mirror of
https://github.com/ZDoom/qzdoom.git
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e0608f50d1
These objects are supposed to be bright, but the standard translations for player do not take this into account, creating dark and/or invisible projectiles depending on the color being used. The new translation uses hue and saturation from the player color, but combines brightness from the original color with the one for the player in an 8:2 ratio, so that no matter for the player color, these always remain bright and visible.
1154 lines
32 KiB
C++
1154 lines
32 KiB
C++
/*
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** r_translate.cpp
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** Translatioo table handling
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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 <stddef.h>
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#include "templates.h"
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#include "r_data/r_translate.h"
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#include "v_video.h"
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#include "g_game.h"
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#include "colormatcher.h"
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#include "d_netinf.h"
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#include "v_palette.h"
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#include "sc_man.h"
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#include "doomerrors.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "r_data/colormaps.h"
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#include "farchive.h"
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#include "d_player.h"
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#include "gi.h"
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#include "stats.h"
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TAutoGrowArray<FRemapTablePtr, FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
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const BYTE IcePalette[16][3] =
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{
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{ 10, 8, 18 },
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{ 15, 15, 26 },
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{ 20, 16, 36 },
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{ 30, 26, 46 },
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{ 40, 36, 57 },
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{ 50, 46, 67 },
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{ 59, 57, 78 },
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{ 69, 67, 88 },
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{ 79, 77, 99 },
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{ 89, 87,109 },
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{ 99, 97,120 },
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{ 109,107,130 },
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{ 118,118,141 },
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{ 128,128,151 },
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{ 138,138,162 },
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{ 148,148,172 }
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};
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/****************************************************/
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/****************************************************/
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FRemapTable::FRemapTable(int count)
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{
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assert(count <= 256);
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Inactive = false;
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Alloc(count);
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// Note that the tables are left uninitialized. It is assumed that
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// the caller will do that next, if only by calling MakeIdentity().
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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FRemapTable::~FRemapTable()
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{
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Free();
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::Alloc(int count)
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{
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Remap = (BYTE *)M_Malloc(count*sizeof(*Remap) + count*sizeof(*Palette));
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assert (Remap != NULL);
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Palette = (PalEntry *)(Remap + count*(sizeof(*Remap)));
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Native = NULL;
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NumEntries = count;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::Free()
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{
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KillNative();
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if (Remap != NULL)
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{
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M_Free(Remap);
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Remap = NULL;
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Palette = NULL;
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NumEntries = 0;
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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FRemapTable::FRemapTable(const FRemapTable &o)
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{
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Remap = NULL;
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Native = NULL;
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NumEntries = 0;
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operator= (o);
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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FRemapTable &FRemapTable::operator=(const FRemapTable &o)
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{
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if (&o == this)
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{
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return *this;
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}
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if (o.NumEntries != NumEntries)
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{
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Free();
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}
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if (Remap == NULL)
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{
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Alloc(o.NumEntries);
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}
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Inactive = o.Inactive;
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memcpy(Remap, o.Remap, NumEntries*sizeof(*Remap) + NumEntries*sizeof(*Palette));
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return *this;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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bool FRemapTable::operator==(const FRemapTable &o)
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{
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// Two translations are identical when they have the same amount of colors
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// and the palette values for both are identical.
