mirror of
https://github.com/ZDoom/gzdoom-gles.git
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de8ec46c06
unsigned integer that can use all 32 bits. They must therefore use the unsigned mul instruction rather than the signed imul instruction. - Fixed several signed/unsigned comparison and possibly uninitialized variable warnings flagged by GCC. SVN r1965 (trunk)
922 lines
22 KiB
C++
922 lines
22 KiB
C++
/*
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** v_palette.cpp
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** Automatic colormap generation for "colored lights", etc.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stddef.h>
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#include <string.h>
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#include <math.h>
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#include <float.h>
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#ifdef _WIN32
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#include <io.h>
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#else
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#include <unistd.h>
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#define O_BINARY 0
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#endif
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#include <fcntl.h>
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#include "templates.h"
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#include "v_video.h"
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#include "i_system.h"
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#include "r_main.h" // For lighting constants
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#include "w_wad.h"
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#include "i_video.h"
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#include "c_dispatch.h"
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#include "g_level.h"
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#include "st_stuff.h"
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#include "gi.h"
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#include "x86.h"
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#include "colormatcher.h"
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#include "v_palette.h"
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extern "C" {
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FDynamicColormap NormalLight;
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}
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FPalette GPalette;
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TArray<FSpecialColormap> SpecialColormaps;
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BYTE DesaturateColormap[31][256];
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struct FSpecialColormapParameters
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{
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float Start[3], End[3];
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};
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static FSpecialColormapParameters SpecialColormapParms[] =
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{
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// Doom invulnerability is an inverted grayscale.
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// Strife uses it when firing the Sigil
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{ { 1, 1, 1 }, { 0, 0, 0 } },
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// Heretic invulnerability is a golden shade.
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{ { 0, 0, 0 }, { 1.5, 0.75, 0 }, },
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// [BC] Build the Doomsphere colormap. It is red!
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{ { 0, 0, 0 }, { 1.5, 0, 0 } },
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// [BC] Build the Guardsphere colormap. It's a greenish-white kind of thing.
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{ { 0, 0, 0 }, { 1.25, 1.5, 1 } },
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// Build a blue colormap.
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{{ 0, 0, 0 }, { 0, 0, 1.5 } },
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};
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static void FreeSpecialLights();
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FColorMatcher ColorMatcher;
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/* Current color blending values */
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int BlendR, BlendG, BlendB, BlendA;
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static int STACK_ARGS sortforremap (const void *a, const void *b);
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static int STACK_ARGS sortforremap2 (const void *a, const void *b);
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/**************************/
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/* Gamma correction stuff */
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/**************************/
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BYTE newgamma[256];
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CUSTOM_CVAR (Float, Gamma, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (self == 0.f)
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{ // Gamma values of 0 are illegal.
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self = 1.f;
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return;
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}
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if (screen != NULL)
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{
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screen->SetGamma (self);
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}
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}
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/****************************/
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/* Palette management stuff */
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/****************************/
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extern "C" BYTE BestColor_MMX (DWORD rgb, const DWORD *pal);
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int BestColor (const uint32 *pal_in, int r, int g, int b, int first, int num)
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{
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#ifdef X86_ASM
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if (CPU.bMMX)
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{
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int pre = 256 - num - first;
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return BestColor_MMX (((first+pre)<<24)|(r<<16)|(g<<8)|b, pal_in-pre) - pre;
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}
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#endif
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const PalEntry *pal = (const PalEntry *)pal_in;
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int bestcolor = first;
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int bestdist = 257*257+257*257+257*257;
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for (int color = first; color < num; color++)
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{
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int x = r - pal[color].r;
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int y = g - pal[color].g;
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int z = b - pal[color].b;
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int dist = x*x + y*y + z*z;
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if (dist < bestdist)
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{
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if (dist == 0)
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return color;
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bestdist = dist;
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bestcolor = color;
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}
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}
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return bestcolor;
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}
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FPalette::FPalette ()
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{
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}
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FPalette::FPalette (const BYTE *colors)
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{
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SetPalette (colors);
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}
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void FPalette::SetPalette (const BYTE *colors)
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{
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for (int i = 0; i < 256; i++, colors += 3)
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{
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BaseColors[i] = PalEntry (colors[0], colors[1], colors[2]);
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Remap[i] = i;
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}
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// Find white and black from the original palette so that they can be
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// used to make an educated guess of the translucency % for a BOOM
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// translucency map.
