raze/source/common/utility/palette.cpp
2023-01-15 09:30:01 +01:00

988 lines
24 KiB
C++

/*
** palette.cpp
** Palette and color utility functions
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** 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 <algorithm>
#include "palutil.h"
#include "palentry.h"
#include "sc_man.h"
#include "files.h"
#include "filesystem.h"
#include "printf.h"
#include "m_png.h"
/****************************/
/* Palette management stuff */
/****************************/
int BestColor (const uint32_t *pal_in, int r, int g, int b, int first, int num, const uint8_t* indexmap)
{
const PalEntry *pal = (const PalEntry *)pal_in;
int bestcolor = first;
int bestdist = 257 * 257 + 257 * 257 + 257 * 257;
for (int color = first; color < num; color++)
{
int co = indexmap ? indexmap[color] : color;
int x = r - pal[co].r;
int y = g - pal[co].g;
int z = b - pal[co].b;
int dist = x*x + y*y + z*z;
if (dist < bestdist)
{
if (dist == 0)
return co;
bestdist = dist;
bestcolor = co;
}
}
return bestcolor;
}
// [SP] Re-implemented BestColor for more precision rather than speed. This function is only ever called once until the game palette is changed.
int PTM_BestColor (const uint32_t *pal_in, int r, int g, int b, bool reverselookup, float powtable_val, int first, int num)
{
const PalEntry *pal = (const PalEntry *)pal_in;
static double powtable[256];
static bool firstTime = true;
static float trackpowtable = 0.;
double fbestdist = DBL_MAX, fdist;
int bestcolor = 0;
if (firstTime || trackpowtable != powtable_val)
{
auto pt = powtable_val;
trackpowtable = pt;
firstTime = false;
for (int x = 0; x < 256; x++) powtable[x] = pow((double)x/255, (double)pt);
}
for (int color = first; color < num; color++)
{
double x = powtable[abs(r-pal[color].r)];
double y = powtable[abs(g-pal[color].g)];
double z = powtable[abs(b-pal[color].b)];
fdist = x + y + z;
if (color == first || (reverselookup?(fdist <= fbestdist):(fdist < fbestdist)))
{
if (fdist == 0 && !reverselookup)
return color;
fbestdist = fdist;
bestcolor = color;
}
}
return bestcolor;
}
#if defined(_M_X64) || defined(_M_IX86) || defined(__i386__) || defined(__amd64__)
#ifdef _MSC_VER
#include <intrin.h>
#endif
#include <emmintrin.h>
static void DoBlending_SSE2(const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a)
{
__m128i blendcolor;
__m128i blendalpha;
__m128i zero;
__m128i blending256;
__m128i color1;
__m128i color2;
size_t unaligned;
unaligned = ((size_t)from | (size_t)to) & 0xF;
#if defined(__amd64__) || defined(_M_X64)
int64_t color;
blending256 = _mm_set_epi64x(0x10001000100ll, 0x10001000100ll);
color = ((int64_t)r << 32) | (g << 16) | b;
blendcolor = _mm_set_epi64x(color, color);
color = ((int64_t)a << 32) | (a << 16) | a;
blendalpha = _mm_set_epi64x(color, color);
#else
int color;
blending256 = _mm_set_epi32(0x100, 0x1000100, 0x100, 0x1000100);
color = (g << 16) | b;
blendcolor = _mm_set_epi32(r, color, r, color);
color = (a << 16) | a;
blendalpha = _mm_set_epi32(a, color, a, color);
#endif
blendcolor = _mm_mullo_epi16(blendcolor, blendalpha); // premultiply blend by alpha
blendalpha = _mm_subs_epu16(blending256, blendalpha); // one minus alpha
zero = _mm_setzero_si128();
if (unaligned)
{
for (count >>= 2; count > 0; --count)
{
color1 = _mm_loadu_si128((__m128i *)from);
from += 4;
color2 = _mm_unpackhi_epi8(color1, zero);
color1 = _mm_unpacklo_epi8(color1, zero);
color1 = _mm_mullo_epi16(blendalpha, color1);
color2 = _mm_mullo_epi16(blendalpha, color2);
color1 = _mm_adds_epu16(blendcolor, color1);
color2 = _mm_adds_epu16(blendcolor, color2);
color1 = _mm_srli_epi16(color1, 8);
color2 = _mm_srli_epi16(color2, 8);
