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575 lines
14 KiB
C++
575 lines
14 KiB
C++
/*
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** v_palette.cpp
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** Automatic colormap generation for "colored lights", etc.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "g_level.h"
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#ifdef _WIN32
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#include <io.h>
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#else
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#define O_BINARY 0
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#endif
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#include "templates.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "i_video.h"
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#include "c_dispatch.h"
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#include "st_stuff.h"
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#include "x86.h"
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#include "g_levellocals.h"
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FPalette GPalette;
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FColorMatcher ColorMatcher;
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/* Current color blending values */
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int BlendR, BlendG, BlendB, BlendA;
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static int sortforremap (const void *a, const void *b);
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static int sortforremap2 (const void *a, const void *b);
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/**************************/
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/* Gamma correction stuff */
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/**************************/
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uint8_t newgamma[256];
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CUSTOM_CVAR (Float, Gamma, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (self == 0.f)
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{ // Gamma values of 0 are illegal.
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self = 1.f;
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return;
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}
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if (screen != NULL)
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{
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screen->SetGamma ();
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}
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}
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CCMD (bumpgamma)
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{
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// [RH] Gamma correction tables are now generated on the fly for *any* gamma level
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// Q: What are reasonable limits to use here?
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float newgamma = Gamma + 0.1f;
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if (newgamma > 3.0)
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newgamma = 1.0;
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Gamma = newgamma;
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Printf ("Gamma correction level %g\n", *Gamma);
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}
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/****************************/
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/* Palette management stuff */
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/****************************/
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int BestColor (const uint32_t *pal_in, int r, int g, int b, int first, int num)
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{
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const PalEntry *pal = (const PalEntry *)pal_in;
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int bestcolor = first;
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int bestdist = 257 * 257 + 257 * 257 + 257 * 257;
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for (int color = first; color < num; color++)
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{
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int x = r - pal[color].r;
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int y = g - pal[color].g;
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int z = b - pal[color].b;
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int dist = x*x + y*y + z*z;
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if (dist < bestdist)
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{
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if (dist == 0)
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return color;
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bestdist = dist;
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bestcolor = color;
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}
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}
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return bestcolor;
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}
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// [SP] Re-implemented BestColor for more precision rather than speed. This function is only ever called once until the game palette is changed.
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int PTM_BestColor (const uint32_t *pal_in, int r, int g, int b, bool reverselookup, float powtable_val, int first, int num)
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{
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const PalEntry *pal = (const PalEntry *)pal_in;
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static double powtable[256];
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static bool firstTime = true;
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static float trackpowtable = 0.;
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double fbestdist = DBL_MAX, fdist;
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int bestcolor = 0;
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if (firstTime || trackpowtable != powtable_val)
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{
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auto pt = powtable_val;
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trackpowtable = pt;
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firstTime = false;
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for (int x = 0; x < 256; x++) powtable[x] = pow((double)x/255, (double)pt);
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}
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for (int color = first; color < num; color++)
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{
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double x = powtable[abs(r-pal[color].r)];
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double y = powtable[abs(g-pal[color].g)];
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double z = powtable[abs(b-pal[color].b)];
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fdist = x + y + z;
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if (color == first || (reverselookup?(fdist <= fbestdist):(fdist < fbestdist)))
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{
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if (fdist == 0 && !reverselookup)
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return color;
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fbestdist = fdist;
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bestcolor = color;
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}
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}
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return bestcolor;
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}
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FPalette::FPalette ()
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{
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}
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FPalette::FPalette (const uint8_t *colors)
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{
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SetPalette (colors);
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}
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void FPalette::SetPalette (const uint8_t *colors)
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{
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for (int i = 0; i < 256; i++, colors += 3)
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{
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BaseColors[i] = PalEntry (colors[0], colors[1], colors[2]);
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Remap[i] = i;
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}
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// Find white and black from the original palette so that they can be
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// used to make an educated guess of the translucency % for a BOOM
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// translucency map.
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WhiteIndex = BestColor ((uint32_t *)BaseColors, 255, 255, 255, 0, 255);
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BlackIndex = BestColor ((uint32_t *)BaseColors, 0, 0, 0, 0, 255);
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}
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// In ZDoom's new texture system, color 0 is used as the transparent color.
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// But color 0 is also a valid color for Doom engine graphics. What to do?
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// Simple. The default palette for every game has at least one duplicate
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// color, so find a duplicate pair of palette entries, make one of them a
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// duplicate of color 0, and remap every graphic so that it uses that entry
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// instead of entry 0.
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void FPalette::MakeGoodRemap ()
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{
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PalEntry color0 = BaseColors[0];
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int i;
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// First try for an exact match of color 0. Only Hexen does not have one.