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WhiteIndex = BestColor ((DWORD *)BaseColors, 255, 255, 255);
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BlackIndex = BestColor ((DWORD *)BaseColors, 0, 0, 0);
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}
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// In ZDoom's new texture system, color 0 is used as the transparent color.
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// But color 0 is also a valid color for Doom engine graphics. What to do?
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// Simple. The default palette for every game has at least one duplicate
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// color, so find a duplicate pair of palette entries, make one of them a
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// duplicate of color 0, and remap every graphic so that it uses that entry
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// instead of entry 0.
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void FPalette::MakeGoodRemap ()
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{
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PalEntry color0 = BaseColors[0];
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int i;
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// First try for an exact match of color 0. Only Hexen does not have one.
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for (i = 1; i < 256; ++i)
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{
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if (BaseColors[i] == color0)
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{
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Remap[0] = i;
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break;
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}
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}
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// If there is no duplicate of color 0, find the first set of duplicate
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// colors and make one of them a duplicate of color 0. In Hexen's PLAYPAL
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// colors 209 and 229 are the only duplicates, but we cannot assume
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// anything because the player might be using a custom PLAYPAL where those
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// entries are not duplicates.
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if (Remap[0] == 0)
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{
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PalEntry sortcopy[256];
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for (i = 0; i < 256; ++i)
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{
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sortcopy[i] = BaseColors[i] | (i << 24);
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}
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qsort (sortcopy, 256, 4, sortforremap);
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for (i = 255; i > 0; --i)
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{
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if ((sortcopy[i] & 0xFFFFFF) == (sortcopy[i-1] & 0xFFFFFF))
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{
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int new0 = sortcopy[i].a;
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int dup = sortcopy[i-1].a;
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if (new0 > dup)
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{
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// Make the lower-numbered entry a copy of color 0. (Just because.)
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swap (new0, dup);
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}
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Remap[0] = new0;
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Remap[new0] = dup;
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BaseColors[new0] = color0;
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break;
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}
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}
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}
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// If there were no duplicates, InitPalette() will remap color 0 to the
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// closest matching color. Hopefully nobody will use a palette where all
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// 256 entries are different. :-)
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}
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static int STACK_ARGS sortforremap (const void *a, const void *b)
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{
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return (*(const DWORD *)a & 0xFFFFFF) - (*(const DWORD *)b & 0xFFFFFF);
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}
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struct RemappingWork
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{
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DWORD Color;
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BYTE Foreign; // 0 = local palette, 1 = foreign palette
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BYTE PalEntry; // Entry # in the palette
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BYTE Pad[2];
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};
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void FPalette::MakeRemap (const DWORD *colors, BYTE *remap, const BYTE *useful, int numcolors) const
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{
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RemappingWork workspace[255+256];
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int i, j, k;
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// Fill in workspace with the colors from the passed palette and this palette.
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// By sorting this array, we can quickly find exact matches so that we can
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// minimize the time spent calling BestColor for near matches.
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for (i = 1; i < 256; ++i)
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{
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workspace[i-1].Color = DWORD(BaseColors[i]) & 0xFFFFFF;
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workspace[i-1].Foreign = 0;
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workspace[i-1].PalEntry = i;
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}
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for (i = k = 0, j = 255; i < numcolors; ++i)
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{
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if (useful == NULL || useful[i] != 0)
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{
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workspace[j].Color = colors[i] & 0xFFFFFF;
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workspace[j].Foreign = 1;
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workspace[j].PalEntry = i;
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++j;
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++k;
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}
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else
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{
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remap[i] = 0;
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}
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}
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qsort (workspace, j, sizeof(RemappingWork), sortforremap2);
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// Find exact matches
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--j;
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for (i = 0; i < j; ++i)
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{
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if (workspace[i].Foreign)
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{
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if (!workspace[i+1].Foreign && workspace[i].Color == workspace[i+1].Color)
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{
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remap[workspace[i].PalEntry] = workspace[i+1].PalEntry;
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workspace[i].Foreign = 2;
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++i;
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--k;
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}
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}
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}
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// Find near matches
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if (k > 0)
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{
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for (i = 0; i <= j; ++i)
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{
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if (workspace[i].Foreign == 1)
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{
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remap[workspace[i].PalEntry] = BestColor ((DWORD *)BaseColors,
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RPART(workspace[i].Color), GPART(workspace[i].Color), BPART(workspace[i].Color),
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1, 255);
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}
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}
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}
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}
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static int STACK_ARGS sortforremap2 (const void *a, const void *b)
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{
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const RemappingWork *ap = (const RemappingWork *)a;
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const RemappingWork *bp = (const RemappingWork *)b;
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if (ap->Color == bp->Color)
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{
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return bp->Foreign - ap->Foreign;
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}
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else
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{
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return ap->Color - bp->Color;
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}
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}
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static bool FixBuildPalette (BYTE *opal, int lump, bool blood)
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{
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if (Wads.LumpLength (lump) < 768)
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{
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return false;
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}
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FMemLump data = Wads.ReadLump (lump);
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const BYTE *ipal = (const BYTE *)data.GetMem();
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// Reverse the palette because BUILD used entry 255 as
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// transparent, but we use 0 as transparent.
