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https://github.com/ZDoom/raze-gles.git
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- changed palette lookup to consider the remapping of color 0 to 255.
This is to ensure that black maps to the proper index, even if there's duplicates.
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bad2c2e55f
commit
a5e3a85c98
6 changed files with 24 additions and 18 deletions
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@ -51,7 +51,7 @@ extern uint8_t IcePalette[16][3];
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//
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//----------------------------------------------------------------------------
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void PaletteContainer::Init(int numslots) // This cannot be a constructor!!!
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void PaletteContainer::Init(int numslots, const uint8_t* indexmap) // This cannot be a constructor!!!
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{
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if (numslots < 1) numslots = 1;
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Clear();
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@ -63,6 +63,7 @@ void PaletteContainer::Init(int numslots) // This cannot be a constructor!!!
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TranslationTables.Resize(numslots);
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StoreTranslation(0, &remap); // make sure that translation ID 0 is the identity.
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ColorMatcher.SetPalette(BaseColors);
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ColorMatcher.SetIndexMap(indexmap);
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}
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void PaletteContainer::SetPalette(const uint8_t* colors, int transparent_index)
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@ -116,7 +116,7 @@ private:
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FMemArena remapArena;
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TArray<TAutoGrowArray<FRemapTablePtr, FRemapTable*>> TranslationTables;
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public:
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void Init(int numslots); // This cannot be a constructor!!!
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void Init(int numslots, const uint8_t *indexmap); // This cannot be a constructor!!!
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void SetPalette(const uint8_t* colors, int transparent_index = -1);
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void Clear();
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int DetermineTranslucency(FileReader& file);
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@ -42,23 +42,21 @@
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#include "palutil.h"
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int BestColor (const uint32_t *pal_in, int r, int g, int b, int first, int num);
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int BestColor (const uint32_t *pal_in, int r, int g, int b, int first, int num, const uint8_t* indexmap);
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class FColorMatcher
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{
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public:
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FColorMatcher () = default;
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FColorMatcher (const uint32_t *palette) { Pal = reinterpret_cast<const PalEntry*>(palette); }
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FColorMatcher (const FColorMatcher &other) = default;
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void SetPalette(PalEntry* palette) { Pal = palette; }
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void SetPalette (const uint32_t *palette) { Pal = reinterpret_cast<const PalEntry*>(palette); }
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void SetIndexMap(const uint8_t* index) { indexmap = index; startindex = index ? 0 : 1; }
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uint8_t Pick (int r, int g, int b)
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{
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if (Pal == nullptr)
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return 1;
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return (uint8_t)BestColor ((uint32_t *)Pal, r, g, b, 1, 255);
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return (uint8_t)BestColor ((uint32_t *)Pal, r, g, b, startindex, 255, indexmap);
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}
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uint8_t Pick (PalEntry pe)
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@ -66,10 +64,10 @@ public:
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return Pick(pe.r, pe.g, pe.b);
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}
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FColorMatcher &operator= (const FColorMatcher &other) = default;
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private:
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const PalEntry *Pal;
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const PalEntry *Pal = nullptr;
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const uint8_t* indexmap = nullptr;
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int startindex = 1;
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};
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extern FColorMatcher ColorMatcher;
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@ -46,7 +46,7 @@
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/* Palette management stuff */
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/****************************/
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int BestColor (const uint32_t *pal_in, int r, int g, int b, int first, int num)
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int BestColor (const uint32_t *pal_in, int r, int g, int b, int first, int num, const uint8_t* indexmap)
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{
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const PalEntry *pal = (const PalEntry *)pal_in;
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int bestcolor = first;
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@ -54,17 +54,18 @@ int BestColor (const uint32_t *pal_in, int r, int g, int b, int first, int num)
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for (int color = first; color < num; color++)
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{
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int x = r - pal[color].r;
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int y = g - pal[color].g;
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int z = b - pal[color].b;
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int co = indexmap ? indexmap[color] : color;
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int x = r - pal[co].r;
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int y = g - pal[co].g;
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int z = b - pal[co].b;
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int dist = x*x + y*y + z*z;
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if (dist < bestdist)
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{
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if (dist == 0)
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return color;
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return co;
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bestdist = dist;
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bestcolor = color;
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bestcolor = co;
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}
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}
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return bestcolor;
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@ -7,7 +7,7 @@
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struct FScriptPosition;
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class FScanner;
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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 BestColor(const uint32_t* pal, int r, int g, int b, int first = 1, int num = 255, const uint8_t* indexmap = nullptr);
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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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@ -914,6 +914,8 @@ static void InitTextures()
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//
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//==========================================================================
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static uint8_t palindexmap[256];
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int RunGame()
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{
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GameStartupInfo.FgColor = 0xffffff;
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@ -1023,7 +1025,11 @@ int RunGame()
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}
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GameTicRate = 30;
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CheckUserMap();
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GPalette.Init(MAXPALOOKUPS + 2); // one slot for each translation, plus a separate one for the base palettes and the internal one
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palindexmap[0] = 255;
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for (int i = 1; i <= 255; i++) palindexmap[i] = i;
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GPalette.Init(MAXPALOOKUPS + 2, palindexmap); // one slot for each translation, plus a separate one for the base palettes and the internal one
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int v = ColorMatcher.Pick(0, 0, 0);
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gi->loadPalette();
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StartScreen->Progress();
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InitTextures();
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