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for (i = 1; i < 256; ++i)
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{
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if (BaseColors[i] == color0)
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{
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Remap[0] = i;
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break;
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}
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}
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// If there is no duplicate of color 0, find the first set of duplicate
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// colors and make one of them a duplicate of color 0. In Hexen's PLAYPAL
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// colors 209 and 229 are the only duplicates, but we cannot assume
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// anything because the player might be using a custom PLAYPAL where those
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// entries are not duplicates.
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if (Remap[0] == 0)
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{
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PalEntry sortcopy[256];
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for (i = 0; i < 256; ++i)
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{
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sortcopy[i] = BaseColors[i] | (i << 24);
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}
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qsort (sortcopy, 256, 4, sortforremap);
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for (i = 255; i > 0; --i)
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{
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if ((sortcopy[i] & 0xFFFFFF) == (sortcopy[i-1] & 0xFFFFFF))
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{
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int new0 = sortcopy[i].a;
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int dup = sortcopy[i-1].a;
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if (new0 > dup)
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{
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// Make the lower-numbered entry a copy of color 0. (Just because.)
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swapvalues (new0, dup);
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}
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Remap[0] = new0;
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Remap[new0] = dup;
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BaseColors[new0] = color0;
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break;
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}
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}
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}
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// If there were no duplicates, InitPalette() will remap color 0 to the
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// closest matching color. Hopefully nobody will use a palette where all
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// 256 entries are different. :-)
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}
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static int sortforremap (const void *a, const void *b)
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{
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return (*(const uint32_t *)a & 0xFFFFFF) - (*(const uint32_t *)b & 0xFFFFFF);
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}
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struct RemappingWork
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{
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uint32_t Color;
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uint8_t Foreign; // 0 = local palette, 1 = foreign palette
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uint8_t PalEntry; // Entry # in the palette
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uint8_t Pad[2];
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};
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void FPalette::MakeRemap (const uint32_t *colors, uint8_t *remap, const uint8_t *useful, int numcolors) const
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{
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RemappingWork workspace[255+256];
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int i, j, k;
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// Fill in workspace with the colors from the passed palette and this palette.
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// By sorting this array, we can quickly find exact matches so that we can
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// minimize the time spent calling BestColor for near matches.
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for (i = 1; i < 256; ++i)
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{
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workspace[i-1].Color = uint32_t(BaseColors[i]) & 0xFFFFFF;
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workspace[i-1].Foreign = 0;
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workspace[i-1].PalEntry = i;
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}
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for (i = k = 0, j = 255; i < numcolors; ++i)
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{
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if (useful == NULL || useful[i] != 0)
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{
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workspace[j].Color = colors[i] & 0xFFFFFF;
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workspace[j].Foreign = 1;
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workspace[j].PalEntry = i;
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++j;
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++k;
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}
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else
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{
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remap[i] = 0;
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}
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}
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qsort (workspace, j, sizeof(RemappingWork), sortforremap2);
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// Find exact matches
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--j;
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for (i = 0; i < j; ++i)
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{
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if (workspace[i].Foreign)
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{
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if (!workspace[i+1].Foreign && workspace[i].Color == workspace[i+1].Color)
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{
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remap[workspace[i].PalEntry] = workspace[i+1].PalEntry;
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workspace[i].Foreign = 2;
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++i;
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--k;
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}
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}
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}
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// Find near matches
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if (k > 0)
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{
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for (i = 0; i <= j; ++i)
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{
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if (workspace[i].Foreign == 1)
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{
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remap[workspace[i].PalEntry] = BestColor ((uint32_t *)BaseColors,
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RPART(workspace[i].Color), GPART(workspace[i].Color), BPART(workspace[i].Color),
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1, 255);
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}
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}
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}
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}
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static int sortforremap2 (const void *a, const void *b)
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{
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const RemappingWork *ap = (const RemappingWork *)a;
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const RemappingWork *bp = (const RemappingWork *)b;
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if (ap->Color == bp->Color)
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{
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return bp->Foreign - ap->Foreign;
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}
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else
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{
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return ap->Color - bp->Color;
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}
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}
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void ReadPalette(int lumpnum, uint8_t *buffer)
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{
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if (lumpnum < 0)
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{
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I_FatalError("Palette not found");
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}
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FMemLump lump = Wads.ReadLump(lumpnum);
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uint8_t *lumpmem = (uint8_t*)lump.GetMem();
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memset(buffer, 0, 768);
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if (memcmp(lumpmem, "JASC-PAL", 8))
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{
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memcpy(buffer, lumpmem, MIN<size_t>(768, lump.GetSize()));
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}
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else
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{
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FScanner sc;
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sc.OpenMem(Wads.GetLumpFullName(lumpnum), (char*)lumpmem, int(lump.GetSize()));
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sc.MustGetString();
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sc.MustGetNumber(); // version - ignore
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sc.MustGetNumber();
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int colors = MIN(256, sc.Number) * 3;
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for (int i = 0; i < colors; i++)
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{
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sc.MustGetNumber();
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if (sc.Number < 0 || sc.Number > 255)
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{
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sc.ScriptError("Color %d value out of range.", sc.Number);
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}
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buffer[i] = sc.Number;
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}
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}
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}
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void InitPalette ()
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{
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uint8_t pal[768];
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ReadPalette(Wads.CheckNumForName("PLAYPAL"), pal);
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GPalette.SetPalette (pal);
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GPalette.MakeGoodRemap ();
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ColorMatcher.SetPalette ((uint32_t *)GPalette.BaseColors);
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if (GPalette.Remap[0] == 0)
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{ // No duplicates, so settle for something close to color 0
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GPalette.Remap[0] = BestColor ((uint32_t *)GPalette.BaseColors,
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GPalette.BaseColors[0].r, GPalette.BaseColors[0].g, GPalette.BaseColors[0].b, 1, 255);
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}
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// Colormaps have to be initialized before actors are loaded,
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// otherwise Powerup.Colormap will not work.
