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950 lines
23 KiB
C++
950 lines
23 KiB
C++
/*
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** palette.cpp
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** Palette and color utility functions
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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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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#include <algorithm>
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#include "palutil.h"
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#include "palentry.h"
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#include "sc_man.h"
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#include "files.h"
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#include "filesystem.h"
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#include "printf.h"
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#include "m_png.h"
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/****************************/
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/* Palette management stuff */
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/****************************/
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int BestColor (const uint32_t *pal_in, int r, int g, int b, int first, int num, const uint8_t* indexmap)
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{
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const PalEntry *pal = (const PalEntry *)pal_in;
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int bestcolor = first;
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int bestdist = 257 * 257 + 257 * 257 + 257 * 257;
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for (int color = first; color < num; color++)
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{
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int co = indexmap ? indexmap[color] : color;
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int x = r - pal[co].r;
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int y = g - pal[co].g;
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int z = b - pal[co].b;
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int dist = x*x + y*y + z*z;
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if (dist < bestdist)
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{
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if (dist == 0)
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return co;
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bestdist = dist;
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bestcolor = co;
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}
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}
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return bestcolor;
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}
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// [SP] Re-implemented BestColor for more precision rather than speed. This function is only ever called once until the game palette is changed.
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int PTM_BestColor (const uint32_t *pal_in, int r, int g, int b, bool reverselookup, float powtable_val, int first, int num)
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{
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const PalEntry *pal = (const PalEntry *)pal_in;
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static double powtable[256];
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static bool firstTime = true;
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static float trackpowtable = 0.;
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double fbestdist = DBL_MAX, fdist;
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int bestcolor = 0;
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if (firstTime || trackpowtable != powtable_val)
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{
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auto pt = powtable_val;
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trackpowtable = pt;
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firstTime = false;
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for (int x = 0; x < 256; x++) powtable[x] = pow((double)x/255, (double)pt);
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}
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for (int color = first; color < num; color++)
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{
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double x = powtable[abs(r-pal[color].r)];
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double y = powtable[abs(g-pal[color].g)];
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double z = powtable[abs(b-pal[color].b)];
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fdist = x + y + z;
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if (color == first || (reverselookup?(fdist <= fbestdist):(fdist < fbestdist)))
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{
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if (fdist == 0 && !reverselookup)
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return color;
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fbestdist = fdist;
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bestcolor = color;
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}
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}
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return bestcolor;
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}
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#if defined(_M_X64) || defined(_M_IX86) || defined(__i386__) || defined(__amd64__)
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#ifdef _MSC_VER
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#include <intrin.h>
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#endif
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#include <emmintrin.h>
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static void DoBlending_SSE2(const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a)
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{
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__m128i blendcolor;
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__m128i blendalpha;
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__m128i zero;
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__m128i blending256;
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__m128i color1;
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__m128i color2;
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size_t unaligned;
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unaligned = ((size_t)from | (size_t)to) & 0xF;
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#if defined(__amd64__) || defined(_M_X64)
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int64_t color;
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blending256 = _mm_set_epi64x(0x10001000100ll, 0x10001000100ll);
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color = ((int64_t)r << 32) | (g << 16) | b;
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blendcolor = _mm_set_epi64x(color, color);
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color = ((int64_t)a << 32) | (a << 16) | a;
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blendalpha = _mm_set_epi64x(color, color);
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#else
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int color;
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blending256 = _mm_set_epi32(0x100, 0x1000100, 0x100, 0x1000100);
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color = (g << 16) | b;
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blendcolor = _mm_set_epi32(r, color, r, color);
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color = (a << 16) | a;
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blendalpha = _mm_set_epi32(a, color, a, color);
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#endif
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blendcolor = _mm_mullo_epi16(blendcolor, blendalpha); // premultiply blend by alpha
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blendalpha = _mm_subs_epu16(blending256, blendalpha); // one minus alpha
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zero = _mm_setzero_si128();
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if (unaligned)
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{
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for (count >>= 2; count > 0; --count)
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{
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color1 = _mm_loadu_si128((__m128i *)from);
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from += 4;
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color2 = _mm_unpackhi_epi8(color1, zero);
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color1 = _mm_unpacklo_epi8(color1, zero);
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color1 = _mm_mullo_epi16(blendalpha, color1);
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color2 = _mm_mullo_epi16(blendalpha, color2);
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color1 = _mm_adds_epu16(blendcolor, color1);
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color2 = _mm_adds_epu16(blendcolor, color2);
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color1 = _mm_srli_epi16(color1, 8);
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color2 = _mm_srli_epi16(color2, 8);
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_mm_storeu_si128((__m128i *)to, _mm_packus_epi16(color1, color2));
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to += 4;
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}
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}
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else
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{
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for (count >>= 2; count > 0; --count)
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{
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color1 = _mm_load_si128((__m128i *)from);
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from += 4;
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color2 = _mm_unpackhi_epi8(color1, zero);
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color1 = _mm_unpacklo_epi8(color1, zero);
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color1 = _mm_mullo_epi16(blendalpha, color1);
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color2 = _mm_mullo_epi16(blendalpha, color2);
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color1 = _mm_adds_epu16(blendcolor, color1);
