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https://github.com/ZDoom/Raze.git
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29a10cabcb
Brightness is now correct - I have no idea why this factor of 1/0.85 is needed - something must reduce the brightness of the entire scene but I have no idea what.
141 lines
4.3 KiB
C++
141 lines
4.3 KiB
C++
/*
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** gl_palmanager.cpp
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** Palette management
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 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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*/
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#include <memory>
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#include "m_crc32.h"
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#include "glbackend.h"
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#include "resourcefile.h"
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#include "imagehelpers.h"
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#include "v_font.h"
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#include "palette.h"
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#include "build.h"
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#include "v_video.h"
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//===========================================================================
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//
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// This class manages the hardware data for the indexed render mode.
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//
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//===========================================================================
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PaletteManager::~PaletteManager()
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{
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DeleteAll();
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void PaletteManager::DeleteAll()
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{
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for (auto& pal : palettetextures)
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{
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if (pal) delete pal;
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pal = nullptr;
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}
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for (auto& pal : lookuptextures)
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{
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if (pal) delete pal;
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pal = nullptr;
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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IHardwareTexture *PaletteManager::GetPalette(int index)
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{
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auto palettedata = GPalette.GetTranslation(Translation_BasePalettes, index);
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if (palettedata == nullptr)
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{
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index = 0;
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palettedata = GPalette.GetTranslation(Translation_BasePalettes, index);
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};
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if (palettedata)
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{
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if (palettetextures[index] == nullptr)
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{
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auto p = screen->CreateHardwareTexture(4);
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p->CreateTexture((uint8_t*)palettedata->Palette, 256, 1, 15, false, "Palette");
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palettetextures[index] = p;
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}
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return palettetextures[index];
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}
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I_FatalError("palette not initialized for palette emulated render mode"); // we cannot continue if this happens.
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return nullptr;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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IHardwareTexture* PaletteManager::GetLookup(int index)
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{
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if (!lookups.checkTable(index)) index = 0;
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if (lookups.checkTable(index))
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{
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if (lookuptextures[index] == nullptr)
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{
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auto p = screen->CreateHardwareTexture(1);
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// Perform a 0<->255 index swap. The lookup tables are still the original data.
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TArray<uint8_t> lookup(numshades * 256, true);
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memcpy(lookup.Data(), lookups.getTable(index), lookup.Size());
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for (int i = 0; i < numshades; i++)
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{
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auto p = &lookup[i * 256];
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p[255] = p[0];
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p[0] = 0;
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for (int v = 1; v <= 255; v++) if (p[v] == 0) p[v] = 255;
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}
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p->CreateTexture(lookup.Data(), 256, numshades, 15, false, "PaletteLookup");
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lookuptextures[index] = p;
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}
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return lookuptextures[index];
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}
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I_FatalError("palette lookups not initialized for palette emulated render mode"); // we cannot continue if this happens.
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return nullptr;
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}
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