/* ** gl_palmanager.cpp ** Palette management ** **--------------------------------------------------------------------------- ** Copyright 2019 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** */ #include #include "m_crc32.h" #include "hw_palmanager.h" #include "resourcefile.h" #include "imagehelpers.h" #include "v_font.h" #include "palette.h" #include "build.h" #include "v_video.h" static PaletteManager* palmanager; //=========================================================================== // // This class manages the hardware data for the indexed render mode. // //=========================================================================== PaletteManager::~PaletteManager() { DeleteAll(); } //=========================================================================== // // // //=========================================================================== void PaletteManager::DeleteAll() { for (auto& pal : palettetextures) { if (pal) delete pal; pal = nullptr; } for (auto& pal : lookuptextures) { if (pal) delete pal; pal = nullptr; } } //=========================================================================== // // // //=========================================================================== IHardwareTexture *PaletteManager::GetPalette(int index) { auto palettedata = GPalette.GetTranslation(Translation_BasePalettes, index); if (palettedata == nullptr) { index = 0; palettedata = GPalette.GetTranslation(Translation_BasePalettes, index); }; if (palettedata) { if (palettetextures[index] == nullptr) { auto p = screen->CreateHardwareTexture(4); p->CreateTexture((uint8_t*)palettedata->Palette, 256, 1, 15, false, "Palette"); palettetextures[index] = p; } return palettetextures[index]; } I_FatalError("palette not initialized for palette emulated render mode"); // we cannot continue if this happens. return nullptr; } //=========================================================================== // // // //=========================================================================== IHardwareTexture* PaletteManager::GetLookup(int index) { if (!lookups.checkTable(index)) index = 0; if (lookups.checkTable(index)) { if (lookuptextures[index] == nullptr) { auto p = screen->CreateHardwareTexture(1); // Perform a 0<->255 index swap. The lookup tables are still the original data. TArray lookup(numshades * 256, true); memcpy(lookup.Data(), lookups.getTable(index), lookup.Size()); for (int i = 0; i < numshades; i++) { auto palette = &lookup[i * 256]; palette[255] = palette[0]; palette[0] = 0; for (int v = 1; v <= 255; v++) if (palette[v] == 0) palette[v] = 255; } p->CreateTexture(lookup.Data(), 256, numshades, 15, false, "PaletteLookup"); lookuptextures[index] = p; } return lookuptextures[index]; } I_FatalError("palette lookups not initialized for palette emulated render mode"); // we cannot continue if this happens. return nullptr; } //=========================================================================== // // // //=========================================================================== IHardwareTexture *setpalettelayer(int layer, int translation) { if (!palmanager) palmanager = new PaletteManager; if (layer == 1) return palmanager->GetPalette(GetTranslationType(translation) - Translation_Remap); else if (layer == 2) return palmanager->GetLookup(GetTranslationIndex(translation)); else return nullptr; } void ClearPalManager() { if (palmanager) delete palmanager; palmanager = nullptr; }