mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 14:51:13 +00:00
5fa63c396d
This allowed to remove a lot of bad pointer voodoo in the music loader, because the new class does not allow duplication of the reader object
568 lines
14 KiB
C++
568 lines
14 KiB
C++
/*
|
|
** r_swcolormaps.cpp
|
|
** Colormap handling for the software renderer
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 1998-2008 Randy Heit
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
**
|
|
*/
|
|
|
|
#include <stddef.h>
|
|
#include <string.h>
|
|
#include <math.h>
|
|
#include <float.h>
|
|
|
|
#include "i_system.h"
|
|
#include "w_wad.h"
|
|
#include "doomdef.h"
|
|
#include "r_sky.h"
|
|
#include "c_dispatch.h"
|
|
#include "sc_man.h"
|
|
#include "v_text.h"
|
|
#include "st_start.h"
|
|
#include "doomstat.h"
|
|
#include "v_palette.h"
|
|
#include "colormatcher.h"
|
|
#include "r_data/colormaps.h"
|
|
#include "r_swcolormaps.h"
|
|
#include "v_video.h"
|
|
#include "templates.h"
|
|
#include "r_utility.h"
|
|
#include "r_renderer.h"
|
|
#include <atomic>
|
|
|
|
FDynamicColormap NormalLight;
|
|
FDynamicColormap FullNormalLight; //[SP] Emulate GZDoom brightness
|
|
bool NormalLightHasFixedLights;
|
|
|
|
FSWColormap realcolormaps;
|
|
FSWColormap realfbcolormaps; //[SP] For fullbright use
|
|
TArray<FSWColormap> SpecialSWColormaps;
|
|
|
|
//==========================================================================
|
|
//
|
|
// Colored Lighting Stuffs
|
|
//
|
|
//==========================================================================
|
|
|
|
static FDynamicColormap *CreateSpecialLights (PalEntry color, PalEntry fade, int desaturate)
|
|
{
|
|
// GetSpecialLights is called by the scene worker threads.
|
|
// If we didn't find the colormap, search again, but this time one thread at a time
|
|
static std::mutex buildmapmutex;
|
|
std::unique_lock<std::mutex> lock(buildmapmutex);
|
|
|
|
// If this colormap has already been created, just return it
|
|
// This may happen if another thread beat us to it
|
|
for (FDynamicColormap *colormap = &NormalLight; colormap != NULL; colormap = colormap->Next)
|
|
{
|
|
if (color == colormap->Color &&
|
|
fade == colormap->Fade &&
|
|
desaturate == colormap->Desaturate)
|
|
{
|
|
return colormap;
|
|
}
|
|
}
|
|
|
|
// Not found. Create it.
|
|
FDynamicColormap *colormap = new FDynamicColormap;
|
|
colormap->Next = NormalLight.Next;
|
|
colormap->Color = color;
|
|
colormap->Fade = fade;
|
|
colormap->Desaturate = desaturate;
|
|
colormap->Maps = new uint8_t[NUMCOLORMAPS*256];
|
|
colormap->BuildLights ();
|
|
|
|
// Make sure colormap is fully built before making it publicly visible
|
|
std::atomic_thread_fence(std::memory_order_release);
|
|
NormalLight.Next = colormap;
|
|
|
|
return colormap;
|
|
}
|
|
|
|
FDynamicColormap *GetSpecialLights (PalEntry color, PalEntry fade, int desaturate)
|
|
{
|
|
// If this colormap has already been created, just return it
|
|
for (FDynamicColormap *colormap = &NormalLight; colormap != NULL; colormap = colormap->Next)
|
|
{
|
|
if (color == colormap->Color &&
|
|
fade == colormap->Fade &&
|
|
desaturate == colormap->Desaturate)
|
|
{
|
|
return colormap;
|
|
}
|
|
}
|
|
|
|
return CreateSpecialLights(color, fade, desaturate);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Free all lights created with GetSpecialLights
|
|
//
|
|
//==========================================================================
|
|
|
|
static void FreeSpecialLights()
|
|
{
|
|
FDynamicColormap *colormap, *next;
|
|
|
|
for (colormap = NormalLight.Next; colormap != NULL; colormap = next)
|
|
{
|
|
next = colormap->Next;
|
|
delete[] colormap->Maps;
|
|
delete colormap;
|
|
}
|
|
NormalLight.Next = NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Builds NUMCOLORMAPS colormaps lit with the specified color
|
|
//
|
|
//==========================================================================
|
|
|
|
void FDynamicColormap::BuildLights ()
|
|
{
|
|
int l, c;
|
|
int lr, lg, lb, ld, ild;
|
|
PalEntry colors[256], basecolors[256];
|
|
uint8_t *shade;
|
|
|
|
if (Maps == NULL)
|
|
return;
|
|
|
|
// Scale light to the range 0-256, so we can avoid
|
|
// dividing by 255 in the bottom loop.
