 3: skyID = 3; break;
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case 4: skyID = 4; break;
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case 5: skyID = 5; break;
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case 6: skyID = 6; break;
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case 7: skyID = 7; break;
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case 8: skyID = 8; break;
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case 9: skyID = 9; break;
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default: skyID = 9; break;
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}
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assert(skyID >= 0 && skyID < lengthof(cloudSkys));
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return skyID;
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}
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#endif
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void SplitS(unsigned size,unsigned x1,unsigned y1,unsigned x2,unsigned y2)
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{
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if(size==1) return;
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if(!skyc[((x1+size/2)*256+y1)])
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{
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skyc[((x1+size/2)*256+y1)]=(byte)(((int)skyc[(x1*256+y1)]
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+(int)skyc[((x2&0xff)*256+y1)])/2)+rand()%(size*2)-size;
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if(!skyc[((x1+size/2)*256+y1)]) skyc[((x1+size/2)*256+y1)]=1;
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}
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if(!skyc[((x1+size/2)*256+(y2&0xff))])
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{
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skyc[((x1+size/2)*256+(y2&0xff))]=(byte)(((int)skyc[(x1*256+(y2&0xff))]
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+(int)skyc[((x2&0xff)*256+(y2&0xff))])/2)+rand()%(size*2)-size;
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if(!skyc[((x1+size/2)*256+(y2&0xff))])
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skyc[((x1+size/2)*256+(y2&0xff))]=1;
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}
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if(!skyc[(x1*256+y1+size/2)])
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{
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skyc[(x1*256+y1+size/2)]=(byte)(((int)skyc[(x1*256+y1)]
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+(int)skyc[(x1*256+(y2&0xff))])/2)+rand()%(size*2)-size;
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if(!skyc[(x1*256+y1+size/2)]) skyc[(x1*256+y1+size/2)]=1;
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}
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if(!skyc[((x2&0xff)*256+y1+size/2)])
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{
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skyc[((x2&0xff)*256+y1+size/2)]=(byte)(((int)skyc[((x2&0xff)*256+y1)]
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+(int)skyc[((x2&0xff)*256+(y2&0xff))])/2)+rand()%(size*2)-size;
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if(!skyc[((x2&0xff)*256+y1+size/2)]) skyc[((x2&0xff)*256+y1+size/2)]=1;
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}
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skyc[((x1+size/2)*256+y1+size/2)]=(byte)(((int)skyc[(x1*256+y1)]
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+(int)skyc[((x2&0xff)*256+y1)]+(int)skyc[(x1*256+(y2&0xff))]
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+(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);
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SplitS(size/2,x1+size/2,y1,x2,y1+size/2);
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SplitS(size/2,x1+size/2,y1+size/2,x2,y2);
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SplitS(size/2,x1,y1,x1+size/2,y1+size/2);
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}
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void InitSky()
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{
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unsigned cloudskyid = GetCloudSkyDefID();
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if(cloudskyid >= lengthof(cloudSkys))
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Quit("Illegal cloud sky id: %u", cloudskyid);
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curSky = &cloudSkys[cloudskyid];
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memset(skyc, 0, sizeof(skyc));
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// funny water texture if used instead of memset ;D
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// for(int i = 0; i < 65536; i++)
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// skyc[i] = rand() % 32 * 8;
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srand(curSky->seed);
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skyc[0] = rand() % 256;
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SplitS(256, 0, 0, 256, 256);
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// Smooth the clouds a bit
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for(int k = 0; k < 2; k++)
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{
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for(int i = 0; i < 256; i++)
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{
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for(int j = 0; j < 256; j++)
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{
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int32_t val = -skyc[j * 256 + i];
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for(int m = 0; m < 3; m++)
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{
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for(int n = 0; n < 3; n++)
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{
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val += skyc[((j + n - 1) & 0xff) * 256 + ((i + m - 1) & 0xff)];
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}
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}
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skyc[j * 256 + i] = (byte)(val >> 3);
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}
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}
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}
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// the following commented line could be useful, if you're trying to
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// create a new color map. This will display your current color map
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// in one (of course repeating) stripe of the sky
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// for(int i = 0; i < 256; i++)
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// skyc[i] = skyc[i + 256] = skyc[i + 512] = i;
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if(curSky->colorMapIndex >= lengthof(colorMaps))
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Quit("Illegal colorMapIndex for cloud sky def %u: %u", cloudskyid, curSky->colorMapIndex);
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colormap_t *curMap = &colorMaps[curSky->colorMapIndex];
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int numColors = curMap->numColors;
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byte colormap[256];
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colormapentry_t *curEntry = curMap->entries;
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for(int calcedCols = 0; calcedCols < numColors; curEntry++)
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{
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if(curEntry->startAndDir < 0)
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{
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for(int i = 0, ind = -curEntry->startAndDir; i < curEntry->length; i++, ind--)
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colormap[calcedCols++] = ind;
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}
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else
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{
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for(int i = 0, ind = curEntry->startAndDir; i < curEntry->length; i++, ind++)
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colormap[calcedCols++] = ind;
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}
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}
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for(int i = 0; i < 256; i++)
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{
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for(int j = 0; j < 256; j++)
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{
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skyc[i * 256 + j] = colormap[skyc[i * 256 + j] * numColors / 256];
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}
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}
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}
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// Based on Textured Floor and Ceiling by DarkOne
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void DrawClouds(byte *vbuf, unsigned vbufPitch, int min_wallheight)
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{
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// Move clouds
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fixed moveDist = tics * curSky->speed;
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cloudx += FixedMul(moveDist,sintable[curSky->angle]);
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cloudy -= FixedMul(moveDist,costable[curSky->angle]);
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// Draw them
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int y0, halfheight;
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unsigned top_offset0;
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fixed dist; // distance to row projection
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fixed tex_step; // global step per one screen pixel
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fixed gu, gv, du, dv; // global texture coordinates
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int u, v; // local texture coordinates
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// ------ * prepare * --------
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halfheight = viewheight >> 1;
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y0 = min_wallheight >> 3; // starting y value
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if(y0 > halfheight)
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return; // view obscured by walls
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if(!y0) y0 = 1; // don't let division by zero
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top_offset0 = vbufPitch * (halfheight - y0 - 1);
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// draw horizontal lines
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for(int y = y0, top_offset = top_offset0; y < halfheight; y++, top_offset -= vbufPitch)
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{
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dist = (heightnumerator / y) << 8;
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gu = viewx + FixedMul(dist, viewcos) + cloudx;
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gv = -viewy + FixedMul(dist, viewsin) + cloudy;
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tex_step = (dist << 8) / viewwidth / 175;
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du = FixedMul(tex_step, viewsin);
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dv = -FixedMul(tex_step, viewcos);
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gu -= (viewwidth >> 1)*du;
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gv -= (viewwidth >> 1)*dv; // starting point (leftmost)
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for(int x = 0, top_add = top_offset; x < viewwidth; x++, top_add++)
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{
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if(wallheight[x] >> 3 <= y)
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{
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u = (gu >> 13) & 255;
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v = (gv >> 13) & 255;
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vbuf[top_add] = skyc[((255 - u) << 8) + 255 - v];
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}
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gu += du;
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gv += dv;
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}
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}
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}
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#endif
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