gzdoom-gles/src/v_palette.cpp

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/*
** v_palette.cpp
** Automatic colormap generation for "colored lights", etc.
**
**---------------------------------------------------------------------------
** 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 "g_level.h"
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#ifdef _WIN32
#include <io.h>
#else
#define O_BINARY 0
#endif
#include "templates.h"
#include "v_video.h"
#include "w_wad.h"
#include "i_video.h"
#include "c_dispatch.h"
#include "st_stuff.h"
#include "x86.h"
#include "g_levellocals.h"
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FPalette GPalette;
FColorMatcher ColorMatcher;
/* Current color blending values */
int BlendR, BlendG, BlendB, BlendA;
static int sortforremap (const void *a, const void *b);
static int sortforremap2 (const void *a, const void *b);
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/**************************/
/* Gamma correction stuff */
/**************************/
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uint8_t newgamma[256];
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CUSTOM_CVAR (Float, Gamma, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self == 0.f)
{ // Gamma values of 0 are illegal.
self = 1.f;
return;
}
if (screen != NULL)
{
screen->SetGamma ();
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}
}
CCMD (bumpgamma)
{
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// [RH] Gamma correction tables are now generated on the fly for *any* gamma level
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// Q: What are reasonable limits to use here?
float newgamma = Gamma + 0.1f;
if (newgamma > 3.0)
newgamma = 1.0;
Gamma = newgamma;
Printf ("Gamma correction level %g\n", *Gamma);
}
/****************************/
/* Palette management stuff */
/****************************/
int BestColor (const uint32_t *pal_in, int r, int g, int b, int first, int num)
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{
const PalEntry *pal = (const PalEntry *)pal_in;
int bestcolor = first;
int bestdist = 257 * 257 + 257 * 257 + 257 * 257;
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for (int color = first; color < num; color++)
{
int x = r - pal[color].r;
int y = g - pal[color].g;
int z = b - pal[color].b;
int dist = x*x + y*y + z*z;
if (dist < bestdist)
{
if (dist == 0)
return color;
bestdist = dist;
bestcolor = color;
}
}
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;
}
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FPalette::FPalette ()
{
}
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FPalette::FPalette (const uint8_t *colors)
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{
SetPalette (colors);
}
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void FPalette::SetPalette (const uint8_t *colors)
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{
for (int i = 0; i < 256; i++, colors += 3)
{
BaseColors[i] = PalEntry (colors[0], colors[1], colors[2]);
Remap[i] = i;
}
// Find white and black from the original palette so that they can be
// used to make an educated guess of the translucency % for a BOOM
// translucency map.
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WhiteIndex = BestColor ((uint32_t *)BaseColors, 255, 255, 255, 0, 255);
BlackIndex = BestColor ((uint32_t *)BaseColors, 0, 0, 0, 0, 255);
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}
// 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 FPalette::MakeGoodRemap ()
{
PalEntry color0 = BaseColors[0];
int i;
// First try for an exact match of color 0. Only Hexen does not have one.
for (i = 1; i < 256; ++i)
{
if (BaseColors[i] == color0)
{
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] | (i << 24);
}
qsort (sortcopy, 256, 4, sortforremap);
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.)
swapvalues (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. :-)
}
static int sortforremap (const void *a, const void *b)
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{
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return (*(const uint32_t *)a & 0xFFFFFF) - (*(const uint32_t *)b & 0xFFFFFF);
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}
struct RemappingWork
{
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uint32_t Color;
uint8_t Foreign; // 0 = local palette, 1 = foreign palette
uint8_t PalEntry; // Entry # in the palette
uint8_t Pad[2];
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};
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void FPalette::MakeRemap (const uint32_t *colors, uint8_t *remap, const uint8_t *useful, int numcolors) const
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{
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)
{
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workspace[i-1].Color = uint32_t(BaseColors[i]) & 0xFFFFFF;
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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)
{
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remap[workspace[i].PalEntry] = BestColor ((uint32_t *)BaseColors,
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RPART(workspace[i].Color), GPART(workspace[i].Color), BPART(workspace[i].Color),
1, 255);
}
}
}
}
static int sortforremap2 (const void *a, const void *b)
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{
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 ReadPalette(int lumpnum, uint8_t *buffer)
{
if (lumpnum < 0)
{
I_FatalError("Palette not found");
}
FMemLump lump = Wads.ReadLump(lumpnum);
uint8_t *lumpmem = (uint8_t*)lump.GetMem();
memset(buffer, 0, 768);
if (memcmp(lumpmem, "JASC-PAL", 8))
{
memcpy(buffer, lumpmem, MIN<size_t>(768, lump.GetSize()));
}
else
{
FScanner sc;
sc.OpenMem(Wads.GetLumpFullName(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;
}
}
}
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void InitPalette ()
{
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uint8_t pal[768];
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ReadPalette(Wads.CheckNumForName("PLAYPAL"), pal);
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GPalette.SetPalette (pal);
GPalette.MakeGoodRemap ();
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ColorMatcher.SetPalette ((uint32_t *)GPalette.BaseColors);
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if (GPalette.Remap[0] == 0)
{ // No duplicates, so settle for something close to color 0
GPalette.Remap[0] = BestColor ((uint32_t *)GPalette.BaseColors,
GPalette.BaseColors[0].r, GPalette.BaseColors[0].g, GPalette.BaseColors[0].b, 1, 255);
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}
// Colormaps have to be initialized before actors are loaded,
// otherwise Powerup.Colormap will not work.
R_InitColormaps ();
}
void DoBlending_SSE2 (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
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void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a)
{
if (a == 0)
{
if (from != to)
{
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memcpy (to, from, count * sizeof(uint32_t));
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}
return;
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}
else if (a == 256)
{
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uint32_t t = MAKERGB(r,g,b);
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int i;
for (i = 0; i < count; i++)
{
to[i] = t;
}
return;
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}
#if defined(_M_X64) || defined(_M_IX86) || defined(__i386__) || defined(__amd64__)
else if (count >= 4)
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{
int not3count = count & ~3;
DoBlending_SSE2 (from, to, not3count, r, g, b, a);
count &= 3;
if (count <= 0)
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{
return;
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}
from += not3count;
to += not3count;
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}
#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;
}
}
void V_SetBlend (int blendr, int blendg, int blendb, int blenda)
{
// Don't do anything if the new blend is the same as the old
if (((blenda|BlendA) == 0) ||
(blendr == BlendR &&
blendg == BlendG &&
blendb == BlendB &&
blenda == BlendA))
return;
V_ForceBlend (blendr, blendg, blendb, blenda);
}
void V_ForceBlend (int blendr, int blendg, int blendb, int blenda)
{
BlendR = blendr;
BlendG = blendg;
BlendB = blendb;
BlendA = blenda;
screen->SetFlash (PalEntry (BlendR, BlendG, BlendB), BlendA);
}
CCMD (testblend)
{
FString colorstring;
int color;
float amt;
if (argv.argc() < 3)
{
Printf ("testblend <color> <amount>\n");
}
else
{
if ( !(colorstring = V_GetColorStringByName (argv[1])).IsEmpty() )
{
color = V_GetColorFromString (NULL, colorstring);
}
else
{
color = V_GetColorFromString (NULL, argv[1]);
}
amt = (float)atof (argv[2]);
if (amt > 1.0f)
amt = 1.0f;
else if (amt < 0.0f)
amt = 0.0f;
BaseBlendR = RPART(color);
BaseBlendG = GPART(color);
BaseBlendB = BPART(color);
BaseBlendA = amt;
}
}
/****** 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;
}
}