gzdoom/src/r_data/colormaps.cpp

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2016-03-01 15:47:10 +00:00
/*
** r_data.cpp
**
**---------------------------------------------------------------------------
** 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 "colormaps.h"
#include "v_video.h"
#include "templates.h"
#include "r_utility.h"
#include "r_renderer.h"
static bool R_CheckForFixedLights(const BYTE *colormaps);
extern "C" {
FDynamicColormap NormalLight;
}
bool NormalLightHasFixedLights;
struct FakeCmap
{
char name[8];
PalEntry blend;
int lump;
};
TArray<FakeCmap> fakecmaps;
BYTE *realcolormaps;
size_t numfakecmaps;
TArray<FSpecialColormap> SpecialColormaps;
BYTE DesaturateColormap[31][256];
struct FSpecialColormapParameters
{
float Start[3], End[3];
};
static FSpecialColormapParameters SpecialColormapParms[] =
{
// Doom invulnerability is an inverted grayscale.
// Strife uses it when firing the Sigil
{ { 1, 1, 1 }, { 0, 0, 0 } },
// Heretic invulnerability is a golden shade.
{ { 0, 0, 0 }, { 1.5, 0.75, 0 }, },
// [BC] Build the Doomsphere colormap. It is red!
{ { 0, 0, 0 }, { 1.5, 0, 0 } },
// [BC] Build the Guardsphere colormap. It's a greenish-white kind of thing.
{ { 0, 0, 0 }, { 1.25, 1.5, 1 } },
// Build a blue colormap.
{ { 0, 0, 0 }, { 0, 0, 1.5 } },
};
static void FreeSpecialLights();
//==========================================================================
//
//
//
//==========================================================================
int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b2)
{
// Clamp these in range for the hardware shader.
r1 = clamp(r1, 0.0f, 2.0f);
g1 = clamp(g1, 0.0f, 2.0f);
b1 = clamp(b1, 0.0f, 2.0f);
r2 = clamp(r2, 0.0f, 2.0f);
g2 = clamp(g2, 0.0f, 2.0f);
b2 = clamp(b2, 0.0f, 2.0f);
for(unsigned i=0; i<SpecialColormaps.Size(); i++)
{
// Avoid precision issues here when trying to find a proper match.
if (fabs(SpecialColormaps[i].ColorizeStart[0]- r1) < FLT_EPSILON &&
fabs(SpecialColormaps[i].ColorizeStart[1]- g1) < FLT_EPSILON &&
fabs(SpecialColormaps[i].ColorizeStart[2]- b1) < FLT_EPSILON &&
fabs(SpecialColormaps[i].ColorizeEnd[0]- r2) < FLT_EPSILON &&
fabs(SpecialColormaps[i].ColorizeEnd[1]- g2) < FLT_EPSILON &&
fabs(SpecialColormaps[i].ColorizeEnd[2]- b2) < FLT_EPSILON)
{
return i; // The map already exists
}
}
FSpecialColormap *cm = &SpecialColormaps[SpecialColormaps.Reserve(1)];
cm->ColorizeStart[0] = float(r1);
cm->ColorizeStart[1] = float(g1);
cm->ColorizeStart[2] = float(b1);
cm->ColorizeEnd[0] = float(r2);
cm->ColorizeEnd[1] = float(g2);
cm->ColorizeEnd[2] = float(b2);
r2 -= r1;
g2 -= g1;
b2 -= b1;
r1 *= 255;
g1 *= 255;
b1 *= 255;
for (int c = 0; c < 256; c++)
{
double intensity = (GPalette.BaseColors[c].r * 77 +
GPalette.BaseColors[c].g * 143 +
GPalette.BaseColors[c].b * 37) / 256.0;
PalEntry pe = PalEntry( MIN(255, int(r1 + intensity*r2)),
MIN(255, int(g1 + intensity*g2)),
MIN(255, int(b1 + intensity*b2)));
cm->Colormap[c] = ColorMatcher.Pick(pe);
}
// This table is used by the texture composition code
for(int i = 0;i < 256; i++)
{
cm->GrayscaleToColor[i] = PalEntry( MIN(255, int(r1 + i*r2)),
MIN(255, int(g1 + i*g2)),
MIN(255, int(b1 + i*b2)));
}
return SpecialColormaps.Size() - 1;
}
//==========================================================================
//
// Colored Lighting Stuffs
//
//==========================================================================
FDynamicColormap *GetSpecialLights (PalEntry color, PalEntry fade, int desaturate)
{
FDynamicColormap *colormap;
// If this colormap has already been created, just return it
for (colormap = &NormalLight; colormap != NULL; colormap = colormap->Next)
{
if (color == colormap->Color &&
fade == colormap->Fade &&
desaturate == colormap->Desaturate)
{
return colormap;
}
}
// Not found. Create it.
