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480 lines
15 KiB
C++
480 lines
15 KiB
C++
/*
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** palette.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2019-2020 Christoph Oelckers
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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 "build.h"
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#include "imagehelpers.h"
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#include "palette.h"
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#include "superfasthash.h"
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#include "memarena.h"
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#include "palettecontainer.h"
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#include "palutil.h"
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#include "colormatcher.h"
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#include "m_swap.h"
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#include "v_colortables.h"
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#include "v_font.h"
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#include "printf.h"
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#include "v_draw.h"
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LookupTableInfo lookups;
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int numshades;
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//==========================================================================
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//
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// Adds a palette to the global list of base palettes
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//
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//==========================================================================
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void paletteSetColorTable(int32_t id, uint8_t const* table, bool notransparency, bool twodonly)
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{
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if (id == 0)
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{
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GPalette.SetPalette(table, 255);
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GPalette.BaseColors[255] = 0;
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BuildTransTable(GPalette.BaseColors);
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}
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FRemapTable remap;
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remap.AddColors(0, 256, table, -1);
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if (!notransparency)
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{
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remap.Palette[255] = 0;
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remap.Remap[255] = 255;
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}
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remap.TwodOnly = twodonly; //
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remap.NoTransparency = notransparency;
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GPalette.UpdateTranslation(TRANSLATION(Translation_BasePalettes, id), &remap);
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}
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//==========================================================================
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//
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// loads the main palette file.
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//
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//==========================================================================
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void paletteLoadFromDisk(void)
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{
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for (auto& x : glblend)
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{
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x = defaultglblend;
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}
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auto fil = fileSystem.OpenFileReader("palette.dat");
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if (!fil.isOpen())
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return;
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// Base palette
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uint8_t palette[768];
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if (768 != fil.Read(palette, 768))
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return;
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for (auto & pe : palette)
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pe <<= 2;
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paletteSetColorTable(0, palette, false, false);
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paletteloaded |= PALETTE_MAIN;
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// LameDuke and Witchaven use an older variant.
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if (fil.GetLength() == 41600)
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{
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numshades = 32;
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}
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else
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{
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// Shade tables
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numshades = fil.ReadInt16();
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if (numshades <= 1)
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{
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Printf("Warning: Invalid number of shades in \"palette.dat\"!\n");
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numshades = 0;
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return;
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}
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}
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// Read base shade table (lookuptables 0).
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unsigned length = numshades * 256;
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auto buffer = fil.Read(length);
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if (buffer.size() != length) return;
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lookups.setTable(0, buffer.data());
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paletteloaded |= PALETTE_SHADE | PALETTE_TRANSLUC;
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}
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//==========================================================================
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//
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// postprocess the palette data after everything has been loaded
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//
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//==========================================================================
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void LookupTableInfo::postLoadTables(void)
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{
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GPalette.GenerateGlobalBrightmapFromColormap(getTable(0), numshades);
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// Try to detect fullbright translations. Unfortunately this cannot be used to detect fade strength because of loss of color precision in the palette map.
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for (int j = 0; j < MAXPALOOKUPS; j++)
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{
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if (tables[j].FadeColor) continue;
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auto lookup = tables[j].Shades;
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if (lookup.Len() > 0)
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{
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auto basetable = (uint8_t*)lookup.GetChars();
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auto midtable = basetable + ((numshades / 2) - 1) * 256;
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int lumibase = 0, lumimid = 0;
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for (int i = 1; i < 255; i++) // intentionally leave out 0 and 255, because the table here is not translucency adjusted to the palette.
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{
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lumibase += GPalette.BaseColors[basetable[i]].Amplitude();
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lumimid += GPalette.BaseColors[midtable[i]].Amplitude();
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}
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float divider = float(lumimid) / float(lumibase);
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bool isbright = false;
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if (divider > 0.9)
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{
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tables[j].ShadeFactor = 1 / 10000.f; // this translation is fullbright.
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}
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else
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{
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if (tables[j].ShadeFactor == 0) tables[j].ShadeFactor = 1.f;
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// Fullbright lookups do not need brightmaps.
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auto fog = tables[j].FadeColor;
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if (GPalette.HasGlobalBrightmap && fog.r == 0 && fog.g == 0 && fog.b == 0)
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{
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isbright = true;
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// A translation is fullbright only if all fullbright colors in the base table are mapped to another fullbright color.
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auto brightmap = GPalette.GlobalBrightmap.Remap;
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for (int i = 1; i < 255; i++) // This also ignores entries 0 and 255 for the same reason as above.