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color2 = _mm_adds_epu16(blendcolor, color2);
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color1 = _mm_srli_epi16(color1, 8);
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color2 = _mm_srli_epi16(color2, 8);
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_mm_store_si128((__m128i *)to, _mm_packus_epi16(color1, color2));
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to += 4;
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}
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}
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}
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#endif
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void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a)
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{
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if (a == 0)
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{
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if (from != to)
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{
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memcpy (to, from, count * sizeof(uint32_t));
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}
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return;
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}
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else if (a == 256)
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{
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uint32_t t = MAKERGB(r,g,b);
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int i;
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for (i = 0; i < count; i++)
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{
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to[i] = t;
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}
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return;
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}
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#if defined(_M_X64) || defined(_M_IX86) || defined(__i386__) || defined(__amd64__)
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else if (count >= 4)
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{
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int not3count = count & ~3;
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DoBlending_SSE2 (from, to, not3count, r, g, b, a);
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count &= 3;
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if (count <= 0)
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{
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return;
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}
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from += not3count;
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to += not3count;
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}
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#endif
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int i, ia;
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ia = 256 - a;
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r *= a;
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g *= a;
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b *= a;
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for (i = count; i > 0; i--, to++, from++)
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{
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to->r = (r + from->r * ia) >> 8;
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to->g = (g + from->g * ia) >> 8;
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to->b = (b + from->b * ia) >> 8;
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}
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}
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/****** Colorspace Conversion Functions ******/
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// Code from http://www.cs.rit.edu/~yxv4997/t_convert.html
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// r,g,b values are from 0 to 1
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// h = [0,360], s = [0,1], v = [0,1]
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// if s == 0, then h = -1 (undefined)
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// Green Doom guy colors:
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// RGB - 0: { .46 1 .429 } 7: { .254 .571 .206 } 15: { .0317 .0794 .0159 }
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// HSV - 0: { 116.743 .571 1 } 7: { 112.110 .639 .571 } 15: { 105.071 .800 .0794 }
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void RGBtoHSV (float r, float g, float b, float *h, float *s, float *v)
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{
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float min, max, delta, foo;
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if (r == g && g == b)
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{
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*h = 0;
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*s = 0;
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*v = r;
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return;
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}
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foo = r < g ? r : g;
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min = (foo < b) ? foo : b;
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foo = r > g ? r : g;
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max = (foo > b) ? foo : b;
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*v = max; // v
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delta = max - min;
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*s = delta / max; // s
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if (r == max)
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*h = (g - b) / delta; // between yellow & magenta
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else if (g == max)
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*h = 2 + (b - r) / delta; // between cyan & yellow
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else
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*h = 4 + (r - g) / delta; // between magenta & cyan
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*h *= 60; // degrees
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if (*h < 0)
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*h += 360;
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}
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void HSVtoRGB (float *r, float *g, float *b, float h, float s, float v)
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{
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int i;
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float f, p, q, t;
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if (s == 0)
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{ // achromatic (grey)
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*r = *g = *b = v;
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return;
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}
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h /= 60; // sector 0 to 5
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i = (int)floor (h);
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f = h - i; // factorial part of h
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p = v * (1 - s);
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q = v * (1 - s * f);
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t = v * (1 - s * (1 - f));
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switch (i)
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{
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case 0: *r = v; *g = t; *b = p; break;
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case 1: *r = q; *g = v; *b = p; break;
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case 2: *r = p; *g = v; *b = t; break;
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case 3: *r = p; *g = q; *b = v; break;
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case 4: *r = t; *g = p; *b = v; break;
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default: *r = v; *g = p; *b = q; break;
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}
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}
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struct RemappingWork
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{
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uint32_t Color;
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uint8_t Foreign; // 0 = local palette, 1 = foreign palette
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uint8_t PalEntry; // Entry # in the palette
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uint8_t Pad[2];
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};
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static int sortforremap(const void* a, const void* b)
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{
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return (*(const uint32_t*)a & 0xFFFFFF) - (*(const uint32_t*)b & 0xFFFFFF);
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}
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static int sortforremap2(const void* a, const void* b)
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{
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const RemappingWork* ap = (const RemappingWork*)a;
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const RemappingWork* bp = (const RemappingWork*)b;
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if (ap->Color == bp->Color)
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{
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return bp->Foreign - ap->Foreign;
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}
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else
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{
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return ap->Color - bp->Color;
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}
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}
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void MakeRemap(uint32_t* BaseColors, const uint32_t* colors, uint8_t* remap, const uint8_t* useful, int numcolors)
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{
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RemappingWork workspace[255 + 256];
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int i, j, k;
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// Fill in workspace with the colors from the passed palette and this palette.
