gzdoom-gles/src/r_translate.cpp

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/*
** r_translate.cpp
** Translatioo table handling
**
**---------------------------------------------------------------------------
** 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 <stddef.h>
#include "templates.h"
#include "m_alloc.h"
#include "r_draw.h"
#include "r_translate.h"
#include "v_video.h"
#include "g_game.h"
#include "gi.h"
#include "stats.h"
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TAutoGrowArray<FRemapTablePtr, FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
/****************************************************/
/****************************************************/
FRemapTable::FRemapTable(int count)
{
assert(count <= 256);
Alloc(count);
// Note that the tables are left uninitialized. It is assumed that
// the caller will do that next, if only by calling MakeIdentity().
}
FRemapTable::~FRemapTable()
{
Free();
}
void FRemapTable::Alloc(int count)
{
Remap = (BYTE *)M_Malloc(count*sizeof(*Remap) + count*sizeof(*Palette));
assert (Remap != NULL);
Palette = (PalEntry *)(Remap + count*(sizeof(*Remap)));
Native = NULL;
NumEntries = count;
}
void FRemapTable::Free()
{
KillNative();
if (Remap != NULL)
{
free(Remap);
Remap = NULL;
Palette = NULL;
NumEntries = 0;
}
}
FRemapTable::FRemapTable(const FRemapTable &o)
{
Remap = NULL;
Native = NULL;
NumEntries = 0;
operator= (o);
}
FRemapTable &FRemapTable::operator=(const FRemapTable &o)
{
if (&o == this)
{
return *this;
}
if (o.NumEntries != NumEntries)
{
Free();
}
if (Remap == NULL)
{
Alloc(o.NumEntries);
}
memcpy(Remap, o.Remap, NumEntries*sizeof(*Remap) + NumEntries*sizeof(*Palette));
return *this;
}
bool FRemapTable::operator==(const FRemapTable &o)
{
// Two translations are identical when they have the same amount of colors
// and the palette values for both are identical.
if (&o == this) return true;
if (o.NumEntries != NumEntries) return false;
return !memcmp(o.Palette, Palette, NumEntries * sizeof(*Palette));
}
void FRemapTable::Serialize(FArchive &arc)
{
int n = NumEntries;
arc << NumEntries;
if (arc.IsStoring())
{
arc.Write (Remap, NumEntries);
}
else
{
if (n != NumEntries)
{
Free();
Alloc(NumEntries);
}
arc.Read (Remap, NumEntries);
}
for (int j = 0; j < NumEntries; ++j)
{
arc << Palette[j].r
<< Palette[j].g
<< Palette[j].b;
}
}
void FRemapTable::MakeIdentity()
{
int i;
for (i = 0; i < NumEntries; ++i)
{
Remap[i] = i;
}
for (i = 0; i < NumEntries; ++i)
{
Palette[i] = GPalette.BaseColors[i];
}
}
bool FRemapTable::IsIdentity() const
{
for (int j = 0; j < 256; ++j)
{
if (Remap[j] != j)
{
return false;
}
}
return true;
}
void FRemapTable::KillNative()
{
if (Native != NULL)
{
delete Native;
Native = NULL;
}
}
void FRemapTable::UpdateNative()
{
if (Native != NULL)
{
Native->Update();
}
}
FNativeTexture *FRemapTable::GetNative()
{
if (Native == NULL)
{
Native = screen->CreatePalette(this);
}
return Native;
}
void FRemapTable::AddIndexRange(int start, int end, int pal1, int pal2)
{
fixed_t palcol, palstep;
if (start > end)
{
swap (start, end);
swap (pal1, pal2);
}
else if (start == end)
{
Remap[start] = pal1;
Palette[start] = GPalette.BaseColors[pal1];
return;
}
palcol = pal1 << FRACBITS;
palstep = ((pal2 << FRACBITS) - palcol) / (end - start);
for (int i = start; i <= end; palcol += palstep, ++i)
{
Remap[i] = palcol >> FRACBITS;
Palette[i] = GPalette.BaseColors[palcol >> FRACBITS];
}
}
void FRemapTable::AddColorRange(int start, int end, int _r1,int _g1, int _b1, int _r2, int _g2, int _b2)
{
fixed_t r1 = _r1 << FRACBITS;
fixed_t g1 = _g1 << FRACBITS;
fixed_t b1 = _b1 << FRACBITS;
fixed_t r2 = _r2 << FRACBITS;
fixed_t g2 = _g2 << FRACBITS;
fixed_t b2 = _b2 << FRACBITS;
fixed_t r, g, b;
fixed_t rs, gs, bs;
if (start > end)
{
swap (start, end);
r = r2;
g = g2;
b = b2;
rs = r1 - r2;
gs = g1 - g2;
bs = b1 - b2;
}
else
{
r = r1;
g = g1;
b = b1;
rs = r2 - r1;
gs = g2 - g1;
bs = b2 - b1;
}
if (start == end)
{
Remap[start] = ColorMatcher.Pick
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
Palette[start] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
}
else
{
rs /= (end - start);
gs /= (end - start);
bs /= (end - start);
for (int i = start; i <= end; ++i)
{
Remap[i] = ColorMatcher.Pick
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
Palette[i] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
r += rs;
g += gs;
b += bs;
}
}
}
FRemapTable *TranslationToTable(int translation)
{
unsigned int type = GetTranslationType(translation);
unsigned int index = GetTranslationIndex(translation);
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TAutoGrowArray<FRemapTablePtr, FRemapTable *> *slots;
if (type <= 0 || type >= NUM_TRANSLATION_TABLES)
{
return NULL;
}
slots = &translationtables[type];
if (index >= slots->Size())
{
return NULL;
}