|
|
lr = Color.r*256/255;
|
|
lg = Color.g*256/255;
|
|
lb = Color.b*256/255;
|
|
ld = Desaturate*256/255;
|
|
if (ld < 0) // No negative desaturations, please.
|
|
{
|
|
ld = -ld;
|
|
}
|
|
ild = 256-ld;
|
|
|
|
if (ld == 0)
|
|
{
|
|
memcpy (basecolors, GPalette.BaseColors, sizeof(basecolors));
|
|
}
|
|
else
|
|
{
|
|
// Desaturate the palette before lighting it.
|
|
for (c = 0; c < 256; c++)
|
|
{
|
|
int r = GPalette.BaseColors[c].r;
|
|
int g = GPalette.BaseColors[c].g;
|
|
int b = GPalette.BaseColors[c].b;
|
|
int intensity = ((r * 77 + g * 143 + b * 37) >> 8) * ld;
|
|
basecolors[c].r = (r*ild + intensity) >> 8;
|
|
basecolors[c].g = (g*ild + intensity) >> 8;
|
|
basecolors[c].b = (b*ild + intensity) >> 8;
|
|
basecolors[c].a = 0;
|
|
}
|
|
}
|
|
|
|
// build normal (but colored) light mappings
|
|
for (l = 0; l < NUMCOLORMAPS; l++)
|
|
{
|
|
DoBlending (basecolors, colors, 256,
|
|
Fade.r, Fade.g, Fade.b, l * (256 / NUMCOLORMAPS));
|
|
|
|
shade = Maps + 256*l;
|
|
if ((uint32_t)Color == MAKERGB(255,255,255))
|
|
{ // White light, so we can just pick the colors directly
|
|
for (c = 0; c < 256; c++)
|
|
{
|
|
*shade++ = ColorMatcher.Pick (colors[c].r, colors[c].g, colors[c].b);
|
|
}
|
|
}
|
|
else
|
|
{ // Colored light, so do the (slightly) slower thing
|
|
for (c = 0; c < 256; c++)
|
|
{
|
|
*shade++ = ColorMatcher.Pick (
|
|
(colors[c].r*lr)>>8,
|
|
(colors[c].g*lg)>>8,
|
|
(colors[c].b*lb)>>8);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FDynamicColormap::ChangeColor (PalEntry lightcolor, int desaturate)
|
|
{
|
|
if (lightcolor != Color || desaturate != Desaturate)
|
|
{
|
|
Color = lightcolor;
|
|
// [BB] desaturate must be in [0,255]
|
|
Desaturate = clamp(desaturate, 0, 255);
|
|
if (Maps) BuildLights ();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FDynamicColormap::ChangeFade (PalEntry fadecolor)
|
|
{
|
|
if (fadecolor != Fade)
|
|
{
|
|
Fade = fadecolor;
|
|
if (Maps) BuildLights ();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FDynamicColormap::ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor)
|
|
{
|
|
if (lightcolor != Color || fadecolor != Fade)
|
|
{
|
|
Color = lightcolor;
|
|
Fade = fadecolor;
|
|
if (Maps) BuildLights ();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FDynamicColormap::RebuildAllLights()
|
|
{
|
|
FDynamicColormap *cm;
|
|
|
|
for (cm = &NormalLight; cm != NULL; cm = cm->Next)
|
|
{
|
|
if (cm->Maps == NULL)
|
|
{
|
|
cm->Maps = new uint8_t[NUMCOLORMAPS*256];
|
|
cm->BuildLights ();
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_CheckForFixedLights
|
|
//
|
|
// Returns true if there are any entries in the colormaps that are the
|
|
// same for every colormap and not the fade color.
