warzone2100/lib/ivis_opengl/piepalette.c

455 lines
8.9 KiB
C

#include <stdio.h>
#include <math.h>
#include "lib/ivis_common/ivi.h"
#include "lib/ivis_common/piestate.h"
#include "lib/ivis_common/piepalette.h"
#include "lib/ivis_common/rendmode.h"
#include "lib/ivis_common/bug.h"
#include "lib/framework/fractions.h"
#include "screen.h"
#define RED_CHROMATICITY 1
#define GREEN_CHROMATICITY 1
#define BLUE_CHROMATICITY 1
uint8 pal_GetNearestColour(uint8 r, uint8 g, uint8 b);
void pie_SetColourDefines(void);
/*
This is how far from the end you want the drawn as the artist intended shades
to appear
*/
#define COLOUR_BALANCE 6 // 3 from the end. (two brighter shades!)
/*
PC VERSION !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
*/
iColour* psGamePal = NULL;
PALETTEENTRY* psWinPal = NULL;
uint8 palShades[PALETTE_SIZE * PALETTE_SHADE_LEVEL];
BOOL bPaletteInitialised = FALSE;
uint8 colours[16];
/* Look up table for transparency */
/* entry[x][y] tells you what colour to poke in when you're writing
x over y
*/
uint8 transLookup[PALETTE_SIZE][PALETTE_SIZE];
UWORD palette16Bit[PALETTE_SIZE]; //16 bit version of the present palette
BOOL pal_Make16BitPalette(void)
{
iColour* psPal;
UDWORD i;
UWORD alpha, red,green,blue;
BYTE ap = 0, ac = 0, rp = 0, rc = 0, gp = 0, gc = 0, bp = 0, bc = 0;
ULONG mask, amask, rmask, gmask, bmask;
/*
// Cannot convert iof not 16bit mode
*/
if ( ! screenGetFrontBufferPixelFormatMasks(&amask, &rmask, &gmask, &bmask))
{
return FALSE;
}
// ASSERT((DDPixelFormat->dwRGBBitCount == 16, "make16BitPalette RGB bit count not 16"));
psPal = pie_GetGamePal();
/*
// Cannot playback if not 16bit mode
*/
if( screenGetFrontBufferBitDepth() == 16 )
{
/*
// Find out the RGB type of the surface and tell the codec...
*/
mask = amask;
if(mask!=0)
{
while(!(mask & 1))
{
mask>>=1;
ap++;
}
}
while((mask & 1))
{
mask>>=1;
ac++;
}
mask = rmask;
if(mask!=0)
{
while(!(mask & 1))
{
mask>>=1;
rp++;
}
}
while((mask & 1))
{
mask>>=1;
rc++;
}
mask = gmask;
if(mask!=0)
{
while(!(mask & 1))
{
mask>>=1;
gp++;
}
}
while((mask & 1))
{
mask>>=1;
gc++;
}
mask = bmask;
if(mask!=0)
{
while(!(mask & 1))
{
mask>>=1;
bp++;
}
}
while((mask & 1))
{
mask>>=1;
bc++;
}
}
else
{
//if not 16 bit use blue 5 only so we know the problem
bc = 5;
}
alpha = 0;
for(i=0; i<PALETTE_SIZE; i++)
{
//alpha = 0 when i = 0
red = (UWORD) psPal[i].r;
green = (UWORD) psPal[i].g;
blue = (UWORD) psPal[i].b;
alpha >>= (8-ac);
red >>= (8-rc);
blue >>= (8-bc);
green >>= (8-gc);
alpha <<= ap;
red <<= rp;
blue <<= bp;
green <<= gp;
palette16Bit[i] = alpha + red + green + blue;
alpha = 0xff;//alpha = 0xff when i > 0
}
return(TRUE);
}
//*************************************************************************
//*** add a new palette
//*
//* params pal = pointer to palette to add
//*
//* returns slot number of added palette or -1 if error
//*
//******
int pal_AddNewPalette(iColour *pal)
{
// PSX version dos'nt use palettes as such, SetRGBLookup sets up a global palette instead which is generally
// just used for colour index to RGB conversions.