return slots->operator[](index);
}
static void PushIdentityTable(int slot)
{
FRemapTable *table = new FRemapTable;
table->MakeIdentity();
translationtables[slot].Push(table);
}
//
// R_InitTranslationTables
// Creates the translation tables to map the green color ramp to gray,
// brown, red. Assumes a given structure of the PLAYPAL.
//
void R_InitTranslationTables ()
{
int i, j;
// Each player gets two translations. Doom and Strife don't use the
// extra ones, but Heretic and Hexen do. These are set up during
// netgame arbitration and as-needed, so they just get to be identity
// maps until then so they won't be invalid.
for (i = 0; i < MAXPLAYERS; ++i)
{
PushIdentityTable(TRANSLATION_Players);
PushIdentityTable(TRANSLATION_PlayersExtra);
}
// The menu player also gets a separate translation table
PushIdentityTable(TRANSLATION_Players);
// The three standard translations from Doom or Heretic (seven for Strife),
// plus the generic ice translation.
for (i = 0; i < 8; ++i)
{
PushIdentityTable(TRANSLATION_Standard);
}
// Each player corpse has its own translation so they won't change
// color if the player who created them changes theirs.
for (i = 0; i < BODYQUESIZE; ++i)
{
PushIdentityTable(TRANSLATION_PlayerCorpses);
}
// Create the standard translation tables
if (gameinfo.gametype == GAME_Doom)
{
for (i = 0x70; i < 0x80; i++)
{ // map green ramp to gray, brown, red
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x60 + (i&0xf);
translationtables[TRANSLATION_Standard][1]->Remap[i] = 0x40 + (i&0xf);
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x20 + (i&0xf);
translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[0x60 + (i&0xf)];
translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[0x40 + (i&0xf)];
translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[0x20 + (i&0xf)];
}
}
else if (gameinfo.gametype == GAME_Heretic)
{
for (i = 225; i <= 240; i++)
{
translationtables[TRANSLATION_Standard][0]->Remap[i] = 114+(i-225); // yellow
translationtables[TRANSLATION_Standard][1]->Remap[i] = 145+(i-225); // red
translationtables[TRANSLATION_Standard][2]->Remap[i] = 190+(i-225); // blue
translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[114+(i-225)];
translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[145+(i-225)];
translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[190+(i-225)];
}
}
else if (gameinfo.gametype == GAME_Strife)
{
for (i = 0x20; i <= 0x3F; ++i)
{
translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][1]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0xD0 + (i&0xf);
translationtables[TRANSLATION_Standard][3]->Remap[i] = 0xD0 + (i&0xf);
translationtables[TRANSLATION_Standard][4]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][5]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][6]->Remap[i] = i - 0x20;
}
for (i = 0x50; i <= 0x5F; ++i)
{
// Merchant hair
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x80 + (i&0xf);
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x10 + (i&0xf);
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x40 + (i&0xf);
}
for (i = 0x80; i <= 0x8F; ++i)
{
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x40 + (i&0xf); // red
translationtables[TRANSLATION_Standard][1]->Remap[i] = 0xB0 + (i&0xf); // rust
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x10 + (i&0xf); // gray
translationtables[TRANSLATION_Standard][3]->Remap[i] = 0x30 + (i&0xf); // dark green
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x50 + (i&0xf); // gold
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x60 + (i&0xf); // bright green
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x90 + (i&0xf); // blue
}
for (i = 0xC0; i <= 0xCF; ++i)
{
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xA0 + (i&0xf);
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x20 + (i&0xf);
translationtables[TRANSLATION_Standard][6]->Remap[i] = (i&0xf);
}
translationtables[TRANSLATION_Standard][6]->Remap[0xC0] = 1;
for (i = 0xD0; i <= 0xDF; ++i)
{
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xB0 + (i&0xf);
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x30 + (i&0xf);
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x10 + (i&0xf);
}
for (i = 0xF1; i <= 0xF6; ++i)
{
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0xDF + (i&0xf);
}
for (i = 0xF7; i <= 0xFB; ++i)
{
translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 6;
}
for (i = 0; i < 7; ++i)
{
for (int j = 0x20; j <= 0xFB; ++j)
{
translationtables[TRANSLATION_Standard][i]->Palette[j] =
GPalette.BaseColors[translationtables[TRANSLATION_Standard][i]->Remap[j]];
}
}
}
// Create the ice translation table, based on Hexen's. Alas, the standard
// Doom palette has no good substitutes for these bluish-tinted grays, so
// they will just look gray unless you use a different PLAYPAL with Doom.
