gzdoom/src/v_palette.cpp

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/*
** v_palette.cpp
** Automatic colormap generation for "colored lights", etc.
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 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>
#ifdef _WIN32
#include <io.h>
#else
#include <unistd.h>
#define O_BINARY 0
#endif
#include <fcntl.h>
#include "templates.h"
#include "v_video.h"
#include "m_alloc.h"
#include "i_system.h"
#include "r_main.h" // For lighting constants
#include "w_wad.h"
#include "i_video.h"
#include "c_dispatch.h"
#include "g_level.h"
#include "st_stuff.h"
#include "gi.h"
extern "C" {
FDynamicColormap NormalLight;
}
FPalette GPalette;
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
BYTE InverseColormap[NUMCOLORMAPS*256];
BYTE GoldColormap[NUMCOLORMAPS*256];
// [BC] New Skulltag colormaps.
BYTE RedColormap[NUMCOLORMAPS*256];
BYTE GreenColormap[NUMCOLORMAPS*256];
int Near255;
static void FreeSpecialLights();;
FColorMatcher ColorMatcher;
/* Current color blending values */
int BlendR, BlendG, BlendB, BlendA;
static int STACK_ARGS sortforremap (const void *a, const void *b);
static int STACK_ARGS sortforremap2 (const void *a, const void *b);
/**************************/
/* Gamma correction stuff */
/**************************/
BYTE newgamma[256];
CUSTOM_CVAR (Float, Gamma, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self == 0.f)
{ // Gamma values of 0 are illegal.
self = 1.f;
return;
}
if (screen != NULL)
{
screen->SetGamma (self);
}
}
/****************************/
/* Palette management stuff */
/****************************/
extern "C"
{
BYTE BestColor_MMX (DWORD rgb, const DWORD *pal);
}
int BestColor (const uint32 *pal_in, int r, int g, int b, int first, int num)
{
#ifdef USEASM
if (CPU.bMMX)
{
int pre = 256 - num - first;
return BestColor_MMX (((first+pre)<<24)|(r<<16)|(g<<8)|b, pal_in-pre) - pre;
}
#endif
const PalEntry *pal = (const PalEntry *)pal_in;
int bestcolor = first;
int bestdist = 257*257+257*257+257*257;
for (int color = first; color < num; color++)
{
int dist = (r-pal[color].r)*(r-pal[color].r)+
(g-pal[color].g)*(g-pal[color].g)+
(b-pal[color].b)*(b-pal[color].b);
if (dist < bestdist)
{
if (dist == 0)
return color;
bestdist = dist;
bestcolor = color;
}
}
return bestcolor;
}
FPalette::FPalette ()
{
}
FPalette::FPalette (const BYTE *colors)
{
SetPalette (colors);
}
void FPalette::SetPalette (const BYTE *colors)
{
for (int i = 0; i < 256; i++, colors += 3)
{
BaseColors[i] = PalEntry (colors[0], colors[1], colors[2]);
Remap[i] = i;
}
// Find white and black from the original palette so that they can be
// used to make an educated guess of the translucency % for a BOOM
// translucency map.
WhiteIndex = BestColor ((DWORD *)BaseColors, 255, 255, 255);
BlackIndex = BestColor ((DWORD *)BaseColors, 0, 0, 0);
}
// In ZDoom's new texture system, color 0 is used as the transparent color.
// But color 0 is also a valid color for Doom engine graphics. What to do?
// Simple. The default palette for every game has at least one duplicate
// color, so find a duplicate pair of palette entries, make one of them a
// duplicate of color 0, and remap every graphic so that it uses that entry
// instead of entry 0.
void FPalette::MakeGoodRemap ()
{
PalEntry color0 = BaseColors[0];
int i;
// First try for an exact match of color 0. Only Hexen does not have one.
for (i = 1; i < 256; ++i)
{
if (BaseColors[i] == color0)
{
Remap[0] = i;
break;
}
}
// If there is no duplicate of color 0, find the first set of duplicate
// colors and make one of them a duplicate of color 0. In Hexen's PLAYPAL
// colors 209 and 229 are the only duplicates, but we cannot assume
// anything because the player might be using a custom PLAYPAL where those
// entries are not duplicates.
