/* ** r_translate.cpp ** Translatioo table handling ** **--------------------------------------------------------------------------- ** 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 "templates.h" #include "m_alloc.h" #include "r_draw.h" #include "r_translate.h" #include "v_video.h" #include "g_game.h" #include "gi.h" #include "stats.h" TArray translationtables[NUM_TRANSLATION_TABLES]; /****************************************************/ /****************************************************/ FRemapTable::FRemapTable(int count) { assert(count <= 256); Alloc(count); // Note that the tables are left uninitialized. It is assumed that // the caller will do that next, if only by calling MakeIdentity(). } FRemapTable::~FRemapTable() { Free(); } void FRemapTable::Alloc(int count) { Remap = (BYTE *)M_Malloc(count*sizeof(*Remap) + count*sizeof(*Palette)); assert (Remap != NULL); Palette = (PalEntry *)(Remap + count*(sizeof(*Remap))); Native = NULL; NumEntries = count; } void FRemapTable::Free() { KillNative(); if (Remap != NULL) { free(Remap); Remap = NULL; Palette = NULL; NumEntries = 0; } } FRemapTable::FRemapTable(const FRemapTable &o) { Remap = NULL; Native = NULL; NumEntries = 0; operator= (o); } FRemapTable &FRemapTable::operator=(const FRemapTable &o) { if (&o == this) { return *this; } if (o.NumEntries != NumEntries) { Free(); } if (Remap == NULL) { Alloc(o.NumEntries); } memcpy(Remap, o.Remap, NumEntries*sizeof(*Remap) + NumEntries*sizeof(*Palette)); return *this; } bool FRemapTable::operator==(const FRemapTable &o) { // Two translations are identical when they have the same amount of colors // and the palette values for both are identical. if (&o == this) return true; if (o.NumEntries != NumEntries) return false; return !memcmp(o.Palette, Palette, NumEntries * sizeof(*Palette)); } void FRemapTable::Serialize(FArchive &arc) { int n = NumEntries; arc << NumEntries; if (arc.IsStoring()) { arc.Write (Remap, NumEntries); } else { if (n != NumEntries) { Free(); Alloc(NumEntries); } arc.Read (Remap, NumEntries); } for (int j = 0; j < NumEntries; ++j) { arc << Palette[j].r << Palette[j].g << Palette[j].b; } } void FRemapTable::MakeIdentity() { int i; for (i = 0; i < NumEntries; ++i) { Remap[i] = i; } for (i = 0; i < NumEntries; ++i) { Palette[i] = GPalette.BaseColors[i]; } } bool FRemapTable::IsIdentity() const { for (int j = 0; j < 256; ++j) { if (Remap[j] != j) { return false; } } return true; } void FRemapTable::KillNative() { if (Native != NULL) { delete Native; Native = NULL; } } void FRemapTable::UpdateNative() { if (Native != NULL) { Native->Update(); } } FNativeTexture *FRemapTable::GetNative() { if (Native == NULL) { Native = screen->CreatePalette(this); } return Native; } void FRemapTable::AddIndexRange(int start, int end, int pal1, int pal2) { fixed_t palcol, palstep; if (start > end) { swap (start, end); swap (pal1, pal2); } else if (start == end) { Remap[start] = pal1; Palette[start] = GPalette.BaseColors[pal1]; return; } palcol = pal1 << FRACBITS; palstep = ((pal2 << FRACBITS) - palcol) / (end - start); for (int i = start; i <= end; palcol += palstep, ++i) { Remap[i] = palcol >> FRACBITS; Palette[i] = GPalette.BaseColors[palcol >> FRACBITS]; } } void FRemapTable::AddColorRange(int start, int end, int _r1,int _g1, int _b1, int _r2, int _g2, int _b2) { fixed_t r1 = _r1 << FRACBITS; fixed_t g1 = _g1 << FRACBITS; fixed_t b1 = _b1 << FRACBITS; fixed_t r2 = _r2 << FRACBITS; fixed_t g2 = _g2 << FRACBITS; fixed_t b2 = _b2 << FRACBITS; fixed_t r, g, b; fixed_t rs, gs, bs; if (start > end) { swap (start, end); r = r2; g = g2; b = b2; rs = r1 - r2; gs = g1 - g2; bs = b1 - b2; } else { r = r1; g = g1; b = b1; rs = r2 - r1; gs = g2 - g1; bs = b2 - b1; } if (start == end) { Remap[start] = ColorMatcher.Pick (r >> FRACBITS, g >> FRACBITS, b >> FRACBITS); Palette[start] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS); } else { rs /= (end - start); gs /= (end - start); bs /= (end - start); for (int i = start; i <= end; ++i) { Remap[i] = ColorMatcher.Pick (r >> FRACBITS, g >> FRACBITS, b >> FRACBITS); Palette[i] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS); r += rs; g += gs; b += bs; } } } FRemapTable *TranslationToTable(int translation) { unsigned int type = GetTranslationType(translation); unsigned int index = GetTranslationIndex(translation); TArray *slots; if (type <= 0 || type >= NUM_TRANSLATION_TABLES) { return NULL; } slots = &translationtables[type]; if (index >= slots->Size()) { return NULL; } return slots->operator[](index); } static void PushIdentityTable(int slot) { FRemapTable *table = new FRemapTable; table->MakeIdentity(); translationtables[slot].Push(table); } // // R_InitTranslationTables // Creates the translation tables to map the green color ramp to gray, // brown, red. Assumes a given structure of the PLAYPAL. // void R_InitTranslationTables () { int i, j; // Each player gets two translations. Doom and Strife don't use the // extra ones, but Heretic and Hexen do. These are set up during // netgame arbitration and as-needed, so they just get to be identity // maps until then so they won't be invalid. for (i = 0; i < MAXPLAYERS; ++i) { PushIdentityTable(TRANSLATION_Players); PushIdentityTable(TRANSLATION_PlayersExtra); } // The menu player also gets a separate translation table PushIdentityTable(TRANSLATION_Players); // The three standard translations