/* ** 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 "glad/glad.h" #include "glbackend.h" #include "gl_samplers.h" #include "gl_shader.h" #include "baselayer.h" #include "resourcefile.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; } if (transientpalette.paltexture) delete transientpalette.paltexture; transientpalette.paltexture = nullptr; transientpalette.crc32 = -1; palettes.Reset(); palswaps.Reset(); lastindex = -1; memset(palettemap, 0, sizeof(palettemap)); memset(palswapmap, 0, sizeof(palswapmap)); } //=========================================================================== // // 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; return palettes.Push(pd); } //=========================================================================== // // // //=========================================================================== void PaletteManager::SetPalette(int index, const uint8_t* data, bool transient) { // 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. if (transient) { // Transient palettes do not get stored in the list because it is assumed that they won't be needed for long. // Only clear the texture if the palette is different. if (memcmp(data, transientpalette.colors, 1024)) { memcpy(transientpalette.colors, data, 1024); if (transientpalette.paltexture) delete transientpalette.paltexture; transientpalette.paltexture = nullptr; } transientpalette.crc32 = index; palettemap[index] = 0; return; } palettemap[index] = FindPalette(data); } //=========================================================================== // // // //=========================================================================== void PaletteManager::BindPalette(int index) { if (index == transientpalette.crc32) { if (transientpalette.paltexture == nullptr) { auto p = GLInterface.NewTexture(); p->CreateTexture(256, 1, false, false); p->LoadTexture((uint8_t*)transientpalette.colors); p->SetSampler(Sampler2DNoFilter); transientpalette.paltexture = p; } inst->BindTexture(2, transientpalette.paltexture); } else 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(Sampler2DNoFilter); palettes[uindex].paltexture = p; } inst->BindTexture(2, palettes[uindex].paltexture); } } } #if 0 static void polymost_setPalswap(uint32_t index) { static uint32_t lastPalswapIndex; if (currentShaderProgramID != polymost1CurrentShaderProgramID) return; lastPalswapIndex = index; polymost1PalswapPos.x = index * polymost1PalswapSize.x; polymost1PalswapPos.y = floorf(polymost1PalswapPos.x); polymost1PalswapPos = { polymost1PalswapPos.x - polymost1PalswapPos.y + (0.5f / PALSWAP_TEXTURE_SIZE), polymost1PalswapPos.y * polymost1PalswapSize.y + (0.5f / PALSWAP_TEXTURE_SIZE) }; glUniform2f(polymost1PalswapPosLoc, polymost1PalswapPos.x, polymost1PalswapPos.y); } static void polymost_setPalswapSize(uint32_t width, uint32_t height) { if (currentShaderProgramID != polymost1CurrentShaderProgramID) return; polymost1PalswapSize = { width * (1.f / PALSWAP_TEXTURE_SIZE), height * (1.f / PALSWAP_TEXTURE_SIZE) }; polymost1PalswapInnerSize = { (width - 1) * (1.f / PALSWAP_TEXTURE_SIZE), (height - 1) * (1.f / PALSWAP_TEXTURE_SIZE) }; glUniform2f(polymost1PalswapSizeLoc, polymost1PalswapInnerSize.x, polymost1PalswapInnerSize.y); } #endif