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if (&o == this) return true;
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if (o.NumEntries != NumEntries) return false;
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return !memcmp(o.Palette, Palette, NumEntries * sizeof(*Palette));
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::Serialize(FArchive &arc)
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{
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int n = NumEntries;
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arc << NumEntries;
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if (arc.IsStoring())
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{
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arc.Write (Remap, NumEntries);
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}
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else
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{
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if (n != NumEntries)
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{
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Free();
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Alloc(NumEntries);
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}
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arc.Read (Remap, NumEntries);
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}
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for (int j = 0; j < NumEntries; ++j)
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{
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arc << Palette[j];
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::MakeIdentity()
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{
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int i;
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for (i = 0; i < NumEntries; ++i)
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{
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Remap[i] = i;
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}
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for (i = 0; i < NumEntries; ++i)
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{
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Palette[i] = GPalette.BaseColors[i];
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}
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for (i = 1; i < NumEntries; ++i)
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{
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Palette[i].a = 255;
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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bool FRemapTable::IsIdentity() const
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{
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for (int j = 0; j < 256; ++j)
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{
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if (Remap[j] != j)
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{
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return false;
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}
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}
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return true;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::KillNative()
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{
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if (Native != NULL)
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{
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delete Native;
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Native = NULL;
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::UpdateNative()
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{
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if (Native != NULL)
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{
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Native->Update();
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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FNativePalette *FRemapTable::GetNative()
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{
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if (Native == NULL)
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{
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Native = screen->CreatePalette(this);
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}
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return Native;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::AddIndexRange(int start, int end, int pal1, int pal2)
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{
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fixed_t palcol, palstep;
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if (start > end)
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{
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swapvalues (start, end);
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swapvalues (pal1, pal2);
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}
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else if (start == end)
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{
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start = GPalette.Remap[start];
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pal1 = GPalette.Remap[pal1];
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Remap[start] = pal1;
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Palette[start] = GPalette.BaseColors[pal1];
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Palette[start].a = start == 0 ? 0 : 255;
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return;
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}
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palcol = pal1 << FRACBITS;
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palstep = ((pal2 << FRACBITS) - palcol) / (end - start);
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for (int i = start; i <= end; palcol += palstep, ++i)
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{
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int j = GPalette.Remap[i], k = GPalette.Remap[palcol >> FRACBITS];
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Remap[j] = k;
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Palette[j] = GPalette.BaseColors[k];
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Palette[j].a = j == 0 ? 0 : 255;
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::AddColorRange(int start, int end, int _r1,int _g1, int _b1, int _r2, int _g2, int _b2)
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{
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fixed_t r1 = _r1 << FRACBITS;
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fixed_t g1 = _g1 << FRACBITS;
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fixed_t b1 = _b1 << FRACBITS;
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fixed_t r2 = _r2 << FRACBITS;
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fixed_t g2 = _g2 << FRACBITS;
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fixed_t b2 = _b2 << FRACBITS;
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fixed_t r, g, b;
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fixed_t rs, gs, bs;
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if (start > end)
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{
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swapvalues (start, end);
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r = r2;
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g = g2;
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b = b2;
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rs = r1 - r2;
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gs = g1 - g2;
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bs = b1 - b2;
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}
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else
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{
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r = r1;
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g = g1;
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b = b1;
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rs = r2 - r1;
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gs = g2 - g1;
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bs = b2 - b1;
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}
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if (start == end)
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{
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start = GPalette.Remap[start];
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Remap[start] = ColorMatcher.Pick(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
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Palette[start] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
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Palette[start].a = start == 0 ? 0 : 255;
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}
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else
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{
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rs /= (end - start);
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gs /= (end - start);
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bs /= (end - start);
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for (int i = start; i <= end; ++i)
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{
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int j = GPalette.Remap[i];
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Remap[j] = ColorMatcher.Pick(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