_mm_storeu_si128((__m128i *)to, _mm_packus_epi16(color1, color2));
to += 4;
}
}
else
{
for (count >>= 2; count > 0; --count)
{
color1 = _mm_load_si128((__m128i *)from);
from += 4;
color2 = _mm_unpackhi_epi8(color1, zero);
color1 = _mm_unpacklo_epi8(color1, zero);
color1 = _mm_mullo_epi16(blendalpha, color1);
color2 = _mm_mullo_epi16(blendalpha, color2);
color1 = _mm_adds_epu16(blendcolor, color1);
color2 = _mm_adds_epu16(blendcolor, color2);
color1 = _mm_srli_epi16(color1, 8);
color2 = _mm_srli_epi16(color2, 8);
_mm_store_si128((__m128i *)to, _mm_packus_epi16(color1, color2));
to += 4;
}
}
}
#endif
void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a)
{
if (a == 0)
{
if (from != to)
{
memcpy (to, from, count * sizeof(uint32_t));
}
return;
}
else if (a == 256)
{
uint32_t t = MAKERGB(r,g,b);
int i;
for (i = 0; i < count; i++)
{
to[i] = t;
}
return;
}
#if defined(_M_X64) || defined(_M_IX86) || defined(__i386__) || defined(__amd64__)
else if (count >= 4)
{
int not3count = count & ~3;
DoBlending_SSE2 (from, to, not3count, r, g, b, a);
count &= 3;
if (count <= 0)
{
return;
}
from += not3count;
to += not3count;
}
#endif
int i, ia;
ia = 256 - a;
r *= a;
g *= a;
b *= a;
for (i = count; i > 0; i--, to++, from++)
{
to->r = (r + from->r * ia) >> 8;
to->g = (g + from->g * ia) >> 8;
to->b = (b + from->b * ia) >> 8;
}
}
/****** Colorspace Conversion Functions ******/
// Code from http://www.cs.rit.edu/~yxv4997/t_convert.html
// r,g,b values are from 0 to 1
// h = [0,360], s = [0,1], v = [0,1]
// if s == 0, then h = -1 (undefined)
// Green Doom guy colors:
// RGB - 0: { .46 1 .429 } 7: { .254 .571 .206 } 15: { .0317 .0794 .0159 }
// HSV - 0: { 116.743 .571 1 } 7: { 112.110 .639 .571 } 15: { 105.071 .800 .0794 }
void RGBtoHSV (float r, float g, float b, float *h, float *s, float *v)
{
float min, max, delta, foo;
if (r == g && g == b)
{
*h = 0;
*s = 0;
*v = r;
return;
}
foo = r < g ? r : g;
min = (foo < b) ? foo : b;
foo = r > g ? r : g;
max = (foo > b) ? foo : b;
*v = max; // v
delta = max - min;
*s = delta / max; // s
if (r == max)
*h = (g - b) / delta; // between yellow & magenta
else if (g == max)
*h = 2 + (b - r) / delta; // between cyan & yellow
else
*h = 4 + (r - g) / delta; // between magenta & cyan
*h *= 60; // degrees
if (*h < 0)
*h += 360;
}
void HSVtoRGB (float *r, float *g, float *b, float h, float s, float v)
{
int i;
float f, p, q, t;
if (s == 0)
{ // achromatic (grey)
*r = *g = *b = v;
return;
}
h /= 60; // sector 0 to 5
i = (int)floor (h);
f = h - i; // factorial part of h
p = v * (1 - s);
q = v * (1 - s * f);
t = v * (1 - s * (1 - f));
switch (i)
{
case 0: *r = v; *g = t; *b = p; break;
case 1: *r = q; *g = v; *b = p; break;
case 2: *r = p; *g = v; *b = t; break;
case 3: *r = p; *g = q; *b = v; break;
case 4: *r = t; *g = p; *b = v; break;
default: *r = v; *g = p; *b = q; break;
}
}
struct RemappingWork
{
uint32_t Color;
uint8_t Foreign; // 0 = local palette, 1 = foreign palette
uint8_t PalEntry; // Entry # in the palette
uint8_t Pad[2];
};
static int sortforremap(const void* a, const void* b)
{
return (*(const uint32_t*)a & 0xFFFFFF) - (*(const uint32_t*)b & 0xFFFFFF);
}
static int sortforremap2(const void* a, const void* b)
{
const RemappingWork* ap = (const RemappingWork*)a;
const RemappingWork* bp = (const RemappingWork*)b;
if (ap->Color == bp->Color)
{
return bp->Foreign - ap->Foreign;
}
else
{
return ap->Color - bp->Color;
}
}
void MakeRemap(uint32_t* BaseColors, const uint32_t* colors, uint8_t* remap, const uint8_t* useful, int numcolors)
{
RemappingWork workspace[255 + 256];
int i, j, k;
// Fill in workspace with the colors from the passed palette and this palette.
