mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-07 21:41:42 +00:00
5b8055bfc7
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump to REVERBS to remove any possible misunderstanding that this is something that requires EAX hardware support. (Ideally, it would have been REVERBDEF, but that's 10 characters long.) The eaxedit console command has also been renamed to reverbedit for the same reason. - Fixed: The Palette part of FRemapTable was not initialized with alpha values other than 0. I'm not sure if it would be better to fix this in the game palette that it copies from or not, but right now, they get set unconditionally to 255. SVN r983 (trunk)
695 lines
19 KiB
C++
695 lines
19 KiB
C++
/*
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** r_translate.cpp
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** Translatioo table handling
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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 "templates.h"
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#include "m_alloc.h"
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#include "r_draw.h"
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#include "r_translate.h"
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#include "v_video.h"
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#include "g_game.h"
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#include "gi.h"
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#include "stats.h"
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TAutoGrowArray<FRemapTablePtr, FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
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const BYTE IcePalette[16][3] =
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{
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{ 10, 8, 18 },
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{ 15, 15, 26 },
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{ 20, 16, 36 },
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{ 30, 26, 46 },
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{ 40, 36, 57 },
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{ 50, 46, 67 },
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{ 59, 57, 78 },
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{ 69, 67, 88 },
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{ 79, 77, 99 },
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{ 89, 87,109 },
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{ 99, 97,120 },
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{ 109,107,130 },
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{ 118,118,141 },
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{ 128,128,151 },
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{ 138,138,162 },
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{ 148,148,172 }
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};
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/****************************************************/
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/****************************************************/
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FRemapTable::FRemapTable(int count)
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{
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assert(count <= 256);
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Alloc(count);
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// Note that the tables are left uninitialized. It is assumed that
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// the caller will do that next, if only by calling MakeIdentity().
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}
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FRemapTable::~FRemapTable()
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{
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Free();
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}
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void FRemapTable::Alloc(int count)
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{
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Remap = (BYTE *)M_Malloc(count*sizeof(*Remap) + count*sizeof(*Palette));
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assert (Remap != NULL);
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Palette = (PalEntry *)(Remap + count*(sizeof(*Remap)));
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Native = NULL;
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NumEntries = count;
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}
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void FRemapTable::Free()
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{
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KillNative();
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if (Remap != NULL)
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{
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M_Free(Remap);
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Remap = NULL;
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Palette = NULL;
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NumEntries = 0;
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}
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}
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FRemapTable::FRemapTable(const FRemapTable &o)
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{
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Remap = NULL;
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Native = NULL;
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NumEntries = 0;
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operator= (o);
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}
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FRemapTable &FRemapTable::operator=(const FRemapTable &o)
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{
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if (&o == this)
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{
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return *this;
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}
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if (o.NumEntries != NumEntries)
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{
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Free();
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}
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if (Remap == NULL)
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{
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Alloc(o.NumEntries);
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}
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memcpy(Remap, o.Remap, NumEntries*sizeof(*Remap) + NumEntries*sizeof(*Palette));
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return *this;
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}
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bool FRemapTable::operator==(const FRemapTable &o)
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{
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// Two translations are identical when they have the same amount of colors
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// and the palette values for both are identical.
