raze-gles/source/glbackend/gl_palmanager.cpp

151 lines
4.2 KiB
C++

/*
** 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 <memory>
#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"
#include "v_video.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 = screen->CreateHardwareTexture(4);
p->CreateTexture((uint8_t*)palettedata->Palette, 256, 1, 15, false, "Palette");
palettetextures[index] = p;
}
inst->SetPaletteTexture(palettetextures[index]);
}
}
}
//===========================================================================
//
//
//
//===========================================================================
void PaletteManager::BindPalswap(int index)
{
if (!lookups.checkTable(index)) index = 0;
if (lookups.checkTable(index))
{
if (index != lastsindex)
{
lastsindex = index;
if (palswaptextures[index] == nullptr)
{
auto p = screen->CreateHardwareTexture(1);
// Perform a 0<->255 index swap. The lookup tables are still the original data.
TArray<uint8_t> lookup(numshades * 256, true);
memcpy(lookup.Data(), lookups.getTable(index), lookup.Size());
for (int i = 0; i < numshades; i++)
{
auto p = &lookup[i * 256];
p[255] = p[0];
p[0] = 0;
}
p->CreateTexture(lookup.Data(), 256, numshades, 15, false, "Palette");
palswaptextures[index] = p;
}
inst->SetLookupTexture(palswaptextures[index]);
inst->SetFadeColor(lookups.getFade(index));
}
}
}