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https://github.com/ZDoom/gzdoom.git
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5fa63c396d
This allowed to remove a lot of bad pointer voodoo in the music loader, because the new class does not allow duplication of the reader object
319 lines
8.8 KiB
C++
319 lines
8.8 KiB
C++
/*
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** colormaps.cpp
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** common Colormap handling
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 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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*/
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#include <stddef.h>
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#include <string.h>
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#include <math.h>
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#include <float.h>
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#include "i_system.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "r_sky.h"
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#include "c_dispatch.h"
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#include "sc_man.h"
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#include "v_text.h"
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#include "st_start.h"
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#include "doomstat.h"
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#include "v_palette.h"
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#include "colormatcher.h"
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#include "colormaps.h"
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#include "v_video.h"
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#include "templates.h"
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#include "r_utility.h"
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#include "r_renderer.h"
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TArray<FakeCmap> fakecmaps;
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TArray<FSpecialColormap> SpecialColormaps;
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uint8_t DesaturateColormap[31][256];
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struct FSpecialColormapParameters
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{
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float Start[3], End[3];
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};
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static FSpecialColormapParameters SpecialColormapParms[] =
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{
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// Doom invulnerability is an inverted grayscale.
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// Strife uses it when firing the Sigil
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{ { 1, 1, 1 }, { 0, 0, 0 } },
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// Heretic invulnerability is a golden shade.
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{ { 0, 0, 0 }, { 1.5, 0.75, 0 }, },
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// [BC] Build the Doomsphere colormap. It is red!
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{ { 0, 0, 0 }, { 1.5, 0, 0 } },
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// [BC] Build the Guardsphere colormap. It's a greenish-white kind of thing.
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{ { 0, 0, 0 }, { 1.25, 1.5, 1 } },
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// Build a blue colormap.
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{ { 0, 0, 0 }, { 0, 0, 1.5 } },
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};
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static void FreeSpecialLights();
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b2)
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{
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// Clamp these in range for the hardware shader.
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r1 = clamp(r1, 0.0f, 2.0f);
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g1 = clamp(g1, 0.0f, 2.0f);
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b1 = clamp(b1, 0.0f, 2.0f);
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r2 = clamp(r2, 0.0f, 2.0f);
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g2 = clamp(g2, 0.0f, 2.0f);
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b2 = clamp(b2, 0.0f, 2.0f);
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for(unsigned i=0; i<SpecialColormaps.Size(); i++)
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{
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// Avoid precision issues here when trying to find a proper match.
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if (fabs(SpecialColormaps[i].ColorizeStart[0]- r1) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeStart[1]- g1) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeStart[2]- b1) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeEnd[0]- r2) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeEnd[1]- g2) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeEnd[2]- b2) < FLT_EPSILON)
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{
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return i; // The map already exists
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}
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}
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FSpecialColormap *cm = &SpecialColormaps[SpecialColormaps.Reserve(1)];
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cm->ColorizeStart[0] = float(r1);
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cm->ColorizeStart[1] = float(g1);
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cm->ColorizeStart[2] = float(b1);
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cm->ColorizeEnd[0] = float(r2);
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cm->ColorizeEnd[1] = float(g2);
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cm->ColorizeEnd[2] = float(b2);
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r2 -= r1;
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g2 -= g1;
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b2 -= b1;
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r1 *= 255;
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g1 *= 255;
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b1 *= 255;
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for (int c = 0; c < 256; c++)
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{
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double intensity = (GPalette.BaseColors[c].r * 77 +
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GPalette.BaseColors[c].g * 143 +
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GPalette.BaseColors[c].b * 37) / 256.0;
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PalEntry pe = PalEntry( MIN(255, int(r1 + intensity*r2)),
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MIN(255, int(g1 + intensity*g2)),
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MIN(255, int(b1 + intensity*b2)));
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cm->Colormap[c] = ColorMatcher.Pick(pe);
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}
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// This table is used by the texture composition code
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for(int i = 0;i < 256; i++)
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{
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cm->GrayscaleToColor[i] = PalEntry( MIN(255, int(r1 + i*r2)),
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MIN(255, int(g1 + i*g2)),
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MIN(255, int(b1 + i*b2)));
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}
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return SpecialColormaps.Size() - 1;
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}
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//==========================================================================
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//
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// R_DeinitColormaps
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//
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//==========================================================================
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void R_DeinitColormaps ()
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{
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SpecialColormaps.Clear();
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fakecmaps.Clear();
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}
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//==========================================================================
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//
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// R_InitColormaps
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//
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//==========================================================================
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void R_InitColormaps ()
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{
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// [RH] Try and convert BOOM colormaps into blending values.
