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/**
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* @file palette.cpp
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*
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* Implementation of functions for handling the engines color palette.
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*/
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#include "engine/palette.h"
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#include <cstdint>
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#include <fmt/core.h>
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#include "engine/backbuffer_state.hpp"
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#include "engine/demomode.h"
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#include "engine/dx.h"
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#include "engine/load_file.hpp"
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#include "engine/random.hpp"
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#include "headless_mode.hpp"
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#include "hwcursor.hpp"
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#include "options.h"
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#include "utils/display.h"
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#include "utils/sdl_compat.h"
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namespace devilution {
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std::array<SDL_Color, 256> logical_palette;
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std::array<SDL_Color, 256> system_palette;
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std::array<SDL_Color, 256> orig_palette;
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// This array is read from a lot on every frame.
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// We do not use `std::array` here to improve debug build performance.
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// In a debug build, `std::array` accesses are function calls.
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Uint8 paletteTransparencyLookup[256][256];
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#if DEVILUTIONX_PALETTE_TRANSPARENCY_BLACK_16_LUT
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uint16_t paletteTransparencyLookupBlack16[65536];
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#endif
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namespace {
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/** Specifies whether the palette has max brightness. */
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bool sgbFadedIn = true;
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void LoadBrightness()
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{
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int brightnessValue = *GetOptions().Graphics.brightness;
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brightnessValue = std::clamp(brightnessValue, 0, 100);
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GetOptions().Graphics.brightness.SetValue(brightnessValue - brightnessValue % 5);
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}
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Uint8 FindBestMatchForColor(std::array<SDL_Color, 256> &palette, SDL_Color color, int skipFrom, int skipTo)
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{
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Uint8 best;
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Uint32 bestDiff = SDL_MAX_UINT32;
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for (int i = 0; i < 256; i++) {
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if (i >= skipFrom && i <= skipTo)
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continue;
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int diffr = palette[i].r - color.r;
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int diffg = palette[i].g - color.g;
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int diffb = palette[i].b - color.b;
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Uint32 diff = diffr * diffr + diffg * diffg + diffb * diffb;
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if (bestDiff > diff) {
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best = i;
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bestDiff = diff;
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}
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}
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return best;
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}
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/**
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* @brief Generate lookup table for transparency
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*
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* This is based of the same technique found in Quake2.
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*
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* To mimic 50% transparency we figure out what colors in the existing palette are the best match for the combination of any 2 colors.
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* We save this into a lookup table for use during rendering.
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*
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* @param palette The colors to operate on
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* @param skipFrom Do not use colors between this index and skipTo
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* @param skipTo Do not use colors between skipFrom and this index
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* @param toUpdate Only update the first n colors
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*/
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void GenerateBlendedLookupTable(std::array<SDL_Color, 256> &palette, int skipFrom, int skipTo, int toUpdate = 256)
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{
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for (int i = 0; i < 256; i++) {
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for (int j = 0; j < 256; j++) {
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if (i == j) { // No need to calculate transparency between 2 identical colors
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paletteTransparencyLookup[i][j] = j;
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continue;
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}
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if (i > j) { // Half the blends will be mirror identical ([i][j] is the same as [j][i]), so simply copy the existing combination.
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paletteTransparencyLookup[i][j] = paletteTransparencyLookup[j][i];
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continue;
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}
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if (i > toUpdate && j > toUpdate) {
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continue;
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}
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SDL_Color blendedColor;
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blendedColor.r = ((int)palette[i].r + (int)palette[j].r) / 2;
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blendedColor.g = ((int)palette[i].g + (int)palette[j].g) / 2;
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blendedColor.b = ((int)palette[i].b + (int)palette[j].b) / 2;
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Uint8 best = FindBestMatchForColor(palette, blendedColor, skipFrom, skipTo);
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paletteTransparencyLookup[i][j] = best;
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}
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}
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#if DEVILUTIONX_PALETTE_TRANSPARENCY_BLACK_16_LUT