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for (int c = 0; c < 768; c += 3)
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{
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if (!blood)
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{
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opal[c] = (ipal[765-c] << 2) | (ipal[765-c] >> 4);
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opal[c+1] = (ipal[766-c] << 2) | (ipal[766-c] >> 4);
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opal[c+2] = (ipal[767-c] << 2) | (ipal[767-c] >> 4);
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}
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else
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{
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opal[c] = ipal[765-c];
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opal[c+1] = ipal[766-c];
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opal[c+2] = ipal[767-c];
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}
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}
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return true;
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}
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int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b2)
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{
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// Clamp these in range for the hardware shader.
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r1 = clamp(r1, 0.0f, 2.0f);
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g1 = clamp(g1, 0.0f, 2.0f);
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b1 = clamp(b1, 0.0f, 2.0f);
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r2 = clamp(r2, 0.0f, 2.0f);
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g2 = clamp(g2, 0.0f, 2.0f);
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b2 = clamp(b2, 0.0f, 2.0f);
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for(unsigned i=0; i<SpecialColormaps.Size(); i++)
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{
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// Avoid precision issues here when trying to find a proper match.
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if (fabs(SpecialColormaps[i].ColorizeStart[0]- r1) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeStart[1]- g1) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeStart[2]- b1) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeEnd[0]- r2) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeEnd[1]- g2) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeEnd[2]- b2) < FLT_EPSILON)
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{
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return i; // The map already exists
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}
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}
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FSpecialColormap *cm = &SpecialColormaps[SpecialColormaps.Reserve(1)];
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cm->ColorizeStart[0] = float(r1);
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cm->ColorizeStart[1] = float(g1);
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cm->ColorizeStart[2] = float(b1);
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cm->ColorizeEnd[0] = float(r2);
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cm->ColorizeEnd[1] = float(g2);
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cm->ColorizeEnd[2] = float(b2);
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r2 -= r1;
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g2 -= g1;
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b2 -= b1;
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r1 *= 255;
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g1 *= 255;
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b1 *= 255;
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for (int c = 0; c < 256; c++)
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{
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double intensity = (GPalette.BaseColors[c].r * 77 +
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GPalette.BaseColors[c].g * 143 +
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GPalette.BaseColors[c].b * 37) / 256.0;
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PalEntry pe = PalEntry( MIN(255, int(r1 + intensity*r2)),
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MIN(255, int(g1 + intensity*g2)),
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MIN(255, int(b1 + intensity*b2)));
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cm->Colormap[c] = ColorMatcher.Pick(pe);
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}
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// This table is used by the texture composition code
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for(int i = 0;i < 256; i++)
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{
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cm->GrayscaleToColor[i] = PalEntry( MIN(255, int(r1 + i*r2)),
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MIN(255, int(g1 + i*g2)),
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MIN(255, int(b1 + i*b2)));
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}
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return SpecialColormaps.Size() - 1;
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}
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void InitPalette ()
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{
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BYTE pal[768];
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int c;
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bool usingBuild = false;
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int lump;
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atterm (FreeSpecialLights);
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if ((lump = Wads.CheckNumForFullName ("palette.dat")) >= 0 && Wads.LumpLength (lump) >= 768)
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{
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usingBuild = FixBuildPalette (pal, lump, false);
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}
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else if ((lump = Wads.CheckNumForFullName ("blood.pal")) >= 0 && Wads.LumpLength (lump) >= 768)
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{
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usingBuild = FixBuildPalette (pal, lump, true);
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}
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if (!usingBuild)
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{
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FWadLump palump = Wads.OpenLumpName ("PLAYPAL");
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palump.Read (pal, 768);
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}
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GPalette.SetPalette (pal);
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GPalette.MakeGoodRemap ();
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ColorMatcher.SetPalette ((DWORD *)GPalette.BaseColors);
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// The BUILD engine already has a transparent color, so it doesn't need any remapping.
