gzdoom-gles/src/swrenderer/r_swcolormaps.cpp

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/*
** r_swcolormaps.cpp
** Colormap handling for the software renderer
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 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 <string.h>
#include <math.h>
#include <float.h>
#include "i_system.h"
#include "w_wad.h"
#include "doomdef.h"
#include "r_sky.h"
#include "c_dispatch.h"
#include "sc_man.h"
#include "v_text.h"
#include "st_start.h"
#include "doomstat.h"
#include "v_palette.h"
#include "colormatcher.h"
#include "r_data/colormaps.h"
#include "r_swcolormaps.h"
#include "v_video.h"
#include "templates.h"
#include "r_utility.h"
#include "r_renderer.h"
FDynamicColormap NormalLight;
FDynamicColormap FullNormalLight; //[SP] Emulate GZDoom brightness
bool NormalLightHasFixedLights;
FSWColormap realcolormaps;
FSWColormap realfbcolormaps; //[SP] For fullbright use
TArray<FSWColormap> SpecialSWColormaps;
//==========================================================================
//
// Colored Lighting Stuffs
//
//==========================================================================
FDynamicColormap *GetSpecialLights (PalEntry color, PalEntry fade, int desaturate)
{
FDynamicColormap *colormap;
// If this colormap has already been created, just return it
for (colormap = &NormalLight; colormap != NULL; colormap = colormap->Next)
{
if (color == colormap->Color &&
fade == colormap->Fade &&
desaturate == colormap->Desaturate)
{
return colormap;
}
}
// Not found. Create it.
colormap = new FDynamicColormap;
colormap->Next = NormalLight.Next;
colormap->Color = color;
colormap->Fade = fade;
colormap->Desaturate = desaturate;
NormalLight.Next = colormap;
colormap->Maps = new uint8_t[NUMCOLORMAPS*256];
colormap->BuildLights ();
return colormap;
}
//==========================================================================
//
// Free all lights created with GetSpecialLights
//
//==========================================================================
static void FreeSpecialLights()
{
FDynamicColormap *colormap, *next;
for (colormap = NormalLight.Next; colormap != NULL; colormap = next)
{
next = colormap->Next;
delete[] colormap->Maps;
delete colormap;
}
NormalLight.Next = NULL;
}
//==========================================================================
//
// Builds NUMCOLORMAPS colormaps lit with the specified color
//
//==========================================================================
void FDynamicColormap::BuildLights ()
{
int l, c;
int lr, lg, lb, ld, ild;
PalEntry colors[256], basecolors[256];
uint8_t *shade;
if (Maps == NULL)
return;
// Scale light to the range 0-256, so we can avoid
// dividing by 255 in the bottom loop.
lr = Color.r*256/255;
lg = Color.g*256/255;
lb = Color.b*256/255;
ld = Desaturate*256/255;
if (ld < 0) // No negative desaturations, please.
{
ld = -ld;
}
ild = 256-ld;
if (ld == 0)
{
memcpy (basecolors, GPalette.BaseColors, sizeof(basecolors));
}
else
{
// Desaturate the palette before lighting it.
