scummvm/engines/sci/graphics/palette32.h
Colin Snover 7057f232d7 SCI32: Improve kPlayVMD rendering
1. Added a new game option for linear interpolation when scaling
   overlay-mode video in ScummVM builds with USE_RGB_COLOR;
2. Implemented SCI2.1-variant of the VMD player renderer (fixes
   Trac#9857), which bypasses the engine's normal rendering
   pipeline;
3. Improved accuracy of the SCI3-variant of the VMD player by
   writing HunkPalettes into the VMD's CelObjMem instead of
   submitting palettes directly to GfxPalette32.
2017-07-06 19:12:38 -05:00

666 lines
16 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef SCI_GRAPHICS_PALETTE32_H
#define SCI_GRAPHICS_PALETTE32_H
namespace Sci {
#pragma mark HunkPalette
/**
* HunkPalette represents a raw palette resource read from disk. The data
* structure of a HunkPalette allows palettes to be smaller than 256 colors. It
* also allows multiple palettes to be stored in one HunkPalette, though in
* SCI32 games there seems to only ever be one palette per HunkPalette.
*/
class HunkPalette {
public:
HunkPalette(const SciSpan<const byte> &rawPalette);
static void write(SciSpan<byte> &out, const Palette &palette);
static uint32 calculateHunkPaletteSize(const uint16 numIndexes = 256, const bool sharedUsed = true) {
const int numPalettes = 1;
return kHunkPaletteHeaderSize +
/* slack bytes between hunk header & palette offset table */ 2 +
/* palette offset table */ 2 * numPalettes +
/* palette data */ (kEntryHeaderSize + numIndexes * (/* RGB */ 3 + !sharedUsed)) * numPalettes;
}
/**
* Gets the version of the palette. Used to avoid resubmitting a HunkPalette
* which has already been submitted for the next frame.
*/
uint32 getVersion() const { return _version; }
/**
* Sets the version of the palette.
*/
void setVersion(const uint32 version) const;
/**
* Converts the hunk palette to a standard Palette.
*/
const Palette toPalette() const;
private:
enum {
/**
* The offset into the HunkPalette header of the number of palettes in
* the HunkPalette.
*/
kNumPaletteEntriesOffset = 10,
/**
* The size of the HunkPalette header.
*/
kHunkPaletteHeaderSize = 13,
/**
* The size of a palette entry header.
*/
kEntryHeaderSize = 22
};
enum {
/**
* The offset of the start color within the palette entry header.
*/
kEntryStartColorOffset = 10,
/**
* The offset of the color count within the palette entry header.
*/
kEntryNumColorsOffset = 14,
/**
* The offset of the shared used palette index flag within the palette
* entry header.
*/
kEntryUsedOffset = 16,
/**
* The offset of the flag within the palette entry header that says
* whether or not the corresponding palette data includes used flags for
* each palette index individually.
*/
kEntrySharedUsedOffset = 17,
/**
* The offset of the hunk palette version within the palette entry
* header.
*/
kEntryVersionOffset = 18
};
/**
* The header for a palette inside the HunkPalette.
*/
struct EntryHeader {
/**
* The start color.
*/
uint8 startColor;
/**
* The number of palette colors in this entry.
*/
uint16 numColors;
/**
* The default `used` flag.
*/
bool used;
/**
* Whether or not all palette entries share the same `used` value in
* `defaultFlag`.
*/
bool sharedUsed;
/**
* The palette version.
*/
uint32 version;
};
/**
* The version number from the last time this palette was submitted to
* GfxPalette32.
*/
mutable uint32 _version;
/**
* The number of palettes stored in the hunk palette. In SCI32 games this is
* always 1.
*/
uint8 _numPalettes;
/**
* The raw palette data for this hunk palette.
*/
SciSpan<const byte> _data;
/**
* Returns a struct that describes the palette held by this HunkPalette. The
* entry header is reconstructed on every call from the raw palette data.
*/
const EntryHeader getEntryHeader() const;
/**
* Returns a pointer to the palette data within the hunk palette.
*/
SciSpan<const byte> getPalPointer() const {
return _data.subspan(kHunkPaletteHeaderSize + (2 * _numPalettes));
}
};
#pragma mark -
#pragma mark PalCycler
enum PalCyclerDirection {
kPalCycleBackward = 0,
kPalCycleForward = 1
};
/**
* PalCycler represents a range of palette entries that are rotated on a timer.
*/
struct PalCycler {
/**
* The color index of this palette cycler. This value is used as the unique
* key for this PalCycler object.
*/
uint8 fromColor;
/**
* The number of palette slots which are to be cycled by this cycler.
*/
uint16 numColorsToCycle;
/**
* The current position of the first palette entry.
*/
uint8 currentCycle;
/**
* The direction of the cycler.
*/
PalCyclerDirection direction;
/**
* The last tick the cycler cycled.
*/
uint32 lastUpdateTick;
/**
* The amount of time in ticks each cycle should take to complete. In other
* words, the higher the delay, the slower the cycle animation. If delay is
* 0, the cycler does not automatically cycle and needs to be cycled
* manually by calling `doCycle`.
*/
int16 delay;
/**
* The number of times this cycler has been paused.
*/
uint16 numTimesPaused;
};
#pragma mark -
#pragma mark GfxPalette32
class GfxPalette32 {
public:
GfxPalette32(ResourceManager *resMan);
~GfxPalette32();
void saveLoadWithSerializer(Common::Serializer &s);
/**
* Gets the palette that will be use for the next frame.
*/
inline const Palette &getNextPalette() const { return _nextPalette; };
/**
* Gets the palette that is used for the current frame.
