|
|
|
|
/**
|
|
|
|
|
* @file palette.cpp
|
|
|
|
|
*
|
|
|
|
|
* Implementation of functions for handling the engines color palette.
|
|
|
|
|
*/
|
|
|
|
|
#include "engine/palette.h"
|
|
|
|
|
|
|
|
|
|
#include <cstdint>
|
|
|
|
|
|
|
|
|
|
#include <fmt/core.h>
|
|
|
|
|
|
|
|
|
|
#include "engine/backbuffer_state.hpp"
|
|
|
|
|
#include "engine/demomode.h"
|
|
|
|
|
#include "engine/dx.h"
|
|
|
|
|
#include "engine/load_file.hpp"
|
|
|
|
|
#include "engine/random.hpp"
|
|
|
|
|
#include "hwcursor.hpp"
|
|
|
|
|
#include "options.h"
|
|
|
|
|
#include "utils/display.h"
|
|
|
|
|
#include "utils/sdl_compat.h"
|
|
|
|
|
|
|
|
|
|
namespace devilution {
|
|
|
|
|
|
|
|
|
|
std::array<SDL_Color, 256> logical_palette;
|
|
|
|
|
std::array<SDL_Color, 256> system_palette;
|
|
|
|
|
std::array<SDL_Color, 256> orig_palette;
|
|
|
|
|
|
|
|
|
|
// This array is read from a lot on every frame.
|
|
|
|
|
// We do not use `std::array` here to improve debug build performance.
|
|
|
|
|
// In a debug build, `std::array` accesses are function calls.
|
|
|
|
|
Uint8 paletteTransparencyLookup[256][256];
|
|
|
|
|
|
|
|
|
|
#if DEVILUTIONX_PALETTE_TRANSPARENCY_BLACK_16_LUT
|
|
|
|
|
uint16_t paletteTransparencyLookupBlack16[65536];
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
namespace {
|
|
|
|
|
|
|
|
|
|
/** Specifies whether the palette has max brightness. */
|
|
|
|
|
bool sgbFadedIn = true;
|
|
|
|
|
|
|
|
|
|
void LoadGamma()
|
|
|
|
|
{
|
|
|
|
|
int gammaValue = *sgOptions.Graphics.gammaCorrection;
|
|
|
|
|
gammaValue = std::clamp(gammaValue, 30, 100);
|
|
|
|
|
sgOptions.Graphics.gammaCorrection.SetValue(gammaValue - gammaValue % 5);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Uint8 FindBestMatchForColor(std::array<SDL_Color, 256> &palette, SDL_Color color, int skipFrom, int skipTo)
|
|
|
|
|
{
|
|
|
|
|
Uint8 best;
|
|
|
|
|
Uint32 bestDiff = SDL_MAX_UINT32;
|
|
|
|
|
for (int i = 0; i < 256; i++) {
|
|
|
|
|
if (i >= skipFrom && i <= skipTo)
|
|
|
|
|
continue;
|
|
|
|
|
int diffr = palette[i].r - color.r;
|
|
|
|
|
int diffg = palette[i].g - color.g;
|
|
|
|
|
int diffb = palette[i].b - color.b;
|
|
|
|
|
Uint32 diff = diffr * diffr + diffg * diffg + diffb * diffb;
|
|
|
|
|
|
|
|
|
|
if (bestDiff > diff) {
|
|
|
|
|
best = i;
|
|
|
|
|
bestDiff = diff;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return best;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Generate lookup table for transparency
|
|
|
|
|
*
|
|
|
|
|
* This is based of the same technique found in Quake2.
|
|
|
|
|
*
|
|
|
|
|
* To mimic 50% transparency we figure out what colors in the existing palette are the best match for the combination of any 2 colors.
|
|
|
|
|
* We save this into a lookup table for use during rendering.
