raze/source/glbackend/gl_palmanager.cpp
Christoph Oelckers 120a985b98 - disable palette transparency for color 255 when running an animation.
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.
2019-12-25 14:13:15 +01:00

338 lines
9.4 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"
//===========================================================================
//
// 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::DeleteAllTextures()
{
for (auto& pal : palettes)
{
if (pal.paltexture) delete pal.paltexture;
pal.paltexture = nullptr;
}
for (auto& pal : palswaps)
{
if (pal.swaptexture) delete pal.swaptexture;
pal.swaptexture = nullptr;
}
if (palswapTexture) delete palswapTexture;
palswapTexture = nullptr;
}
void PaletteManager::DeleteAll()
{
DeleteAllTextures();
palettes.Reset();
palswaps.Reset();
lastindex = ~0u;
lastsindex = ~0u;
memset(palettemap, 0, sizeof(palettemap));
memset(palswapmap, 0, sizeof(palswapmap));
memset(addshade, 0, sizeof(addshade));
memset(mulshade, 0, sizeof(mulshade));
numshades = 1;
}
//===========================================================================
//
// 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;
pd.shadesdone = false;
return palettes.Push(pd);
}
//===========================================================================
//
// Adds a new palette while looking for duplicates.
//
//===========================================================================
unsigned PaletteManager::FindPalswap(const uint8_t* paldata, palette_t &fadecolor)
{
if (paldata == nullptr) return 0;
auto crc32 = CalcCRC32(paldata, 256 * numshades);
for (unsigned int i = 0; i < palswaps.Size(); i++)
{
if (crc32 == palswaps[i].crc32)
{
if (!memcmp(paldata, palswaps[i].lookup, 256 * numshades))
{
return i;
}
}
}
PalswapData pd;
pd.lookup = paldata;
pd.crc32 = crc32;
pd.swaptexture = nullptr;
memset(pd.brightcolors, 0, 256);
pd.isbright = false;
for (int i = 0; i < 255; i++)
{
int firstmap = paldata[i];
int lastmap = paldata[i + 256 * (numshades - 2)];
PalEntry color1 = palettes[palettemap[0]].colors[firstmap];
PalEntry color2 = palettes[palettemap[0]].colors[lastmap];
int lum1 = color1.Amplitude();
int lum2 = color2.Amplitude();
if (lum1 > 40 && lum2 * 10 >= lum1 * 9)
{
pd.brightcolors[i] = 255;
pd.isbright = true;
}
}
if (fadecolor.f == 0)
{
// Find what index maps to black (or the darkest available color)
int found = -1;
PalEntry foundColor = 0xffffffff;
for (int i = 0; i < 255; i++)
{
int map = paldata[i];
PalEntry color = palettes[palettemap[0]].colors[map];
if (color.Luminance() < foundColor.Luminance())
{
foundColor = color;
found = i;
}
}
// Determine the fade color. We pick what black, or the darkest color, maps to in the lowest shade level.
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.
pd.fadeColor = palettes[palettemap[0]].colors[map];
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.
}
else
{
pd.fadeColor = PalEntry(fadecolor.r, fadecolor.g, fadecolor.b);
}
return palswaps.Push(pd);
}
//===========================================================================
//
//
//
//===========================================================================
void PaletteManager::SetPalette(int index, const uint8_t* data)
{
// 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.
palettemap[index] = FindPalette(data);
if (index == 0)
{
ImageHelpers::SetPalette((PalEntry*)data); // Palette 0 is always the reference for downconverting images
}
}
//===========================================================================
//
//
//
//===========================================================================
void PaletteManager::BindPalette(int index)
{
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, FHardwareTexture::TrueColor, false);
p->LoadTexture((uint8_t*)palettes[uindex].colors);
p->SetSampler(SamplerNoFilterClampXY);
palettes[uindex].paltexture = p;
}
inst->BindTexture(2, palettes[uindex].paltexture);
}
}
}
//===========================================================================
//
//
//
//===========================================================================
void PaletteManager::SetPalswapData(int index, const uint8_t* data, int numshades_, palette_t &fadecolor)
{
if (index < 0 || index > 255) return; // invalid index - ignore.
numshades = numshades_;
palswapmap[index] = FindPalswap(data, fadecolor);
}
//===========================================================================
//
//
//
//===========================================================================
void PaletteManager::BindPalswap(int index)
{
if (palswapmap[index] < palswaps.Size())
{
auto uindex = palswapmap[index];
if (uindex != lastsindex)
{
lastsindex = uindex;
auto& ps = palswaps[uindex];
if (ps.swaptexture == nullptr)
{
auto p = GLInterface.NewTexture();
p->CreateTexture(256, numshades, FHardwareTexture::Indexed, false);
p->LoadTexture((uint8_t*)ps.lookup);
p->SetSampler(SamplerNoFilterClampXY);
ps.swaptexture = p;
}
inst->BindTexture(1, ps.swaptexture);
inst->SetFadeColor(ps.fadeColor);
}
}
}
int PaletteManager::LookupPalette(int palette, int palswap, bool brightmap, bool nontransparent255)
{
int realpal = palettemap[palette];
int realswap = palswapmap[palswap];
int combined = (nontransparent255? 0x2000000 : 0) + (brightmap? 0x1000000 : 0) + realpal * 0x10000 + realswap;
int* combinedindex = swappedpalmap.CheckKey(combined);
if (combinedindex) return *combinedindex;
PaletteData* paldata = &palettes[realpal];
PalswapData* swapdata = &palswaps[realswap];
PalEntry swappedpalette[256];
int end = nontransparent255 ? 256 : 255;
if (!brightmap)
{
for (int i = 0; i < end; i++)
{
int swapi = swapdata->lookup[i];
swappedpalette[i] = paldata->colors[swapi];
swappedpalette[i].a = 255;
}
}
else
{
if (!swapdata->isbright)
{
swappedpalmap.Insert(combined, -1);
return -1;
}
bool found = false;
memset(swappedpalette, 0, sizeof(swappedpalette));
for (int i = 0; i < 255; i++)
{
int swapi = swapdata->brightcolors[i];
if (swapi)
{
found = true;
swappedpalette[i] = 0xffffffff;
}
}
if (!found)
{
swappedpalmap.Insert(combined, -1);
return -1;
}
}
if (!nontransparent255) swappedpalette[255] = 0;
int palid = FindPalette((uint8_t*)swappedpalette);
swappedpalmap.Insert(combined, palid);
return palid;
}