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https://github.com/ZDoom/raze-gles.git
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120a985b98
There's several intro cutscenes using the full palette and for these the color must not be nulled as it should for in-game textures.
338 lines
9.4 KiB
C++
338 lines
9.4 KiB
C++
/*
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** gl_palmanager.cpp
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** Palette management
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include <memory>
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#include "m_crc32.h"
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#include "glbackend.h"
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#include "baselayer.h"
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#include "resourcefile.h"
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#include "imagehelpers.h"
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#include "v_font.h"
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#include "palette.h"
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//===========================================================================
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//
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// The palette manager will contain all palettes being used for texture
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// creation. It is also responsible for creating palette textures for indexed
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// rendering.
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//
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//===========================================================================
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PaletteManager::~PaletteManager()
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{
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DeleteAll();
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void PaletteManager::DeleteAllTextures()
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{
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for (auto& pal : palettes)
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{
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if (pal.paltexture) delete pal.paltexture;
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pal.paltexture = nullptr;
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}
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for (auto& pal : palswaps)
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{
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if (pal.swaptexture) delete pal.swaptexture;
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pal.swaptexture = nullptr;
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}
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if (palswapTexture) delete palswapTexture;
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palswapTexture = nullptr;
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}
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void PaletteManager::DeleteAll()
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{
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DeleteAllTextures();
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palettes.Reset();
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palswaps.Reset();
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lastindex = ~0u;
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lastsindex = ~0u;
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memset(palettemap, 0, sizeof(palettemap));
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memset(palswapmap, 0, sizeof(palswapmap));
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memset(addshade, 0, sizeof(addshade));
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memset(mulshade, 0, sizeof(mulshade));
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numshades = 1;
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}
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//===========================================================================
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//
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// Adds a new palette while looking for duplicates.
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//
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//===========================================================================
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unsigned PaletteManager::FindPalette(const uint8_t *paldata)
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{
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auto crc32 = CalcCRC32(paldata, 1024);
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for (unsigned int i = 0; i< palettes.Size(); i++)
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{
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if (crc32 == palettes[i].crc32)
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{
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if (!memcmp(paldata, palettes[i].colors, 1024))
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{
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return i;
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}
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}
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}
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PaletteData pd;
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memcpy(pd.colors, paldata, 1024);
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pd.crc32 = crc32;
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pd.paltexture = nullptr;
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pd.shadesdone = false;
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return palettes.Push(pd);
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}
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//===========================================================================
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//
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// Adds a new palette while looking for duplicates.
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//
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//===========================================================================
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unsigned PaletteManager::FindPalswap(const uint8_t* paldata, palette_t &fadecolor)
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{
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if (paldata == nullptr) return 0;
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auto crc32 = CalcCRC32(paldata, 256 * numshades);
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for (unsigned int i = 0; i < palswaps.Size(); i++)
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{
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if (crc32 == palswaps[i].crc32)
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{
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if (!memcmp(paldata, palswaps[i].lookup, 256 * numshades))
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{
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return i;
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}
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}
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}
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PalswapData pd;
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pd.lookup = paldata;
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pd.crc32 = crc32;
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pd.swaptexture = nullptr;
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memset(pd.brightcolors, 0, 256);
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pd.isbright = false;
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for (int i = 0; i < 255; i++)
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{
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int firstmap = paldata[i];
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int lastmap = paldata[i + 256 * (numshades - 2)];
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PalEntry color1 = palettes[palettemap[0]].colors[firstmap];
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PalEntry color2 = palettes[palettemap[0]].colors[lastmap];
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int lum1 = color1.Amplitude();
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int lum2 = color2.Amplitude();
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if (lum1 > 40 && lum2 * 10 >= lum1 * 9)
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{
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pd.brightcolors[i] = 255;
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pd.isbright = true;
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}
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}
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if (fadecolor.f == 0)
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{
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// Find what index maps to black (or the darkest available color)
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int found = -1;
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PalEntry foundColor = 0xffffffff;
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for (int i = 0; i < 255; i++)
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{
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int map = paldata[i];
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PalEntry color = palettes[palettemap[0]].colors[map];
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if (color.Luminance() < foundColor.Luminance())
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{
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foundColor = color;
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found = i;
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}
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}
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// Determine the fade color. We pick what black, or the darkest color, maps to in the lowest shade level.