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if (!usingBuild)
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{
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if (GPalette.Remap[0] == 0)
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{ // No duplicates, so settle for something close to color 0
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GPalette.Remap[0] = BestColor ((DWORD *)GPalette.BaseColors,
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GPalette.BaseColors[0].r, GPalette.BaseColors[0].g, GPalette.BaseColors[0].b, 1, 255);
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}
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}
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NormalLight.Color = PalEntry (255, 255, 255);
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NormalLight.Fade = 0;
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// NormalLight.Maps is set by R_InitColormaps()
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// build default special maps (e.g. invulnerability)
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SpecialColormaps.Clear();
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for (unsigned i = 0; i < countof(SpecialColormapParms); ++i)
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{
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AddSpecialColormap(SpecialColormapParms[i].Start[0], SpecialColormapParms[i].Start[1],
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SpecialColormapParms[i].Start[2], SpecialColormapParms[i].End[0],
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SpecialColormapParms[i].End[1], SpecialColormapParms[i].End[2]);
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}
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// desaturated colormaps
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for(int m = 0; m < 31; m++)
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{
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BYTE *shade = DesaturateColormap[m];
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for (c = 0; c < 256; c++)
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{
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int intensity = (GPalette.BaseColors[c].r * 77 +
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GPalette.BaseColors[c].g * 143 +
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GPalette.BaseColors[c].b * 37) / 255;
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int r = (GPalette.BaseColors[c].r * (31-m) + intensity *m) / 31;
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int g = (GPalette.BaseColors[c].g * (31-m) + intensity *m) / 31;
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int b = (GPalette.BaseColors[c].b * (31-m) + intensity *m) / 31;
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shade[c] = ColorMatcher.Pick (r, g, b);
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}
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}
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}
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extern "C" void STACK_ARGS DoBlending_MMX (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
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extern void DoBlending_SSE2 (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
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void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a)
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{
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if (a == 0)
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{
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if (from != to)
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{
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memcpy (to, from, count * sizeof(DWORD));
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}
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}
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else if (a == 256)
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{
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DWORD t = MAKERGB(r,g,b);
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int i;
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for (i = 0; i < count; i++)
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{
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to[i] = t;
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}
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}
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#if defined(_M_X64) || defined(_M_IX86) || defined(__i386__) || defined(__amd64__)
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else if (CPU.bSSE2)
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{
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if (count >= 4)
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{
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int not3count = count & ~3;
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DoBlending_SSE2 (from, to, not3count, r, g, b, a);
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count &= 3;
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if (count <= 0)
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{
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return;
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}
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from += not3count;
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to += not3count;
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}
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}
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#endif
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#ifdef X86_ASM
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else if (CPU.bMMX)
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{
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if (count >= 4)
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{
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int not3count = count & ~3;
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DoBlending_MMX (from, to, not3count, r, g, b, a);
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count &= 3;
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if (count <= 0)
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{
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return;
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}
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from += not3count;
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to += not3count;
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}
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}
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#endif
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int i, ia;
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ia = 256 - a;
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r *= a;
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g *= a;
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b *= a;
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for (i = count; i > 0; i--, to++, from++)
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{
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to->r = (r + from->r * ia) >> 8;
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to->g = (g + from->g * ia) >> 8;
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to->b = (b + from->b * ia) >> 8;
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}
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}
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void V_SetBlend (int blendr, int blendg, int blendb, int blenda)
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{
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// Don't do anything if the new blend is the same as the old
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if (((blenda|BlendA) == 0) ||
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(blendr == BlendR &&
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blendg == BlendG &&
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blendb == BlendB &&
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blenda == BlendA))
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return;
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V_ForceBlend (blendr, blendg, blendb, blenda);
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}
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void V_ForceBlend (int blendr, int blendg, int blendb, int blenda)
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{
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BlendR = blendr;
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BlendG = blendg;
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BlendB = blendb;
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BlendA = blenda;
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screen->SetFlash (PalEntry (BlendR, BlendG, BlendB), BlendA);
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}
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CCMD (testblend)
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{
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FString colorstring;
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int color;
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float amt;
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if (argv.argc() < 3)
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{
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Printf ("testblend <color> <amount>\n");
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}
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else
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{
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if ( !(colorstring = V_GetColorStringByName (argv[1])).IsEmpty() )
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{
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color = V_GetColorFromString (NULL, colorstring);
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}
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else
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{
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color = V_GetColorFromString (NULL, argv[1]);
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}
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amt = (float)atof (argv[2]);
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if (amt > 1.0f)
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amt = 1.0f;