from Doom or Heretic (seven for Strife), // plus the generic ice translation. for (i = 0; i < 8; ++i) { PushIdentityTable(TRANSLATION_Standard); } // Each player corpse has its own translation so they won't change // color if the player who created them changes theirs. for (i = 0; i < BODYQUESIZE; ++i) { PushIdentityTable(TRANSLATION_PlayerCorpses); } // Create the standard translation tables if (gameinfo.gametype == GAME_Doom) { for (i = 0x70; i < 0x80; i++) { // map green ramp to gray, brown, red translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x60 + (i&0xf); translationtables[TRANSLATION_Standard][1]->Remap[i] = 0x40 + (i&0xf); translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x20 + (i&0xf); translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[0x60 + (i&0xf)]; translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[0x40 + (i&0xf)]; translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[0x20 + (i&0xf)]; } } else if (gameinfo.gametype == GAME_Heretic) { for (i = 225; i <= 240; i++) { translationtables[TRANSLATION_Standard][0]->Remap[i] = 114+(i-225); // yellow translationtables[TRANSLATION_Standard][1]->Remap[i] = 145+(i-225); // red translationtables[TRANSLATION_Standard][2]->Remap[i] = 190+(i-225); // blue translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[114+(i-225)]; translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[145+(i-225)]; translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[190+(i-225)]; } } else if (gameinfo.gametype == GAME_Strife) { for (i = 0x20; i <= 0x3F; ++i) { translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 0x20; translationtables[TRANSLATION_Standard][1]->Remap[i] = i - 0x20; translationtables[TRANSLATION_Standard][2]->Remap[i] = 0xD0 + (i&0xf); translationtables[TRANSLATION_Standard][3]->Remap[i] = 0xD0 + (i&0xf); translationtables[TRANSLATION_Standard][4]->Remap[i] = i - 0x20; translationtables[TRANSLATION_Standard][5]->Remap[i] = i - 0x20; translationtables[TRANSLATION_Standard][6]->Remap[i] = i - 0x20; } for (i = 0x50; i <= 0x5F; ++i) { // Merchant hair translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x80 + (i&0xf); translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x10 + (i&0xf); translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x40 + (i&0xf); } for (i = 0x80; i <= 0x8F; ++i) { translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x40 + (i&0xf); // red translationtables[TRANSLATION_Standard][1]->Remap[i] = 0xB0 + (i&0xf); // rust translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x10 + (i&0xf); // gray translationtables[TRANSLATION_Standard][3]->Remap[i] = 0x30 + (i&0xf); // dark green translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x50 + (i&0xf); // gold translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x60 + (i&0xf); // bright green translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x90 + (i&0xf); // blue } for (i = 0xC0; i <= 0xCF; ++i) { translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xA0 + (i&0xf); translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x20 + (i&0xf); translationtables[TRANSLATION_Standard][6]->Remap[i] = (i&0xf); } translationtables[TRANSLATION_Standard][6]->Remap[0xC0] = 1; for (i = 0xD0; i <= 0xDF; ++i) { translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xB0 + (i&0xf); translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x30 + (i&0xf); translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x10 + (i&0xf); } for (i = 0xF1; i <= 0xF6; ++i) { translationtables[TRANSLATION_Standard][0]->Remap[i] = 0xDF + (i&0xf); } for (i = 0xF7; i <= 0xFB; ++i) { translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 6; } for (i = 0; i < 7; ++i) { for (int j = 0x20; j <= 0xFB; ++j) { translationtables[TRANSLATION_Standard][i]->Palette[j] = GPalette.BaseColors[translationtables[TRANSLATION_Standard][i]->Remap[j]]; } } } // Create the ice translation table, based on Hexen's. Alas, the standard // Doom palette has no good substitutes for these bluish-tinted grays, so // they will just look gray unless you use a different PLAYPAL with Doom. static const BYTE IcePalette[16][3] = { { 10, 8, 18 }, { 15, 15, 26 }, { 20, 16, 36 }, { 30, 26, 46 }, { 40, 36, 57 }, { 50, 46, 67 }, { 59, 57, 78 }, { 69, 67, 88 }, { 79, 77, 99 }, { 89, 87,109 }, { 99, 97,120 }, { 109,107,130 }, { 118,118,141 }, { 128,128,151 }, { 138,138,162 }, { 148,148,172 } }; BYTE IcePaletteRemap[16]; for (i = 0; i < 16; ++i) { IcePaletteRemap[i] = ColorMatcher.Pick (IcePalette[i][0], IcePalette[i][1], IcePalette[i][2]); } FRemapTable *remap = translationtables[TRANSLATION_Standard][7]; for (i = 0; i < 256; ++i) { int r = GPalette.BaseColors[i].r; int g = GPalette.BaseColors[i].g; int b = GPalette.BaseColors[i].b; int v = (r*77 + g*143 + b*37) >> 12; remap->Remap[i] = IcePaletteRemap[v]; remap->Palette[i] = PalEntry(IcePalette[v][0], IcePalette[v][1], IcePalette[v][2]); } // set up shading tables for shaded columns // 16 colormap sets, progressing from full alpha to minimum visible alpha BYTE *table = shadetables; // Full alpha for (i = 0; i < 16; ++i) { 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 (v, 64); } table += 256; } } } 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(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)); } // [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); }