/* ** 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" #ifdef _WIN32 #include #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" 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); /**************************/ /* Gamma correction stuff */ /**************************/ uint8_t newgamma[256]; 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 (); } } CCMD (bumpgamma) { // [RH] Gamma correction tables are now generated // on the fly for *any* gamma level. // 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) { 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 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; } FPalette::FPalette () { } FPalette::FPalette (const uint8_t *colors) { SetPalette (colors); } void FPalette::SetPalette (const uint8_t *colors) { 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. WhiteIndex = BestColor ((uint32_t *)BaseColors, 255, 255, 255, 0, 255); BlackIndex = BestColor ((uint32_t *)BaseColors, 0, 0, 0, 0, 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 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) { return (*(const uint32_t *)a & 0xFFFFFF) - (*(const uint32_t *)b & 0xFFFFFF); } 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]; }; void FPalette::MakeRemap (const uint32_t *colors, uint8_t *remap, const uint8_t *useful, int numcolors) const { 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); } } } } 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 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(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; } } } void InitPalette () { uint8_t pal[768]; ReadPalette(Wads.CheckNumForName("PLAYPAL"), pal); GPalette.SetPalette (pal); GPalette.MakeGoodRemap (); ColorMatcher.SetPalette ((uint32_t *)GPalette.BaseColors); 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); } // 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); 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; } } 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 \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; } }