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Palette[j] = PalEntry(j == 0 ? 0 : 255, r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
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r += rs;
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g += gs;
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b += bs;
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::AddDesaturation(int start, int end, double r1, double g1, double b1, double r2, double g2, double b2)
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{
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r1 = clamp(r1, 0.0, 2.0);
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g1 = clamp(g1, 0.0, 2.0);
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b1 = clamp(b1, 0.0, 2.0);
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r2 = clamp(r2, 0.0, 2.0);
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g2 = clamp(g2, 0.0, 2.0);
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b2 = clamp(b2, 0.0, 2.0);
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if (start > end)
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{
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swapvalues(start, end);
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swapvalues(r1, r2);
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swapvalues(g1, g2);
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swapvalues(b1, b2);
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}
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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 = start; c <= end; 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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int cc = GPalette.Remap[c];
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Remap[cc] = ColorMatcher.Pick(pe);
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Palette[cc] = pe;
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Palette[cc].a = cc == 0 ? 0:255;
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FRemapTable::AddToTranslation(const char *range)
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{
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int start,end;
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bool desaturated = false;
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FScanner sc;
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sc.OpenMem("translation", range, int(strlen(range)));
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sc.SetCMode(true);
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try
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{
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sc.MustGetToken(TK_IntConst);
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start = sc.Number;
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sc.MustGetToken(':');
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sc.MustGetToken(TK_IntConst);
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end = sc.Number;
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sc.MustGetToken('=');
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if (start < 0 || start > 255 || end < 0 || end > 255)
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{
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sc.ScriptError("Palette index out of range");
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return;
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}
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sc.MustGetAnyToken();
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if (sc.TokenType != '[' && sc.TokenType != '%')
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{
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int pal1,pal2;
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sc.TokenMustBe(TK_IntConst);
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pal1 = sc.Number;
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sc.MustGetToken(':');
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sc.MustGetToken(TK_IntConst);
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pal2 = sc.Number;
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AddIndexRange(start, end, pal1, pal2);
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}
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else if (sc.TokenType == '[')
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{
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// translation using RGB values
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int r1,g1,b1,r2,g2,b2;
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sc.MustGetToken(TK_IntConst);
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r1 = sc.Number;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_IntConst);
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g1 = sc.Number;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_IntConst);
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b1 = sc.Number;
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sc.MustGetToken(']');
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sc.MustGetToken(':');
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sc.MustGetToken('[');
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sc.MustGetToken(TK_IntConst);
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r2 = sc.Number;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_IntConst);
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g2 = sc.Number;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_IntConst);
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b2 = sc.Number;
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sc.MustGetToken(']');
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AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
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}
|
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else if (sc.TokenType == '%')
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{
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// translation using RGB values
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double r1,g1,b1,r2,g2,b2;
|
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|
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sc.MustGetToken('[');
|
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sc.MustGetAnyToken();
|
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if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
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r1 = sc.Float;
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sc.MustGetToken(',');
|
|
|
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sc.MustGetAnyToken();
|
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if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
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g1 = sc.Float;
|
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sc.MustGetToken(',');
|
|
|
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sc.MustGetAnyToken();
|
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if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
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b1 = sc.Float;
|
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sc.MustGetToken(']');
|
|
sc.MustGetToken(':');
|
|
sc.MustGetToken('[');
|
|
|
|
sc.MustGetAnyToken();
|
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if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
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r2 = sc.Float;
|
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sc.MustGetToken(',');
|
|
|
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sc.MustGetAnyToken();
|
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if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
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g2 = sc.Float;
|
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sc.MustGetToken(',');
|
|
|
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sc.MustGetAnyToken();
|
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if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
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b2 = sc.Float;
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sc.MustGetToken(']');
|
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|
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AddDesaturation(start, end, r1, g1, b1, r2, g2, b2);
|
|
}
|
|
}
|
|
catch (CRecoverableError &err)
|
|
{
|
|
Printf("Error in translation '%s':\n%s\n", range, err.GetMessage());
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// Stores a copy of this translation in the DECORATE translation table
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
int FRemapTable::StoreTranslation()
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < translationtables[TRANSLATION_Decorate].Size(); i++)
|
|
{
|
|
if (*this == *translationtables[TRANSLATION_Decorate][i])
|
|
{
|
|
// A duplicate of this translation already exists
|
|
return TRANSLATION(TRANSLATION_Decorate, i);
|
|
}
|
|
}
|
|
if (translationtables[TRANSLATION_Decorate].Size() >= MAX_DECORATE_TRANSLATIONS)
|
|
{
|
|
I_Error("Too many DECORATE translations");
|
|
}
|
|
FRemapTable *newtrans = new FRemapTable;
|
|
*newtrans = *this;
|
|
i = translationtables[TRANSLATION_Decorate].Push(newtrans);
|
|
return TRANSLATION(TRANSLATION_Decorate, i);
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
TArray<PalEntry> BloodTranslationColors;
|
|
|
|
int CreateBloodTranslation(PalEntry color)
|
|
{
|
|
unsigned int i;
|
|
|
|
if (BloodTranslationColors.Size() == 0)
|
|
{
|
|
// Don't use the first slot.