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if (&o == this) return true;
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if (o.NumEntries != NumEntries) return false;
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return !memcmp(o.Palette, Palette, NumEntries * sizeof(*Palette));
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}
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void FRemapTable::Serialize(FArchive &arc)
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{
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int n = NumEntries;
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arc << NumEntries;
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if (arc.IsStoring())
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{
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arc.Write (Remap, NumEntries);
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}
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else
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{
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if (n != NumEntries)
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{
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Free();
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Alloc(NumEntries);
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}
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arc.Read (Remap, NumEntries);
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}
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for (int j = 0; j < NumEntries; ++j)
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{
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arc << Palette[j];
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}
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}
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void FRemapTable::MakeIdentity()
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{
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int i;
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for (i = 0; i < NumEntries; ++i)
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{
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Remap[i] = i;
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}
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for (i = 0; i < NumEntries; ++i)
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{
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Palette[i] = GPalette.BaseColors[i];
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}
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for (i = 1; i < NumEntries; ++i)
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{
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Palette[i].a = 255;
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}
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}
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bool FRemapTable::IsIdentity() const
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{
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for (int j = 0; j < 256; ++j)
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{
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if (Remap[j] != j)
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{
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return false;
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}
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}
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return true;
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}
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void FRemapTable::KillNative()
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{
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if (Native != NULL)
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{
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delete Native;
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Native = NULL;
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}
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}
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void FRemapTable::UpdateNative()
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{
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if (Native != NULL)
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{
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Native->Update();
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}
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}
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FNativePalette *FRemapTable::GetNative()
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{
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if (Native == NULL)
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{
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Native = screen->CreatePalette(this);
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}
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return Native;
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}
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void FRemapTable::AddIndexRange(int start, int end, int pal1, int pal2)
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{
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fixed_t palcol, palstep;
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if (start > end)
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{
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swap (start, end);
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swap (pal1, pal2);
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}
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else if (start == end)
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{
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Remap[start] = pal1;
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Palette[start] = GPalette.BaseColors[pal1];
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Palette[start].a = start==0? 0:255;
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return;
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}
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palcol = pal1 << FRACBITS;
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palstep = ((pal2 << FRACBITS) - palcol) / (end - start);
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for (int i = start; i <= end; palcol += palstep, ++i)
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{
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Remap[i] = palcol >> FRACBITS;
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Palette[i] = GPalette.BaseColors[palcol >> FRACBITS];
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Palette[i].a = i==0? 0:255;
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}
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}
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void FRemapTable::AddColorRange(int start, int end, int _r1,int _g1, int _b1, int _r2, int _g2, int _b2)
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{
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fixed_t r1 = _r1 << FRACBITS;
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fixed_t g1 = _g1 << FRACBITS;
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fixed_t b1 = _b1 << FRACBITS;
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fixed_t r2 = _r2 << FRACBITS;
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fixed_t g2 = _g2 << FRACBITS;
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fixed_t b2 = _b2 << FRACBITS;
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fixed_t r, g, b;
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fixed_t rs, gs, bs;
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if (start > end)
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{
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swap (start, end);
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r = r2;
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g = g2;
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b = b2;
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rs = r1 - r2;
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gs = g1 - g2;
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bs = b1 - b2;
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}
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else
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{
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r = r1;
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g = g1;
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b = b1;
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rs = r2 - r1;
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gs = g2 - g1;
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bs = b2 - b1;
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}
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if (start == end)
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{
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Remap[start] = ColorMatcher.Pick
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(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
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Palette[start] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
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Palette[start].a = start==0? 0:255;
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}
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else
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{
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rs /= (end - start);
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gs /= (end - start);
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bs /= (end - start);
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for (int i = start; i <= end; ++i)
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{
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Remap[i] = ColorMatcher.Pick
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(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
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Palette[i] = PalEntry(start==0? 0:255, r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
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r += rs;
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g += gs;
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b += bs;
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}
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}
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}
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FRemapTable *TranslationToTable(int translation)
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{
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unsigned int type = GetTranslationType(translation);
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unsigned int index = GetTranslationIndex(translation);
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TAutoGrowArray<FRemapTablePtr, FRemapTable *> *slots;
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if (type <= 0 || type >= NUM_TRANSLATION_TABLES)
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{
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return NULL;
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}
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slots = &translationtables[type];
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if (index >= slots->Size())
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{
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return NULL;
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}
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return slots->operator[](index);
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}
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static void PushIdentityTable(int slot)
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{
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FRemapTable *table = new FRemapTable;
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table->MakeIdentity();
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translationtables[slot].Push(table);
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}
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//
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// R_InitTranslationTables
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// Creates the translation tables to map the green color ramp to gray,
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// brown, red. Assumes a given structure of the PLAYPAL.
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//
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void R_InitTranslationTables ()
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{
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int i, j;
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// Each player gets two translations. Doom and Strife don't use the
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// extra ones, but Heretic and Hexen do. These are set up during
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// netgame arbitration and as-needed, so they just get to be identity
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// maps until then so they won't be invalid.
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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PushIdentityTable(TRANSLATION_Players);
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PushIdentityTable(TRANSLATION_PlayersExtra);
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}
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// The menu player also gets a separate translation table
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PushIdentityTable(TRANSLATION_Players);
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// The three standard translations from Doom or Heretic (seven for Strife),
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// plus the generic ice translation.
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for (i = 0; i < 8; ++i)
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{
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PushIdentityTable(TRANSLATION_Standard);
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}
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// Each player corpse has its own translation so they won't change
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// color if the player who created them changes theirs.