// By sorting this array, we can quickly find exact matches so that we can
// minimize the time spent calling BestColor for near matches.
for (i = 1; i < 256; ++i)
{
workspace[i - 1].Color = uint32_t(BaseColors[i]) & 0xFFFFFF;
workspace[i - 1].Foreign = 0;
workspace[i - 1].PalEntry = i;
}
for (i = k = 0, j = 255; i < numcolors; ++i)
{
if (useful == NULL || useful[i] != 0)
{
workspace[j].Color = colors[i] & 0xFFFFFF;
workspace[j].Foreign = 1;
workspace[j].PalEntry = i;
++j;
++k;
}
else
{
remap[i] = 0;
}
}
qsort(workspace, j, sizeof(RemappingWork), sortforremap2);
// Find exact matches
--j;
for (i = 0; i < j; ++i)
{
if (workspace[i].Foreign)
{
if (!workspace[i + 1].Foreign && workspace[i].Color == workspace[i + 1].Color)
{
remap[workspace[i].PalEntry] = workspace[i + 1].PalEntry;
workspace[i].Foreign = 2;
++i;
--k;
}
}
}
// Find near matches
if (k > 0)
{
for (i = 0; i <= j; ++i)
{
if (workspace[i].Foreign == 1)
{
remap[workspace[i].PalEntry] = BestColor((uint32_t*)BaseColors,
RPART(workspace[i].Color), GPART(workspace[i].Color), BPART(workspace[i].Color),
1, 255);
}
}
}
}
// In ZDoom's new texture system, color 0 is used as the transparent color.
// But color 0 is also a valid color for Doom engine graphics. What to do?
// Simple. The default palette for every game has at least one duplicate
// color, so find a duplicate pair of palette entries, make one of them a
// duplicate of color 0, and remap every graphic so that it uses that entry
// instead of entry 0.
void MakeGoodRemap(uint32_t* BaseColors, uint8_t* Remap, const uint8_t* lastcolormap)
{
for (int i = 0; i < 256; i++) Remap[i] = i;
PalEntry color0 = BaseColors[0];
int i;
// First try for an exact match of color 0. Only Hexen does not have one.
if (!lastcolormap)
{
for (i = 1; i < 256; ++i)
{
if (BaseColors[i] == color0)
{
Remap[0] = i;
break;
}
}
}
else
{
for (i = 1; i < 256; ++i)
{
if ((BaseColors[i] == color0) && (lastcolormap[i] == lastcolormap[0]))
{
Remap[0] = i;
break;
}
}
}
// If there is no duplicate of color 0, find the first set of duplicate
// colors and make one of them a duplicate of color 0. In Hexen's PLAYPAL
// colors 209 and 229 are the only duplicates, but we cannot assume
// anything because the player might be using a custom PLAYPAL where those
// entries are not duplicates.
if (Remap[0] == 0)
{
PalEntry sortcopy[256];
for (i = 0; i < 256; ++i)
{
sortcopy[i] = (BaseColors[i] & 0xffffff) | (i << 24);
}
qsort(sortcopy, 256, 4, sortforremap);
if (!lastcolormap)
{
for (i = 255; i > 0; --i)
{
if ((sortcopy[i] & 0xFFFFFF) == (sortcopy[i - 1] & 0xFFFFFF))
{
int new0 = sortcopy[i].a;
int dup = sortcopy[i - 1].a;
if (new0 > dup)
{
// Make the lower-numbered entry a copy of color 0. (Just because.)
std::swap(new0, dup);
}
Remap[0] = new0;
Remap[new0] = dup;
BaseColors[new0] = color0;
break;
}
}
}
else
{
for (i = 255; i > 0; --i)
{
if (((sortcopy[i] & 0xFFFFFF) == (sortcopy[i - 1] & 0xFFFFFF)) && (lastcolormap[sortcopy[i].a] == lastcolormap[sortcopy[i - 1].a]))
{
int new0 = sortcopy[i].a;
int dup = sortcopy[i - 1].a;
if (new0 > dup)
{
// Make the lower-numbered entry a copy of color 0. (Just because.)