|
|
|
|
|
*
|
|
|
|
|
* @param palette The colors to operate on
|
|
|
|
|
* @param skipFrom Do not use colors between this index and skipTo
|
|
|
|
|
* @param skipTo Do not use colors between skipFrom and this index
|
|
|
|
|
* @param toUpdate Only update the first n colors
|
|
|
|
|
*/
|
|
|
|
|
void GenerateBlendedLookupTable(std::array<SDL_Color, 256> &palette, int skipFrom, int skipTo, int toUpdate = 256)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < 256; i++) {
|
|
|
|
|
for (int j = 0; j < 256; j++) {
|
|
|
|
|
if (i == j) { // No need to calculate transparency between 2 identical colors
|
|
|
|
|
paletteTransparencyLookup[i][j] = j;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
if (i > j) { // Half the blends will be mirror identical ([i][j] is the same as [j][i]), so simply copy the existing combination.
|
|
|
|
|
paletteTransparencyLookup[i][j] = paletteTransparencyLookup[j][i];
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
if (i > toUpdate && j > toUpdate) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SDL_Color blendedColor;
|
|
|
|
|
blendedColor.r = ((int)palette[i].r + (int)palette[j].r) / 2;
|
|
|
|
|
blendedColor.g = ((int)palette[i].g + (int)palette[j].g) / 2;
|
|
|
|
|
blendedColor.b = ((int)palette[i].b + (int)palette[j].b) / 2;
|
|
|
|
|
Uint8 best = FindBestMatchForColor(palette, blendedColor, skipFrom, skipTo);
|
|
|
|
|
paletteTransparencyLookup[i][j] = best;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#if DEVILUTIONX_PALETTE_TRANSPARENCY_BLACK_16_LUT
|
|
|
|
|
for (unsigned i = 0; i < 256; ++i) {
|
|
|
|
|
for (unsigned j = 0; j < 256; ++j) {
|
|
|
|
|
const std::uint16_t index = i | (j << 8);
|
|
|
|
|
paletteTransparencyLookupBlack16[index] = paletteTransparencyLookup[0][i] | (paletteTransparencyLookup[0][j] << 8);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Cycle the given range of colors in the palette
|
|
|
|
|
* @param from First color index of the range
|
|
|
|
|
* @param to First color index of the range
|
|
|
|
|
*/
|
|
|
|
|
void CycleColors(int from, int to)
|
|
|
|
|
{
|
|
|
|
|
std::rotate(system_palette.begin() + from, system_palette.begin() + from + 1, system_palette.begin() + to + 1);
|
|
|
|
|
|
|
|
|
|
for (auto &palette : paletteTransparencyLookup) {
|
|
|
|
|
std::rotate(std::begin(palette) + from, std::begin(palette) + from + 1, std::begin(palette) + to + 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::rotate(&paletteTransparencyLookup[from][0], &paletteTransparencyLookup[from + 1][0], &paletteTransparencyLookup[to + 1][0]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Cycle the given range of colors in the palette in reverse direction
|
|
|
|
|
* @param from First color index of the range
|
|
|
|
|
* @param to Last color index of the range
|
|
|
|
|
*/
|
|
|
|
|
void CycleColorsReverse(int from, int to)
|
|
|
|
|
{
|
|
|
|
|
std::rotate(system_palette.begin() + from, system_palette.begin() + to, system_palette.begin() + to + 1);
|
|
|
|
|
|
|
|
|
|
for (auto &palette : paletteTransparencyLookup) {
|
|
|
|
|
