diff options
Diffstat (limited to 'apps/plugins/sdl/progs/wolf3d/wl_shade.c')
-rw-r--r-- | apps/plugins/sdl/progs/wolf3d/wl_shade.c | 143 |
1 files changed, 143 insertions, 0 deletions
diff --git a/apps/plugins/sdl/progs/wolf3d/wl_shade.c b/apps/plugins/sdl/progs/wolf3d/wl_shade.c new file mode 100644 index 0000000000..3f1d5a7b3f --- /dev/null +++ b/apps/plugins/sdl/progs/wolf3d/wl_shade.c | |||
@@ -0,0 +1,143 @@ | |||
1 | #include "version.h" | ||
2 | |||
3 | #ifdef USE_SHADING | ||
4 | #include "wl_def.h" | ||
5 | #include "wl_shade.h" | ||
6 | |||
7 | typedef struct { | ||
8 | uint8_t destRed, destGreen, destBlue; // values between 0 and 255 | ||
9 | uint8_t fogStrength; | ||
10 | } shadedef_t; | ||
11 | |||
12 | shadedef_t shadeDefs[] = { | ||
13 | { 0, 0, 0, LSHADE_NOSHADING }, | ||
14 | { 0, 0, 0, LSHADE_NORMAL }, | ||
15 | { 0, 0, 0, LSHADE_FOG }, | ||
16 | { 40, 40, 40, LSHADE_NORMAL }, | ||
17 | { 60, 60, 60, LSHADE_FOG } | ||
18 | }; | ||
19 | |||
20 | uint8_t shadetable[SHADE_COUNT][256]; | ||
21 | int LSHADE_flag; | ||
22 | |||
23 | #ifdef USE_FEATUREFLAGS | ||
24 | |||
25 | // The lower 8-bit of the upper left tile of every map determine | ||
26 | // the used shading definition of shadeDefs. | ||
27 | static int GetShadeDefID() | ||
28 | { | ||
29 | int shadeID = ffDataTopLeft & 0x00ff; | ||
30 | assert(shadeID >= 0 && shadeID < lengthof(shadeDefs)); | ||
31 | return shadeID; | ||
32 | } | ||
33 | |||
34 | #else | ||
35 | |||
36 | static int GetShadeDefID() | ||
37 | { | ||
38 | int shadeID; | ||
39 | switch(gamestate.episode * 10 + mapon) | ||
40 | { | ||
41 | case 0: shadeID = 4; break; | ||
42 | case 1: | ||
43 | case 2: | ||
44 | case 6: shadeID = 1; break; | ||
45 | case 3: shadeID = 0; break; | ||
46 | case 5: shadeID = 2; break; | ||
47 | default: shadeID = 3; break; | ||
48 | } | ||
49 | assert(shadeID >= 0 && shadeID < lengthof(shadeDefs)); | ||
50 | return shadeID; | ||
51 | } | ||
52 | |||
53 | #endif | ||
54 | |||
55 | |||
56 | // Returns the palette index of the nearest matching color of the | ||
57 | // given RGB color in given palette | ||
58 | byte GetColor(byte red, byte green, byte blue, SDL_Color *palette) | ||
59 | { | ||
60 | byte mincol = 0; | ||
61 | double mindist = 200000.F, curdist, DRed, DGreen, DBlue; | ||
62 | |||
63 | SDL_Color *palPtr = palette; | ||
64 | |||
65 | for(int col = 0; col < 256; col++, palPtr++) | ||
66 | { | ||
67 | DRed = (double) (red - palPtr->r); | ||
68 | DGreen = (double) (green - palPtr->g); | ||
69 | DBlue = (double) (blue - palPtr->b); | ||
70 | curdist = DRed * DRed + DGreen * DGreen + DBlue * DBlue; | ||
71 | if(curdist < mindist) | ||
72 | { | ||
73 | mindist = curdist; | ||
74 | mincol = (byte) col; | ||
75 | } | ||
76 | } | ||
77 | return mincol; | ||
78 | } | ||
79 | |||
80 | // Fade all colors in 32 steps down to the destination-RGB | ||
81 | // (use gray for fogging, black for standard shading) | ||
82 | void GenerateShadeTable(byte destRed, byte destGreen, byte destBlue, | ||
83 | SDL_Color *palette, int fog) | ||
84 | { | ||
85 | double curRed, curGreen, curBlue, redStep, greenStep, blueStep; | ||
86 | SDL_Color *palPtr = palette; | ||
87 | |||
88 | // Set the fog-flag | ||
89 | LSHADE_flag=fog; | ||
90 | |||
91 | // Color loop | ||
92 | for(int i = 0; i < 256; i++, palPtr++) | ||
93 | { | ||
94 | // Get original palette color | ||
95 | curRed = palPtr->r; | ||
96 | curGreen = palPtr->g; | ||
97 | curBlue = palPtr->b; | ||
98 | |||
99 | // Calculate increment per step | ||
100 | redStep = ((double) destRed - curRed) / (SHADE_COUNT + 8); | ||
101 | greenStep = ((double) destGreen - curGreen) / (SHADE_COUNT + 8); | ||
102 | blueStep = ((double) destBlue - curBlue) / (SHADE_COUNT + 8); | ||
103 | |||
104 | // Calc color for each shade of the current color | ||
105 | for (int shade = 0; shade < SHADE_COUNT; shade++) | ||
106 | { | ||
107 | shadetable[shade][i] = GetColor((byte) curRed, (byte) curGreen, (byte) curBlue, palette); | ||
108 | |||
109 | // Inc to next shade | ||
110 | curRed += redStep; | ||
111 | curGreen += greenStep; | ||
112 | curBlue += blueStep; | ||
113 | } | ||
114 | } | ||
115 | } | ||
116 | |||
117 | void NoShading() | ||
118 | { | ||
119 | for(int shade = 0; shade < SHADE_COUNT; shade++) | ||
120 | for(int i = 0; i < 256; i++) | ||
121 | shadetable[shade][i] = i; | ||
122 | } | ||
123 | |||
124 | void InitLevelShadeTable() | ||
125 | { | ||
126 | shadedef_t *shadeDef = &shadeDefs[GetShadeDefID()]; | ||
127 | if(shadeDef->fogStrength == LSHADE_NOSHADING) | ||
128 | NoShading(); | ||
129 | else | ||
130 | GenerateShadeTable(shadeDef->destRed, shadeDef->destGreen, shadeDef->destBlue, gamepal, shadeDef->fogStrength); | ||
131 | } | ||
132 | |||
133 | int GetShade(int scale) | ||
134 | { | ||
135 | int shade = (scale >> 1) / (((viewwidth * 3) >> 8) + 1 + LSHADE_flag); // TODO: reconsider this... | ||
136 | if(shade > 32) shade = 32; | ||
137 | else if(shade < 1) shade = 1; | ||
138 | shade = 32 - shade; | ||
139 | |||
140 | return shade; | ||
141 | } | ||
142 | |||
143 | #endif | ||