raze/source/core/rendering/hw_palmanager.cpp

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/*
** 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 "hw_palmanager.h"
#include "resourcefile.h"
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#include "imagehelpers.h"
#include "v_font.h"
#include "palette.h"
#include "build.h"
#include "v_video.h"
static PaletteManager* palmanager;
//===========================================================================
//
// 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;
}
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for (auto& pal : lookuptextures)
{
if (pal) delete pal;
pal = nullptr;
}
}
//===========================================================================
//
//
//
//===========================================================================
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IHardwareTexture *PaletteManager::GetPalette(int index)
{
auto palettedata = GPalette.GetTranslation(Translation_BasePalettes, index);
if (palettedata == nullptr)
{
index = 0;
palettedata = GPalette.GetTranslation(Translation_BasePalettes, index);
};
if (palettedata)
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{
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if (palettetextures[index] == nullptr)
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{
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auto p = screen->CreateHardwareTexture(4);
p->CreateTexture((uint8_t*)palettedata->Palette, 256, 1, 15, false, "Palette");
palettetextures[index] = p;
}
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return palettetextures[index];
}
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I_FatalError("palette not initialized for palette emulated render mode"); // we cannot continue if this happens.
return nullptr;
}
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//===========================================================================
//
//
//
//===========================================================================
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IHardwareTexture* PaletteManager::GetLookup(int index)
{
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if (!lookups.checkTable(index)) index = 0;
if (lookups.checkTable(index))
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{
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if (lookuptextures[index] == nullptr)
{
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auto p = screen->CreateHardwareTexture(1);
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// Perform a 0<->255 index swap. The lookup tables are still the original data.
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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;
for (int v = 1; v <= 255; v++) if (p[v] == 0) p[v] = 255;
}
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p->CreateTexture(lookup.Data(), 256, numshades, 15, false, "PaletteLookup");
lookuptextures[index] = p;
}
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return lookuptextures[index];
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}
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I_FatalError("palette lookups not initialized for palette emulated render mode"); // we cannot continue if this happens.
return nullptr;
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}
//===========================================================================
//
//
//
//===========================================================================
IHardwareTexture *setpalettelayer(int layer, int translation)
{
if (!palmanager) palmanager = new PaletteManager;
if (layer == 1)
return palmanager->GetPalette(GetTranslationType(translation) - Translation_Remap);
else if (layer == 2)
return palmanager->GetLookup(GetTranslationIndex(translation));
else return nullptr;
}
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void ClearPalManager()
{
if (palmanager) delete palmanager;
palmanager = nullptr;
}