std::rotate(std::begin(palette) + from, std::begin(palette) + to, std::begin(palette) + to + 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::rotate(&paletteTransparencyLookup[from][0], &paletteTransparencyLookup[to][0], &paletteTransparencyLookup[to + 1][0]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
|
|
void palette_update(int first, int ncolor)
|
|
|
|
|
{
|
|
|
|
|
if (HeadlessMode)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
assert(Palette);
|
|
|
|
|
if (SDLC_SetSurfaceAndPaletteColors(PalSurface, Palette.get(), system_palette.data(), first, ncolor) < 0) {
|
|
|
|
|
ErrSdl();
|
|
|
|
|
}
|
|
|
|
|
pal_surface_palette_version++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ApplyGamma(std::array<SDL_Color, 256> &dst, const std::array<SDL_Color, 256> &src, int n)
|
|
|
|
|
{
|
|
|
|
|
double g = *sgOptions.Graphics.gammaCorrection / 100.0;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < n; i++) {
|
|
|
|
|
dst[i].r = static_cast<Uint8>(pow(src[i].r / 256.0, g) * 256.0);
|
|
|
|
|
dst[i].g = static_cast<Uint8>(pow(src[i].g / 256.0, g) * 256.0);
|
|
|
|
|
dst[i].b = static_cast<Uint8>(pow(src[i].b / 256.0, g) * 256.0);
|
|
|
|
|
}
|
|
|
|
|
RedrawEverything();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void palette_init()
|
|
|
|
|
{
|
|
|
|
|
LoadGamma();
|
|
|
|
|
system_palette = orig_palette;
|
|
|
|
|
InitPalette();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void LoadPalette(const char *pszFileName, bool blend /*= true*/)
|
|
|
|
|
{
|
|
|
|
|
assert(pszFileName);
|
|
|
|
|
|
|
|
|
|
if (HeadlessMode)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
struct Color {
|
|
|
|
|
uint8_t r;
|
|
|
|
|
uint8_t g;
|
|
|
|
|
uint8_t b;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
std::array<Color, 256> palData;
|
|
|
|
|
|
|
|
|
|
LoadFileInMem(pszFileName, palData);
|
|
|
|
|
|
|
|
|
|
for (unsigned i = 0; i < palData.size(); i++) {
|
|
|
|
|
orig_palette[i].r = palData[i].r;
|
|
|
|
|
orig_palette[i].g = palData[i].g;
|
|
|
|
|
orig_palette[i].b = palData[i].b;
|
|
|
|
|
#ifndef USE_SDL1
|
|
|
|
|
orig_palette[i].a = SDL_ALPHA_OPAQUE;
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (blend) {
|
|
|
|
|
if (leveltype == DTYPE_CAVES || leveltype == DTYPE_CRYPT) {
|
|
|
|
|
GenerateBlendedLookupTable(orig_palette, 1, 31);
|
|
|
|
|
} else if (leveltype == DTYPE_NEST) {
|
|
|
|
|
GenerateBlendedLookupTable(orig_palette, 1, 15);
|
|
|
|
|
} else {
|
|
|
|
|
GenerateBlendedLookupTable(orig_palette, -1, -1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void LoadRndLvlPal(dungeon_type l)
|
|
|
|
|
{
|
|
|
|
|
if (HeadlessMode)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (l == DTYPE_TOWN) {
|
|
|
|
|
LoadPalette("levels\\towndata\\town.pal");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (l == DTYPE_CRYPT) {
|
|
|
|
|
LoadPalette("nlevels\\l5data\\l5base.pal");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int rv = RandomIntBetween(1, 4);
|
|
|
|
|
char szFileName[27];
|
|
|
|
|
if (l == DTYPE_NEST) {
|
|
|
|
|
if (!*sgOptions.Graphics.alternateNestArt) {
|
|
|
|
|
rv++;
|
|
|
|
|
}
|
|
|
|
|
*fmt::format_to(szFileName, R"(nlevels\l{0}data\l{0}base{1}.pal)", 6, rv) = '\0';
|
|
|
|
|
} else {
|
|
|
|
|
*fmt::format_to(szFileName, R"(levels\l{0}data\l{0}_{1}.pal)", static_cast<int>(l), rv) = '\0';