if (Remap[0] == 0)
{
PalEntry sortcopy[256];
for (i = 0; i < 256; ++i)
{
sortcopy[i] = BaseColors[i] | (i << 24);
}
qsort (sortcopy, 256, 4, sortforremap);
for (i = 255; i > 0; --i)
{
if ((sortcopy[i] & 0xFFFFFF) == (sortcopy[i-1] & 0xFFFFFF))
{
int new0 = sortcopy[i].a;
int dup = sortcopy[i-1].a;
if (new0 > dup)
{
// Make the lower-numbered entry a copy of color 0. (Just because.)
swap (new0, dup);
}
Remap[0] = new0;
Remap[new0] = dup;
BaseColors[new0] = color0;
break;
}
}
}
// If there were no duplicates, InitPalette() will remap color 0 to the
// closest matching color. Hopefully nobody will use a palette where all
// 256 entries are different. :-)
}
static int STACK_ARGS sortforremap (const void *a, const void *b)
{
return (*(const DWORD *)a & 0xFFFFFF) - (*(const DWORD *)b & 0xFFFFFF);
}
struct RemappingWork
{
DWORD Color;
BYTE Foreign; // 0 = local palette, 1 = foreign palette
BYTE PalEntry; // Entry # in the palette
BYTE Pad[2];
};
void FPalette::MakeRemap (const DWORD *colors, BYTE *remap, const BYTE *useful, int numcolors) const
{
RemappingWork workspace[255+256];
int i, j, k;
// Fill in workspace with the colors from the passed palette and this palette.
// By sorting this array, we can quickly find exact matches so that we can
// minimize the time spent calling BestColor for near matches.
for (i = 1; i < 256; ++i)
{
workspace[i-1].Color = DWORD(BaseColors[i]) & 0xFFFFFF;
workspace[i-1].Foreign = 0;
workspace[i-1].PalEntry = i;
}
for (i = k = 0, j = 255; i < numcolors; ++i)
{
if (useful == NULL || useful[i] != 0)
{
workspace[j].Color = colors[i] & 0xFFFFFF;
workspace[j].Foreign = 1;
workspace[j].PalEntry = i;
++j;
++k;
}
else
{
remap[i] = 0;
}
}
qsort (workspace, j, sizeof(RemappingWork), sortforremap2);
// Find exact matches
--j;
for (i = 0; i < j; ++i)
{
if (workspace[i].Foreign)
{
if (!workspace[i+1].Foreign && workspace[i].Color == workspace[i+1].Color)
{
remap[workspace[i].PalEntry] = workspace[i+1].PalEntry;
workspace[i].Foreign = 2;
++i;
--k;
}
}
}
// Find near matches
if (k > 0)
{
for (i = 0; i <= j; ++i)
{
if (workspace[i].Foreign == 1)
{
remap[workspace[i].PalEntry] = BestColor ((DWORD *)BaseColors,
RPART(workspace[i].Color), GPART(workspace[i].Color), BPART(workspace[i].Color),
0, 255);
}
}
}
}
static int STACK_ARGS sortforremap2 (const void *a, const void *b)
{
const RemappingWork *ap = (const RemappingWork *)a;
const RemappingWork *bp = (const RemappingWork *)b;
if (ap->Color == bp->Color)
{
return bp->Foreign - ap->Foreign;
}
else
{
return ap->Color - bp->Color;
}
}
static bool FixBuildPalette (BYTE *opal, int lump, bool blood)
{
if (Wads.LumpLength (lump) < 768)
{
return false;
}
FMemLump data = Wads.ReadLump (lump);
const BYTE *ipal = (const BYTE *)data.GetMem();
// Reverse the palette because BUILD used entry 255 as
// transparent, but we use 0 as transparent.