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{
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int map = basetable[i];
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if (brightmap[i] == GPalette.WhiteIndex && brightmap[map] != GPalette.WhiteIndex)
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{
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isbright = false;
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break;
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}
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}
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}
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}
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tables[j].hasBrightmap = isbright;
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DPrintf(DMSG_NOTIFY, "Lookup %d is %sbright\n", j, isbright ? "" : "not ");
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}
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}
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}
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//==========================================================================
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//
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// load the lookup tables from lookup.dat
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//
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//==========================================================================
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int32_t LookupTableInfo::loadTable(FileReader &fp)
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{
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uint8_t buffer[256];
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int numlookups = fp.ReadUInt8();
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if (numlookups < 1)
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return -1;
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for (int j=0; j<numlookups; j++)
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{
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int palnum = fp.ReadUInt8();
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if (256 != fp.Read(buffer, 256))
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return -1;
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if (palnum < 0 || palnum >= 256 - RESERVEDPALS)
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{
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Printf("ERROR: attempt to load lookup at invalid index %d\n", palnum);
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}
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else
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makeTable(palnum, buffer, 0, 0, 0, 0);
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}
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return 0;
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}
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//==========================================================================
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//
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// Find a gap of four consecutive unused pal numbers to generate fog shade tables.
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//
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//==========================================================================
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void LookupTableInfo::setupDefaultFog(void)
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{
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for (int j = 1; j <= 255 - 3; j++)
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{
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if (tables[j].Shades.IsEmpty() && tables[j+1].Shades.IsEmpty() && tables[j + 2].Shades.IsEmpty() && tables[j + 3].Shades.IsEmpty())
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{
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makeTable(j, NULL, 60, 60, 60, 1);
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makeTable(j + 1, NULL, 60, 0, 0, 1);
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makeTable(j + 2, NULL, 0, 60, 0, 1);
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makeTable(j + 3, NULL, 0, 0, 60, 1);
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break;
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}
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}
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}
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//==========================================================================
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//
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// post process the lookup tables once everything has been loaded
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//
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//==========================================================================
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void LookupTableInfo::postLoadLookups()
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{
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int numpalettes = GPalette.NumTranslations(Translation_BasePalettes);
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if (numpalettes == 0) return;
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for (int i = 0; i < numpalettes; i++)
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{
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auto palette = GPalette.GetTranslation(Translation_BasePalettes, i);
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if (!palette) continue;
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if (palette->TwodOnly)
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{
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GPalette.CopyTranslation(TRANSLATION(Translation_Remap + i, 0), TRANSLATION(Translation_BasePalettes, i));
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}
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else
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{
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for (int l = 0; l < MAXPALOOKUPS; l++)
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{
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if (!tables[l].Shades.IsEmpty())
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{
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const uint8_t* lookup = (uint8_t*)tables[l].Shades.GetChars();
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FRemapTable remap;
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memcpy(remap.Remap, lookup, 256);
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for (int j = 0; j < 256; j++)
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{
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remap.Palette[j] = palette->Palette[remap.Remap[j]];
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}
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remap.NumEntries = 256;
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GPalette.UpdateTranslation(TRANSLATION(i + Translation_Remap, l), &remap);
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}
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}
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}
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}
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// Swap colors 0 and 255. Note that color 255 may not be translucent!
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auto colorswap = [](FRemapTable* remap)
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{
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std::swap(remap->Palette[255], remap->Palette[0]);
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std::swap(remap->Remap[255], remap->Remap[0]);
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for (auto& c : remap->Remap)
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{
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if (c == 0) c = 255;
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else if (c == 255) c = 0;
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}
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if (!remap->NoTransparency)
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{
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remap->Remap[0] = 0;
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remap->Palette[0] = 0;
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}
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};
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for (auto remap : GPalette.uniqueRemaps)
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{
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if (!remap->ForFont) colorswap(remap);
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}
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colorswap(&GPalette.GlobalBrightmap);
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std::swap(GPalette.BaseColors[0], GPalette.BaseColors[255]);
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GPalette.Remap[0] = 255;
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}
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//==========================================================================
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//
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// set a lookup table from external data
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//
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//==========================================================================
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int32_t LookupTableInfo::setTable(int palnum, const uint8_t *shtab)
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{
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if (shtab != NULL)
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{
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int length = numshades * 256;
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tables[palnum].Shades = FString((const char*)shtab, length);
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}
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return 0;
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}
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//==========================================================================
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//
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// creates a lookup table from scratch
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//
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//==========================================================================
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void LookupTableInfo::makeTable(int palnum, const uint8_t *remapbuf, int r, int g, int b, bool noFloorPal)
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{
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uint8_t idmap[256];
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// NOTE: palnum==0 is allowed
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if (paletteloaded == 0 || (unsigned)palnum >= MAXPALOOKUPS)
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return;
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tables[palnum].noFloorPal = noFloorPal;
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if (remapbuf == nullptr)
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{
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if (r == 0 && g == 0 && b == 0)
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{
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clearTable(palnum);
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return;
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}
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for (int i = 0; i < 256; i++) idmap[i] = i;
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remapbuf = idmap;
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}
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int length = numshades * 256;
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auto p = tables[palnum].Shades.LockNewBuffer(length);
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// "black fog"/visibility case -- only remap color indices
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auto src = getTable(0);
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for (int j = 0; j < numshades; j++)
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{
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for (int i = 0; i < 256; i++)
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{
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p[256 * j + i] = src[256 * j + remapbuf[i]];
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}
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}
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tables[palnum].FadeColor.r = r;
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tables[palnum].FadeColor.g = g;
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tables[palnum].FadeColor.b = b;
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tables[palnum].FadeColor.a = 1;
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}
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//==========================================================================
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//
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// hicsetpalettetint(pal,r,g,b,sr,sg,sb,effect)
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// The tinting values represent a mechanism for emulating the effect of global sector
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// palette shifts on true-colour textures and only true-colour textures.
