warzone2100/lib/ivis_opengl/piepalette.c

193 lines
5.3 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include <stdio.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/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!)
iColour* psGamePal = NULL;
uint8 palShades[PALETTE_SIZE * PALETTE_SHADE_LEVEL];
BOOL bPaletteInitialised = FALSE;
uint8 colours[16];
//*************************************************************************
//*** 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)
{
int i;
iColour *p;
bPaletteInitialised = TRUE;
if (psGamePal == NULL)
{
psGamePal = (iColour*) MALLOC(PALETTE_SIZE * sizeof(iColour));
if (psGamePal == NULL)
{
debug( LOG_ERROR, "pal_AddNewPalette - Out of memory" );
abort();
return FALSE;
}
}
p = psGamePal;
for (i=0; i<PALETTE_SIZE; i++)
{
//set pie palette
p[i].r = pal[i].r;
p[i].g = pal[i].g;
p[i].b = pal[i].b;
}
pie_SetColourDefines();
return 0;
}
//*************************************************************************
//*** 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);
}
void pal_ShutDown(void)
{
if (bPaletteInitialised)
{
bPaletteInitialised = FALSE;
FREE(psGamePal);
}
}
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++) {
distance_r = r - psGamePal[c].r;
distance_g = g - psGamePal[c].g;
distance_b = b - psGamePal[c].b;
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 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;
}