std::swap(new0, dup);
}
Remap[0] = new0;
Remap[new0] = dup;
BaseColors[new0] = color0;
break;
}
}
}
}
// If there were no duplicates, InitPalette() will remap color 0 to the
// closest matching color. Hopefully nobody will use a palette where all
// 256 entries are different. :-)
}
//===========================================================================
//
// Gets the average color of a texture for use as a sky cap color
//
//===========================================================================
PalEntry averageColor(const uint32_t* data, int size, int maxout)
{
int i;
unsigned int r, g, b;
// First clear them.
r = g = b = 0;
if (size == 0)
{
return PalEntry(255, 255, 255);
}
for (i = 0; i < size; i++)
{
b += BPART(data[i]);
g += GPART(data[i]);
r += RPART(data[i]);
}
r = r / size;
g = g / size;
b = b / size;
int maxv = max(max(r, g), b);
if (maxv && maxout)
{
r = ::Scale(r, maxout, maxv);
g = ::Scale(g, maxout, maxv);
b = ::Scale(b, maxout, maxv);
}
return PalEntry(255, r, g, b);
}
//==========================================================================
//
// V_GetColorFromString
//
// Passed a string of the form "#RGB", "#RRGGBB", "R G B", or "RR GG BB",
// returns a number representing that color. If palette is non-NULL, the
// index of the best match in the palette is returned, otherwise the
// RRGGBB value is returned directly.
//
//==========================================================================
int V_GetColorFromString(const char* cstr, FScriptPosition* sc)
{
int c[3], i, p;
char val[3];
val[2] = '\0';
// Check for HTML-style #RRGGBB or #RGB color string
if (cstr[0] == '#')
{
size_t len = strlen(cstr);
if (len == 7)
{
// Extract each eight-bit component into c[].
for (i = 0; i < 3; ++i)
{
val[0] = cstr[1 + i * 2];
val[1] = cstr[2 + i * 2];
c[i] = ParseHex(val, sc);
}
}
else if (len == 4)
{
// Extract each four-bit component into c[], expanding to eight bits.
for (i = 0; i < 3; ++i)
{
val[1] = val[0] = cstr[1 + i];
c[i] = ParseHex(val, sc);
}
}
else
{
// Bad HTML-style; pretend it's black.
c[2] = c[1] = c[0] = 0;
}
}
else
{
if (strlen(cstr) == 6)
{
char* endp;
int color = strtol(cstr, &endp, 16);
if (*endp == 0)
{
// RRGGBB string
c[0] = (color & 0xff0000) >> 16;
c[1] = (color & 0xff00) >> 8;
c[2] = (color & 0xff);
}
else goto normal;
}
else
{
normal:
// Treat it as a space-delimited hexadecimal string
for (i = 0; i < 3; ++i)
{
// Skip leading whitespace
while (*cstr <= ' ' && *cstr != '\0')
{
cstr++;
}
// Extract a component and convert it to eight-bit
for (p = 0; *cstr > ' '; ++p, ++cstr)
{
if (p < 2)
{
val[p] = *cstr;
}
}
if (p == 0)
{
c[i] = 0;
}
else
{
if (p == 1)
{
val[1] = val[0];
}
c[i] = ParseHex(val, sc);
}
}
}
}
return MAKERGB(c[0], c[1], c[2]);
}
//==========================================================================
//
// V_GetColorStringByName
//
// Searches for the given color name in x11r6rgb.txt and returns an
// HTML-ish "#RRGGBB" string for it if found or the empty string if not.
//
//==========================================================================
FString V_GetColorStringByName(const char* name, FScriptPosition* sc)
{
FileData rgbNames;
char* rgbEnd;
char* rgb, * endp;
int rgblump;
int c[3], step;
size_t namelen;
if (fileSystem.GetNumEntries() == 0) return FString();
rgblump = fileSystem.CheckNumForName("X11R6RGB");
if (rgblump == -1)
{
if (!sc) Printf("X11R6RGB lump not found\n");
else sc->Message(MSG_WARNING, "X11R6RGB lump not found");
return FString();
}
rgbNames = fileSystem.ReadFile(rgblump);
rgb = (char*)rgbNames.GetMem();
rgbEnd = rgb + fileSystem.FileLength(rgblump);
step = 0;
namelen = strlen(name);
while (rgb < rgbEnd)
{
// Skip white space
if (*rgb <= ' ')
{
do
{
rgb++;
} while (rgb < rgbEnd && *rgb <= ' ');
}
else if (step == 0 && *rgb == '!')