for (c = 0; c < 256; c++)
{
int r = GPalette.BaseColors[c].r;
int g = GPalette.BaseColors[c].g;
int b = GPalette.BaseColors[c].b;
int intensity = ((r * 77 + g * 143 + b * 37) >> 8) * ld;
basecolors[c].r = (r*ild + intensity) >> 8;
basecolors[c].g = (g*ild + intensity) >> 8;
basecolors[c].b = (b*ild + intensity) >> 8;
basecolors[c].a = 0;
}
}
// build normal (but colored) light mappings
for (l = 0; l < NUMCOLORMAPS; l++)
{
DoBlending (basecolors, colors, 256,
Fade.r, Fade.g, Fade.b, l * (256 / NUMCOLORMAPS));
shade = Maps + 256*l;
if ((uint32_t)Color == MAKERGB(255,255,255))
{ // White light, so we can just pick the colors directly
for (c = 0; c < 256; c++)
{
*shade++ = ColorMatcher.Pick (colors[c].r, colors[c].g, colors[c].b);
}
}
else
{ // Colored light, so do the (slightly) slower thing
for (c = 0; c < 256; c++)
{
*shade++ = ColorMatcher.Pick (
(colors[c].r*lr)>>8,
(colors[c].g*lg)>>8,
(colors[c].b*lb)>>8);
}
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void FDynamicColormap::ChangeColor (PalEntry lightcolor, int desaturate)
{
if (lightcolor != Color || desaturate != Desaturate)
{
Color = lightcolor;
// [BB] desaturate must be in [0,255]
Desaturate = clamp(desaturate, 0, 255);
if (Maps) BuildLights ();
}
}
//==========================================================================
//
//
//
//==========================================================================
void FDynamicColormap::ChangeFade (PalEntry fadecolor)
{
if (fadecolor != Fade)
{
Fade = fadecolor;
if (Maps) BuildLights ();
}
}
//==========================================================================
//
//
//
//==========================================================================
void FDynamicColormap::ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor)
{
if (lightcolor != Color || fadecolor != Fade)
{
Color = lightcolor;
Fade = fadecolor;
if (Maps) BuildLights ();
}
}
//==========================================================================
//
//
//
//==========================================================================
void FDynamicColormap::RebuildAllLights()
{
FDynamicColormap *cm;
for (cm = &NormalLight; cm != NULL; cm = cm->Next)
{
if (cm->Maps == NULL)
{
cm->Maps = new uint8_t[NUMCOLORMAPS*256];
cm->BuildLights ();
}
}
}
//==========================================================================
//
// R_CheckForFixedLights
//
// Returns true if there are any entries in the colormaps that are the
// same for every colormap and not the fade color.
//
//==========================================================================
static bool R_CheckForFixedLights(const uint8_t *colormaps)
{
const uint8_t *lastcolormap = colormaps + (NUMCOLORMAPS - 1) * 256;
uint8_t freq[256];
int i, j;
// Count the frequencies of different colors in the final colormap.
// If they occur more than X amount of times, we ignore them as a
// potential fixed light.
memset(freq, 0, sizeof(freq));
for (i = 0; i < 256; ++i)
{
freq[lastcolormap[i]]++;
}
// Now check the colormaps for fixed lights that are uncommon in the
// final coloramp.
for (i = 255; i >= 0; --i)
{
uint8_t color = lastcolormap[i];
if (freq[color] > 10) // arbitrary number to decide "common" colors
{
continue;
}
// It's rare in the final colormap. See if it's the same for all colormaps.
for (j = 0; j < NUMCOLORMAPS - 1; ++j)
{
if (colormaps[j * 256 + i] != color)
break;
}
if (j == NUMCOLORMAPS - 1)
{ // It was the same all the way across.
return true;
}
}
return false;
}
//==========================================================================
//
// R_SetDefaultColormap
//
//==========================================================================
2017-03-16 09:13:02 +00:00
void SetDefaultColormap (const char *name)
{
if (strnicmp (fakecmaps[0].name, name, 8) != 0)
{
int lump, i, j;
uint8_t map[256];
uint8_t unremap[256];
uint8_t remap[256];
lump = Wads.CheckNumForFullName (name, true, ns_colormaps);
if (lump == -1)
lump = Wads.CheckNumForName (name, ns_global);
// [RH] If using BUILD's palette, generate the colormap
if (lump == -1 || Wads.CheckNumForFullName("palette.dat") >= 0 || Wads.CheckNumForFullName("blood.pal") >= 0)
{
Printf ("Make colormap\n");
FDynamicColormap foo;
foo.Color = 0xFFFFFF;
foo.Fade = 0;
foo.Maps = realcolormaps.Maps;
foo.Desaturate = 0;
foo.Next = NULL;
foo.BuildLights ();
}
else
{
FWadLump lumpr = Wads.OpenLumpNum (lump);
// [RH] The colormap may not have been designed for the specific
// palette we are using, so remap it to match the current palette.
memcpy (remap, GPalette.Remap, 256);
memset (unremap, 0, 256);
for (i = 0; i < 256; ++i)
{
unremap[remap[i]] = i;
}
// Mapping to color 0 is okay, because the colormap won't be used to
// produce a masked texture.
remap[0] = 0;
for (i = 0; i < NUMCOLORMAPS; ++i)
{
uint8_t *map2 = &realcolormaps.Maps[i*256];
lumpr.Read (map, 256);
for (j = 0; j < 256; ++j)
{
map2[j] = remap[map[unremap[j]]];
}
}
}
}
}
//==========================================================================
//
// R_InitColormaps
//
//==========================================================================
static void InitBoomColormaps ()
{
// [RH] Try and convert BOOM colormaps into blending values.