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// By sorting this array, we can quickly find exact matches so that we can
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// minimize the time spent calling BestColor for near matches.
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for (i = 1; i < 256; ++i)
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{
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workspace[i - 1].Color = uint32_t(BaseColors[i]) & 0xFFFFFF;
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workspace[i - 1].Foreign = 0;
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workspace[i - 1].PalEntry = i;
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}
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for (i = k = 0, j = 255; i < numcolors; ++i)
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{
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if (useful == NULL || useful[i] != 0)
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{
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workspace[j].Color = colors[i] & 0xFFFFFF;
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workspace[j].Foreign = 1;
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workspace[j].PalEntry = i;
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++j;
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++k;
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}
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else
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{
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remap[i] = 0;
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}
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}
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qsort(workspace, j, sizeof(RemappingWork), sortforremap2);
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// Find exact matches
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--j;
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for (i = 0; i < j; ++i)
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{
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if (workspace[i].Foreign)
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{
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if (!workspace[i + 1].Foreign && workspace[i].Color == workspace[i + 1].Color)
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{
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remap[workspace[i].PalEntry] = workspace[i + 1].PalEntry;
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workspace[i].Foreign = 2;
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++i;
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--k;
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}
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}
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}
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// Find near matches
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if (k > 0)
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{
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for (i = 0; i <= j; ++i)
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{
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if (workspace[i].Foreign == 1)
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{
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remap[workspace[i].PalEntry] = BestColor((uint32_t*)BaseColors,
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RPART(workspace[i].Color), GPART(workspace[i].Color), BPART(workspace[i].Color),
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1, 255);
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}
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}
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}
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}
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// In ZDoom's new texture system, color 0 is used as the transparent color.
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// But color 0 is also a valid color for Doom engine graphics. What to do?
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// Simple. The default palette for every game has at least one duplicate
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// color, so find a duplicate pair of palette entries, make one of them a
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// duplicate of color 0, and remap every graphic so that it uses that entry
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// instead of entry 0.
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void MakeGoodRemap(uint32_t* BaseColors, uint8_t* Remap)
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{
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for (int i = 0; i < 256; i++) Remap[i] = i;
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PalEntry color0 = BaseColors[0];
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int i;
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// First try for an exact match of color 0. Only Hexen does not have one.
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for (i = 1; i < 256; ++i)
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{
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if (BaseColors[i] == color0)
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{
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Remap[0] = i;
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break;
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}
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}
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// If there is no duplicate of color 0, find the first set of duplicate
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// colors and make one of them a duplicate of color 0. In Hexen's PLAYPAL
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// colors 209 and 229 are the only duplicates, but we cannot assume
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// anything because the player might be using a custom PLAYPAL where those
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// entries are not duplicates.
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if (Remap[0] == 0)
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{
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PalEntry sortcopy[256];
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for (i = 0; i < 256; ++i)
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{
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sortcopy[i] = (BaseColors[i] & 0xffffff) | (i << 24);
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}
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qsort(sortcopy, 256, 4, sortforremap);
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for (i = 255; i > 0; --i)
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{
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if ((sortcopy[i] & 0xFFFFFF) == (sortcopy[i - 1] & 0xFFFFFF))
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{
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int new0 = sortcopy[i].a;
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int dup = sortcopy[i - 1].a;
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if (new0 > dup)
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{
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// Make the lower-numbered entry a copy of color 0. (Just because.)