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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.
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pd.fadeColor = palettes[palettemap[0]].colors[map];
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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.
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}
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else
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{
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pd.fadeColor = PalEntry(fadecolor.r, fadecolor.g, fadecolor.b);
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}
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return palswaps.Push(pd);
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void PaletteManager::SetPalette(int index, const uint8_t* data)
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{
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// New palettes may only be added if declared transient or on startup.
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// Otherwise this would require a renderer reset to flush out the textures affected by the change.
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if (index < 0 || index > 255) return; // invalid index - ignore.
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palettemap[index] = FindPalette(data);
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if (index == 0)
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{
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ImageHelpers::SetPalette((PalEntry*)data); // Palette 0 is always the reference for downconverting images
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void PaletteManager::BindPalette(int index)
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{
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if (palettemap[index] < palettes.Size())
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{
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auto uindex = palettemap[index];
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if (uindex != lastindex)
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{
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lastindex = uindex;
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if (palettes[uindex].paltexture == nullptr)
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{
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auto p = GLInterface.NewTexture();
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p->CreateTexture(256, 1, FHardwareTexture::TrueColor, false);
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p->LoadTexture((uint8_t*)palettes[uindex].colors);
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p->SetSampler(SamplerNoFilterClampXY);
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palettes[uindex].paltexture = p;
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}
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inst->BindTexture(2, palettes[uindex].paltexture);
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}
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void PaletteManager::SetPalswapData(int index, const uint8_t* data, int numshades_, palette_t &fadecolor)
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{
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if (index < 0 || index > 255) return; // invalid index - ignore.
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numshades = numshades_;
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palswapmap[index] = FindPalswap(data, fadecolor);
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void PaletteManager::BindPalswap(int index)
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{
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if (palswapmap[index] < palswaps.Size())
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{
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auto uindex = palswapmap[index];
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if (uindex != lastsindex)
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{
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lastsindex = uindex;
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auto& ps = palswaps[uindex];
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if (ps.swaptexture == nullptr)
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{
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auto p = GLInterface.NewTexture();
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p->CreateTexture(256, numshades, FHardwareTexture::Indexed, false);
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p->LoadTexture((uint8_t*)ps.lookup);
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p->SetSampler(SamplerNoFilterClampXY);
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ps.swaptexture = p;
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}
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inst->BindTexture(1, ps.swaptexture);
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inst->SetFadeColor(ps.fadeColor);
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}
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}
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}
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int PaletteManager::LookupPalette(int palette, int palswap, bool brightmap, bool nontransparent255)
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{
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int realpal = palettemap[palette];
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int realswap = palswapmap[palswap];
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int combined = (nontransparent255? 0x2000000 : 0) + (brightmap? 0x1000000 : 0) + realpal * 0x10000 + realswap;
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int* combinedindex = swappedpalmap.CheckKey(combined);
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if (combinedindex) return *combinedindex;
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PaletteData* paldata = &palettes[realpal];
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PalswapData* swapdata = &palswaps[realswap];
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PalEntry swappedpalette[256];
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int end = nontransparent255 ? 256 : 255;
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if (!brightmap)
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{
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for (int i = 0; i < end; i++)
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{
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int swapi = swapdata->lookup[i];
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swappedpalette[i] = paldata->colors[swapi];
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swappedpalette[i].a = 255;
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}
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}
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else
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{
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if (!swapdata->isbright)
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{
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swappedpalmap.Insert(combined, -1);
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return -1;
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}
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bool found = false;
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memset(swappedpalette, 0, sizeof(swappedpalette));
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for (int i = 0; i < 255; i++)
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{
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int swapi = swapdata->brightcolors[i];
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if (swapi)
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{
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found = true;
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swappedpalette[i] = 0xffffffff;
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}
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}
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if (!found)
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{
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swappedpalmap.Insert(combined, -1);
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return -1;
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}
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}
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if (!nontransparent255) swappedpalette[255] = 0;
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int palid = FindPalette((uint8_t*)swappedpalette);
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swappedpalmap.Insert(combined, palid);
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return palid;
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}
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