// This is a really rough hack, but it's better than
// not doing anything with them at all (right?)
uint32_t NumLumps = Wads.GetNumLumps();
realcolormaps.Maps = new uint8_t[256*NUMCOLORMAPS*fakecmaps.Size()];
SetDefaultColormap ("COLORMAP");
if (fakecmaps.Size() > 1)
{
uint8_t unremap[256], remap[256], mapin[256];
int i;
unsigned j;
memcpy (remap, GPalette.Remap, 256);
memset (unremap, 0, 256);
for (i = 0; i < 256; ++i)
{
unremap[remap[i]] = i;
}
remap[0] = 0;
for (j = 1; j < fakecmaps.Size(); j++)
{
if (Wads.LumpLength (fakecmaps[j].lump) >= (NUMCOLORMAPS+1)*256)
{
int k, r;
FWadLump lump = Wads.OpenLumpNum (fakecmaps[j].lump);
uint8_t *const map = realcolormaps.Maps + NUMCOLORMAPS*256*j;
for (k = 0; k < NUMCOLORMAPS; ++k)
{
uint8_t *map2 = &map[k*256];
lump.Read (mapin, 256);
map2[0] = 0;
for (r = 1; r < 256; ++r)
{
map2[r] = remap[mapin[unremap[r]]];
}
}
}
}
}
}
//==========================================================================
//
//
//
//==========================================================================
static void DeinitSWColorMaps()
{
FreeSpecialLights();
if (realcolormaps.Maps != nullptr)
{
delete[] realcolormaps.Maps;
realcolormaps.Maps = nullptr;
}
if (realfbcolormaps.Maps)
{
delete[] realfbcolormaps.Maps;
realfbcolormaps.Maps = nullptr;
}
}
//==========================================================================
//
//
//
//==========================================================================
void InitSWColorMaps()
{
DeinitSWColorMaps();
atterm(DeinitSWColorMaps);
InitBoomColormaps();
NormalLight.Color = PalEntry (255, 255, 255);
NormalLight.Fade = 0;
NormalLight.Maps = realcolormaps.Maps;
NormalLightHasFixedLights = R_CheckForFixedLights(realcolormaps.Maps);
// [SP] Create a copy of the colormap
if (!realfbcolormaps.Maps)
{
realfbcolormaps.Maps = new uint8_t[256*NUMCOLORMAPS*fakecmaps.Size()];
memcpy(realfbcolormaps.Maps, realcolormaps.Maps, 256*NUMCOLORMAPS*fakecmaps.Size());
}
FullNormalLight.Color = PalEntry(255, 255, 255);
FullNormalLight.Fade = 0;
FullNormalLight.Maps = realfbcolormaps.Maps;
SpecialSWColormaps.Resize(SpecialColormaps.Size());
for(unsigned i = 0; i < SpecialColormaps.Size(); i++)
{
SpecialSWColormaps[i].Maps = SpecialColormaps[i].Colormap;
}
}
//==========================================================================
//
//
//
//==========================================================================
CCMD (testfade)
{
FString colorstring;
uint32_t color;
if (argv.argc() < 2)
{
Printf ("testfade <color>\n");
}
else
{
if ( !(colorstring = V_GetColorStringByName (argv[1])).IsEmpty() )
{
color = V_GetColorFromString (NULL, colorstring);
}
else
{
color = V_GetColorFromString (NULL, argv[1]);
}
level.fadeto = color;
NormalLight.ChangeFade (color);
}
}
//==========================================================================
//
//
//
//==========================================================================
CCMD (testcolor)
{
FString colorstring;
uint32_t color;
int desaturate;
if (argv.argc() < 2)
{
Printf ("testcolor <color> [desaturation]\n");
}
else
{
if ( !(colorstring = V_GetColorStringByName (argv[1])).IsEmpty() )
{
color = V_GetColorFromString (NULL, colorstring);
}
else
{
color = V_GetColorFromString (NULL, argv[1]);
}
if (argv.argc() > 2)
{
desaturate = atoi (argv[2]);
}
else
{
desaturate = NormalLight.Desaturate;
}
NormalLight.ChangeColor (color, desaturate);
}
}