|
|
translationtables[TRANSLATION_Blood].Push(NULL);
|
|
BloodTranslationColors.Push(0);
|
|
}
|
|
|
|
for (i = 1; i < BloodTranslationColors.Size(); i++)
|
|
{
|
|
if (color.r == BloodTranslationColors[i].r &&
|
|
color.g == BloodTranslationColors[i].g &&
|
|
color.b == BloodTranslationColors[i].b)
|
|
{
|
|
// A duplicate of this translation already exists
|
|
return i;
|
|
}
|
|
}
|
|
if (BloodTranslationColors.Size() >= MAX_DECORATE_TRANSLATIONS)
|
|
{
|
|
I_Error("Too many blood colors");
|
|
}
|
|
FRemapTable *trans = new FRemapTable;
|
|
for (i = 0; i < 256; i++)
|
|
{
|
|
int bright = MAX(MAX(GPalette.BaseColors[i].r, GPalette.BaseColors[i].g), GPalette.BaseColors[i].b);
|
|
PalEntry pe = PalEntry(color.r*bright/255, color.g*bright/255, color.b*bright/255);
|
|
int entry = ColorMatcher.Pick(pe.r, pe.g, pe.b);
|
|
|
|
trans->Palette[i] = pe;
|
|
trans->Remap[i] = entry;
|
|
}
|
|
translationtables[TRANSLATION_Blood].Push(trans);
|
|
return BloodTranslationColors.Push(color);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
FRemapTable *TranslationToTable(int translation)
|
|
{
|
|
unsigned int type = GetTranslationType(translation);
|
|
unsigned int index = GetTranslationIndex(translation);
|
|
TAutoGrowArray<FRemapTablePtr, FRemapTable *> *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;
|
|
|
|
// 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);
|
|
PushIdentityTable(TRANSLATION_RainPillar);
|
|
}
|
|
// 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_DoomChex)
|
|
{
|
|
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)] | MAKEARGB(255,0,0,0);
|
|
translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[0x40 + (i&0xf)] | MAKEARGB(255,0,0,0);
|
|
translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[0x20 + (i&0xf)] | MAKEARGB(255,0,0,0);
|
|
}
|
|
}
|
|
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)] | MAKEARGB(255,0,0,0);
|
|
translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[145+(i-225)] | MAKEARGB(255,0,0,0);
|
|
translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[190+(i-225)] | MAKEARGB(255,0,0,0);
|
|
}
|
|
}
|
|
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]] | MAKEARGB(255,0,0,0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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.
|
|
|
|
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(255, IcePalette[v][0], IcePalette[v][1], IcePalette[v][2]);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
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;
|
|
}
|
|
}
|
|
translationtables[i].Clear();
|
|
}
|
|
BloodTranslationColors.Clear();
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// [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(255, ir, ig, ib);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// Sets the translation Heretic's the rain pillar
|
|
// This tries to create a translation that preserves the brightness of
|
|
// the rain projectiles so that their effect isn't ruined.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
static void SetPillarRemap(FRemapTable *table, int i, float h, float s, float v)
|
|
{
|
|
float ph, ps, pv;
|
|
float fr = GPalette.BaseColors[i].r / 255.f;
|
|
float fg = GPalette.BaseColors[i].g / 255.f;
|
|
float fb = GPalette.BaseColors[i].b / 255.f;
|
|
RGBtoHSV(fr, fg, fb, &ph, &ps, &pv);
|
|
HSVtoRGB(&fr, &fg, &fb, h, s, (v*0.2f + pv*0.8f));
|
|
int ir = clamp (int(fr * 255.f), 0, 255);
|
|
int ig = clamp (int(fg * 255.f), 0, 255);
|
|
int ib = clamp (int(fb * 255.f), 0, 255);
|
|
table->Remap[i] = ColorMatcher.Pick (ir, ig, ib);
|
|
table->Palette[i] = PalEntry(255, ir, ig, ib);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
static bool SetRange(FRemapTable *table, int start, int end, int first, int last)
|
|
{
|
|
bool identity = true;
|
|
if (start == end)
|
|
{
|
|
int pi = (first + last) / 2;
|
|
table->Remap[start] = GPalette.Remap[pi];
|
|
identity &= (pi == start);
|
|
table->Palette[start] = GPalette.BaseColors[table->Remap[start]];
|
|
