/** * @file palette.cpp * * Implementation of functions for handling the engines color palette. */ #include "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 { SDL_Color logical_palette[256]; SDL_Color system_palette[256]; SDL_Color orig_palette[256]; Uint8 paletteTransparencyLookup[256][256]; //Lookup table for transparency /* data */ /** Specifies whether the palette has max brightness. */ bool sgbFadedIn = true; void palette_update() { assert(palette); if (SDLC_SetSurfaceAndPaletteColors(pal_surface, palette, system_palette, 0, 256) < 0) { ErrSdl(); } pal_surface_palette_version++; } void ApplyGamma(SDL_Color *dst, const SDL_Color *src, int n) { int i; double g; g = sgOptions.Graphics.nGammaCorrection / 100.0; for (i = 0; i < n; i++) { dst[i].r = pow(src[i].r / 256.0, g) * 256.0; dst[i].g = pow(src[i].g / 256.0, g) * 256.0; dst[i].b = pow(src[i].b / 256.0, g) * 256.0; } force_redraw = 255; } static void LoadGamma() { int gamma_value = sgOptions.Graphics.nGammaCorrection; if (gamma_value < 30) { gamma_value = 30; } else if (gamma_value > 100) { gamma_value = 100; } sgOptions.Graphics.nGammaCorrection = gamma_value - gamma_value % 5; } void palette_init() { LoadGamma(); memcpy(system_palette, orig_palette, sizeof(orig_palette)); InitPalette(); } static Uint8 FindBestMatchForColor(SDL_Color *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 */ static void GenerateBlendedLookupTable(SDL_Color *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; } } } void LoadPalette(const char *pszFileName, bool blend /*= true*/) { assert(pszFileName); struct Color { uint8_t r; uint8_t g; uint8_t b; }; std::array 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 && sgOptions.Graphics.bBlendedTransparancy) { 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 (l == DTYPE_TOWN) { LoadPalette("Levels\\TownData\\Town.pal"); return; } int rv = GenerateRnd(4) + 1; if (l == DTYPE_CRYPT) { LoadPalette("NLevels\\L5Data\\L5Base.PAL"); return; } char szFileName[27]; if (l == DTYPE_NEST) { if (!gbNestArt) { rv++; } sprintf(szFileName, "NLevels\\L%iData\\L%iBase%i.PAL", 6, 6, rv); } else { sprintf(szFileName, "Levels\\L%iData\\L%i_%i.PAL", l, l, rv); } LoadPalette(szFileName); } void ResetPal() { } void IncreaseGamma() { if (sgOptions.Graphics.nGammaCorrection < 100) { sgOptions.Graphics.nGammaCorrection += 5; if (sgOptions.Graphics.nGammaCorrection > 100) sgOptions.Graphics.nGammaCorrection = 100; ApplyGamma(system_palette, logical_palette, 256); palette_update(); } } void DecreaseGamma() { if (sgOptions.Graphics.nGammaCorrection > 30) { sgOptions.Graphics.nGammaCorrection -= 5; if (sgOptions.Graphics.nGammaCorrection < 30) sgOptions.Graphics.nGammaCorrection = 30; ApplyGamma(system_palette, logical_palette, 256); palette_update(); } } int UpdateGamma(int gamma) { if (gamma > 0) { sgOptions.Graphics.nGammaCorrection = 130 - gamma; ApplyGamma(system_palette, logical_palette, 256); palette_update(); } return 130 - sgOptions.Graphics.nGammaCorrection; } void SetFadeLevel(int fadeval) { 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 (IsHardwareCursor()) { ReinitializeHardwareCursor(); } } void BlackPalette() { SetFadeLevel(0); } void PaletteFadeIn(int fr) { ApplyGamma(logical_palette, orig_palette, 256); 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) { SetFadeLevel(i); prevFadeValue = i; } BltFast(nullptr, nullptr); RenderPresent(); } SetFadeLevel(256); memcpy(logical_palette, orig_palette, sizeof(orig_palette)); sgbFadedIn = true; } void PaletteFadeOut(int fr) { if (!sgbFadedIn) return; 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); sgbFadedIn = false; } /** * @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 */ static void CycleColors(int from, int to) { SDL_Color col = system_palette[from]; for (int i = from; i < to; i++) { system_palette[i] = system_palette[i + 1]; } system_palette[to] = col; if (!sgOptions.Graphics.bBlendedTransparancy) return; for (auto &palette : paletteTransparencyLookup) { Uint8 col = palette[from]; for (int j = from; j < to; j++) { palette[j] = palette[j + 1]; } palette[to] = col; } Uint8 colRow[256]; memcpy(colRow, &paletteTransparencyLookup[from], sizeof(*paletteTransparencyLookup)); for (int i = from; i < to; i++) { memcpy(&paletteTransparencyLookup[i], &paletteTransparencyLookup[i + 1], sizeof(*paletteTransparencyLookup)); } memcpy(&paletteTransparencyLookup[to], colRow, sizeof(colRow)); } /** * @brief Cycle the given range of colors in the palette in reverse direction * @param from First color index of the range * @param to First color index of the range */ static void CycleColorsReverse(int from, int to) { SDL_Color col = system_palette[to]; for (int i = to; i > from; i--) { system_palette[i] = system_palette[i - 1]; } system_palette[from] = col; if (!sgOptions.Graphics.bBlendedTransparancy) return; for (auto &palette : paletteTransparencyLookup) { Uint8 col = palette[to]; for (int j = to; j > from; j--) { palette[j] = palette[j - 1]; } palette[from] = col; } Uint8 colRow[256]; memcpy(colRow, &paletteTransparencyLookup[to], sizeof(*paletteTransparencyLookup)); for (int i = to; i > from; i--) { memcpy(&paletteTransparencyLookup[i], &paletteTransparencyLookup[i - 1], sizeof(*paletteTransparencyLookup)); } memcpy(&paletteTransparencyLookup[from], colRow, sizeof(colRow)); } void palette_update_caves() { CycleColors(1, 31); palette_update(); } int dword_6E2D58; int dword_6E2D54; void palette_update_crypt() { if (dword_6E2D58 > 1) { CycleColorsReverse(1, 15); dword_6E2D58 = 0; } else { dword_6E2D58++; } if (dword_6E2D54 > 0) { CycleColorsReverse(16, 31); palette_update(); dword_6E2D54++; } else { dword_6E2D54 = 1; } } int dword_6E2D5C; int dword_6E2D60; void palette_update_hive() { if (dword_6E2D60 == 2) { CycleColorsReverse(1, 8); dword_6E2D60 = 0; } else { dword_6E2D60++; } if (dword_6E2D5C == 2) { CycleColorsReverse(9, 15); palette_update(); dword_6E2D5C = 0; } else { dword_6E2D5C++; } } 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(); if (sgOptions.Graphics.bBlendedTransparancy) { // 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