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std::swap(new0, dup);
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}
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Remap[0] = new0;
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Remap[new0] = dup;
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BaseColors[new0] = color0;
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break;
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}
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}
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}
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// If there were no duplicates, InitPalette() will remap color 0 to the
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// closest matching color. Hopefully nobody will use a palette where all
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// 256 entries are different. :-)
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}
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//===========================================================================
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//
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// Gets the average color of a texture for use as a sky cap color
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//
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//===========================================================================
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PalEntry averageColor(const uint32_t* data, int size, int maxout)
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{
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int i;
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unsigned int r, g, b;
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// First clear them.
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r = g = b = 0;
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if (size == 0)
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{
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return PalEntry(255, 255, 255);
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}
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for (i = 0; i < size; i++)
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{
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b += BPART(data[i]);
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g += GPART(data[i]);
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r += RPART(data[i]);
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}
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r = r / size;
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g = g / size;
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b = b / size;
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int maxv = max(max(r, g), b);
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if (maxv && maxout)
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{
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r = ::Scale(r, maxout, maxv);
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g = ::Scale(g, maxout, maxv);
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b = ::Scale(b, maxout, maxv);
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}
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return PalEntry(255, r, g, b);
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}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// V_GetColorFromString
|
|
//
|
|
// Passed a string of the form "#RGB", "#RRGGBB", "R G B", or "RR GG BB",
|
|
// returns a number representing that color. If palette is non-NULL, the
|
|
// index of the best match in the palette is returned, otherwise the
|
|
// RRGGBB value is returned directly.
|
|
//
|
|
//==========================================================================
|
|
|
|
int V_GetColorFromString(const char* cstr, FScriptPosition* sc)
|
|
{
|
|
int c[3], i, p;
|
|
char val[3];
|
|
|
|
val[2] = '\0';
|
|
|
|
// Check for HTML-style #RRGGBB or #RGB color string
|
|
if (cstr[0] == '#')
|
|
{
|
|
size_t len = strlen(cstr);
|
|
|
|
if (len == 7)
|
|
{
|
|
// Extract each eight-bit component into c[].
|
|
for (i = 0; i < 3; ++i)
|
|
{
|
|
val[0] = cstr[1 + i * 2];
|
|
val[1] = cstr[2 + i * 2];
|
|
c[i] = ParseHex(val, sc);
|
|
}
|
|
}
|
|
else if (len == 4)
|
|
{
|
|
// Extract each four-bit component into c[], expanding to eight bits.
|
|
for (i = 0; i < 3; ++i)
|
|
{
|
|
val[1] = val[0] = cstr[1 + i];
|
|
c[i] = ParseHex(val, sc);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Bad HTML-style; pretend it's black.
|
|
c[2] = c[1] = c[0] = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (strlen(cstr) == 6)
|
|
{
|
|
char* endp;
|
|
int color = strtol(cstr, &endp, 16);
|
|
if (*endp == 0)
|
|
{
|
|
// RRGGBB string
|
|
c[0] = (color & 0xff0000) >> 16;
|
|
c[1] = (color & 0xff00) >> 8;
|
|
c[2] = (color & 0xff);
|
|
}
|
|
else goto normal;
|
|
}
|
|
else
|
|
{
|
|
normal:
|
|
// Treat it as a space-delimited hexadecimal string
|
|
for (i = 0; i < 3; ++i)
|
|
{
|
|
// Skip leading whitespace
|
|
while (*cstr <= ' ' && *cstr != '\0')
|
|
{
|
|
cstr++;
|
|
}
|
|
// Extract a component and convert it to eight-bit
|
|
for (p = 0; *cstr > ' '; ++p, ++cstr)
|
|
{
|
|
if (p < 2)
|
|
{
|
|
val[p] = *cstr;
|
|
}
|
|
}
|
|
if (p == 0)
|
|
{
|
|
c[i] = 0;
|
|
}
|
|
else
|
|
{
|
|
if (p == 1)
|
|
{
|
|
val[1] = val[0];
|
|
}
|
|
c[i] = ParseHex(val, sc);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return MAKERGB(c[0], c[1], c[2]);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// V_GetColorStringByName
|
|
//
|
|
// Searches for the given color name in x11r6rgb.txt and returns an
|
|
// HTML-ish "#RRGGBB" string for it if found or the empty string if not.
