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/**
* @file palette.cpp
*
* Implementation of functions for handling the engines color palette.
*/
#include "all.h"
#include "options.h"
#include "../SourceX/display.h"
#include "../3rdParty/Storm/Source/storm.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();
}
/**
* @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;
}
Uint8 r = ((int)palette[i].r + (int)palette[j].r) / 2;
Uint8 g = ((int)palette[i].g + (int)palette[j].g) / 2;
Uint8 b = ((int)palette[i].b + (int)palette[j].b) / 2;
Uint8 best;
Uint32 bestDiff = SDL_MAX_UINT32;
for (int k = 0; k < 256; k++) {
if (k >= skipFrom && k <= skipTo)
continue;
int diffr = palette[k].r - r;
int diffg = palette[k].g - g;
int diffb = palette[k].b - b;
int diff = diffr * diffr + diffg * diffg + diffb * diffb;
if (bestDiff > diff) {
best = k;
bestDiff = diff;
}
}
paletteTransparencyLookup[i][j] = best;
}
}
}
void LoadPalette(const char *pszFileName)
{
int i;
void *pBuf;
BYTE PalData[256][3];
assert(pszFileName);
SFileOpenFile(pszFileName, &pBuf);
SFileReadFile(pBuf, (char *)PalData, sizeof(PalData), NULL, NULL);
SFileCloseFile(pBuf);
for (i = 0; i < 256; i++) {
orig_palette[i].r = PalData[i][0];
orig_palette[i].g = PalData[i][1];
orig_palette[i].b = PalData[i][2];
#ifndef USE_SDL1
orig_palette[i].a = SDL_ALPHA_OPAQUE;
#endif
}
if (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(int l)
{
int rv;
char szFileName[MAX_PATH];
if (l == DTYPE_TOWN) {
LoadPalette("Levels\\TownData\\Town.pal");
} else {
rv = random_(0, 4) + 1;
sprintf(szFileName, "Levels\\L%iData\\L%i_%i.PAL", l, l, rv);
if (l == 5) {
sprintf(szFileName, "NLevels\\L5Data\\L5Base.PAL");
}
if (l == 6) {
if (!gbNestArt) {
rv++;
}
sprintf(szFileName, "NLevels\\L%iData\\L%iBase%i.PAL", 6, 6, 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) {
sgOptions.Graphics.nGammaCorrection = 130 - gamma;
ApplyGamma(system_palette, logical_palette, 256);
palette_update();
}
return 130 - sgOptions.Graphics.nGammaCorrection;
}
void SetFadeLevel(DWORD fadeval)
{
int i;
for (i = 0; i < 256; i++) { // BUGFIX: should be 256 (fixed)
system_palette[i].r = (fadeval * logical_palette[i].r) >> 8;
system_palette[i].g = (fadeval * logical_palette[i].g) >> 8;
system_palette[i].b = (fadeval * logical_palette[i].b) >> 8;
}
palette_update();
}
void BlackPalette()
{
SetFadeLevel(0);
}
void PaletteFadeIn(int fr)
{
int i;
ApplyGamma(logical_palette, orig_palette, 256);
DWORD tc = SDL_GetTicks();
for (i = 0; i < 256; i = (SDL_GetTicks() - tc) / 2.083) { // 32 frames @ 60hz
SetFadeLevel(i);
SDL_Rect SrcRect = { BUFFER_BORDER_LEFT, BUFFER_BORDER_TOP, gnScreenWidth, gnScreenHeight };
BltFast(&SrcRect, NULL);
RenderPresent();
}
SetFadeLevel(256);
memcpy(logical_palette, orig_palette, sizeof(orig_palette));
sgbFadedIn = true;
}
void PaletteFadeOut(int fr)
{
int i;
if (sgbFadedIn) {
DWORD tc = SDL_GetTicks();
for (i = 256; i > 0; i = 256 - (SDL_GetTicks() - tc) / 2.083) { // 32 frames @ 60hz
SetFadeLevel(i);
SDL_Rect SrcRect = { BUFFER_BORDER_LEFT, BUFFER_BORDER_TOP, gnScreenWidth, gnScreenHeight };
BltFast(&SrcRect, NULL);
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 (int i = 0; i < 256; i++) {
Uint8 col = paletteTransparencyLookup[i][from];
for (int j = from; j < to; j++) {
paletteTransparencyLookup[i][j] = paletteTransparencyLookup[i][j + 1];
}
paletteTransparencyLookup[i][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 (int i = 0; i < 256; i++) {
Uint8 col = paletteTransparencyLookup[i][to];
for (int j = to; j > from; j--) {
paletteTransparencyLookup[i][j] = paletteTransparencyLookup[i][j - 1];
}
paletteTransparencyLookup[i][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()
{
int i;
SDL_Color col;
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()
{
int i;
SDL_Color col;
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;
for (i = 32 - n; i >= 0; i--) {
logical_palette[i] = orig_palette[i];
}
ApplyGamma(system_palette, logical_palette, 32);
palette_update();
GenerateBlendedLookupTable(logical_palette, 1, 31, 32 - n); // Possible optimization would be to only update color 0 as only the UI can overlap with transparency in this quest
}
} // namespace devilution