// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman // Ken Silverman's official web site: "http://www.advsys.net/ken" // See the included license file "BUILDLIC.TXT" for license info. // // This file has been modified from Ken Silverman's original release // by Jonathon Fowler (jf@jonof.id.au) // by the EDuke32 team (development@voidpoint.com) #include "compat.h" #include "build.h" #include "engine_priv.h" #include "baselayer.h" #include "imagehelpers.h" #include "palette.h" #include "superfasthash.h" #include "common.h" #include "memarena.h" #include "palettecontainer.h" #include "palutil.h" #include "colormatcher.h" #include "m_swap.h" #include "../../glbackend/glbackend.h" // FString is a nice and convenient way to have automatically managed shared storage. FString LookupTables[MAXPALOOKUPS]; uint8_t curbasepal; int32_t globalblend; PalEntry palfadergb; #if defined(USE_OPENGL) palette_t palookupfog[MAXPALOOKUPS]; #endif // For every pal number, whether tsprite pal should not be taken over from // floor pal. // NOTE: g_noFloorPal[0] is irrelevant as it's never checked. int8_t g_noFloorPal[MAXPALOOKUPS]; //========================================================================== // // Adds a palette to the global list of base palettes // //========================================================================== void paletteSetColorTable(int32_t id, uint8_t const* table, bool notransparency, bool twodonly) { if (id == 0) { GPalette.SetPalette(table, 255); BuildTransTable(GPalette.BaseColors); } FRemapTable remap; remap.AddColors(0, 256, table); if (!notransparency) { remap.Palette[255] = 0; remap.Remap[255] = 255; } remap.Inactive = twodonly; // use Inactive as a marker for the postprocessing so that for pure 2D palettes the creation of shade tables can be skipped. GPalette.UpdateTranslation(TRANSLATION(Translation_BasePalettes, id), &remap); // Todo: remove this once the texture code can use GPalette directly #ifdef USE_OPENGL uploadbasepalette(id); #endif } //========================================================================== // // loads the main palette file. // //========================================================================== void paletteLoadFromDisk(void) { for (auto & x : glblend) x = defaultglblend; auto fil = fileSystem.OpenFileReader("palette.dat"); if (!fil.isOpen()) return; // PALETTE_MAIN uint8_t palette[768]; if (768 != fil.Read(palette, 768)) return; for (unsigned char & k : palette) k <<= 2; paletteSetColorTable(0, palette, false, false); paletteloaded |= PALETTE_MAIN; // PALETTE_SHADES numshades = fil.ReadInt16(); if (numshades <= 1) { Printf("Warning: Invalid number of shades in \"palette.dat\"!\n"); numshades = 0; return; } #if 0 // Reminder: Witchaven's shade table has no index and no easy means to autodetect. if (numshades == 0 && (g_gameType & GAMEFLAG_WITCHAVEN)) { numshades = 32; fil.Seek(-2, FileReader::SeekCur); } else #endif { // LameDuke's is yet another variant. if (numshades >= 256) { uint16_t temp = fil.ReadUInt16(); if (temp == 770 || numshades > 256) // 02 03 { fil.Seek(-4, FileReader::SeekCur); numshades = 32; } else { fil.Seek(-2, FileReader::SeekCur); } } } // Read base shade table (lookuptables 0). int length = numshades * 256; auto buffer = fil.Read(length); if (buffer.Size() != length) return; LookupTables[0] = FString((char*)buffer.Data(), length); paletteloaded |= PALETTE_SHADE; paletteloaded |= PALETTE_TRANSLUC; } //========================================================================== // // postprocess the palette data after everything has been loaded // //========================================================================== void palettePostLoadTables(void) { globalpal = 0; GPalette.GenerateGlobalBrightmapFromColormap(paletteGetLookupTable(0), numshades); } //========================================================================== // // Ensure that all lookups map 255 to itself to preserve transparency. // //========================================================================== void paletteFixTranslucencyMask(void) { for (auto &thispalookup : LookupTables) { if (thispalookup.IsEmpty()) continue; for (int j = 0; j < numshades; j++) { auto p = thispalookup.LockBuffer(); p[(j << 8) + 255] = 255; thispalookup.UnlockBuffer(); } } } //========================================================================== // // load the lookup tables from lookup.dat // //========================================================================== int32_t paletteLoadLookupTable(FileReader &fp) { uint8_t remapbuf[256]; int numlookups = fp.ReadUInt8(); if (numlookups < 1) return -1; for (int j=0; j= 256 - RESERVEDPALS) { Printf("ERROR: attempt to load lookup at reserved pal %d\n", palnum); } else paletteMakeLookupTable(palnum, remapbuf, 0, 0, 0, 0); } return 0; } //========================================================================== // // Find a gap of four consecutive unused pal