int i;
// int rg;
// long entry;
// long cardPal[256];
iColour *p;
PALETTEENTRY *w;
bPaletteInitialised = TRUE;
if (psGamePal == NULL)
{
psGamePal = (iColour*) MALLOC(PALETTE_SIZE * sizeof(iColour));
if (psGamePal == NULL)
{
DBERROR(("pal_AddNewPalette - Out of memory"));
return FALSE;
}
}
if (psWinPal == NULL)
{
psWinPal = (PALETTEENTRY*) MALLOC(PALETTE_SIZE * sizeof(PALETTEENTRY));
if (psGamePal == NULL)
{
DBERROR(("pal_AddNewPalette - Out of memory"));
return FALSE;
}
}
p = psGamePal;
w = psWinPal;
for (i=0; i<PALETTE_SIZE; i++)
{
#ifdef RED_GREEN
rg = pal[i].r + pal[i].g;
rg /= 2;
//set pie palette
p[i].r = rg;
p[i].g = rg;
p[i].b = pal[i].b;
//set copy of windows palette
w[i].peRed = (uint8) rg;
w[i].peGreen = (uint8) rg;
w[i].peBlue = (uint8) pal[i].b;
w[i].peFlags = 0;
#elif defined GREEN_BLUE
rg = pal[i].g + pal[i].b;
rg /= 2;
//set pie palette
p[i].r = pal[i].r;
p[i].g = rg;
p[i].b = rg;
//set copy of windows palette
w[i].peRed = (uint8) pal[i].r;
w[i].peGreen = (uint8) rg;
w[i].peBlue = (uint8) rg;
w[i].peFlags = 0;
#else
//set pie palette
p[i].r = pal[i].r;
p[i].g = pal[i].g;
p[i].b = pal[i].b;
//set copy of windows palette
w[i].peRed = (uint8) pal[i].r;
w[i].peGreen = (uint8) pal[i].g;
w[i].peBlue = (uint8) pal[i].b;
w[i].peFlags = 0;
#endif
}
//set windows palette
screenSetPalette(0, PALETTE_SIZE, psWinPal);
pie_SetColourDefines();
pal_Make16BitPalette();
return 0;
}
void pal_SelectPalette(int n)
{
}
//*************************************************************************
//***
//*
//******
void pal_SetPalette(void)
{
}
//*************************************************************************
//*** calculate primary colours for current palette (store in COL_ ..
//*
//* on exit _iVCOLS[0..15] contain colour values matched
//* COL_.. below access _iVCOLS[0..15]
//******
void pie_SetColourDefines(void)
{
COL_BLACK = pal_GetNearestColour( 1, 1, 1);
COL_RED = pal_GetNearestColour( 128, 0, 0);
COL_GREEN = pal_GetNearestColour( 0, 128, 0);
COL_BLUE = pal_GetNearestColour( 0, 0, 128);
COL_CYAN = pal_GetNearestColour( 0, 128, 128);
COL_MAGENTA = pal_GetNearestColour( 128, 0, 128);
COL_BROWN = pal_GetNearestColour( 128, 64, 0);
COL_DARKGREY = pal_GetNearestColour( 32, 32, 32);
COL_GREY = pal_GetNearestColour( 128, 128, 128);
COL_LIGHTRED = pal_GetNearestColour( 255, 0, 0);
COL_LIGHTGREEN = pal_GetNearestColour( 0, 255, 0);
COL_LIGHTBLUE = pal_GetNearestColour( 0, 0, 255);
COL_LIGHTCYAN = pal_GetNearestColour( 0, 255, 255);
COL_LIGHTMAGENTA = pal_GetNearestColour( 255, 0, 255);
COL_YELLOW = pal_GetNearestColour( 255, 255, 0);
COL_WHITE = pal_GetNearestColour( 255, 255, 255);
}
//*************************************************************************
//*** init palette (sets default palette and calc primary colours)