static const BYTE IcePalette[16][3] =
{
{ 10, 8, 18 },
{ 15, 15, 26 },
{ 20, 16, 36 },
{ 30, 26, 46 },
{ 40, 36, 57 },
{ 50, 46, 67 },
{ 59, 57, 78 },
{ 69, 67, 88 },
{ 79, 77, 99 },
{ 89, 87,109 },
{ 99, 97,120 },
{ 109,107,130 },
{ 118,118,141 },
{ 128,128,151 },
{ 138,138,162 },
{ 148,148,172 }
};
BYTE IcePaletteRemap[16];
for (i = 0; i < 16; ++i)
{
IcePaletteRemap[i] = ColorMatcher.Pick (IcePalette[i][0], IcePalette[i][1], IcePalette[i][2]);
}
FRemapTable *remap = translationtables[TRANSLATION_Standard][7];
for (i = 0; i < 256; ++i)
{
int r = GPalette.BaseColors[i].r;
int g = GPalette.BaseColors[i].g;
int b = GPalette.BaseColors[i].b;
int v = (r*77 + g*143 + b*37) >> 12;
remap->Remap[i] = IcePaletteRemap[v];
remap->Palette[i] = PalEntry(IcePalette[v][0], IcePalette[v][1], IcePalette[v][2]);
}
// set up shading tables for shaded columns
// 16 colormap sets, progressing from full alpha to minimum visible alpha
BYTE *table = shadetables;
// Full alpha
for (i = 0; i < 16; ++i)
{
for (j = 0; j < NUMCOLORMAPS; ++j)
{
int a = (NUMCOLORMAPS - j) * 256 / NUMCOLORMAPS * (16-i);
for (int k = 0; k < 256; ++k)
{
BYTE v = (((k+2) * a) + 256) >> 14;
table[k] = MIN<BYTE> (v, 64);
}
table += 256;
}
}
}
void R_DeinitTranslationTables()
{
for (int i = 0; i < NUM_TRANSLATION_TABLES; ++i)
{
for (unsigned int j = 0; j < translationtables[i].Size(); ++j)
{
if (translationtables[i][j] != NULL)
{
delete translationtables[i][j];
translationtables[i][j] = NULL;
}
}
}
}
// [RH] Create a player's translation table based on a given mid-range color.
// [GRB] Split to 2 functions (because of player setup menu)
static void SetRemap(FRemapTable *table, int i, float r, float g, float b)
{
int ir = clamp (int(r * 255.f), 0, 255);
int ig = clamp (int(g * 255.f), 0, 255);
int ib = clamp (int(b * 255.f), 0, 255);
table->Remap[i] = ColorMatcher.Pick (ir, ig, ib);
table->Palette[i] = PalEntry(ir, ig, ib);
}
static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *skin, FRemapTable *table, FRemapTable *alttable)
{
int i;
BYTE start = skin->range0start;
BYTE end = skin->range0end;
float r, g, b;
float bases, basev;
float sdelta, vdelta;
float range;
// Set up the base translation for this skin. If the skin was created
// for the current game, then this is just an identity translation.