numbers to generate fog shade tables. // //========================================================================== void paletteSetupDefaultFog(void) { for (int j = 1; j <= 255 - 3; j++) { if (LookupTables[j].IsEmpty() && LookupTables[j + 1].IsEmpty() && LookupTables[j + 2].IsEmpty() && LookupTables[j + 3].IsEmpty()) { paletteMakeLookupTable(j, NULL, 60, 60, 60, 1); paletteMakeLookupTable(j + 1, NULL, 60, 0, 0, 1); paletteMakeLookupTable(j + 2, NULL, 0, 60, 0, 1); paletteMakeLookupTable(j + 3, NULL, 0, 0, 60, 1); break; } } } //========================================================================== // // post process the lookup tables once everything has been loaded // //========================================================================== void palettePostLoadLookups(void) { int numpalettes = GPalette.NumTranslations(Translation_BasePalettes); if (numpalettes == 0) return; auto basepalette = GPalette.GetTranslation(Translation_BasePalettes, 0); for (int l = 0; l < MAXPALOOKUPS; l++) { if (!LookupTables[l].IsEmpty()) { const uint8_t* lookup = paletteGetLookupTable(l); FRemapTable remap; for (int i = 0; i < numpalettes; i++) { auto palette = GPalette.GetTranslation(Translation_BasePalettes, i); if (!palette) continue; if (i == 0 || (palette != basepalette && !palette->Inactive)) { memcpy(remap.Remap, lookup, 256); for (int j = 0; j < 256; j++) { remap.Palette[j] = palette->Palette[remap.Remap[j]]; } remap.NumEntries = 256; GPalette.UpdateTranslation(TRANSLATION(i + 1, l), &remap); } if (palette != basepalette) palette->Inactive = false; // clear the marker flag } } } // todo: at this point we should swap colors 0 and 255 so that paletted images being created here have their transparent color at index 0. } //========================================================================== // // set a lookup table from external data // //========================================================================== int32_t paletteSetLookupTable(int32_t palnum, const uint8_t *shtab) { if (shtab != NULL) { int length = numshades * 256; LookupTables[palnum] = FString((const char*)shtab, length); } return 0; } //========================================================================== // // creates a lookup table from scratch // //========================================================================== void paletteMakeLookupTable(int32_t palnum, const uint8_t *remapbuf, uint8_t r, uint8_t g, uint8_t b, char noFloorPal) { uint8_t idmap[256]; // NOTE: palnum==0 is allowed if (paletteloaded == 0 || (unsigned)palnum >= MAXPALOOKUPS) return; g_noFloorPal[palnum] = noFloorPal; if (remapbuf == nullptr) { if (r == 0 || g == 0 || b == 0) { paletteClearLookupTable(palnum); return; } for (int i = 0; i < 256; i++) idmap[i] = i; remapbuf = idmap; } int length = numshades * 256; auto p = LookupTables[palnum].LockNewBuffer(length); if (r == 0 || g == 0 || b == 0) { // "black fog"/visibility case -- only remap color indices auto src = paletteGetLookupTable(0); for (int j = 0; j < numshades; j++) for (int i = 0; i < 256; i++) { p[256 * j + i] = src[256 * j + remapbuf[i]]; } } else { // colored fog case for (int i = 0; i < numshades; i++) { for (int j = 0; j < 256; j++) { PalEntry pe = GPalette.BaseColors[remapbuf[j]]; p[j] = ColorMatcher.Pick( pe.r + Scale(r - pe.r, i, numshades - 1), pe.g + Scale(g - pe.g, i, numshades - 1), pe.b + Scale(b - pe.b, i, numshades - 1)); } } } #if defined(USE_OPENGL) palookupfog[palnum].r = r; palookupfog[palnum].g = g; palookupfog[palnum].b = b; palookupfog[palnum].f = 1; #endif } void videoSetPalette(int dabrightness, int palid, ESetPalFlags flags) { curbasepal = (GPalette.GetTranslation(Translation_BasePalettes, palid) == nullptr)? 0 : palid; if ((flags & Pal_DontResetFade) == 0) palfadergb = 0; } //========================================================================== // // map Build blend definitions to actual render style / alpha combos. // //========================================================================== glblend_t const nullglblend = { { { 1.f, STYLEALPHA_One, STYLEALPHA_Zero, 0 }, { 1.f, STYLEALPHA_One, STYLEALPHA_Zero, 0 }, }, }; glblend_t const defaultglblend = { { { 2.f / 3.f, STYLEALPHA_Src, STYLEALPHA_InvSrc, 0 }, { 1.f / 3.f, STYLEALPHA_Src, STYLEALPHA_InvSrc, 0 }, }, }; glblend_t glblend[MAXBLENDTABS]; FRenderStyle GetRenderStyle(int blend, int def) { FRenderStyle rs; rs.BlendOp = STYLEOP_Add; auto glbdef = &glblend[blend].def[def]; rs.SrcAlpha = glbdef->src; rs.DestAlpha = glbdef->dst; rs.Flags = 0; return rs; } void SetRenderStyleFromBlend(uint8_t enable, uint8_t blend, uint8_t def) { if (!enable) { GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]); return; } auto rs = GetRenderStyle(blend, def); GLInterface.SetRenderStyle(rs); } float GetAlphaFromBlend(uint32_t method, uint32_t blend) { return method == DAMETH_TRANS1 || method == DAMETH_TRANS2 ? glblend[blend].def[method - DAMETH_TRANS1].alpha : 1.f; }