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for (unsigned i = 0; i < 256; ++i) {
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for (unsigned j = 0; j < 256; ++j) {
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const std::uint16_t index = i | (j << 8);
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paletteTransparencyLookupBlack16[index] = paletteTransparencyLookup[0][i] | (paletteTransparencyLookup[0][j] << 8);
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}
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}
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#endif
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}
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#if DEVILUTIONX_PALETTE_TRANSPARENCY_BLACK_16_LUT
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void UpdateTransparencyLookupBlack16(int from, int to)
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{
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for (int i = from; i <= to; i++) {
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for (int j = 0; j < 256; j++) {
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const std::uint16_t index = i | (j << 8);
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const std::uint16_t reverseIndex = j | (i << 8);
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paletteTransparencyLookupBlack16[index] = paletteTransparencyLookup[0][i] | (paletteTransparencyLookup[0][j] << 8);
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paletteTransparencyLookupBlack16[reverseIndex] = paletteTransparencyLookup[0][j] | (paletteTransparencyLookup[0][i] << 8);
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}
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}
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}
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#endif
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/**
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* @brief Cycle the given range of colors in the palette
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* @param from First color index of the range
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* @param to First color index of the range
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*/
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void CycleColors(int from, int to)
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{
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std::rotate(system_palette.begin() + from, system_palette.begin() + from + 1, system_palette.begin() + to + 1);
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for (auto &palette : paletteTransparencyLookup) {
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std::rotate(std::begin(palette) + from, std::begin(palette) + from + 1, std::begin(palette) + to + 1);
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}
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std::rotate(&paletteTransparencyLookup[from][0], &paletteTransparencyLookup[from + 1][0], &paletteTransparencyLookup[to + 1][0]);
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#if DEVILUTIONX_PALETTE_TRANSPARENCY_BLACK_16_LUT
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UpdateTransparencyLookupBlack16(from, to);
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#endif
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}
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/**
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* @brief Cycle the given range of colors in the palette in reverse direction
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* @param from First color index of the range
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* @param to Last color index of the range
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*/
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void CycleColorsReverse(int from, int to)
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{
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std::rotate(system_palette.begin() + from, system_palette.begin() + to, system_palette.begin() + to + 1);
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for (auto &palette : paletteTransparencyLookup) {
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std::rotate(std::begin(palette) + from, std::begin(palette) + to, std::begin(palette) + to + 1);
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}
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std::rotate(&paletteTransparencyLookup[from][0], &paletteTransparencyLookup[to][0], &paletteTransparencyLookup[to + 1][0]);
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#if DEVILUTIONX_PALETTE_TRANSPARENCY_BLACK_16_LUT
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UpdateTransparencyLookupBlack16(from, to);
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#endif
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}
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} // namespace
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void palette_update(int first, int ncolor)
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{
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if (HeadlessMode)
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return;
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assert(Palette);
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if (SDLC_SetSurfaceAndPaletteColors(PalSurface, Palette.get(), system_palette.data(), first, ncolor) < 0) {
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ErrSdl();
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}
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pal_surface_palette_version++;
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}
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// Applies a tone mapping curve based on the brightness slider value.
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// The brightness value is in the range [0, 100] where 0 is neutral (no change)
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// and 100 produces maximum brightening.
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void ApplyToneMapping(std::array<SDL_Color, 256> &dst,
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const std::array<SDL_Color, 256> &src,
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int n)
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{
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// Get the brightness slider value (0 = neutral, 100 = max brightening)
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int brightnessSlider = *GetOptions().Graphics.brightness; // New brightness setting.
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// Maximum adjustment factor (tweak this constant to change the effect strength)
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const float maxAdjustment = 2.0f;
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// Compute the quadratic parameter:
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// When brightnessSlider==0, then a==0 (identity mapping)
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// When brightnessSlider==100, then a== -maxAdjustment (maximum brightening)
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float a = -(brightnessSlider / 100.0f) * maxAdjustment;
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// Precompute a lookup table for speed.
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uint8_t toneMap[256];
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for (int i = 0; i < 256; i++) {
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float x = i / 255.0f;
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// Our quadratic tone mapping: f(x) = a*x^2 + (1-a)*x.
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const float y = std::clamp(a * x * x + (1.0f - a) * x, 0.0f, 1.0f);
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toneMap[i] = static_cast<uint8_t>(y * 255.0f + 0.5f);
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}
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// Apply the lookup table to each color channel in the palette.