2006-05-16 02:50:18 +00:00
for (int c = 0; c < 768; c += 3)
{
if (!blood)
{
opal[c] = (ipal[765-c] << 2) | (ipal[765-c] >> 4);
opal[c+1] = (ipal[766-c] << 2) | (ipal[766-c] >> 4);
opal[c+2] = (ipal[767-c] << 2) | (ipal[767-c] >> 4);
}
else
{
opal[c] = ipal[765-c];
opal[c+1] = ipal[766-c];
opal[c+2] = ipal[767-c];
}
}
return true;
}
void InitPalette ()
{
BYTE pal[768];
BYTE *shade;
int c;
bool usingBuild = false;
int lump;
atterm (FreeSpecialLights);
if ((lump = Wads.CheckNumForFullName ("palette.dat")) >= 0 && Wads.LumpLength (lump) >= 768)
{
usingBuild = FixBuildPalette (pal, lump, false);
}
else if ((lump = Wads.CheckNumForFullName ("blood.pal")) >= 0 && Wads.LumpLength (lump) >= 768)
{
usingBuild = FixBuildPalette (pal, lump, true);
}
if (!usingBuild)
{
FWadLump palump = Wads.OpenLumpName ("PLAYPAL");
palump.Read (pal, 768);
}
GPalette.SetPalette (pal);
GPalette.MakeGoodRemap ();
ColorMatcher.SetPalette ((DWORD *)GPalette.BaseColors);
// The BUILD engine already has a transparent color, so it doesn't need any remapping.
if (!usingBuild)
{
if (GPalette.Remap[0] == 0)
{ // No duplicates, so settle for something close to color 0
GPalette.Remap[0] = BestColor ((DWORD *)GPalette.BaseColors,
GPalette.BaseColors[0].r, GPalette.BaseColors[0].g, GPalette.BaseColors[0].b, 1, 255);
}
}
NormalLight.Color = PalEntry (255, 255, 255);
NormalLight.Fade = 0;
// NormalLight.Maps is set by R_InitColormaps()
// build special maps (e.g. invulnerability)
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
int intensity;
// Doom invulnerability is an inverted grayscale
// Strife uses it when firing the Sigil
shade = InverseColormap;
for (c = 0; c < 256; c++)
{
intensity = (65535 -
(GPalette.BaseColors[c].r * 77 +
GPalette.BaseColors[c].g * 143 +
GPalette.BaseColors[c].b * 37)) >> 8;
*shade++ = ColorMatcher.Pick (intensity, intensity, intensity);
}
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
// Heretic invulnerability is a golden shade
shade = GoldColormap;
for (c = 0; c < 256; c++)
{
intensity = GPalette.BaseColors[c].r * 77 +
GPalette.BaseColors[c].g * 143 +
GPalette.BaseColors[c].b * 37;
*shade++ = ColorMatcher.Pick (
MIN (255, (intensity+intensity/2)>>8), intensity>>8, 0);
}
// [BC] Build the Doomsphere colormap. It is red!
shade = RedColormap;
for (c = 0; c < 256; c++)
{
intensity = ((GPalette.BaseColors[c].r * 77 +
GPalette.BaseColors[c].g * 143 +
GPalette.BaseColors[c].b * 37));
*shade++ = ColorMatcher.Pick (
MIN( 255, ( intensity + ( intensity / 2 )) >> 8 ), 0, 0 );
}
// [BC] Build the Guardsphere colormap. It's a greenish-white kind of thing.