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool R_CheckForFixedLights(const uint8_t *colormaps)
|
|
{
|
|
const uint8_t *lastcolormap = colormaps + (NUMCOLORMAPS - 1) * 256;
|
|
uint8_t freq[256];
|
|
int i, j;
|
|
|
|
// Count the frequencies of different colors in the final colormap.
|
|
// If they occur more than X amount of times, we ignore them as a
|
|
// potential fixed light.
|
|
|
|
memset(freq, 0, sizeof(freq));
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
freq[lastcolormap[i]]++;
|
|
}
|
|
|
|
// Now check the colormaps for fixed lights that are uncommon in the
|
|
// final coloramp.
|
|
for (i = 255; i >= 0; --i)
|
|
{
|
|
uint8_t color = lastcolormap[i];
|
|
if (freq[color] > 10) // arbitrary number to decide "common" colors
|
|
{
|
|
continue;
|
|
}
|
|
// It's rare in the final colormap. See if it's the same for all colormaps.
|
|
for (j = 0; j < NUMCOLORMAPS - 1; ++j)
|
|
{
|
|
if (colormaps[j * 256 + i] != color)
|
|
break;
|
|
}
|
|
if (j == NUMCOLORMAPS - 1)
|
|
{ // It was the same all the way across.
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_SetDefaultColormap
|
|
//
|
|
//==========================================================================
|
|
|
|
void SetDefaultColormap (const char *name)
|
|
{
|
|
if (strnicmp (fakecmaps[0].name, name, 8) != 0)
|
|
{
|
|
int lump, i, j;
|
|
uint8_t map[256];
|
|
uint8_t unremap[256];
|
|
uint8_t remap[256];
|
|
|
|
lump = Wads.CheckNumForFullName (name, true, ns_colormaps);
|
|
if (lump == -1)
|
|
lump = Wads.CheckNumForName (name, ns_global);
|
|
|
|
// [RH] If using BUILD's palette, generate the colormap
|
|
if (lump == -1 || Wads.CheckNumForFullName("palette.dat") >= 0 || Wads.CheckNumForFullName("blood.pal") >= 0)
|
|
{
|
|
Printf ("Make colormap\n");
|
|
FDynamicColormap foo;
|
|
|
|
foo.Color = 0xFFFFFF;
|
|
foo.Fade = 0;
|
|
foo.Maps = realcolormaps.Maps;
|
|
foo.Desaturate = 0;
|
|
foo.Next = NULL;
|
|
foo.BuildLights ();
|
|
}
|
|
else
|
|
{
|
|
auto lumpr = Wads.OpenLumpReader (lump);
|
|
|
|
// [RH] The colormap may not have been designed for the specific
|
|
// palette we are using, so remap it to match the current palette.
|
|
memcpy (remap, GPalette.Remap, 256);
|
|
memset (unremap, 0, 256);
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
unremap[remap[i]] = i;
|
|
}
|
|
// Mapping to color 0 is okay, because the colormap won't be used to
|
|
// produce a masked texture.
|
|
remap[0] = 0;
|
|
for (i = 0; i < NUMCOLORMAPS; ++i)
|
|
{
|
|
uint8_t *map2 = &realcolormaps.Maps[i*256];
|
|
lumpr.Read (map, 256);
|
|
for (j = 0; j < 256; ++j)
|
|
{
|
|
map2[j] = remap[map[unremap[j]]];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_InitColormaps
|
|
//
|
|
//==========================================================================
|
|
|
|
static void InitBoomColormaps ()
|
|
{
|
|
// [RH] Try and convert BOOM colormaps into blending values.
|
|
// This is a really rough hack, but it's better than
|
|
// not doing anything with them at all (right?)