|
|
//
|
|
//==========================================================================
|
|
|
|
FString V_GetColorStringByName(const char* name, FScriptPosition* sc)
|
|
{
|
|
FileData rgbNames;
|
|
char* rgbEnd;
|
|
char* rgb, * endp;
|
|
int rgblump;
|
|
int c[3], step;
|
|
size_t namelen;
|
|
|
|
if (fileSystem.GetNumEntries() == 0) return FString();
|
|
|
|
rgblump = fileSystem.CheckNumForName("X11R6RGB");
|
|
if (rgblump == -1)
|
|
{
|
|
if (!sc) Printf("X11R6RGB lump not found\n");
|
|
else sc->Message(MSG_WARNING, "X11R6RGB lump not found");
|
|
return FString();
|
|
}
|
|
|
|
rgbNames = fileSystem.ReadFile(rgblump);
|
|
rgb = (char*)rgbNames.GetMem();
|
|
rgbEnd = rgb + fileSystem.FileLength(rgblump);
|
|
step = 0;
|
|
namelen = strlen(name);
|
|
|
|
while (rgb < rgbEnd)
|
|
{
|
|
// Skip white space
|
|
if (*rgb <= ' ')
|
|
{
|
|
do
|
|
{
|
|
rgb++;
|
|
} while (rgb < rgbEnd && *rgb <= ' ');
|
|
}
|
|
else if (step == 0 && *rgb == '!')
|
|
{ // skip comment lines
|
|
do
|
|
{
|
|
rgb++;
|
|
} while (rgb < rgbEnd && *rgb != '\n');
|
|
}
|
|
else if (step < 3)
|
|
{ // collect RGB values
|
|
c[step++] = strtoul(rgb, &endp, 10);
|
|
if (endp == rgb)
|
|
{
|
|
break;
|
|
}
|
|
rgb = endp;
|
|
}
|
|
else
|
|
{ // Check color name
|
|
endp = rgb;
|
|
// Find the end of the line
|
|
while (endp < rgbEnd && *endp != '\n')
|
|
endp++;
|
|
// Back up over any whitespace
|
|
while (endp > rgb && *endp <= ' ')
|
|
endp--;
|
|
if (endp == rgb)
|
|
{
|
|
break;
|
|
}
|
|
size_t checklen = ++endp - rgb;
|
|
if (checklen == namelen && strnicmp(rgb, name, checklen) == 0)
|
|
{
|
|
FString descr;
|
|
descr.Format("#%02x%02x%02x", c[0], c[1], c[2]);
|
|
return descr;
|
|
}
|
|
rgb = endp;
|
|
step = 0;
|
|
}
|
|
}
|
|
if (rgb < rgbEnd)
|
|
{
|
|
if (!sc) Printf("X11R6RGB lump is corrupt\n");
|
|
else sc->Message(MSG_WARNING, "X11R6RGB lump is corrupt");
|
|
}
|
|
return FString();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// V_GetColor
|
|
//
|
|
// Works like V_GetColorFromString(), but also understands X11 color names.
|
|
//
|
|
//==========================================================================
|
|
|
|
int V_GetColor(const char* str, FScriptPosition* sc)
|
|
{
|
|
FString string = V_GetColorStringByName(str, sc);
|
|
int res;
|
|
|
|
if (!string.IsEmpty())
|
|
{
|
|
res = V_GetColorFromString(string, sc);
|
|
}
|
|
else
|
|
{
|
|
res = V_GetColorFromString(str, sc);
|
|
}
|
|
return res;
|
|
}
|
|
|
|
int V_GetColor(FScanner& sc)
|
|
{
|
|
FScriptPosition scc = sc;
|
|
return V_GetColor(sc.String, &scc);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Special colormaps
|
|
//
|
|
//==========================================================================
|
|
|
|
|
|
TArray<FSpecialColormap> SpecialColormaps;
|
|
uint8_t DesaturateColormap[31][256];
|
|
|
|
// These default tables are needed for texture composition.