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for (int i = 0; i < n; i++) {
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dst[i].r = toneMap[src[i].r];
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dst[i].g = toneMap[src[i].g];
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dst[i].b = toneMap[src[i].b];
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}
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RedrawEverything();
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}
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void palette_init()
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{
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LoadBrightness();
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system_palette = orig_palette;
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InitPalette();
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}
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void LoadPalette(const char *pszFileName, bool blend /*= true*/)
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{
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assert(pszFileName);
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if (HeadlessMode)
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return;
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struct Color {
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uint8_t r;
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uint8_t g;
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uint8_t b;
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};
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std::array<Color, 256> palData;
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LoadFileInMem(pszFileName, palData);
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for (unsigned i = 0; i < palData.size(); i++) {
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orig_palette[i].r = palData[i].r;
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orig_palette[i].g = palData[i].g;
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orig_palette[i].b = palData[i].b;
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#ifndef USE_SDL1
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orig_palette[i].a = SDL_ALPHA_OPAQUE;
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#endif
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}
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if (blend) {
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if (leveltype == DTYPE_CAVES || leveltype == DTYPE_CRYPT) {
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GenerateBlendedLookupTable(orig_palette, 1, 31);
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} else if (leveltype == DTYPE_NEST) {
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GenerateBlendedLookupTable(orig_palette, 1, 15);
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} else {
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GenerateBlendedLookupTable(orig_palette, -1, -1);
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}
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}
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}
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void LoadRndLvlPal(dungeon_type l)
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{
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if (HeadlessMode)
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return;
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if (l == DTYPE_TOWN) {
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LoadPalette("levels\\towndata\\town.pal");
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return;
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}
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if (l == DTYPE_CRYPT) {
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LoadPalette("nlevels\\l5data\\l5base.pal");
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return;
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}
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int rv = RandomIntBetween(1, 4);
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char szFileName[27];
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if (l == DTYPE_NEST) {
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if (!*GetOptions().Graphics.alternateNestArt) {
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rv++;
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}
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*fmt::format_to(szFileName, R"(nlevels\l{0}data\l{0}base{1}.pal)", 6, rv) = '\0';
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} else {
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*fmt::format_to(szFileName, R"(levels\l{0}data\l{0}_{1}.pal)", static_cast<int>(l), rv) = '\0';
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}
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LoadPalette(szFileName);
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}
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void IncreaseBrightness()
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{
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int brightnessValue = *GetOptions().Graphics.brightness;
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if (brightnessValue < 100) {
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int newBrightness = std::min(brightnessValue + 5, 100);
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GetOptions().Graphics.brightness.SetValue(newBrightness);
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ApplyToneMapping(system_palette, logical_palette, 256);
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palette_update();
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}
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}
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void DecreaseBrightness()
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{
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int brightnessValue = *GetOptions().Graphics.brightness;
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if (brightnessValue > 0) {
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int newBrightness = std::max(brightnessValue - 5, 0);
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GetOptions().Graphics.brightness.SetValue(newBrightness);
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ApplyToneMapping(system_palette, logical_palette, 256);
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palette_update();
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}
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}
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int UpdateBrightness(int brightness)
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{
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if (brightness >= 0) {
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GetOptions().Graphics.brightness.SetValue(brightness);
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ApplyToneMapping(system_palette, logical_palette, 256);
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palette_update();
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}
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return *GetOptions().Graphics.brightness;
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}
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void SetFadeLevel(int fadeval, bool updateHardwareCursor, const std::array<SDL_Color, 256> &srcPalette)
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|
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|
{
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if (HeadlessMode)
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return;
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for (int i = 0; i < 256; i++) {
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system_palette[i].r = (fadeval * srcPalette[i].r) / 256;
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system_palette[i].g = (fadeval * srcPalette[i].g) / 256;
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system_palette[i].b = (fadeval * srcPalette[i].b) / 256;
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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system_palette[i].a = SDL_ALPHA_OPAQUE;
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#endif
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}
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palette_update();
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|
|
|
if (updateHardwareCursor && IsHardwareCursor()) {
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|
|
ReinitializeHardwareCursor();
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|
}
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|
}
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void BlackPalette()
|
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|
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|
{
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|
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// With fade level 0 updating the hardware cursor may be redundant
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|
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|
// since everything is black. The caller should update the cursor
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|
// when needed instead.
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SetFadeLevel(0, /*updateHardwareCursor=*/false);
|
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|
|
|
}
|
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|
|
|
|
|
|
|
void PaletteFadeIn(int fr, const std::array<SDL_Color, 256> &srcPalette)
|
|
|
|
|
{
|
|
|
|
|
if (HeadlessMode)
|
|
|
|
|
return;
|
|
|
|
|
if (demo::IsRunning())
|
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|
|
fr = 0;
|
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|
|
|
|
|
|
|
|
ApplyToneMapping(logical_palette, srcPalette, 256);
|
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|
|
|
|
|
|
|
|
if (fr > 0) {
|
|
|
|
|
const uint32_t tc = SDL_GetTicks();
|
|
|
|
|
fr *= 3;
|
|
|
|
|
uint32_t prevFadeValue = 255;
|
|
|
|
|
for (uint32_t i = 0; i < 256; i = fr * (SDL_GetTicks() - tc) / 50) {
|
|
|
|
|
if (i != prevFadeValue) {
|
|
|
|
|
// We can skip hardware cursor update for fade level 0 (everything is black).