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for (i = 0; i < BODYQUESIZE; ++i)
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{
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PushIdentityTable(TRANSLATION_PlayerCorpses);
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}
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// Create the standard translation tables
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if (gameinfo.gametype == GAME_Doom)
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{
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for (i = 0x70; i < 0x80; i++)
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{ // map green ramp to gray, brown, red
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translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x60 + (i&0xf);
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translationtables[TRANSLATION_Standard][1]->Remap[i] = 0x40 + (i&0xf);
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translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x20 + (i&0xf);
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translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[0x60 + (i&0xf)] | MAKEARGB(255,0,0,0);
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translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[0x40 + (i&0xf)] | MAKEARGB(255,0,0,0);
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translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[0x20 + (i&0xf)] | MAKEARGB(255,0,0,0);
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}
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}
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else if (gameinfo.gametype == GAME_Heretic)
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{
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for (i = 225; i <= 240; i++)
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{
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translationtables[TRANSLATION_Standard][0]->Remap[i] = 114+(i-225); // yellow
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translationtables[TRANSLATION_Standard][1]->Remap[i] = 145+(i-225); // red
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translationtables[TRANSLATION_Standard][2]->Remap[i] = 190+(i-225); // blue
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translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[114+(i-225)] | MAKEARGB(255,0,0,0);
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translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[145+(i-225)] | MAKEARGB(255,0,0,0);
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translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[190+(i-225)] | MAKEARGB(255,0,0,0);
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}
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}
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else if (gameinfo.gametype == GAME_Strife)
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{
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for (i = 0x20; i <= 0x3F; ++i)
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{
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translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 0x20;
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translationtables[TRANSLATION_Standard][1]->Remap[i] = i - 0x20;
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translationtables[TRANSLATION_Standard][2]->Remap[i] = 0xD0 + (i&0xf);
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translationtables[TRANSLATION_Standard][3]->Remap[i] = 0xD0 + (i&0xf);
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translationtables[TRANSLATION_Standard][4]->Remap[i] = i - 0x20;
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translationtables[TRANSLATION_Standard][5]->Remap[i] = i - 0x20;
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translationtables[TRANSLATION_Standard][6]->Remap[i] = i - 0x20;
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}
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for (i = 0x50; i <= 0x5F; ++i)
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{
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// Merchant hair
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translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x80 + (i&0xf);
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translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x10 + (i&0xf);
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translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x40 + (i&0xf);
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}
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for (i = 0x80; i <= 0x8F; ++i)
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{
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translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x40 + (i&0xf); // red
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translationtables[TRANSLATION_Standard][1]->Remap[i] = 0xB0 + (i&0xf); // rust
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translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x10 + (i&0xf); // gray
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translationtables[TRANSLATION_Standard][3]->Remap[i] = 0x30 + (i&0xf); // dark green
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translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x50 + (i&0xf); // gold
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translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x60 + (i&0xf); // bright green
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translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x90 + (i&0xf); // blue
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}
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for (i = 0xC0; i <= 0xCF; ++i)
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{
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translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xA0 + (i&0xf);
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translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x20 + (i&0xf);
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translationtables[TRANSLATION_Standard][6]->Remap[i] = (i&0xf);
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}
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translationtables[TRANSLATION_Standard][6]->Remap[0xC0] = 1;
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for (i = 0xD0; i <= 0xDF; ++i)
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{
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translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xB0 + (i&0xf);
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translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x30 + (i&0xf);
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translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x10 + (i&0xf);
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}
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for (i = 0xF1; i <= 0xF6; ++i)
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{
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translationtables[TRANSLATION_Standard][0]->Remap[i] = 0xDF + (i&0xf);
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}
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for (i = 0xF7; i <= 0xFB; ++i)
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{
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translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 6;
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}
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for (i = 0; i < 7; ++i)
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{
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for (int j = 0x20; j <= 0xFB; ++j)
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{
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translationtables[TRANSLATION_Standard][i]->Palette[j] =
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GPalette.BaseColors[translationtables[TRANSLATION_Standard][i]->Remap[j]] | MAKEARGB(255,0,0,0);
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}
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}
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}
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// Create the ice translation table, based on Hexen's. Alas, the standard
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// Doom palette has no good substitutes for these bluish-tinted grays, so
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// they will just look gray unless you use a different PLAYPAL with Doom.
