/* ** colormaps.cpp ** common Colormap handling ** **--------------------------------------------------------------------------- ** 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 #include #include #include #include "filesystem.h" #include "r_sky.h" #include "colormaps.h" #include "templates.h" #include "c_cvars.h" CUSTOM_CVAR(Bool, cl_customizeinvulmap, false, CVAR_ARCHIVE|CVAR_NOINITCALL) { R_UpdateInvulnerabilityColormap(); } CUSTOM_CVAR(Color, cl_custominvulmapcolor1, 0x00001a, CVAR_ARCHIVE|CVAR_NOINITCALL) { if (cl_customizeinvulmap) R_UpdateInvulnerabilityColormap(); } CUSTOM_CVAR(Color, cl_custominvulmapcolor2, 0xa6a67a, CVAR_ARCHIVE|CVAR_NOINITCALL) { if (cl_customizeinvulmap) R_UpdateInvulnerabilityColormap(); } TArray fakecmaps; static void FreeSpecialLights(); //========================================================================== // // R_DeinitColormaps // //========================================================================== void R_DeinitColormaps () { SpecialColormaps.Clear(); fakecmaps.Clear(); } //========================================================================== // // R_InitColormaps // //========================================================================== void R_InitColormaps (bool allowCustomColormap) { // [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?) FakeCmap cm; R_DeinitColormaps(); cm.name[0] = 0; cm.blend = 0; fakecmaps.Push(cm); uint32_t NumLumps = fileSystem.GetNumEntries(); for (uint32_t i = 0; i < NumLumps; i++) { if (fileSystem.GetFileNamespace(i) == ns_colormaps) { char name[9]; name[8] = 0; fileSystem.GetFileShortName (name, i); if (fileSystem.CheckNumForName (name, ns_colormaps) == (int)i) { strncpy(cm.name, name, 8); cm.blend = 0; cm.lump = i; fakecmaps.Push(cm); } } } int rr = 0, gg = 0, bb = 0; for(int x=0;x<256;x++) { rr += GPalette.BaseColors[x].r; gg += GPalette.BaseColors[x].g; bb += GPalette.BaseColors[x].b; } rr >>= 8; gg >>= 8; bb >>= 8; int palette_brightness = (rr*77 + gg*143 + bb*35) / 255; // To calculate the blend it will just average the colors of the first map if (fakecmaps.Size() > 1) { uint8_t map[256]; for (unsigned j = 1; j < fakecmaps.Size(); j++) { if (fileSystem.FileLength (fakecmaps[j].lump) >= 256) { int k, r, g, b; auto lump = fileSystem.OpenFileReader (fakecmaps[j].lump); lump.Read(map, 256); r = g = b = 0; for (k = 0; k < 256; k++) { r += GPalette.BaseColors[map[k]].r; g += GPalette.BaseColors[map[k]].g; b += GPalette.BaseColors[map[k]].b; } r /= 256; g /= 256; b /= 256; // The calculated average is too dark so brighten it according to the palettes's overall brightness int maxcol = MAX(MAX(palette_brightness, r), MAX(g, b)); fakecmaps[j].blend = PalEntry (255, r * 255 / maxcol, g * 255 / maxcol, b * 255 / maxcol); } } } // build default special maps (e.g. invulnerability) InitSpecialColormaps(GPalette.BaseColors); R_UpdateInvulnerabilityColormap(); } //========================================================================== // // [RH] Returns an index into realcolormaps. Multiply it by // 256*NUMCOLORMAPS to find the start of the colormap to use. // WATERMAP is an exception and returns a blending value instead. // //========================================================================== uint32_t R_ColormapNumForName (const char *name) { if (strnicmp (name, "COLORMAP", 8)) { // COLORMAP always returns 0 for(int i=fakecmaps.Size()-1; i > 0; i--) { if (!strnicmp(name, fakecmaps[i].name, 8)) { return i; } } if (!strnicmp (name, "WATERMAP", 8)) return MAKEARGB (128,0,0x4f,0xa5); } return 0; } //========================================================================== // // R_BlendForColormap // //========================================================================== uint32_t R_BlendForColormap (uint32_t map) { return APART(map) ? map : map < fakecmaps.Size() ? uint32_t(fakecmaps[map].blend) : 0; } //========================================================================== // // R_UpdateInvulnerabilityColormap // //========================================================================== void R_UpdateInvulnerabilityColormap() { // some of us really don't like Doom's idea of an invulnerability sphere colormap // this hack will override that if (cl_customizeinvulmap) { uint32_t color1 = cl_custominvulmapcolor1; uint32_t color2 = cl_custominvulmapcolor2; float r1 = (float)((color1 & 0xff0000) >> 16) / 128.f; float g1 = (float)((color1 & 0x00ff00) >> 8) / 128.f; float b1 = (float)((color1 & 0x0000ff) >> 0) / 128.f; float r2 = (float)((color2 & 0xff0000) >> 16) / 128.f; float g2 = (float)((color2 & 0x00ff00) >> 8) / 128.f; float b2 = (float)((color2 & 0x0000ff) >> 0) / 128.f; UpdateSpecialColormap(GPalette.BaseColors, 0, r1, g1, b1, r2, g2, b2); } else { SpecialColormaps[INVERSECOLORMAP] = SpecialColormaps[REALINVERSECOLORMAP]; } }