/* ** 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 #include #include #include #ifdef _WIN32 #include #else #include #define O_BINARY 0 #endif #include #include "templates.h" #include "v_video.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" #include "x86.h" #include "colormatcher.h" #include "v_palette.h" extern "C" { FDynamicColormap NormalLight; } FPalette GPalette; TArray 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(); 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); } } CCMD (bumpgamma) { // [RH] Gamma correction tables are now generated // on the fly for *any* gamma level. // Q: What are reasonable limits to use here? float newgamma = Gamma + 0.1f; if (newgamma > 3.0) newgamma = 1.0; Gamma = newgamma; Printf ("Gamma correction level %g\n", *Gamma); } /****************************/ /* 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 X86_ASM 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 x = r - pal[color].r; int y = g - pal[color].g; int z = b - pal[color].b; int dist = x*x + y*y + z*z; 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.) swapvalues (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), 1, 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. 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; } 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; iColorizeStart[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; } void InitPalette () { BYTE pal[768]; int c; bool usingBuild = false; int lump; atterm (FreeSpecialLights); 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 default special maps (e.g. invulnerability) SpecialColormaps.Clear(); 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 for(int m = 0; m < 31; m++) { BYTE *shade = DesaturateColormap[m]; for (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); } } } extern "C" void STACK_ARGS DoBlending_MMX (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a); extern void DoBlending_SSE2 (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; } } #if defined(_M_X64) || defined(_M_IX86) || defined(__i386__) || defined(__amd64__) else if (CPU.bSSE2) { if (count >= 4) { int not3count = count & ~3; DoBlending_SSE2 (from, to, not3count, r, g, b, a); count &= 3; if (count <= 0) { return; } from += not3count; to += not3count; } } #endif #ifdef X86_ASM else if (CPU.bMMX) { if (count >= 4) { int not3count = count & ~3; DoBlending_MMX (from, to, not3count, r, g, b, a); count &= 3; if (count <= 0) { return; } from += not3count; to += not3count; } } #endif 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 \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 \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; } 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] 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 [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); } }