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BYTE IcePaletteRemap[16];
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for (i = 0; i < 16; ++i)
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{
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IcePaletteRemap[i] = ColorMatcher.Pick (IcePalette[i][0], IcePalette[i][1], IcePalette[i][2]);
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}
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FRemapTable *remap = translationtables[TRANSLATION_Standard][7];
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for (i = 0; i < 256; ++i)
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{
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int r = GPalette.BaseColors[i].r;
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int g = GPalette.BaseColors[i].g;
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int b = GPalette.BaseColors[i].b;
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int v = (r*77 + g*143 + b*37) >> 12;
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remap->Remap[i] = IcePaletteRemap[v];
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remap->Palette[i] = PalEntry(255, IcePalette[v][0], IcePalette[v][1], IcePalette[v][2]);
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}
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// set up shading tables for shaded columns
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// 16 colormap sets, progressing from full alpha to minimum visible alpha
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BYTE *table = shadetables;
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// Full alpha
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for (i = 0; i < 16; ++i)
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{
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ShadeFakeColormap[i].Color = -1;
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ShadeFakeColormap[i].Desaturate = -1;
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ShadeFakeColormap[i].Next = NULL;
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ShadeFakeColormap[i].Maps = table;
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|
|
|
for (j = 0; j < NUMCOLORMAPS; ++j)
|
|
{
|
|
int a = (NUMCOLORMAPS - j) * 256 / NUMCOLORMAPS * (16-i);
|
|
for (int k = 0; k < 256; ++k)
|
|
{
|
|
BYTE v = (((k+2) * a) + 256) >> 14;
|
|
table[k] = MIN<BYTE> (v, 64);
|
|
}
|
|
table += 256;
|
|
}
|
|
}
|
|
for (i = 0; i < NUMCOLORMAPS*16*256; ++i)
|
|
{
|
|
assert(shadetables[i] <= 64);
|
|
}
|
|
|
|
// Set up a guaranteed identity map
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
identitymap[i] = i;
|
|
}
|
|
}
|
|
|
|
void R_DeinitTranslationTables()
|
|
{
|
|
for (int i = 0; i < NUM_TRANSLATION_TABLES; ++i)
|
|
{
|
|
for (unsigned int j = 0; j < translationtables[i].Size(); ++j)
|
|
{
|
|
if (translationtables[i][j] != NULL)
|
|
{
|
|
delete translationtables[i][j];
|
|
translationtables[i][j] = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Create a player's translation table based on a given mid-range color.
|
|
// [GRB] Split to 2 functions (because of player setup menu)
|
|
static void SetRemap(FRemapTable *table, int i, float r, float g, float b)
|
|
{
|
|
int ir = clamp (int(r * 255.f), 0, 255);
|
|
int ig = clamp (int(g * 255.f), 0, 255);
|
|
int ib = clamp (int(b * 255.f), 0, 255);
|
|
table->Remap[i] = ColorMatcher.Pick (ir, ig, ib);
|
|
table->Palette[i] = PalEntry(255, ir, ig, ib);
|
|
}
|
|
|
|
static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *skin, FRemapTable *table, FRemapTable *alttable)
|
|
{
|
|
int i;
|
|
BYTE start = skin->range0start;
|
|
BYTE end = skin->range0end;
|
|
float r, g, b;
|
|
float bases, basev;
|
|
float sdelta, vdelta;
|
|
float range;
|
|
|
|
// Set up the base translation for this skin. If the skin was created
|
|
// for the current game, then this is just an identity translation.
|
|
// Otherwise, it remaps the colors from the skin's original palette to
