raze-gles/source/common/engine/palettecontainer.h

137 lines
4.2 KiB
C++

#pragma once
#include <stdint.h>
#include "memarena.h"
#include "palentry.h"
class FileReader;
enum
{
TRANSLATION_Internal = 0
};
struct FRemapTable
{
FRemapTable(int count = 256) { NumEntries = count; }
FRemapTable(const FRemapTable& o) = default;
bool operator==(const FRemapTable& o);
void MakeIdentity();
bool IsIdentity() const;
bool AddIndexRange(int start, int end, int pal1, int pal2);
bool AddColorRange(int start, int end, int r1, int g1, int b1, int r2, int g2, int b2);
bool AddDesaturation(int start, int end, double r1, double g1, double b1, double r2, double g2, double b2);
bool AddColourisation(int start, int end, int r, int g, int b);
bool AddTint(int start, int end, int r, int g, int b, int amount);
bool AddToTranslation(const char* range);
bool AddColors(int start, int count, const uint8_t*, int trans_color = 0);
uint8_t Remap[256]; // For the software renderer
PalEntry Palette[256]; // The ideal palette this maps to
int crc32;
int Index;
int NumEntries; // # of elements in this table (usually 256)
bool Inactive = false; // This table is inactive and should be treated as if it was passed as NULL
bool TwodOnly = false; // Only used for 2D rendering
bool ForFont = false; // Mark font translations because they may require different handling than the ones for sprites-
private:
};
// A class that initializes unusued pointers to NULL. This is used so that when
// the TAutoGrowArray below is expanded, the new elements will be NULLed.
class FRemapTablePtr
{
public:
FRemapTablePtr() throw() : Ptr(0) {}
FRemapTablePtr(FRemapTable* p) throw() : Ptr(p) {}
FRemapTablePtr(const FRemapTablePtr& p) throw() : Ptr(p.Ptr) {}
operator FRemapTable* () const throw() { return Ptr; }
FRemapTablePtr& operator= (FRemapTable* p) throw() { Ptr = p; return *this; }
FRemapTablePtr& operator= (FRemapTablePtr& p) throw() { Ptr = p.Ptr; return *this; }
FRemapTable& operator*() const throw() { return *Ptr; }
FRemapTable* operator->() const throw() { return Ptr; }
private:
FRemapTable* Ptr = nullptr;
};
#define TRANSLATION_SHIFT 16
#define TRANSLATION_MASK ((1<<TRANSLATION_SHIFT)-1)
#define TRANSLATIONTYPE_MASK (255<<TRANSLATION_SHIFT)
inline uint32_t TRANSLATION(uint8_t a, uint32_t b)
{
return (a << TRANSLATION_SHIFT) | b;
}
inline int GetTranslationType(uint32_t trans)
{
return (trans & TRANSLATIONTYPE_MASK) >> TRANSLATION_SHIFT;
}
inline int GetTranslationIndex(uint32_t trans)
{
return (trans & TRANSLATION_MASK);
}
class PaletteContainer
{
public:
PalEntry BaseColors[256]; // non-gamma corrected palette
PalEntry RawColors[256]; // colors as read from the game data without the transparancy remap applied
uint8_t Remap[256]; // remap original palette indices to in-game indices
uint8_t WhiteIndex; // white in original palette index
uint8_t BlackIndex; // black in original palette index
bool HasGlobalBrightmap;
FRemapTable GlobalBrightmap;
FRemapTable GrayRamp;
FRemapTable GrayscaleMap;
FRemapTable IceMap; // This is used by the texture compositor so it must be globally accessible.
uint8_t GrayMap[256];
TArray<FRemapTable*> uniqueRemaps;
private:
FMemArena remapArena;
TArray<TAutoGrowArray<FRemapTablePtr, FRemapTable*>> TranslationTables;
public:
void Init(int numslots); // This cannot be a constructor!!!
void SetPalette(const uint8_t* colors, int transparent_index = -1);
void Clear();
int DetermineTranslucency(FileReader& file);
FRemapTable* AddRemap(FRemapTable* remap);
void UpdateTranslation(int trans, FRemapTable* remap);
int AddTranslation(int slot, FRemapTable* remap, int count = 1);
void CopyTranslation(int dest, int src);
int StoreTranslation(int slot, FRemapTable* remap);
FRemapTable* TranslationToTable(int translation);
void GenerateGlobalBrightmapFromColormap(const uint8_t* cmapdata, int numlevels);
void PushIdentityTable(int slot)
{
AddTranslation(slot, nullptr);
}
FRemapTable* GetTranslation(int slot, int index)
{
return TranslationTables[slot].GetVal(index);
}
void ClearTranslationSlot(int slot)
{
TranslationTables[slot].Clear();
}
unsigned NumTranslations(int slot) const
{
return TranslationTables[slot].Size();
}
};
extern PaletteContainer GPalette;