{ // skip comment lines
do
{
rgb++;
} while (rgb < rgbEnd && *rgb != '\n');
}
else if (step < 3)
{ // collect RGB values
c[step++] = strtoul(rgb, &endp, 10);
if (endp == rgb)
{
break;
}
rgb = endp;
}
else
{ // Check color name
endp = rgb;
// Find the end of the line
while (endp < rgbEnd && *endp != '\n')
endp++;
// Back up over any whitespace
while (endp > rgb && *endp <= ' ')
endp--;
if (endp == rgb)
{
break;
}
size_t checklen = ++endp - rgb;
if (checklen == namelen && strnicmp(rgb, name, checklen) == 0)
{
FString descr;
descr.Format("#%02x%02x%02x", c[0], c[1], c[2]);
return descr;
}
rgb = endp;
step = 0;
}
}
if (rgb < rgbEnd)
{
if (!sc) Printf("X11R6RGB lump is corrupt\n");
else sc->Message(MSG_WARNING, "X11R6RGB lump is corrupt");
}
return FString();
}
//==========================================================================
//
// V_GetColor
//
// Works like V_GetColorFromString(), but also understands X11 color names.
//
//==========================================================================
int V_GetColor(const char* str, FScriptPosition* sc)
{
FString string = V_GetColorStringByName(str, sc);
int res;
if (!string.IsEmpty())
{
res = V_GetColorFromString(string, sc);
}
else
{
res = V_GetColorFromString(str, sc);
}
return res;
}
int V_GetColor(FScanner& sc)
{
FScriptPosition scc = sc;
return V_GetColor(sc.String, &scc);
}
//==========================================================================
//
// Special colormaps
//
//==========================================================================
TArray<FSpecialColormap> SpecialColormaps;
uint8_t DesaturateColormap[31][256];
// These default tables are needed for texture composition.
static FSpecialColormapParameters SpecialColormapParms[] =
{
// Doom invulnerability is an inverted grayscale.
// Strife uses it when firing the Sigil
{ { 1, 1, 1 }, { 0, 0, 0 } },
// Heretic invulnerability is a golden shade.
{ { 0, 0, 0 }, { 1.5, 0.75, 0 }, },
// [BC] Build the Doomsphere colormap. It is red!
{ { 0, 0, 0 }, { 1.5, 0, 0 } },
// [BC] Build the Guardsphere colormap. It's a greenish-white kind of thing.
{ { 0, 0, 0 }, { 1.25, 1.5, 1 } },
// Build a blue colormap.
{ { 0, 0, 0 }, { 0, 0, 1.5 } },
// Repeated to get around the overridability of the other one
{ { 1, 1, 1 }, { 0, 0, 0 } },
};
//==========================================================================
//
//
//
//==========================================================================
void UpdateSpecialColormap(PalEntry* BaseColors, unsigned int index, float r1, float g1, float b1, float r2, float g2, float b2)
{
assert(index < SpecialColormaps.Size());
FSpecialColormap* cm = &SpecialColormaps[index];
cm->ColorizeStart[0] = float(r1);
cm->ColorizeStart[1] = float(g1);
cm->ColorizeStart[2] = float(b1);
cm->ColorizeEnd[0] = float(r2);
cm->ColorizeEnd[1] = float(g2);
cm->ColorizeEnd[2] = float(b2);
r2 -= r1;
g2 -= g1;
b2 -= b1;
r1 *= 255;
g1 *= 255;
b1 *= 255;
if (BaseColors) // only create this table if needed
{
for (int c = 0; c < 256; c++)
{
double intensity = (BaseColors[c].r * 77 +
BaseColors[c].g * 143 +
BaseColors[c].b * 37) / 256.0;
PalEntry pe = PalEntry(min(255, int(r1 + intensity * r2)),
min(255, int(g1 + intensity * g2)),
min(255, int(b1 + intensity * b2)));
cm->Colormap[c] = BestColor((uint32_t*)BaseColors, pe.r, pe.g, pe.b);
}
}
// This table is used by the texture composition code
for (int i = 0; i < 256; i++)
{
cm->GrayscaleToColor[i] = PalEntry(min(255, int(r1 + i * r2)),
min(255, int(g1 + i * g2)),
min(255, int(b1 + i * b2)));
}
}
//==========================================================================
//
//
//
//==========================================================================
int AddSpecialColormap(PalEntry *BaseColors, float r1, float g1, float b1, float r2, float g2, float b2)
{
// Clamp these in range for the hardware shader.