table->Palette[start].a = 255;
|
|
}
|
|
else
|
|
{
|
|
int palrange = last - first;
|
|
for (int i = start; i <= end; ++i)
|
|
{
|
|
int pi = first + palrange * (i - start) / (end - start);
|
|
table->Remap[i] = GPalette.Remap[pi];
|
|
identity &= (pi == i);
|
|
table->Palette[i] = GPalette.BaseColors[table->Remap[i]];
|
|
table->Palette[i].a = 255;
|
|
}
|
|
}
|
|
return identity;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
static void R_CreatePlayerTranslation (float h, float s, float v, const FPlayerColorSet *colorset,
|
|
FPlayerSkin *skin, FRemapTable *table, FRemapTable *alttable, FRemapTable *pillartable)
|
|
{
|
|
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, table->NumEntries);
|
|
memcpy (table->Palette, OtherGameSkinPalette, sizeof(*table->Palette) * table->NumEntries);
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < table->NumEntries; ++i)
|
|
{
|
|
table->Remap[i] = i;
|
|
}
|
|
memcpy(table->Palette, GPalette.BaseColors, sizeof(*table->Palette) * table->NumEntries);
|
|
}
|
|
for (i = 1; i < table->NumEntries; ++i)
|
|
{
|
|
table->Palette[i].a = 255;
|
|
}
|
|
|
|
// [GRB] Don't translate skins with color range 0-0 (APlayerPawn default)
|
|
if (start == 0 && end == 0)
|
|
{
|
|
table->Inactive = true;
|
|
table->UpdateNative();
|
|
return;
|
|
}
|
|
|
|
table->Inactive = false;
|
|
range = (float)(end-start+1);
|
|
|
|
bases = s;
|
|
basev = v;
|
|
|
|
if (colorset != NULL && colorset->Lump >= 0 && Wads.LumpLength(colorset->Lump) < 256)
|
|
{ // Bad table length. Ignore it.
|
|
colorset = NULL;
|
|
}
|
|
|
|
if (colorset != NULL)
|
|
{
|
|
bool identity = true;
|
|
// Use the pre-defined range instead of a custom one.
|
|
if (colorset->Lump < 0)
|
|
{
|
|
identity &= SetRange(table, start, end, colorset->FirstColor, colorset->LastColor);
|
|
for (i = 0; i < colorset->NumExtraRanges; ++i)
|
|
{
|
|
identity &= SetRange(table,
|
|
colorset->Extra[i].RangeStart, colorset->Extra[i].RangeEnd,
|
|
colorset->Extra[i].FirstColor, colorset->Extra[i].LastColor);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FMemLump translump = Wads.ReadLump(colorset->Lump);
|
|
const BYTE *trans = (const BYTE *)translump.GetMem();
|
|
for (i = start; i <= end; ++i)
|
|
{
|
|
table->Remap[i] = GPalette.Remap[trans[i]];
|
|
identity &= (trans[i] == i);
|
|
table->Palette[i] = GPalette.BaseColors[table->Remap[i]];
|
|
table->Palette[i].a = 255;
|
|
}
|
|
}
|
|
// If the colorset created an identity translation mark it as inactive
|
|
table->Inactive = identity;
|
|
}
|
|
else if (gameinfo.gametype & GAME_DoomStrifeChex)
|
|
{
|
|
// 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);
|
|
SetPillarRemap(pillartable, i, h, s, v);
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
if (gameinfo.gametype == GAME_Hexen && alttable != NULL)
|
|
{
|
|
// Build Hexen's lifegem translation.
|
|
|
|
// Is the player's translation range the same as the gem's and we are using a
|
|
// predefined translation? If so, then use the same one for the gem. Otherwise,
|
|
// build one as per usual.
|
|
if (colorset != NULL && start == 164 && end == 185)
|
|
{
|
|
*alttable = *table;
|
|
}
|
|
else
|
|
{
|
|
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;
|
|
FPlayerColorSet *colorset;
|
|
|
|
D_GetPlayerColor (player, &h, &s, &v, &colorset);
|
|
|
|
R_CreatePlayerTranslation (h, s, v, colorset,
|
|
&skins[players[player].userinfo.GetSkin()],
|
|
translationtables[TRANSLATION_Players][player],
|
|
translationtables[TRANSLATION_PlayersExtra][player],
|
|
translationtables[TRANSLATION_RainPillar][player]
|
|
);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void R_GetPlayerTranslation (int color, const FPlayerColorSet *colorset, FPlayerSkin *skin, FRemapTable *table)
|
|
{
|
|
float h, s, v;
|
|
|
|
if (colorset != NULL)
|
|
{
|
|
color = colorset->RepresentativeColor;
|
|
}
|
|
RGBtoHSV (RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f,
|
|
&h, &s, &v);
|
|
|
|
R_CreatePlayerTranslation (h, s, v, colorset, skin, table, NULL, NULL);
|
|
}
|