/* ** gl_palmanager.cpp ** Palette management ** **--------------------------------------------------------------------------- ** Copyright 2019 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** */ #include #include "m_crc32.h" #include "glbackend.h" #include "baselayer.h" #include "resourcefile.h" #include "imagehelpers.h" #include "v_font.h" #include "palette.h" #include "build.h" //=========================================================================== // // This class manages the hardware data for the indexed render mode. // //=========================================================================== PaletteManager::~PaletteManager() { DeleteAll(); } //=========================================================================== // // // //=========================================================================== void PaletteManager::DeleteAll() { for (auto& pal : palettetextures) { if (pal) delete pal; pal = nullptr; } for (auto& pal : palswaptextures) { if (pal) delete pal; pal = nullptr; } lastindex = ~0u; lastsindex = ~0u; } //=========================================================================== // // // //=========================================================================== void PaletteManager::BindPalette(int index) { auto palettedata = GPalette.GetTranslation(Translation_BasePalettes, index); if (palettedata == nullptr) { index = 0; palettedata = GPalette.GetTranslation(Translation_BasePalettes, index); }; if (palettedata) { if (index != lastindex) { lastindex = index; if (palettetextures[index] == nullptr) { auto p = GLInterface.NewTexture(); p->CreateTexture(256, 1, FHardwareTexture::TrueColor, false); p->LoadTexture((uint8_t*)palettedata->Palette); p->SetSampler(SamplerNoFilterClampXY); palettetextures[index] = p; } inst->BindTexture(2, palettetextures[index]); } } } //=========================================================================== // // // //=========================================================================== void PaletteManager::BindPalswap(int index) { if (LookupTables[index].Len() == 0) index = 0; if (LookupTables[index].Len() > 0) { if (index != lastsindex) { lastsindex = index; if (palswaptextures[index] == nullptr) { auto p = GLInterface.NewTexture(); p->CreateTexture(256, numshades, FHardwareTexture::Indexed, false); p->LoadTexture((uint8_t*)LookupTables[index].GetChars()); p->SetSampler(SamplerNoFilterClampXY); palswaptextures[index] = p; } inst->BindTexture(1, palswaptextures[index]); inst->SetFadeColor(PalEntry(palookupfog[index].r, palookupfog[index].g, palookupfog[index].b)); } } }