shade = GreenColormap;
for (c = 0; c < 256; c++)
{
intensity = GPalette.BaseColors[c].r * 77 +
GPalette.BaseColors[c].g * 143 +
GPalette.BaseColors[c].b * 37;
*shade++ = ColorMatcher.Pick (
MIN( 255, ( intensity + ( intensity / 2 )) >> 8 ), MIN( 255, ( intensity + ( intensity / 2 )) >> 8 ), intensity>>8 );
}
}
extern "C"
{
void STACK_ARGS DoBlending_MMX (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
}
void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a)
{
if (a == 0)
{
if (from != to)
{
memcpy (to, from, count * sizeof(DWORD));
}
}
else if (a == 256)
{
DWORD t = MAKERGB(r,g,b);
int i;
for (i = 0; i < count; i++)
{
to[i] = t;
}
}
#ifdef USEASM
else if (CPU.bMMX && !(count & 1))
{
DoBlending_MMX (from, to, count, r, g, b, a);
}
#endif
else
{
int i, ia;
ia = 256 - a;
r *= a;
g *= a;
b *= a;
for (i = count; i > 0; i--, to++, from++)
{
to->r = (r + from->r*ia) >> 8;
to->g = (g + from->g*ia) >> 8;
to->b = (b + from->b*ia) >> 8;
}
}
}
void V_SetBlend (int blendr, int blendg, int blendb, int blenda)
{
// Don't do anything if the new blend is the same as the old
if (((blenda|BlendA) == 0) ||
(blendr == BlendR &&
blendg == BlendG &&
blendb == BlendB &&
blenda == BlendA))
return;
V_ForceBlend (blendr, blendg, blendb, blenda);
}
void V_ForceBlend (int blendr, int blendg, int blendb, int blenda)
{
BlendR = blendr;
BlendG = blendg;
BlendB = blendb;
BlendA = blenda;
screen->SetFlash (PalEntry (BlendR, BlendG, BlendB), BlendA);
}
CCMD (testblend)
{
FString colorstring;
int color;
float amt;
if (argv.argc() < 3)
{
Printf ("testblend <color> <amount>\n");
}
else
{
if ( !(colorstring = V_GetColorStringByName (argv[1])).IsEmpty() )
{
color = V_GetColorFromString (NULL, colorstring);
}
else
{
color = V_GetColorFromString (NULL, argv[1]);
}
amt = (float)atof (argv[2]);
if (amt > 1.0f)
amt = 1.0f;
else if (amt < 0.0f)
amt = 0.0f;
BaseBlendR = RPART(color);
BaseBlendG = GPART(color);
BaseBlendB = BPART(color);
BaseBlendA = amt;
}
}
CCMD (testfade)
{
FString colorstring;
DWORD 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);
}
}
/****** Colorspace Conversion Functions ******/
// Code from http://www.cs.rit.edu/~yxv4997/t_convert.html
// r,g,b values are from 0 to 1
// h = [0,360], s = [0,1], v = [0,1]
// if s == 0, then h = -1 (undefined)
// Green Doom guy colors:
// RGB - 0: { .46 1 .429 } 7: { .254 .571 .206 } 15: { .0317 .0794 .0159 }
// HSV - 0: { 116.743 .571 1 } 7: { 112.110 .639 .571 } 15: { 105.071 .800 .0794 }
void RGBtoHSV (float r, float g, float b, float *h, float *s, float *v)
{
float min, max, delta, foo;
if (r == g && g == b)
{
*h = 0;
*s = 0;
*v = r;
return;
}
foo = r < g ? r : g;
min = (foo < b) ? foo : b;
foo = r > g ? r : g;
max = (foo > b) ? foo : b;
*v = max; // v
delta = max - min;
*s = delta / max; // s
if (r == max)
*h = (g - b) / delta; // between yellow & magenta
else if (g == max)
*h = 2 + (b - r) / delta; // between cyan & yellow
else
*h = 4 + (r - g) / delta; // between magenta & cyan
*h *= 60; // degrees
if (*h < 0)
*h += 360;
}
void HSVtoRGB (float *r, float *g, float *b, float h, float s, float v)
{
int i;
float f, p, q, t;
if (s == 0)
{ // achromatic (grey)
*r = *g = *b = v;
return;
}
h /= 60; // sector 0 to 5
i = (int)floor (h);
f = h - i; // factorial part of h
p = v * (1 - s);
q = v * (1 - s * f);
t = v * (1 - s * (1 - f));
switch (i)
{
case 0: *r = v; *g = t; *b = p; break;
case 1: *r = q; *g = v; *b = p; break;
case 2: *r = p; *g = v; *b = t; break;
case 3: *r = p; *g = q; *b = v; break;
case 4: *r = t; *g = p; *b = v; break;
default: *r = v; *g = p; *b = q; break;
}
}
/****** 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 (screen->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;
}
}
// 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 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]
if( desaturate > 255 )
desaturate = 255;
else if ( desaturate < 0 )
desaturate = 0;
Desaturate = desaturate;
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 (screen->UsesColormap())
{
FDynamicColormap *cm;
for (cm = &NormalLight; cm != NULL; cm = cm->Next)
{
if (cm->Maps == NULL)
{
cm->Maps = new BYTE[NUMCOLORMAPS*256];
cm->BuildLights ();
}
}
}
}
CCMD (testcolor)
{
FString colorstring;
DWORD 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);
}
}