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else if (amt < 0.0f)
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amt = 0.0f;
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BaseBlendR = RPART(color);
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BaseBlendG = GPART(color);
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BaseBlendB = BPART(color);
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BaseBlendA = amt;
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}
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}
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CCMD (testfade)
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{
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FString colorstring;
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DWORD color;
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if (argv.argc() < 2)
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{
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Printf ("testfade <color>\n");
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}
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else
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{
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if ( !(colorstring = V_GetColorStringByName (argv[1])).IsEmpty() )
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{
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color = V_GetColorFromString (NULL, colorstring);
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}
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else
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{
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color = V_GetColorFromString (NULL, argv[1]);
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}
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level.fadeto = color;
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NormalLight.ChangeFade (color);
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}
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}
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/****** Colorspace Conversion Functions ******/
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// Code from http://www.cs.rit.edu/~yxv4997/t_convert.html
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// r,g,b values are from 0 to 1
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// h = [0,360], s = [0,1], v = [0,1]
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// if s == 0, then h = -1 (undefined)
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// Green Doom guy colors:
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// RGB - 0: { .46 1 .429 } 7: { .254 .571 .206 } 15: { .0317 .0794 .0159 }
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// HSV - 0: { 116.743 .571 1 } 7: { 112.110 .639 .571 } 15: { 105.071 .800 .0794 }
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void RGBtoHSV (float r, float g, float b, float *h, float *s, float *v)
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{
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float min, max, delta, foo;
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if (r == g && g == b)
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{
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*h = 0;
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*s = 0;
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*v = r;
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return;
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}
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foo = r < g ? r : g;
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min = (foo < b) ? foo : b;
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foo = r > g ? r : g;
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max = (foo > b) ? foo : b;
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*v = max; // v
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delta = max - min;
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*s = delta / max; // s
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if (r == max)
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*h = (g - b) / delta; // between yellow & magenta
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else if (g == max)
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*h = 2 + (b - r) / delta; // between cyan & yellow
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else
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*h = 4 + (r - g) / delta; // between magenta & cyan
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*h *= 60; // degrees
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if (*h < 0)
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*h += 360;
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}
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void HSVtoRGB (float *r, float *g, float *b, float h, float s, float v)
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{
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int i;
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float f, p, q, t;
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if (s == 0)
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{ // achromatic (grey)
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*r = *g = *b = v;
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return;
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}
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h /= 60; // sector 0 to 5
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i = (int)floor (h);
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f = h - i; // factorial part of h
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p = v * (1 - s);
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q = v * (1 - s * f);
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t = v * (1 - s * (1 - f));
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switch (i)
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{
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case 0: *r = v; *g = t; *b = p; break;
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case 1: *r = q; *g = v; *b = p; break;
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case 2: *r = p; *g = v; *b = t; break;
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case 3: *r = p; *g = q; *b = v; break;
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case 4: *r = t; *g = p; *b = v; break;
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default: *r = v; *g = p; *b = q; break;
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}
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}
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/****** Colored Lighting Stuffs ******/
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FDynamicColormap *GetSpecialLights (PalEntry color, PalEntry fade, int desaturate)
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{
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FDynamicColormap *colormap;
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// If this colormap has already been created, just return it
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for (colormap = &NormalLight; colormap != NULL; colormap = colormap->Next)
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{
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if (color == colormap->Color &&
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fade == colormap->Fade &&
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desaturate == colormap->Desaturate)
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{
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return colormap;
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}
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}
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// Not found. Create it.
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colormap = new FDynamicColormap;
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colormap->Next = NormalLight.Next;
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colormap->Color = color;
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colormap->Fade = fade;
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colormap->Desaturate = desaturate;
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NormalLight.Next = colormap;
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if (screen->UsesColormap())
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{
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colormap->Maps = new BYTE[NUMCOLORMAPS*256];
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colormap->BuildLights ();
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}
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else colormap->Maps = NULL;
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return colormap;
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}
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// Free all lights created with GetSpecialLights
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static void FreeSpecialLights()
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{
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FDynamicColormap *colormap, *next;
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for (colormap = NormalLight.Next; colormap != NULL; colormap = next)
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{
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next = colormap->Next;
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delete[] colormap->Maps;
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delete colormap;
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}
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}
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// Builds NUMCOLORMAPS colormaps lit with the specified color
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void FDynamicColormap::BuildLights ()
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{
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int l, c;
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int lr, lg, lb, ld, ild;
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PalEntry colors[256], basecolors[256];
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BYTE *shade;
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if (Maps == NULL)
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return;
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// Scale light to the range 0-256, so we can avoid
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// dividing by 255 in the bottom loop.
