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diff --git a/apps/plugins/sdl/progs/wolf3d/wl_cloudsky.c b/apps/plugins/sdl/progs/wolf3d/wl_cloudsky.c
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1#include "version.h"
2
3#ifdef USE_CLOUDSKY
4
5#include "wl_def.h"
6#include "wl_cloudsky.h"
7
8// Each colormap defines a number of colors which should be mapped from
9// the skytable. The according colormapentry_t array defines how these colors should
10// be mapped to the wolfenstein palette. The first int of each entry defines
11// how many colors are grouped to this entry and the absolute value of the
12// second int sets the starting palette index for this pair. If this value is
13// negative the index will be decremented for every color, if it's positive
14// it will be incremented.
15//
16// Example colormap:
17// colormapentry_t colmapents_1[] = { { 6, -10 }, { 2, 40 } };
18// colormap_t colorMaps[] = {
19// { 8, colmapents_1 }
20// };
21//
22// The colormap 0 consists of 8 colors. The first color group consists of 6
23// colors and starts descending at palette index 10: 10, 9, 8, 7, 6, 5
24// The second color group consists of 2 colors and starts ascending at
25// index 40: 40, 41
26// There's no other color group because all colors of this colormap are
27// already used (6+2=8)
28//
29// Warning: Always make sure that the sum of the amount of the colors in all
30// color groups is the number of colors used for your colormap!
31
32colormapentry_t colmapents_1[] = { { 16, -31 }, { 16, 136 } };
33colormapentry_t colmapents_2[] = { { 16, -31 } };
34
35colormap_t colorMaps[] = {
36 { 32, colmapents_1 },
37 { 16, colmapents_2 }
38};
39
40const int numColorMaps = lengthof(colorMaps);
41
42// The sky definitions which can be selected as defined by GetCloudSkyDefID() in wl_def.h
43// You can use <TAB>+Z in debug mode to find out suitable values for seed and colorMapIndex
44// Each entry consists of seed, speed, angle and colorMapIndex
45cloudsky_t cloudSkys[] = {
46 { 626, 800, 20, 0 },
47 { 1234, 650, 60, 1 },
48 { 0, 700, 120, 0 },
49 { 0, 0, 0, 0 },
50 { 11243, 750, 310, 0 },
51 { 32141, 750, 87, 0 },
52 { 12124, 750, 64, 0 },
53 { 55543, 500, 240, 0 },
54 { 65535, 200, 54, 1 },
55 { 4, 1200, 290, 0 },
56};
57
58byte skyc[65536L];
59
60long cloudx = 0, cloudy = 0;
61cloudsky_t *curSky = NULL;
62
63#ifdef USE_FEATUREFLAGS
64
65// The lower left tile of every map determines the used cloud sky definition from cloudSkys.
66static int GetCloudSkyDefID()
67{
68 int skyID = ffDataBottomLeft;
69 assert(skyID >= 0 && skyID < lengthof(cloudSkys));
70 return skyID;
71}
72
73#else
74
75static int GetCloudSkyDefID()
76{
77 int skyID;
78 switch(gamestate.episode * 10 + mapon)
79 {
80 case 0: skyID = 0; break;
81 case 1: skyID = 1; break;
82 case 2: skyID = 2; break;
83 case 3: skyID = 3; break;
84 case 4: skyID = 4; break;
85 case 5: skyID = 5; break;
86 case 6: skyID = 6; break;
87 case 7: skyID = 7; break;
88 case 8: skyID = 8; break;
89 case 9: skyID = 9; break;
90 default: skyID = 9; break;
91 }
92 assert(skyID >= 0 && skyID < lengthof(cloudSkys));
93 return skyID;
94}
95
96#endif
97
98void SplitS(unsigned size,unsigned x1,unsigned y1,unsigned x2,unsigned y2)
99{
100 if(size==1) return;
101 if(!skyc[((x1+size/2)*256+y1)])
102 {
103 skyc[((x1+size/2)*256+y1)]=(byte)(((int)skyc[(x1*256+y1)]
104 +(int)skyc[((x2&0xff)*256+y1)])/2)+rand()%(size*2)-size;
105 if(!skyc[((x1+size/2)*256+y1)]) skyc[((x1+size/2)*256+y1)]=1;
106 }
107 if(!skyc[((x1+size/2)*256+(y2&0xff))])
108 {
109 skyc[((x1+size/2)*256+(y2&0xff))]=(byte)(((int)skyc[(x1*256+(y2&0xff))]
110 +(int)skyc[((x2&0xff)*256+(y2&0xff))])/2)+rand()%(size*2)-size;
111 if(!skyc[((x1+size/2)*256+(y2&0xff))])
112 skyc[((x1+size/2)*256+(y2&0xff))]=1;
113 }
114 if(!skyc[(x1*256+y1+size/2)])
115 {
116 skyc[(x1*256+y1+size/2)]=(byte)(((int)skyc[(x1*256+y1)]
117 +(int)skyc[(x1*256+(y2&0xff))])/2)+rand()%(size*2)-size;
118 if(!skyc[(x1*256+y1+size/2)]) skyc[(x1*256+y1+size/2)]=1;
119 }
120 if(!skyc[((x2&0xff)*256+y1+size/2)])
121 {
122 skyc[((x2&0xff)*256+y1+size/2)]=(byte)(((int)skyc[((x2&0xff)*256+y1)]
123 +(int)skyc[((x2&0xff)*256+(y2&0xff))])/2)+rand()%(size*2)-size;