// Otherwise, it remaps the colors from the skin's original palette to
// the current one.
if (skin->othergame)
{
memcpy (table->Remap, OtherGameSkinRemap, 256);
memcpy (table->Palette, OtherGameSkinPalette, sizeof(table->Palette));
}
else
{
for (i = 0; i < 256; ++i)
{
table->Remap[i] = i;
}
memcpy(table->Palette, GPalette.BaseColors, sizeof(table->Palette));
}
// [GRB] Don't translate skins with color range 0-0 (APlayerPawn default)
if (start == 0 && end == 0)
{
table->UpdateNative();
return;
}
range = (float)(end-start+1);
bases = s;
basev = v;
if (gameinfo.gametype == GAME_Doom || gameinfo.gametype == GAME_Strife)
{
// Build player sprite translation
s -= 0.23f;
v += 0.1f;
sdelta = 0.23f / range;
vdelta = -0.94112f / range;
for (i = start; i <= end; i++)
{
float uses, usev;
uses = clamp (s, 0.f, 1.f);
usev = clamp (v, 0.f, 1.f);
HSVtoRGB (&r, &g, &b, h, uses, usev);
SetRemap(table, i, r, g, b);
s += sdelta;
v += vdelta;
}
}
else if (gameinfo.gametype == GAME_Heretic)
{
float vdelta = 0.418916f / range;
// Build player sprite translation
for (i = start; i <= end; i++)
{
v = vdelta * (float)(i - start) + basev - 0.2352937f;
v = clamp (v, 0.f, 1.f);
HSVtoRGB (&r, &g, &b, h, s, v);
SetRemap(table, i, r, g, b);
}
// Build rain/lifegem translation
if (alttable)
{
bases = MIN (bases*1.3f, 1.f);
basev = MIN (basev*1.3f, 1.f);
for (i = 145; i <= 168; i++)
{
s = MIN (bases, 0.8965f - 0.0962f*(float)(i - 161));
v = MIN (1.f, (0.2102f + 0.0489f*(float)(i - 144)) * basev);
HSVtoRGB (&r, &g, &b, h, s, v);
SetRemap(alttable, i, r, g, b);
}
alttable->UpdateNative();
}
}
else if (gameinfo.gametype == GAME_Hexen)
{
if (memcmp (sprites[skin->sprite].name, "PLAY", 4) == 0)
{ // The fighter is different! He gets a brown hairy loincloth, but the other
// two have blue capes.
float vs[9] = { .28f, .32f, .38f, .42f, .47f, .5f, .58f, .71f, .83f };
// Build player sprite translation
//h = 45.f;
v = MAX (0.1f, v);
for (i = start; i <= end; i++)
{
HSVtoRGB (&r, &g, &b, h, s, vs[(i-start)*9/(int)range]*basev);
SetRemap(table, i, r, g, b);
}
}
else
{
float ms[18] = { .95f, .96f, .89f, .97f, .97f, 1.f, 1.f, 1.f, .97f, .99f, .87f, .77f, .69f, .62f, .57f, .47f, .43f };
float mv[18] = { .16f, .19f, .22f, .25f, .31f, .35f, .38f, .41f, .47f, .54f, .60f, .65f, .71f, .77f, .83f, .89f, .94f, 1.f };
// Build player sprite translation
v = MAX (0.1f, v);
for (i = start; i <= end; i++)
{
HSVtoRGB (&r, &g, &b, h, ms[(i-start)*18/(int)range]*bases, mv[(i-start)*18/(int)range]*basev);
SetRemap(table, i, r, g, b);
}
}
// Build lifegem translation
if (alttable)
{
for (i = 164; i <= 185; ++i)
{
const PalEntry *base = &GPalette.BaseColors[i];
float dummy;
RGBtoHSV (base->r/255.f, base->g/255.f, base->b/255.f, &dummy, &s, &v);
HSVtoRGB (&r, &g, &b, h, s*bases, v*basev);
SetRemap(alttable, i, r, g, b);
}
alttable->UpdateNative();
}
}
table->UpdateNative();
}
void R_BuildPlayerTranslation (int player)
{
float h, s, v;
D_GetPlayerColor (player, &h, &s, &v);
R_CreatePlayerTranslation (h, s, v,
&skins[players[player].userinfo.skin],
translationtables[TRANSLATION_Players][player],
translationtables[TRANSLATION_PlayersExtra][player]);
}
void R_GetPlayerTranslation (int color, FPlayerSkin *skin, FRemapTable *table)
{
float h, s, v;
RGBtoHSV (RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f,
&h, &s, &v);
R_CreatePlayerTranslation (h, s, v, skin, table, NULL);
}