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lr = Color.r*256/255;
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lg = Color.g*256/255;
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lb = Color.b*256/255;
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ld = Desaturate*256/255;
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if (ld < 0) // No negative desaturations, please.
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{
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ld = -ld;
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}
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ild = 256-ld;
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if (ld == 0)
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{
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memcpy (basecolors, GPalette.BaseColors, sizeof(basecolors));
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}
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else
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{
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// Desaturate the palette before lighting it.
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for (c = 0; c < 256; c++)
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{
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int r = GPalette.BaseColors[c].r;
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int g = GPalette.BaseColors[c].g;
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int b = GPalette.BaseColors[c].b;
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int intensity = ((r * 77 + g * 143 + b * 37) >> 8) * ld;
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basecolors[c].r = (r*ild + intensity) >> 8;
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basecolors[c].g = (g*ild + intensity) >> 8;
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basecolors[c].b = (b*ild + intensity) >> 8;
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basecolors[c].a = 0;
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}
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}
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// build normal (but colored) light mappings
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for (l = 0; l < NUMCOLORMAPS; l++)
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{
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DoBlending (basecolors, colors, 256,
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Fade.r, Fade.g, Fade.b, l * (256 / NUMCOLORMAPS));
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shade = Maps + 256*l;
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if ((DWORD)Color == MAKERGB(255,255,255))
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{ // White light, so we can just pick the colors directly
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for (c = 0; c < 256; c++)
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{
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*shade++ = ColorMatcher.Pick (colors[c].r, colors[c].g, colors[c].b);
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}
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}
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else
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{ // Colored light, so do the (slightly) slower thing
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for (c = 0; c < 256; c++)
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{
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*shade++ = ColorMatcher.Pick (
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(colors[c].r*lr)>>8,
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(colors[c].g*lg)>>8,
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(colors[c].b*lb)>>8);
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}
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}
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}
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}
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void FDynamicColormap::ChangeColor (PalEntry lightcolor, int desaturate)
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{
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if (lightcolor != Color || desaturate != Desaturate)
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{
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Color = lightcolor;
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// [BB] desaturate must be in [0,255]
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if( desaturate > 255 )
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desaturate = 255;
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else if ( desaturate < 0 )
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desaturate = 0;
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Desaturate = desaturate;
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if (Maps) BuildLights ();
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}
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}
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void FDynamicColormap::ChangeFade (PalEntry fadecolor)
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{
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if (fadecolor != Fade)
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{
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Fade = fadecolor;
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if (Maps) BuildLights ();
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}
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}
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void FDynamicColormap::ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor)
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{
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if (lightcolor != Color || fadecolor != Fade)
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{
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Color = lightcolor;
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Fade = fadecolor;
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if (Maps) BuildLights ();
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}
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}
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void FDynamicColormap::RebuildAllLights()
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{
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if (screen->UsesColormap())
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{
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FDynamicColormap *cm;
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for (cm = &NormalLight; cm != NULL; cm = cm->Next)
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{
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if (cm->Maps == NULL)
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{
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cm->Maps = new BYTE[NUMCOLORMAPS*256];
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cm->BuildLights ();
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}
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}
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}
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}
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CCMD (testcolor)
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{
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FString colorstring;
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DWORD color;
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int desaturate;
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if (argv.argc() < 2)
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{
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Printf ("testcolor <color> [desaturation]\n");
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}
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else
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{
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if ( !(colorstring = V_GetColorStringByName (argv[1])).IsEmpty() )
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{
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color = V_GetColorFromString (NULL, colorstring);
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}
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else
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{
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color = V_GetColorFromString (NULL, argv[1]);
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}
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if (argv.argc() > 2)
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{
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desaturate = atoi (argv[2]);
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}
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else
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{
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desaturate = NormalLight.Desaturate;
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}
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NormalLight.ChangeColor (color, desaturate);
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}
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}
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