gzdoom-gles/src/r_data/colormaps.cpp
2020-04-11 20:20:37 +02:00

238 lines
6.6 KiB
C++

/*
** 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 <stddef.h>
#include <string.h>
#include <math.h>
#include <float.h>
#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<FakeCmap> 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<int>(MAX<int>(palette_brightness, r), MAX<int>(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];
}
}