|
|
|
|
|
}
|
|
|
|
|
LoadPalette(szFileName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void IncreaseGamma()
|
|
|
|
|
{
|
|
|
|
|
int gammaValue = *sgOptions.Graphics.gammaCorrection;
|
|
|
|
|
if (gammaValue < 100) {
|
|
|
|
|
sgOptions.Graphics.gammaCorrection.SetValue(std::min(gammaValue + 5, 100));
|
|
|
|
|
ApplyGamma(system_palette, logical_palette, 256);
|
|
|
|
|
palette_update();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DecreaseGamma()
|
|
|
|
|
{
|
|
|
|
|
int gammaValue = *sgOptions.Graphics.gammaCorrection;
|
|
|
|
|
if (gammaValue > 30) {
|
|
|
|
|
sgOptions.Graphics.gammaCorrection.SetValue(std::max(gammaValue - 5, 30));
|
|
|
|
|
ApplyGamma(system_palette, logical_palette, 256);
|
|
|
|
|
palette_update();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int UpdateGamma(int gamma)
|
|
|
|
|
{
|
|
|
|
|
if (gamma > 0) {
|
|
|
|
|
sgOptions.Graphics.gammaCorrection.SetValue(130 - gamma);
|
|
|
|
|
ApplyGamma(system_palette, logical_palette, 256);
|
|
|
|
|
palette_update();
|
|
|
|
|
}
|
|
|
|
|
return 130 - *sgOptions.Graphics.gammaCorrection;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SetFadeLevel(int fadeval, bool updateHardwareCursor)
|
|
|
|
|
{
|
|
|
|
|
if (HeadlessMode)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < 256; i++) {
|
|
|
|
|
system_palette[i].r = (fadeval * logical_palette[i].r) / 256;
|
|
|
|
|
system_palette[i].g = (fadeval * logical_palette[i].g) / 256;
|
|
|
|
|
system_palette[i].b = (fadeval * logical_palette[i].b) / 256;
|
|
|
|
|
}
|
|
|
|
|
palette_update();
|
|
|
|
|
if (updateHardwareCursor && IsHardwareCursor()) {
|
|
|
|
|
ReinitializeHardwareCursor();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BlackPalette()
|
|
|
|
|
{
|
|
|
|
|
// With fade level 0 updating the hardware cursor may be redundant
|
|
|
|
|
// since everything is black. The caller should update the cursor
|
|
|
|
|
// when needed instead.
|
|
|
|
|
SetFadeLevel(0, /*updateHardwareCursor=*/false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PaletteFadeIn(int fr)
|
|
|
|
|
{
|
|
|
|
|
if (HeadlessMode)
|
|
|
|
|
return;
|
|
|
|
|
if (demo::IsRunning())
|
|
|
|
|
fr = 0;
|
|
|
|
|
|
|
|
|
|
ApplyGamma(logical_palette, orig_palette, 256);
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
prevFadeValue = i;
|
|
|
|
|
}
|
|
|
|
|
BltFast(nullptr, nullptr);
|
|
|
|
|
RenderPresent();
|
|
|
|
|
}
|
|
|
|
|
SetFadeLevel(256);
|
|
|
|
|
} else {
|
|
|
|
|
SetFadeLevel(256);
|
|
|
|
|
BltFast(nullptr, nullptr);
|
|
|
|
|
RenderPresent();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
logical_palette = orig_palette;
|
|
|
|
|
|
|
|
|
|
sgbFadedIn = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PaletteFadeOut(int fr)
|
|
|
|
|
{
|
|
|
|
|
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);
|
|
|
|
|
prevFadeValue = i;
|
|
|
|
|
}
|
|
|
|
|
BltFast(nullptr, nullptr);
|
|
|
|
|
RenderPresent();
|
|
|
|
|
}
|
|
|
|
|
SetFadeLevel(0);
|
|
|
|
|
} else {
|
|
|
|
|
SetFadeLevel(0);
|
|
|
|
|
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];
|
|
|
|
|
ApplyGamma(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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|