mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 08:31:45 +00:00
- moved some palette related code into the 'common' folder.
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parent
c713850dac
commit
05239c63f9
5 changed files with 162 additions and 159 deletions
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@ -268,7 +268,7 @@ if( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )
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set( CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -pg" )
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endif()
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set( REL_CXX_FLAGS "-fno-rtti" )
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#set( REL_CXX_FLAGS "-fno-rtti" )
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if( NOT PROFILE AND NOT APPLE )
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# On OS X frame pointers are required for exception handling, at least with Clang
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set( REL_CXX_FLAGS "${REL_CXX_FLAGS} -fomit-frame-pointer" )
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@ -32,8 +32,10 @@
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**
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*/
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#include <algorithm>
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#include "palutil.h"
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#include "palentry.h"
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#include "sc_man.h"
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#include "files.h"
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/****************************/
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@ -313,3 +315,155 @@ void HSVtoRGB (float *r, float *g, float *b, float h, float s, float v)
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}
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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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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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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 MakeRemap(uint32_t* BaseColors, const uint32_t* colors, uint8_t* remap, const uint8_t* useful, int numcolors)
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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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// 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 MakeGoodRemap(uint32_t* BaseColors, uint8_t* Remap)
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{
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for (int i = 0; i < 256; i++) Remap[i] = i;
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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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std::swap(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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@ -6,6 +6,12 @@
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int BestColor(const uint32_t* pal, int r, int g, int b, int first = 1, int num = 255);
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int PTM_BestColor(const uint32_t* pal_in, int r, int g, int b, bool reverselookup, float powtable, int first = 1, int num = 255);
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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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// Given an array of colors, fills in remap with values to remap the
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// passed array of colors to BaseColors. Used for loading palette downconversions of PNGs.
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void MakeRemap(uint32_t* BaseColors, const uint32_t* colors, uint8_t* remap, const uint8_t* useful, int numcolors);
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void MakeGoodRemap(uint32_t* BaseColors, uint8_t* Remap);
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// Colorspace conversion RGB <-> HSV
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void RGBtoHSV (float r, float g, float b, float *h, float *s, float *v);
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void HSVtoRGB (float *r, float *g, float *b, float h, float s, float v);
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@ -63,9 +63,6 @@ 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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@ -128,156 +125,6 @@ void FPalette::SetPalette (const uint8_t *colors)
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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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std::swap (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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int ReadPalette(int lumpnum, uint8_t *buffer)
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{
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if (lumpnum < 0)
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@ -406,7 +253,7 @@ void InitPalette ()
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ReadPalette(fileSystem.GetNumForName("PLAYPAL"), pal);
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GPalette.SetPalette (pal);
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GPalette.MakeGoodRemap ();
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MakeGoodRemap ((uint32_t*)GPalette.BaseColors, GPalette.Remap);
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ColorMatcher.SetPalette ((uint32_t *)GPalette.BaseColors);
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if (GPalette.Remap[0] == 0)
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@ -52,10 +52,6 @@ struct FPalette
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uint8_t WhiteIndex; // white in original palette index
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uint8_t BlackIndex; // black in original palette index
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// Given an array of colors, fills in remap with values to remap the
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// passed array of colors to this palette.
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void MakeRemap (const uint32_t *colors, uint8_t *remap, const uint8_t *useful, int numcolors) const;
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};
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extern FPalette GPalette;
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