|
|
// the current one.
|
|
if (skin->othergame)
|
|
{
|
|
memcpy (table->Remap, OtherGameSkinRemap, 256);
|
|
memcpy (table->Palette, OtherGameSkinPalette, sizeof(table->Palette));
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
table->Remap[i] = i;
|
|
}
|
|
memcpy(table->Palette, GPalette.BaseColors, sizeof(table->Palette));
|
|
}
|
|
for (i = 1; i < 256; ++i)
|
|
{
|
|
table->Palette[i].a = 255;
|
|
}
|
|
|
|
// [GRB] Don't translate skins with color range 0-0 (APlayerPawn default)
|
|
if (start == 0 && end == 0)
|
|
{
|
|
table->UpdateNative();
|
|
return;
|
|
}
|
|
|
|
range = (float)(end-start+1);
|
|
|
|
bases = s;
|
|
basev = v;
|
|
|
|
if (gameinfo.gametype == GAME_Doom || gameinfo.gametype == GAME_Strife)
|
|
{
|
|
// Build player sprite translation
|
|
s -= 0.23f;
|
|
v += 0.1f;
|
|
sdelta = 0.23f / range;
|
|
vdelta = -0.94112f / range;
|
|
|
|
for (i = start; i <= end; i++)
|
|
{
|
|
float uses, usev;
|
|
uses = clamp (s, 0.f, 1.f);
|
|
usev = clamp (v, 0.f, 1.f);
|
|
HSVtoRGB (&r, &g, &b, h, uses, usev);
|
|
SetRemap(table, i, r, g, b);
|
|
s += sdelta;
|
|
v += vdelta;
|
|
}
|
|
}
|
|
else if (gameinfo.gametype == GAME_Heretic)
|
|
{
|
|
float vdelta = 0.418916f / range;
|
|
|
|
// Build player sprite translation
|
|
for (i = start; i <= end; i++)
|
|
{
|
|
v = vdelta * (float)(i - start) + basev - 0.2352937f;
|
|
v = clamp (v, 0.f, 1.f);
|
|
HSVtoRGB (&r, &g, &b, h, s, v);
|
|
SetRemap(table, i, r, g, b);
|
|
}
|
|
|
|
// Build rain/lifegem translation
|
|
if (alttable)
|
|
{
|
|
bases = MIN (bases*1.3f, 1.f);
|
|
basev = MIN (basev*1.3f, 1.f);
|
|
for (i = 145; i <= 168; i++)
|
|
{
|
|
s = MIN (bases, 0.8965f - 0.0962f*(float)(i - 161));
|
|
v = MIN (1.f, (0.2102f + 0.0489f*(float)(i - 144)) * basev);
|
|
HSVtoRGB (&r, &g, &b, h, s, v);
|
|
SetRemap(alttable, i, r, g, b);
|
|
}
|
|
alttable->UpdateNative();
|
|
}
|
|
}
|
|
else if (gameinfo.gametype == GAME_Hexen)
|
|
{
|
|
if (memcmp (sprites[skin->sprite].name, "PLAY", 4) == 0)
|
|
{ // The fighter is different! He gets a brown hairy loincloth, but the other
|
|
// two have blue capes.
|
|
float vs[9] = { .28f, .32f, .38f, .42f, .47f, .5f, .58f, .71f, .83f };
|
|
|
|
// Build player sprite translation
|
|
//h = 45.f;
|
|
v = MAX (0.1f, v);
|
|
|
|
for (i = start; i <= end; i++)
|
|
{
|
|
HSVtoRGB (&r, &g, &b, h, s, vs[(i-start)*9/(int)range]*basev);
|
|
SetRemap(table, i, r, g, b);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float ms[18] = { .95f, .96f, .89f, .97f, .97f, 1.f, 1.f, 1.f, .97f, .99f, .87f, .77f, .69f, .62f, .57f, .47f, .43f };
|
|
float mv[18] = { .16f, .19f, .22f, .25f, .31f, .35f, .38f, .41f, .47f, .54f, .60f, .65f, .71f, .77f, .83f, .89f, .94f, 1.f };
|
|
|
|
// Build player sprite translation
|
|
v = MAX (0.1f, v);
|
|
|
|
for (i = start; i <= end; i++)
|
|
{
|
|
HSVtoRGB (&r, &g, &b, h, ms[(i-start)*18/(int)range]*bases, mv[(i-start)*18/(int)range]*basev);
|
|
SetRemap(table, i, r, g, b);
|
|
}
|
|
}
|
|
|
|
// Build lifegem translation
|
|
if (alttable)
|
|
{
|
|
for (i = 164; i <= 185; ++i)
|
|
{
|
|
const PalEntry *base = &GPalette.BaseColors[i];
|
|
float dummy;
|
|
|
|
RGBtoHSV (base->r/255.f, base->g/255.f, base->b/255.f, &dummy, &s, &v);
|
|
HSVtoRGB (&r, &g, &b, h, s*bases, v*basev);
|
|
SetRemap(alttable, i, r, g, b);
|
|
}
|
|
alttable->UpdateNative();
|
|
}
|
|
}
|
|
table->UpdateNative();
|
|
}
|
|
|
|
void R_BuildPlayerTranslation (int player)
|
|
{
|
|
float h, s, v;
|
|
|
|
D_GetPlayerColor (player, &h, &s, &v);
|
|
|
|
R_CreatePlayerTranslation (h, s, v,
|
|
&skins[players[player].userinfo.skin],
|
|
translationtables[TRANSLATION_Players][player],
|
|
translationtables[TRANSLATION_PlayersExtra][player]);
|
|
}
|
|
|
|
void R_GetPlayerTranslation (int color, FPlayerSkin *skin, FRemapTable *table)
|
|
{
|
|
float h, s, v;
|
|
|
|
RGBtoHSV (RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f,
|
|
&h, &s, &v);
|
|
|
|
R_CreatePlayerTranslation (h, s, v, skin, table, NULL);
|
|
}
|