colormap = new FDynamicColormap;
colormap->Next = NormalLight.Next;
colormap->Color = color;
colormap->Fade = fade;
colormap->Desaturate = desaturate;
NormalLight.Next = colormap;
if (Renderer->UsesColormap())
{
colormap->Maps = new BYTE[NUMCOLORMAPS*256];
colormap->BuildLights ();
}
else colormap->Maps = NULL;
return colormap;
}
//==========================================================================
//
// 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];
BYTE *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 ((DWORD)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()
{
if (Renderer->UsesColormap())
{
FDynamicColormap *cm;
for (cm = &NormalLight; cm != NULL; cm = cm->Next)
{
if (cm->Maps == NULL)
{
cm->Maps = new BYTE[NUMCOLORMAPS*256];
cm->BuildLights ();
}
}
}
}
//==========================================================================
//
// R_SetDefaultColormap
//
//==========================================================================
void R_SetDefaultColormap (const char *name)
{
if (strnicmp (fakecmaps[0].name, name, 8) != 0)
{
int lump, i, j;
BYTE map[256];
BYTE unremap[256];
BYTE 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;
foo.Desaturate = 0;
foo.Next = NULL;
foo.BuildLights ();
}
else
{
FWadLump lumpr = Wads.OpenLumpNum (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)
{
BYTE *map2 = &realcolormaps[i*256];
lumpr.Read (map, 256);
for (j = 0; j < 256; ++j)
{
map2[j] = remap[map[unremap[j]]];
}
}
}
uppercopy (fakecmaps[0].name, name);
fakecmaps[0].blend = 0;
}
}
//==========================================================================
//
// R_DeinitColormaps
//
//==========================================================================
void R_DeinitColormaps ()
{
SpecialColormaps.Clear();
fakecmaps.Clear();
if (realcolormaps != NULL)
{
delete[] realcolormaps;
realcolormaps = NULL;
}
FreeSpecialLights();
}
//==========================================================================
//
// R_InitColormaps
//
//==========================================================================
void R_InitColormaps ()
{
// [RH] Try and convert BOOM colormaps into blending values.
// This is a really rough hack, but it's better than
// not doing anything with them at all (right?)
FakeCmap cm;
R_DeinitColormaps();
cm.name[0] = 0;
cm.blend = 0;
fakecmaps.Push(cm);
DWORD NumLumps = Wads.GetNumLumps();
for (DWORD i = 0; i < NumLumps; i++)
{
if (Wads.GetLumpNamespace(i) == ns_colormaps)
{
char name[9];
name[8] = 0;
Wads.GetLumpName (name, i);
if (Wads.CheckNumForName (name, ns_colormaps) == (int)i)
{
strncpy(cm.name, name, 8);
cm.blend = 0;
cm.lump = i;
fakecmaps.Push(cm);
}
}
}
realcolormaps = new BYTE[256*NUMCOLORMAPS*fakecmaps.Size()];
R_SetDefaultColormap ("COLORMAP");
if (fakecmaps.Size() > 1)
{
BYTE 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, g, b;
FWadLump lump = Wads.OpenLumpNum (fakecmaps[j].lump);
BYTE *const map = realcolormaps + NUMCOLORMAPS*256*j;
for (k = 0; k < NUMCOLORMAPS; ++k)
{
BYTE *map2 = &map[k*256];
lump.Read (mapin, 256);
map2[0] = 0;
for (r = 1; r < 256; ++r)
{
map2[r] = remap[mapin[unremap[r]]];
}
}
r = g = b = 0;
for (k = 0; k < 256; k++)
{
r += GPalette.BaseColors[map[k]].r;
g += GPalette.BaseColors[map[k]].g;
b += GPalette.BaseColors[map[k]].b;
}
fakecmaps[j].blend = PalEntry (255, r/256, g/256, b/256);
}
}
}
NormalLight.Color = PalEntry (255, 255, 255);
NormalLight.Fade = 0;
NormalLight.Maps = realcolormaps;
NormalLightHasFixedLights = R_CheckForFixedLights(realcolormaps);
numfakecmaps = fakecmaps.Size();
// build default special maps (e.g. invulnerability)
for (unsigned i = 0; i < countof(SpecialColormapParms); ++i)
{
AddSpecialColormap(SpecialColormapParms[i].Start[0], SpecialColormapParms[i].Start[1],
SpecialColormapParms[i].Start[2], SpecialColormapParms[i].End[0],
SpecialColormapParms[i].End[1], SpecialColormapParms[i].End[2]);
}
// desaturated colormaps. These are used for texture composition
for(int m = 0; m < 31; m++)
{
BYTE *shade = DesaturateColormap[m];
for (int c = 0; c < 256; c++)
{
int intensity = (GPalette.BaseColors[c].r * 77 +
GPalette.BaseColors[c].g * 143 +
GPalette.BaseColors[c].b * 37) / 256;
int r = (GPalette.BaseColors[c].r * (31-m) + intensity *m) / 31;
int g = (GPalette.BaseColors[c].g * (31-m) + intensity *m) / 31;
int b = (GPalette.BaseColors[c].b * (31-m) + intensity *m) / 31;
shade[c] = ColorMatcher.Pick(r, g, b);
}
}
}
//==========================================================================
//
// 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 BYTE *colormaps)
{
const BYTE *lastcolormap = colormaps + (NUMCOLORMAPS - 1) * 256;
BYTE 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)
{
BYTE 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;
}
//==========================================================================
//
// [RH] Returns an index into realcolormaps. Multiply it by
// 256*NUMCOLORMAPS to find the start of the colormap to use.
// WATERMAP is an exception and returns a blending value instead.
//
//==========================================================================
DWORD R_ColormapNumForName (const char *name)
{
if (strnicmp (name, "COLORMAP", 8))
{ // COLORMAP always returns 0
for(int i=fakecmaps.Size()-1; i > 0; i--)
{
if (!strnicmp(name, fakecmaps[i].name, 8))
{
return i;
}
}
if (!strnicmp (name, "WATERMAP", 8))
return MAKEARGB (128,0,0x4f,0xa5);
}
return 0;
}
//==========================================================================
//
// R_BlendForColormap
//
//==========================================================================
DWORD R_BlendForColormap (DWORD map)
{
return APART(map) ? map :
map < fakecmaps.Size() ? DWORD(fakecmaps[map].blend) : 0;
}