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// This is a really rough hack, but it's better than
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// not doing anything with them at all (right?)
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FakeCmap cm;
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R_DeinitColormaps();
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cm.name[0] = 0;
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cm.blend = 0;
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fakecmaps.Push(cm);
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uint32_t NumLumps = Wads.GetNumLumps();
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for (uint32_t i = 0; i < NumLumps; i++)
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{
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if (Wads.GetLumpNamespace(i) == ns_colormaps)
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{
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char name[9];
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name[8] = 0;
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Wads.GetLumpName (name, i);
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if (Wads.CheckNumForName (name, ns_colormaps) == (int)i)
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{
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strncpy(cm.name, name, 8);
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cm.blend = 0;
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cm.lump = i;
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fakecmaps.Push(cm);
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}
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}
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}
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int rr = 0, gg = 0, bb = 0;
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for(int x=0;x<256;x++)
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{
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rr += GPalette.BaseColors[x].r;
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gg += GPalette.BaseColors[x].g;
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bb += GPalette.BaseColors[x].b;
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}
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rr >>= 8;
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gg >>= 8;
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bb >>= 8;
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int palette_brightness = (rr*77 + gg*143 + bb*35) / 255;
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// To calculate the blend it will just average the colors of the first map
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if (fakecmaps.Size() > 1)
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{
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uint8_t map[256];
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for (unsigned j = 1; j < fakecmaps.Size(); j++)
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{
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if (Wads.LumpLength (fakecmaps[j].lump) >= 256)
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{
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int k, r, g, b;
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auto lump = Wads.OpenLumpReader (fakecmaps[j].lump);
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lump.Read(map, 256);
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r = g = b = 0;
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for (k = 0; k < 256; k++)
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{
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r += GPalette.BaseColors[map[k]].r;
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g += GPalette.BaseColors[map[k]].g;
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b += GPalette.BaseColors[map[k]].b;
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}
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r /= 256;
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g /= 256;
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b /= 256;
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// The calculated average is too dark so brighten it according to the palettes's overall brightness
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int maxcol = MAX<int>(MAX<int>(palette_brightness, r), MAX<int>(g, b));
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fakecmaps[j].blend = PalEntry (255, r * 255 / maxcol, g * 255 / maxcol, b * 255 / maxcol);
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}
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}
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}
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// build default special maps (e.g. invulnerability)
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for (unsigned i = 0; i < countof(SpecialColormapParms); ++i)
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{
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AddSpecialColormap(SpecialColormapParms[i].Start[0], SpecialColormapParms[i].Start[1],
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SpecialColormapParms[i].Start[2], SpecialColormapParms[i].End[0],
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SpecialColormapParms[i].End[1], SpecialColormapParms[i].End[2]);
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}
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// desaturated colormaps. These are used for texture composition
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for(int m = 0; m < 31; m++)
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{
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uint8_t *shade = DesaturateColormap[m];
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for (int c = 0; c < 256; c++)
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{
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int intensity = (GPalette.BaseColors[c].r * 77 +
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GPalette.BaseColors[c].g * 143 +
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GPalette.BaseColors[c].b * 37) / 256;
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int r = (GPalette.BaseColors[c].r * (31-m) + intensity *m) / 31;
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int g = (GPalette.BaseColors[c].g * (31-m) + intensity *m) / 31;
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int b = (GPalette.BaseColors[c].b * (31-m) + intensity *m) / 31;
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shade[c] = ColorMatcher.Pick(r, g, b);
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}
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}
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}
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//==========================================================================
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//
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// [RH] Returns an index into realcolormaps. Multiply it by
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// 256*NUMCOLORMAPS to find the start of the colormap to use.
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// WATERMAP is an exception and returns a blending value instead.
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//
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//==========================================================================
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uint32_t R_ColormapNumForName (const char *name)
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{
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if (strnicmp (name, "COLORMAP", 8))
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{ // COLORMAP always returns 0
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for(int i=fakecmaps.Size()-1; i > 0; i--)
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{
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if (!strnicmp(name, fakecmaps[i].name, 8))
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{
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return i;
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}
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}
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if (!strnicmp (name, "WATERMAP", 8))
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return MAKEARGB (128,0,0x4f,0xa5);
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}
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return 0;
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}
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//==========================================================================
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//
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// R_BlendForColormap
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//
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//==========================================================================
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uint32_t R_BlendForColormap (uint32_t map)
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{
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return APART(map) ? map :
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map < fakecmaps.Size() ? uint32_t(fakecmaps[map].blend) : 0;
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}
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