|
|
static FSpecialColormapParameters SpecialColormapParms[] =
|
|
{
|
|
// Doom invulnerability is an inverted grayscale.
|
|
// Strife uses it when firing the Sigil
|
|
{ { 1, 1, 1 }, { 0, 0, 0 } },
|
|
|
|
// Heretic invulnerability is a golden shade.
|
|
{ { 0, 0, 0 }, { 1.5, 0.75, 0 }, },
|
|
|
|
// [BC] Build the Doomsphere colormap. It is red!
|
|
{ { 0, 0, 0 }, { 1.5, 0, 0 } },
|
|
|
|
// [BC] Build the Guardsphere colormap. It's a greenish-white kind of thing.
|
|
{ { 0, 0, 0 }, { 1.25, 1.5, 1 } },
|
|
|
|
// Build a blue colormap.
|
|
{ { 0, 0, 0 }, { 0, 0, 1.5 } },
|
|
|
|
// Repeated to get around the overridability of the other one
|
|
{ { 1, 1, 1 }, { 0, 0, 0 } },
|
|
|
|
};
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void UpdateSpecialColormap(PalEntry* BaseColors, unsigned int index, float r1, float g1, float b1, float r2, float g2, float b2)
|
|
{
|
|
assert(index < SpecialColormaps.Size());
|
|
|
|
FSpecialColormap* cm = &SpecialColormaps[index];
|
|
cm->ColorizeStart[0] = float(r1);
|
|
cm->ColorizeStart[1] = float(g1);
|
|
cm->ColorizeStart[2] = float(b1);
|
|
cm->ColorizeEnd[0] = float(r2);
|
|
cm->ColorizeEnd[1] = float(g2);
|
|
cm->ColorizeEnd[2] = float(b2);
|
|
|
|
r2 -= r1;
|
|
g2 -= g1;
|
|
b2 -= b1;
|
|
r1 *= 255;
|
|
g1 *= 255;
|
|
b1 *= 255;
|
|
|
|
if (BaseColors) // only create this table if needed
|
|
{
|
|
for (int c = 0; c < 256; c++)
|
|
{
|
|
double intensity = (BaseColors[c].r * 77 +
|
|
BaseColors[c].g * 143 +
|
|
BaseColors[c].b * 37) / 256.0;
|
|
|
|
PalEntry pe = PalEntry(min(255, int(r1 + intensity * r2)),
|
|
min(255, int(g1 + intensity * g2)),
|
|
min(255, int(b1 + intensity * b2)));
|
|
|
|
cm->Colormap[c] = BestColor((uint32_t*)BaseColors, pe.r, pe.g, pe.b);
|
|
}
|
|
}
|
|
|
|
// This table is used by the texture composition code
|
|
for (int i = 0; i < 256; i++)
|
|
{
|
|
cm->GrayscaleToColor[i] = PalEntry(min(255, int(r1 + i * r2)),
|
|
min(255, int(g1 + i * g2)),
|
|
min(255, int(b1 + i * b2)));
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int AddSpecialColormap(PalEntry *BaseColors, float r1, float g1, float b1, float r2, float g2, float b2)
|
|
{
|
|
// Clamp these in range for the hardware shader.
|
|
r1 = clamp(r1, 0.0f, 2.0f);
|
|
g1 = clamp(g1, 0.0f, 2.0f);
|
|
b1 = clamp(b1, 0.0f, 2.0f);
|
|
r2 = clamp(r2, 0.0f, 2.0f);
|
|
g2 = clamp(g2, 0.0f, 2.0f);
|
|
b2 = clamp(b2, 0.0f, 2.0f);
|
|
|
|
for (unsigned i = 1; i < SpecialColormaps.Size(); i++)
|
|
{
|
|
// Avoid precision issues here when trying to find a proper match.