//*
//* on exit psCurrentPalette = pointer to default palette (palette 0)
//******
void pal_Init(void)
{
}
void pal_ShutDown(void)
{
if (bPaletteInitialised)
{
bPaletteInitialised = FALSE;
FREE(psGamePal);
FREE(psWinPal);
}
}
uint8 pal_GetNearestColour(uint8 r, uint8 g, uint8 b)
{
int c ;
int32 distance_r, distance_g, distance_b, squared_distance;
int32 best_colour = 0, best_squared_distance;
ASSERT((bPaletteInitialised,"pal_GetNearestColour, palette not initialised."));
best_squared_distance = 0x10000;
for (c = 0; c < PALETTE_SIZE; c++) {
#if(0)
distance_r = r - (int32) ((float) psGamePal[c].r * RED_CHROMATICITY);
distance_g = g - (int32) ((float) psGamePal[c].g * GREEN_CHROMATICITY);
distance_b = b - (int32) ((float) psGamePal[c].b * BLUE_CHROMATICITY);
#else
distance_r = r - psGamePal[c].r;
distance_g = g - psGamePal[c].g;
distance_b = b - psGamePal[c].b;
#endif
squared_distance = distance_r * distance_r + distance_g * distance_g + distance_b * distance_b;
if (squared_distance < best_squared_distance)
{
best_squared_distance = squared_distance;
best_colour = c;
}
}
if (best_colour == 0)
{
best_colour = 1;
}
return ((uint8) best_colour);
}
void pie_BuildSoftwareTransparency( void )
{
int i,j;
int red,green,blue;
for(i=0; i<PALETTE_SIZE; i++)
{
for(j=0; j<PALETTE_SIZE; j++)
{
red = (psGamePal[i].r + psGamePal[j].r) / 2;
green = (psGamePal[i].g + psGamePal[j].g) / 2;
blue = (psGamePal[i].b + psGamePal[j].b) / 2;
transLookup[i][j] = pal_GetNearestColour(red,green,blue);
}
}
}
void pal_BuildAdjustedShadeTable( void )
{
float redFraction, greenFraction, blueFraction;
int seekRed, seekGreen,seekBlue;
int numColours;
int numShades;
ASSERT((bPaletteInitialised,"pal_BuildAdjustedShadeTable, palette not initialised."));
for(numColours = 0; numColours<255; numColours++)
{
redFraction = (float)psGamePal[numColours].r / (float) 16;
greenFraction = (float)psGamePal[numColours].g / (float) 16;
blueFraction = (float)psGamePal[numColours].b / (float) 16;
for(numShades = COLOUR_BALANCE; numShades < 16+COLOUR_BALANCE; numShades++)
{
seekRed = (int)((float)numShades * redFraction);
seekGreen = (int)((float)numShades * greenFraction);
seekBlue = (int)((float)numShades * blueFraction);
if(seekRed >255) seekRed = 255;
if(seekGreen >255) seekGreen = 255;
if(seekBlue >255) seekBlue = 255;
palShades[(numColours * PALETTE_SHADE_LEVEL) + (numShades-COLOUR_BALANCE)] =
pal_GetNearestColour((uint8) seekRed, (uint8) seekGreen, (uint8) seekBlue);
}
}
}
iColour* pie_GetGamePal(void)
{
ASSERT((bPaletteInitialised,"pie_GetGamePal, palette not initialised"));
return psGamePal;
}
PALETTEENTRY* pie_GetWinPal(void)
{
ASSERT((bPaletteInitialised,"pie_GetWinPal, palette not initialised"));
return psWinPal;
}
/*
End of PC Version
*/