r1 = clamp(r1, 0.0f, 2.0f);
g1 = clamp(g1, 0.0f, 2.0f);
b1 = clamp(b1, 0.0f, 2.0f);
r2 = clamp(r2, 0.0f, 2.0f);
g2 = clamp(g2, 0.0f, 2.0f);
b2 = clamp(b2, 0.0f, 2.0f);
for (unsigned i = 1; i < SpecialColormaps.Size(); i++)
{
// Avoid precision issues here when trying to find a proper match.
if (fabs(SpecialColormaps[i].ColorizeStart[0] - r1) < FLT_EPSILON &&
fabs(SpecialColormaps[i].ColorizeStart[1] - g1) < FLT_EPSILON &&
fabs(SpecialColormaps[i].ColorizeStart[2] - b1) < FLT_EPSILON &&
fabs(SpecialColormaps[i].ColorizeEnd[0] - r2) < FLT_EPSILON &&
fabs(SpecialColormaps[i].ColorizeEnd[1] - g2) < FLT_EPSILON &&
fabs(SpecialColormaps[i].ColorizeEnd[2] - b2) < FLT_EPSILON)
{
return i; // The map already exists
}
}
UpdateSpecialColormap(BaseColors, SpecialColormaps.Reserve(1), r1, g1, b1, r2, g2, b2);
return SpecialColormaps.Size() - 1;
}
void InitSpecialColormaps(PalEntry *pe)
{
for (unsigned i = 0; i < countof(SpecialColormapParms); ++i)
{
AddSpecialColormap(pe, SpecialColormapParms[i].Start[0], SpecialColormapParms[i].Start[1],
SpecialColormapParms[i].Start[2], SpecialColormapParms[i].End[0],
SpecialColormapParms[i].End[1], SpecialColormapParms[i].End[2]);
}
// desaturated colormaps. These are used for texture composition
for (int m = 0; m < 31; m++)
{
uint8_t* shade = DesaturateColormap[m];
for (int c = 0; c < 256; c++)
{
int intensity = pe[c].Luminance();
int r = (pe[c].r * (31 - m) + intensity * m) / 31;
int g = (pe[c].g * (31 - m) + intensity * m) / 31;
int b = (pe[c].b * (31 - m) + intensity * m) / 31;
shade[c] = BestColor((uint32_t*)pe, r, g, b);
}
}
}
//==========================================================================
//
//
//
//==========================================================================
int ReadPalette(int lumpnum, uint8_t* buffer)
{
if (lumpnum < 0)
{
return 0;
}
FileData lump = fileSystem.ReadFile(lumpnum);
uint8_t* lumpmem = (uint8_t*)lump.GetMem();
memset(buffer, 0, 768);
FileReader fr;
fr.OpenMemory(lumpmem, lump.GetSize());
auto png = M_VerifyPNG(fr);
if (png)
{
uint32_t id, len;
fr.Seek(33, FileReader::SeekSet);
fr.Read(&len, 4);
fr.Read(&id, 4);
while (id != MAKE_ID('I', 'D', 'A', 'T') && id != MAKE_ID('I', 'E', 'N', 'D'))
{
len = BigLong((unsigned int)len);
if (id != MAKE_ID('P', 'L', 'T', 'E'))
fr.Seek(len, FileReader::SeekCur);
else
{
int PaletteSize = min<int>(len, 768);
fr.Read(buffer, PaletteSize);
return PaletteSize / 3;
}
fr.Seek(4, FileReader::SeekCur); // Skip CRC
fr.Read(&len, 4);
id = MAKE_ID('I', 'E', 'N', 'D');
fr.Read(&id, 4);
}
I_Error("%s contains no palette", fileSystem.GetFileFullName(lumpnum));
}
if (memcmp(lumpmem, "JASC-PAL", 8) == 0)
{
FScanner sc;
sc.OpenMem(fileSystem.GetFileFullName(lumpnum), (char*)lumpmem, int(lump.GetSize()));
sc.MustGetString();
sc.MustGetNumber(); // version - ignore
sc.MustGetNumber();
int colors = min(256, sc.Number) * 3;
for (int i = 0; i < colors; i++)
{
sc.MustGetNumber();
if (sc.Number < 0 || sc.Number > 255)
{
sc.ScriptError("Color %d value out of range.", sc.Number);
}
buffer[i] = sc.Number;
}
return colors / 3;
}
else
{
memcpy(buffer, lumpmem, min<size_t>(768, lump.GetSize()));
return 256;
}
}