|
|
|
|
uint32_t NumLumps = Wads.GetNumLumps();
|
|
|
|
realcolormaps.Maps = new uint8_t[256*NUMCOLORMAPS*fakecmaps.Size()];
|
|
SetDefaultColormap ("COLORMAP");
|
|
|
|
if (fakecmaps.Size() > 1)
|
|
{
|
|
uint8_t unremap[256], remap[256], mapin[256];
|
|
int i;
|
|
unsigned j;
|
|
|
|
memcpy (remap, GPalette.Remap, 256);
|
|
memset (unremap, 0, 256);
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
unremap[remap[i]] = i;
|
|
}
|
|
remap[0] = 0;
|
|
for (j = 1; j < fakecmaps.Size(); j++)
|
|
{
|
|
if (Wads.LumpLength (fakecmaps[j].lump) >= (NUMCOLORMAPS+1)*256)
|
|
{
|
|
int k, r;
|
|
auto lump = Wads.OpenLumpReader (fakecmaps[j].lump);
|
|
uint8_t *const map = realcolormaps.Maps + NUMCOLORMAPS*256*j;
|
|
|
|
for (k = 0; k < NUMCOLORMAPS; ++k)
|
|
{
|
|
uint8_t *map2 = &map[k*256];
|
|
lump.Read (mapin, 256);
|
|
map2[0] = 0;
|
|
for (r = 1; r < 256; ++r)
|
|
{
|
|
map2[r] = remap[mapin[unremap[r]]];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static void DeinitSWColorMaps()
|
|
{
|
|
FreeSpecialLights();
|
|
if (realcolormaps.Maps != nullptr)
|
|
{
|
|
delete[] realcolormaps.Maps;
|
|
realcolormaps.Maps = nullptr;
|
|
}
|
|
if (realfbcolormaps.Maps)
|
|
{
|
|
delete[] realfbcolormaps.Maps;
|
|
realfbcolormaps.Maps = nullptr;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void InitSWColorMaps()
|
|
{
|
|
DeinitSWColorMaps();
|
|
atterm(DeinitSWColorMaps);
|
|
InitBoomColormaps();
|
|
NormalLight.Color = PalEntry (255, 255, 255);
|
|
NormalLight.Fade = 0;
|
|
NormalLight.Maps = realcolormaps.Maps;
|
|
NormalLightHasFixedLights = R_CheckForFixedLights(realcolormaps.Maps);
|
|
|
|
// [SP] Create a copy of the colormap
|
|
if (!realfbcolormaps.Maps)
|
|
{
|
|
realfbcolormaps.Maps = new uint8_t[256*NUMCOLORMAPS*fakecmaps.Size()];
|
|
memcpy(realfbcolormaps.Maps, realcolormaps.Maps, 256*NUMCOLORMAPS*fakecmaps.Size());
|
|
}
|
|
FullNormalLight.Color = PalEntry(255, 255, 255);
|
|
FullNormalLight.Fade = 0;
|
|
FullNormalLight.Maps = realfbcolormaps.Maps;
|
|
|
|
SpecialSWColormaps.Resize(SpecialColormaps.Size());
|
|
for(unsigned i = 0; i < SpecialColormaps.Size(); i++)
|
|
{
|
|
SpecialSWColormaps[i].Maps = SpecialColormaps[i].Colormap;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (testfade)
|
|
{
|
|
FString colorstring;
|
|
uint32_t color;
|
|
|
|
if (argv.argc() < 2)
|
|
{
|
|
Printf ("testfade <color>\n");
|
|
}
|
|
else
|
|
{
|
|
if ( !(colorstring = V_GetColorStringByName (argv[1])).IsEmpty() )
|
|
{
|
|
color = V_GetColorFromString (NULL, colorstring);
|
|
}
|
|
else
|
|
{
|
|
color = V_GetColorFromString (NULL, argv[1]);
|
|
}
|
|
level.fadeto = color;
|
|
NormalLight.ChangeFade (color);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (testcolor)
|
|
{
|
|
FString colorstring;
|
|
uint32_t color;
|
|
int desaturate;
|
|
|
|
if (argv.argc() < 2)
|
|
{
|
|
Printf ("testcolor <color> [desaturation]\n");
|
|
}
|
|
else
|
|
{
|
|
if ( !(colorstring = V_GetColorStringByName (argv[1])).IsEmpty() )
|
|
{
|
|
color = V_GetColorFromString (NULL, colorstring);
|
|
}
|
|
else
|
|
{
|
|
color = V_GetColorFromString (NULL, argv[1]);
|
|
}
|
|
if (argv.argc() > 2)
|
|
{
|
|
desaturate = atoi (argv[2]);
|
|
}
|
|
else
|
|
{
|
|
desaturate = NormalLight.Desaturate;
|
|
}
|
|
NormalLight.ChangeColor (color, desaturate);
|
|
}
|
|
}
|