|
|
|
|
|
SetFadeLevel(i, /*updateHardwareCursor=*/i != 0u, logical_palette);
|
|
|
|
|
prevFadeValue = i;
|
|
|
|
|
}
|
|
|
|
|
BltFast(nullptr, nullptr);
|
|
|
|
|
RenderPresent();
|
|
|
|
|
}
|
|
|
|
|
SetFadeLevel(256);
|
|
|
|
|
} else {
|
|
|
|
|
SetFadeLevel(256);
|
|
|
|
|
BltFast(nullptr, nullptr);
|
|
|
|
|
RenderPresent();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
logical_palette = srcPalette;
|
|
|
|
|
|
|
|
|
|
sgbFadedIn = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PaletteFadeOut(int fr, const std::array<SDL_Color, 256> &srcPalette)
|
|
|
|
|
{
|
|
|
|
|
if (!sgbFadedIn || HeadlessMode)
|
|
|
|
|
return;
|
|
|
|
|
if (demo::IsRunning())
|
|
|
|
|
fr = 0;
|
|
|
|
|
|
|
|
|
|
if (fr > 0) {
|
|
|
|
|
const uint32_t tc = SDL_GetTicks();
|
|
|
|
|
fr *= 3;
|
|
|
|
|
uint32_t prevFadeValue = 0;
|
|
|
|
|
for (uint32_t i = 0; i < 256; i = fr * (SDL_GetTicks() - tc) / 50) {
|
|
|
|
|
if (i != prevFadeValue) {
|
|
|
|
|
SetFadeLevel(256 - i, /*updateHardwareCursor=*/true, srcPalette);
|
|
|
|
|
prevFadeValue = i;
|
|
|
|
|
}
|
|
|
|
|
BltFast(nullptr, nullptr);
|
|
|
|
|
RenderPresent();
|
|
|
|
|
}
|
|
|
|
|
SetFadeLevel(0, /*updateHardwareCursor=*/true, srcPalette);
|
|
|
|
|
} else {
|
|
|
|
|
SetFadeLevel(0, /*updateHardwareCursor=*/true, srcPalette);
|
|
|
|
|
BltFast(nullptr, nullptr);
|
|
|
|
|
RenderPresent();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
sgbFadedIn = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void palette_update_caves()
|
|
|
|
|
{
|
|
|
|
|
CycleColors(1, 31);
|
|
|
|
|
palette_update(0, 31);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Cycle the lava every other frame, and glow every frame
|
|
|
|
|
* Lava has 15 colors and the glow 16, so the full animation has 240 frames before it loops
|
|
|
|
|
*/
|
|
|
|
|
void palette_update_crypt()
|
|
|
|
|
{
|
|
|
|
|
static bool delayLava = false;
|
|
|
|
|
|
|
|
|
|
if (!delayLava) {
|
|
|
|
|
CycleColorsReverse(1, 15);
|
|
|
|
|
delayLava = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CycleColorsReverse(16, 31);
|
|
|
|
|
palette_update(0, 31);
|
|
|
|
|
delayLava = !delayLava;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Cycle the pond waves and bubles colors every 3rd frame
|
|
|
|
|
* Bubles have 8 colors and waves 7, so the full animation has 56 frames before it loops
|
|
|
|
|
*/
|
|
|
|
|
void palette_update_hive()
|
|
|
|
|
{
|
|
|
|
|
static uint8_t delay = 0;
|
|
|
|
|
|
|
|
|
|
if (delay != 2) {
|
|
|
|
|
delay++;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CycleColorsReverse(1, 8);
|
|
|
|
|
CycleColorsReverse(9, 15);
|
|
|
|
|
palette_update(0, 15);
|
|
|
|
|
delay = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void palette_update_quest_palette(int n)
|
|
|
|
|
{
|
|
|
|
|
int i = 32 - n;
|
|
|
|
|
logical_palette[i] = orig_palette[i];
|
|
|
|
|
ApplyToneMapping(system_palette, logical_palette, 32);
|
|
|
|
|
palette_update(0, 31);
|
|
|
|
|
// Update blended transparency, but only for the color that was updated
|
|
|
|
|
for (int j = 0; j < 256; j++) {
|
|
|
|
|
if (i == j) { // No need to calculate transparency between 2 identical colors
|
|
|
|
|
paletteTransparencyLookup[i][j] = j;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
SDL_Color blendedColor;
|
|
|
|
|
blendedColor.r = ((int)logical_palette[i].r + (int)logical_palette[j].r) / 2;
|
|
|
|
|
blendedColor.g = ((int)logical_palette[i].g + (int)logical_palette[j].g) / 2;
|
|
|
|
|
blendedColor.b = ((int)logical_palette[i].b + (int)logical_palette[j].b) / 2;
|
|
|
|
|
Uint8 best = FindBestMatchForColor(logical_palette, blendedColor, 1, 31);
|
|
|
|
|
paletteTransparencyLookup[i][j] = paletteTransparencyLookup[j][i] = best;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#if DEVILUTIONX_PALETTE_TRANSPARENCY_BLACK_16_LUT
|
|
|
|
|
UpdateTransparencyLookupBlack16(i, i);
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|