124 if(!skyc[((x2&0xff)*256+y1+size/2)]) skyc[((x2&0xff)*256+y1+size/2)]=1;
125 }
126
127 skyc[((x1+size/2)*256+y1+size/2)]=(byte)(((int)skyc[(x1*256+y1)]
128 +(int)skyc[((x2&0xff)*256+y1)]+(int)skyc[(x1*256+(y2&0xff))]
129 +(int)skyc[((x2&0xff)*256+(y2&0xff))])/4)+rand()%(size*2)-size;
130
131 SplitS(size/2,x1,y1+size/2,x1+size/2,y2);
132 SplitS(size/2,x1+size/2,y1,x2,y1+size/2);
133 SplitS(size/2,x1+size/2,y1+size/2,x2,y2);
134 SplitS(size/2,x1,y1,x1+size/2,y1+size/2);
135}
136
137void InitSky()
138{
139 unsigned cloudskyid = GetCloudSkyDefID();
140 if(cloudskyid >= lengthof(cloudSkys))
141 Quit("Illegal cloud sky id: %u", cloudskyid);
142 curSky = &cloudSkys[cloudskyid];
143
144 memset(skyc, 0, sizeof(skyc));
145 // funny water texture if used instead of memset ;D
146 // for(int i = 0; i < 65536; i++)
147 // skyc[i] = rand() % 32 * 8;
148
149 srand(curSky->seed);
150 skyc[0] = rand() % 256;
151 SplitS(256, 0, 0, 256, 256);
152
153 // Smooth the clouds a bit
154 for(int k = 0; k < 2; k++)
155 {
156 for(int i = 0; i < 256; i++)
157 {
158 for(int j = 0; j < 256; j++)
159 {
160 int32_t val = -skyc[j * 256 + i];
161 for(int m = 0; m < 3; m++)
162 {
163 for(int n = 0; n < 3; n++)
164 {
165 val += skyc[((j + n - 1) & 0xff) * 256 + ((i + m - 1) & 0xff)];
166 }
167 }
168 skyc[j * 256 + i] = (byte)(val >> 3);
169 }
170 }
171 }
172
173 // the following commented line could be useful, if you're trying to
174 // create a new color map. This will display your current color map
175 // in one (of course repeating) stripe of the sky
176
177 // for(int i = 0; i < 256; i++)
178 // skyc[i] = skyc[i + 256] = skyc[i + 512] = i;
179
180 if(curSky->colorMapIndex >= lengthof(colorMaps))
181 Quit("Illegal colorMapIndex for cloud sky def %u: %u", cloudskyid, curSky->colorMapIndex);
182
183 colormap_t *curMap = &colorMaps[curSky->colorMapIndex];
184 int numColors = curMap->numColors;
185 byte colormap[256];
186 colormapentry_t *curEntry = curMap->entries;
187 for(int calcedCols = 0; calcedCols < numColors; curEntry++)
188 {
189 if(curEntry->startAndDir < 0)
190 {
191 for(int i = 0, ind = -curEntry->startAndDir; i < curEntry->length; i++, ind--)
192 colormap[calcedCols++] = ind;
193 }
194 else
195 {
196 for(int i = 0, ind = curEntry->startAndDir; i < curEntry->length; i++, ind++)
197 colormap[calcedCols++] = ind;
198 }
199 }
200
201 for(int i = 0; i < 256; i++)
202 {
203 for(int j = 0; j < 256; j++)
204 {
205 skyc[i * 256 + j] = colormap[skyc[i * 256 + j] * numColors / 256];
206 }
207 }
208}
209
210// Based on Textured Floor and Ceiling by DarkOne
211void DrawClouds(byte *vbuf, unsigned vbufPitch, int min_wallheight)
212{
213 // Move clouds
214 fixed moveDist = tics * curSky->speed;
215 cloudx += FixedMul(moveDist,sintable[curSky->angle]);
216 cloudy -= FixedMul(moveDist,costable[curSky->angle]);
217
218 // Draw them
219 int y0, halfheight;
220 unsigned top_offset0;
221 fixed dist; // distance to row projection
222 fixed tex_step; // global step per one screen pixel
223 fixed gu, gv, du, dv; // global texture coordinates
224 int u, v; // local texture coordinates
225
226 // ------ * prepare * --------
227 halfheight = viewheight >> 1;
228 y0 = min_wallheight >> 3; // starting y value
229 if(y0 > halfheight)
230 return; // view obscured by walls
231 if(!y0) y0 = 1; // don't let division by zero
232 top_offset0 = vbufPitch * (halfheight - y0 - 1);
233
234 // draw horizontal lines
235 for(int y = y0, top_offset = top_offset0; y < halfheight; y++, top_offset -= vbufPitch)
236 {
237 dist = (heightnumerator / y) << 8;
238 gu = viewx + FixedMul(dist, viewcos) + cloudx;
239 gv = -viewy + FixedMul(dist, viewsin) + cloudy;
240 tex_step = (dist << 8) / viewwidth / 175;
241 du = FixedMul(tex_step, viewsin);
242 dv = -FixedMul(tex_step, viewcos);
243 gu -= (viewwidth >> 1)*du;
244 gv -= (viewwidth >> 1)*dv; // starting point (leftmost)
245 for(int x = 0, top_add = top_offset; x < viewwidth; x++, top_add++)
246 {
247 if(wallheight[x] >> 3 <= y)
248 {
249 u = (gu >> 13) & 255;
250 v = (gv >> 13) & 255;
251 vbuf[top_add] = skyc[((255 - u) << 8) + 255 - v];
252 }
253 gu += du;
254 gv += dv;
255 }
256 }
257}
258
259#endif