|
|
if (fabs(SpecialColormaps[i].ColorizeStart[0] - r1) < FLT_EPSILON &&
|
|
fabs(SpecialColormaps[i].ColorizeStart[1] - g1) < FLT_EPSILON &&
|
|
fabs(SpecialColormaps[i].ColorizeStart[2] - b1) < FLT_EPSILON &&
|
|
fabs(SpecialColormaps[i].ColorizeEnd[0] - r2) < FLT_EPSILON &&
|
|
fabs(SpecialColormaps[i].ColorizeEnd[1] - g2) < FLT_EPSILON &&
|
|
fabs(SpecialColormaps[i].ColorizeEnd[2] - b2) < FLT_EPSILON)
|
|
{
|
|
return i; // The map already exists
|
|
}
|
|
}
|
|
|
|
UpdateSpecialColormap(BaseColors, SpecialColormaps.Reserve(1), r1, g1, b1, r2, g2, b2);
|
|
return SpecialColormaps.Size() - 1;
|
|
}
|
|
|
|
void InitSpecialColormaps(PalEntry *pe)
|
|
{
|
|
for (unsigned i = 0; i < countof(SpecialColormapParms); ++i)
|
|
{
|
|
AddSpecialColormap(pe, SpecialColormapParms[i].Start[0], SpecialColormapParms[i].Start[1],
|
|
SpecialColormapParms[i].Start[2], SpecialColormapParms[i].End[0],
|
|
SpecialColormapParms[i].End[1], SpecialColormapParms[i].End[2]);
|
|
}
|
|
|
|
// desaturated colormaps. These are used for texture composition
|
|
for (int m = 0; m < 31; m++)
|
|
{
|
|
uint8_t* shade = DesaturateColormap[m];
|
|
for (int c = 0; c < 256; c++)
|
|
{
|
|
int intensity = pe[c].Luminance();
|
|
|
|
int r = (pe[c].r * (31 - m) + intensity * m) / 31;
|
|
int g = (pe[c].g * (31 - m) + intensity * m) / 31;
|
|
int b = (pe[c].b * (31 - m) + intensity * m) / 31;
|
|
shade[c] = BestColor((uint32_t*)pe, r, g, b);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int ReadPalette(int lumpnum, uint8_t* buffer)
|
|
{
|
|
if (lumpnum < 0)
|
|
{
|
|
return 0;
|
|
}
|
|
FileData lump = fileSystem.ReadFile(lumpnum);
|
|
uint8_t* lumpmem = (uint8_t*)lump.GetMem();
|
|
memset(buffer, 0, 768);
|
|
|
|
FileReader fr;
|
|
fr.OpenMemory(lumpmem, lump.GetSize());
|
|
auto png = M_VerifyPNG(fr);
|
|
if (png)
|
|
{
|
|
uint32_t id, len;
|
|
fr.Seek(33, FileReader::SeekSet);
|
|
fr.Read(&len, 4);
|
|
fr.Read(&id, 4);
|
|
while (id != MAKE_ID('I', 'D', 'A', 'T') && id != MAKE_ID('I', 'E', 'N', 'D'))
|
|
{
|
|
len = BigLong((unsigned int)len);
|
|
if (id != MAKE_ID('P', 'L', 'T', 'E'))
|
|
fr.Seek(len, FileReader::SeekCur);
|
|
else
|
|
{
|
|
int PaletteSize = min<int>(len, 768);
|
|
fr.Read(buffer, PaletteSize);
|
|
return PaletteSize / 3;
|
|
}
|
|
fr.Seek(4, FileReader::SeekCur); // Skip CRC
|
|
fr.Read(&len, 4);
|
|
id = MAKE_ID('I', 'E', 'N', 'D');
|
|
fr.Read(&id, 4);
|
|
}
|
|
I_Error("%s contains no palette", fileSystem.GetFileFullName(lumpnum));
|
|
}
|
|
if (memcmp(lumpmem, "JASC-PAL", 8) == 0)
|
|
{
|
|
FScanner sc;
|
|
|
|
sc.OpenMem(fileSystem.GetFileFullName(lumpnum), (char*)lumpmem, int(lump.GetSize()));
|
|
sc.MustGetString();
|
|
sc.MustGetNumber(); // version - ignore
|
|
sc.MustGetNumber();
|
|
int colors = min(256, sc.Number) * 3;
|
|
for (int i = 0; i < colors; i++)
|
|
{
|
|
sc.MustGetNumber();
|
|
if (sc.Number < 0 || sc.Number > 255)
|
|
{
|
|
sc.ScriptError("Color %d value out of range.", sc.Number);
|
|
}
|
|
buffer[i] = sc.Number;
|
|
}
|
|
return colors / 3;
|
|
}
|
|
else
|
|
{
|
|
memcpy(buffer, lumpmem, min<size_t>(768, lump.GetSize()));
|
|
return 256;
|
|
}
|
|
}
|
|
|