vkdoom_m/src/r_data/v_palette.cpp

90 lines
3.1 KiB
C++

/*
** v_palette.cpp
** Automatic colormap generation for "colored lights", etc.
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "g_level.h"
#include "v_video.h"
#include "filesystem.h"
#include "i_video.h"
#include "c_dispatch.h"
#include "st_stuff.h"
#include "g_levellocals.h"
#include "m_png.h"
#include "v_colortables.h"
using namespace FileSys;
/* Current color blending values */
int BlendR, BlendG, BlendB, BlendA;
void InitPalette ()
{
uint8_t pal[768];
ReadPalette(fileSystem.GetNumForName("PLAYPAL"), pal);
GPalette.Init(NUM_TRANSLATION_TABLES, nullptr);
GPalette.SetPalette (pal, -1);
int lump = fileSystem.CheckNumForName("COLORMAP");
if (lump == -1) lump = fileSystem.CheckNumForName("COLORMAP", ns_colormaps);
if (lump != -1)
{
FileData cmap = fileSystem.ReadFile(lump);
auto cmapdata = cmap.GetBytes();
GPalette.GenerateGlobalBrightmapFromColormap(cmapdata, 32);
MakeGoodRemap((uint32_t*)GPalette.BaseColors, GPalette.Remap, cmapdata + 7936); // last entry in colormap
}
else
MakeGoodRemap ((uint32_t*)GPalette.BaseColors, GPalette.Remap);
ColorMatcher.SetPalette ((uint32_t *)GPalette.BaseColors);
if (GPalette.Remap[0] == 0)
{ // No duplicates, so settle for something close to color 0
GPalette.Remap[0] = BestColor ((uint32_t *)GPalette.BaseColors,
GPalette.BaseColors[0].r, GPalette.BaseColors[0].g, GPalette.BaseColors[0].b, 1, 255);
}
GPalette.BaseColors[0] = 0;
// Colormaps have to be initialized before actors are loaded,
// otherwise Powerup.Colormap will not work.
R_InitColormaps ();
BuildTransTable (GPalette.BaseColors);
}