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// effect bitset: 1 = greyscale, 2 = invert
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//
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//==========================================================================
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void LookupTableInfo::setPaletteTint(int palnum, int r, int g, int b, int sr, int sg, int sb, int flags)
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{
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if ((unsigned)palnum >= MAXPALOOKUPS) return;
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auto &lookup = tables[palnum];
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lookup.tintColor = PalEntry(r, g, b);
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lookup.tintShade = PalEntry(sr, sg, sb);
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if (flags == 0) flags = TINTF_COLORIZE;
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lookup.tintFlags = flags | TINTF_ENABLE;
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}
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//==========================================================================
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//
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// todo: everything below belongs elsewhere. Move it out
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//
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//==========================================================================
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#include "v_2ddrawer.h"
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uint8_t curbasepal;
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int32_t r_scenebrightness;
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PalEntry palfadergb;
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static int32_t tint_blood_r = 0, tint_blood_g = 0, tint_blood_b = 0;
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glblend_t glblend[MAXBLENDTABS];
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void videoSetPalette(int palid)
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{
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curbasepal = (GPalette.GetTranslation(Translation_BasePalettes, palid) == nullptr)? 0 : palid;
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}
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//==========================================================================
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//
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// map Build blend definitions to actual render style / alpha combos.
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//
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//==========================================================================
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glblend_t const nullglblend =
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{
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{
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{ 1.f, STYLEALPHA_One, STYLEALPHA_Zero, 0 },
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{ 1.f, STYLEALPHA_One, STYLEALPHA_Zero, 0 },
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},
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};
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glblend_t const defaultglblend =
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{
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{
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{ 2.f / 3.f, STYLEALPHA_Src, STYLEALPHA_InvSrc, 0 },
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{ 1.f / 3.f, STYLEALPHA_Src, STYLEALPHA_InvSrc, 0 },
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},
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};
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FRenderStyle GetRenderStyle(int blend, int def)
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{
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FRenderStyle rs;
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rs.BlendOp = STYLEOP_Add;
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auto glbdef = &glblend[blend].def[def];
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rs.SrcAlpha = glbdef->src;
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rs.DestAlpha = glbdef->dst;
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rs.Flags = 0;
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return rs;
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}
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float GetAlphaFromBlend(uint32_t method, uint32_t blend)
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{
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return method == DAMETH_TRANS1 || method == DAMETH_TRANS2 ? glblend[blend].def[method - DAMETH_TRANS1].alpha : 1.f;
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}
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//==========================================================================
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//
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// Fullscreen blend effects
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//
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//==========================================================================
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void DrawFullscreenBlends()
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{
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// These get prepended to the 2D drawer so they must be submitted in reverse order of drawing.
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if (tint_blood_r | tint_blood_g | tint_blood_b)
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{
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PalEntry color2(255, max(-tint_blood_r, 0), max(-tint_blood_g, 0), max(-tint_blood_b, 0));
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twod->AddColorOnlyQuad(0, 0, twod->GetWidth(), twod->GetHeight(), color2, &LegacyRenderStyles[STYLE_Subtract], true);
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PalEntry color(255, max(tint_blood_r, 0), max(tint_blood_g, 0), max(tint_blood_b, 0));
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twod->AddColorOnlyQuad(0, 0, twod->GetWidth(), twod->GetHeight(), color, &LegacyRenderStyles[STYLE_Add], true);
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}
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if (palfadergb.a > 0)
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{
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twod->AddColorOnlyQuad(0, 0, twod->GetWidth(), twod->GetHeight(), palfadergb, &LegacyRenderStyles[STYLE_Translucent], true);
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}
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}
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void videoTintBlood(int32_t r, int32_t g, int32_t b)
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{
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tint_blood_r = r;
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tint_blood_g = g;
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tint_blood_b = b;
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}
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