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R_InitColormaps ();
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}
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void DoBlending_SSE2 (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
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void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a)
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{
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if (a == 0)
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{
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if (from != to)
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{
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memcpy (to, from, count * sizeof(uint32_t));
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}
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return;
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}
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else if (a == 256)
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{
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uint32_t t = MAKERGB(r,g,b);
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int i;
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for (i = 0; i < count; i++)
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{
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to[i] = t;
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}
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return;
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}
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#if defined(_M_X64) || defined(_M_IX86) || defined(__i386__) || defined(__amd64__)
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else if (count >= 4)
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{
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int not3count = count & ~3;
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DoBlending_SSE2 (from, to, not3count, r, g, b, a);
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count &= 3;
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if (count <= 0)
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{
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return;
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}
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from += not3count;
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to += not3count;
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}
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#endif
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int i, ia;
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ia = 256 - a;
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r *= a;
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g *= a;
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b *= a;
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for (i = count; i > 0; i--, to++, from++)
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{
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to->r = (r + from->r * ia) >> 8;
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to->g = (g + from->g * ia) >> 8;
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to->b = (b + from->b * ia) >> 8;
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}
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}
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void V_SetBlend (int blendr, int blendg, int blendb, int blenda)
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{
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// Don't do anything if the new blend is the same as the old
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if (((blenda|BlendA) == 0) ||
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(blendr == BlendR &&
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blendg == BlendG &&
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blendb == BlendB &&
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blenda == BlendA))
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return;
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V_ForceBlend (blendr, blendg, blendb, blenda);
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}
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void V_ForceBlend (int blendr, int blendg, int blendb, int blenda)
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{
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BlendR = blendr;
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BlendG = blendg;
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BlendB = blendb;
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BlendA = blenda;
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screen->SetFlash (PalEntry (BlendR, BlendG, BlendB), BlendA);
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}
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CCMD (testblend)
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{
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FString colorstring;
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int color;
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float amt;
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if (argv.argc() < 3)
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{
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Printf ("testblend <color> <amount>\n");
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}
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else
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{
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if ( !(colorstring = V_GetColorStringByName (argv[1])).IsEmpty() )
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{
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color = V_GetColorFromString (NULL, colorstring);
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}
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else
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{
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color = V_GetColorFromString (NULL, argv[1]);
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}
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amt = (float)atof (argv[2]);
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if (amt > 1.0f)
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amt = 1.0f;
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else if (amt < 0.0f)
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amt = 0.0f;
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BaseBlendR = RPART(color);
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BaseBlendG = GPART(color);
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BaseBlendB = BPART(color);
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BaseBlendA = amt;
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}
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}
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/****** Colorspace Conversion Functions ******/
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// Code from http://www.cs.rit.edu/~yxv4997/t_convert.html
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// r,g,b values are from 0 to 1
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// h = [0,360], s = [0,1], v = [0,1]
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// if s == 0, then h = -1 (undefined)
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// Green Doom guy colors:
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// RGB - 0: { .46 1 .429 } 7: { .254 .571 .206 } 15: { .0317 .0794 .0159 }
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// HSV - 0: { 116.743 .571 1 } 7: { 112.110 .639 .571 } 15: { 105.071 .800 .0794 }
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void RGBtoHSV (float r, float g, float b, float *h, float *s, float *v)
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{
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float min, max, delta, foo;
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if (r == g && g == b)
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{
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*h = 0;
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*s = 0;
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*v = r;
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return;
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}
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foo = r < g ? r : g;
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min = (foo < b) ? foo : b;
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foo = r > g ? r : g;
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max = (foo > b) ? foo : b;
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*v = max; // v
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delta = max - min;
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*s = delta / max; // s
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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;
|
|
}
|
|
}
|
|
|