/* ** 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" //=========================================================================== // // The palette manager will contain all palettes being used for texture // creation. It is also responsible for creating palette textures for indexed // rendering. // //=========================================================================== PaletteManager::~PaletteManager() { DeleteAll(); } //=========================================================================== // // // //=========================================================================== void PaletteManager::DeleteAll() { for (auto& pal : palettes) { if (pal.paltexture) delete pal.paltexture; } for (auto& pal : palswaps) { if (pal.swaptexture) delete pal.swaptexture; } if (palswapTexture) delete palswapTexture; palswapTexture = nullptr; palettes.Reset(); palswaps.Reset(); lastindex = ~0u; lastsindex = ~0u; memset(palettemap, 0, sizeof(palettemap)); memset(palswapmap, 0, sizeof(palswapmap)); memset(addshade, 0, sizeof(addshade)); memset(mulshade, 0, sizeof(mulshade)); numshades = 1; } //=========================================================================== // // Adds a new palette while looking for duplicates. // //=========================================================================== unsigned PaletteManager::FindPalette(const uint8_t *paldata) { auto crc32 = CalcCRC32(paldata, 1024); for (unsigned int i = 0; i< palettes.Size(); i++) { if (crc32 == palettes[i].crc32) { if (!memcmp(paldata, palettes[i].colors, 1024)) { return i; } } } PaletteData pd; memcpy(pd.colors, paldata, 1024); pd.crc32 = crc32; pd.paltexture = nullptr; pd.shadesdone = false; return palettes.Push(pd); } //=========================================================================== // // Adds a new palette while looking for duplicates. // //=========================================================================== unsigned PaletteManager::FindPalswap(const uint8_t* paldata) { if (paldata == nullptr) return 0; auto crc32 = CalcCRC32(paldata, 256 * numshades); for (unsigned int i = 0; i < palswaps.Size(); i++) { if (crc32 == palswaps[i].crc32) { if (!memcmp(paldata, palswaps[i].lookup, 256 * numshades)) { return i; } } } PalswapData pd; pd.lookup = paldata; pd.crc32 = crc32; pd.swaptexture = nullptr; // Find what index maps to black (or the darkest available color) int found = -1; PalEntry foundColor = 0xffffffff; for (int i = 0; i < 255; i++) { int map = paldata[i]; PalEntry color = palettes[0].colors[map]; if (color.Luminance() < foundColor.Luminance()) { foundColor = color; found = i; } } // Determine the fade color. We pick what black, or the darkest color, maps to in the lowest shade level. int map = paldata[(numshades - 2) * 256 + found]; // do not look in the latest shade level because it doesn't always contain useful data for this. pd.fadeColor = palettes[0].colors[map]; if (pd.fadeColor.Luminance() < 10) pd.fadeColor = 0; // Account for the inability to check the last fade level by using a higher threshold for determining black fog. return palswaps.Push(pd); } //=========================================================================== // // // //=========================================================================== void PaletteManager::SetPalette(int index, const uint8_t* data) { // New palettes may only be added if declared transient or on startup. // Otherwise this would require a renderer reset to flush out the textures affected by the change. if (index < 0 || index > 255) return; // invalid index - ignore. palettemap[index] = FindPalette(data); if (index == 0) { ImageHelpers::SetPalette((PalEntry*)data); // Palette 0 is always the reference for downconverting images } } //=========================================================================== // // // //=========================================================================== void PaletteManager::BindPalette(int index) { if (palettemap[index] < palettes.Size()) { auto uindex = palettemap[index]; if (uindex != lastindex) { lastindex = uindex; if (palettes[uindex].paltexture == nullptr) { auto p = GLInterface.NewTexture(); p->CreateTexture(256, 1, false, false); p->LoadTexture((uint8_t*)palettes[uindex].colors); p->SetSampler(SamplerNoFilterClampXY); palettes[uindex].paltexture = p; } inst->BindTexture(2, palettes[uindex].paltexture); } } } //=========================================================================== // // // //=========================================================================== void PaletteManager::SetPalswapData(int index, const uint8_t* data, int numshades_) { if (index < 0 || index > 255) return; // invalid index - ignore. numshades = numshades_; palswapmap[index] = FindPalswap(data); } //=========================================================================== // // // //=========================================================================== void PaletteManager::BindPalswap(int index) { if (palswapmap[index] < palswaps.Size()) { auto uindex = palswapmap[index]; if (uindex != lastsindex) { lastsindex = uindex; auto& ps = palswaps[uindex]; if (ps.swaptexture == nullptr) { auto p = GLInterface.NewTexture(); p->CreateTexture(256, numshades, true, false); p->LoadTexture((uint8_t*)ps.lookup); p->SetSampler(SamplerNoFilterClampXY); ps.swaptexture = p; } inst->BindTexture(1, ps.swaptexture); inst->SetFadeColor(ps.fadeColor); } } } int PaletteManager::LookupPalette(int palette, int palswap, bool brightmap) { int realpal = palettemap[palette]; int realswap = palswapmap[palswap]; int combined = (brightmap? 0x1000000 : 0) + realpal * 0x10000 + realswap; int* combinedindex = swappedpalmap.CheckKey(combined); if (combinedindex) return *combinedindex; PaletteData* paldata = &palettes[realpal]; PalswapData* swapdata = &palswaps[realswap]; PalEntry swappedpalette[256]; if (!brightmap) { for (int i = 0; i < 255; i++) { int swapi = swapdata->lookup[i]; swappedpalette[i] = paldata->colors[swapi]; swappedpalette[i].a = 255; } } else { bool found = false; memset(swappedpalette, 0, sizeof(swappedpalette)); for (int i = 0; i < 255; i++) { int swapi = swapdata->lookup[i]; auto swapc = paldata->colors[swapi]; if (swapc.a) { found = true; swappedpalette[i] = 0xffffffff; } } if (!found) { swappedpalmap.Insert(combined, -1); return -1; } } swappedpalette[255] = 0; int palid = FindPalette((uint8_t*)swappedpalette); swappedpalmap.Insert(combined, palid); return palid; }