*/
inline const Palette &getCurrentPalette() const { return _currentPalette; };
#ifdef USE_RGB_COLOR
/**
* Gets the raw hardware palette in RGB format. This should be used instead
* of `::PaletteManager::grabPalette` when the OSystem screen is >8bpp.
*/
inline const uint8 *getHardwarePalette() const { return _hardwarePalette; };
#endif
/**
* Loads a palette into GfxPalette32 with the given resource ID.
*/
bool loadPalette(const GuiResourceId resourceId);
/**
* Finds the nearest color in the current palette matching the given RGB
* value.
*/
int16 matchColor(const uint8 r, const uint8 g, const uint8 b);
/**
* Submits a palette to display. Entries marked as "used" in the submitted
* palette are merged into `_sourcePalette`.
*/
void submit(const Palette &palette);
void submit(const HunkPalette &palette);
/**
* Applies all fades, cycles, remaps, and varies for the current frame to
* `nextPalette`.
*/
bool updateForFrame();
/**
* Copies all palette entries from `sourcePalette` to `nextPalette` and
* applies remaps. Unlike `updateForFrame`, this call does not apply fades,
* cycles, or varies.
*/
void updateFFrame();
/**
* Copies all entries from `nextPalette` to `currentPalette` and updates the
* backend's raw palette.
*/
void updateHardware();
private:
ResourceManager *_resMan;
/**
* The palette revision version. Increments once per game loop that changes
* the source palette.
*/
uint32 _version;
/**
* Whether or not the hardware palette needs updating.
*/
bool _needsUpdate;
#ifdef USE_RGB_COLOR
/**
* A local copy of the hardware palette. Used when the backend is in a true
* color mode and a change to the game's internal framebuffer occurs that
* needs to be reconverted from 8bpp to the backend's bit depth.
*/
uint8 _hardwarePalette[256 * 3];
#endif
/**
* The currently displayed palette.
*/
Palette _currentPalette;
/**
* The unmodified source palette loaded by kPalette. Additional palette
* entries may be mixed into the source palette by CelObj objects, which
* contain their own palettes.
*/
Palette _sourcePalette;
/**
* The palette to be used when the hardware is next updated.
* On update, `_nextPalette` is transferred to `_currentPalette`.
*/
Palette _nextPalette;
/**
* Creates and returns a new Palette object with data from the given
* resource ID.
*/
Palette getPaletteFromResource(const GuiResourceId paletteId) const;
/**
* Merges used colors in the `from` palette into the `to` palette.
*/
void mergePalette(Palette &to, const Palette &from);
/**
* Applies all varies, cycles, and fades to `_nextPalette`.
*/
void applyAll();
#pragma mark -
#pragma mark Varying
public:
/**
* Blends the `target` palette into the current palette over `time` ticks.
*
* @param target The target palette.
* @param percent The amount that the target palette should be blended into
* the source palette by the end of the vary.
* @param ticks The number of ticks that it should take for the blend to be
* completed.
* @param fromColor The first palette entry that should be blended.
* @param toColor The last palette entry that should be blended.
*/
void setVary(const Palette &target, const int16 percent, const int32 ticks, const int16 fromColor, const int16 toColor);
/**
* Gets the current vary blend amount.
*/
inline int16 getVaryPercent() const { return ABS(_varyPercent); }
/**
* Changes the percentage of the current vary to `percent`, to be completed
* over `time` ticks, if there is a currently active vary target palette.
*/
void setVaryPercent(const int16 percent, const int32 time);
/**
* Changes the amount of time, in ticks, an in-progress palette vary should
* take to finish.
*/
void setVaryTime(const int32 ticks);
/**
* Changes the vary percent and time to perform the vary.
*/
void setVaryTime(const int16 percent, const int32 ticks);
/**
* Removes the active palette vary.
*/
void varyOff();
/**
* Pauses any active palette vary.
*/
void varyPause();
/**
* Unpauses any paused palette vary.
*/
void varyOn();
/**
* Sets the target palette for the blend.
*/
void setTarget(const Palette &palette);
/**
* Sets the start palette for the blend.
*/
void setStart(const Palette &palette);
/**
* Merges a new start palette into the existing start palette.
*/
void mergeStart(const Palette &palette);
/**
* Merges a new target palette into the existing target palette.
*/
void mergeTarget(const Palette &palette);
/**
* Applies any active palette vary to `_nextPalette`.
*/
void applyVary();
void kernelPalVarySet(const GuiResourceId paletteId, const int16 percent, const int32 ticks, const int16 fromColor, const int16 toColor);
void kernelPalVaryMergeTarget(const GuiResourceId paletteId);
void kernelPalVarySetTarget(const GuiResourceId paletteId);
void kernelPalVarySetStart(const GuiResourceId paletteId);
void kernelPalVaryMergeStart(const GuiResourceId paletteId);
void kernelPalVaryPause(const bool pause);
private:
/**
* An optional palette used to provide source colors for a palette vary
* operation. If this palette is not specified, `_sourcePalette` is used
* instead.
*/
Palette *_varyStartPalette;
/**
* An optional palette used to provide target colors for a palette vary
* operation.
*/
Palette *_varyTargetPalette;
/**
* The minimum palette index that has been varied from the source palette.
*/
uint8 _varyFromColor;
/**
* The maximum palette index that has been varied from the source palette.
*/
uint8 _varyToColor;
/**
* The tick at the last time the palette vary was updated.
*/
uint32 _varyLastTick;
/**
* The amount of time that should elapse, in ticks, between each cycle of a
* palette vary animation.
*/
int32 _varyTime;
/**
* The direction of change: -1, 0, or 1.
*/
int16 _varyDirection;
/**
* The amount, in percent, that the vary color is currently blended into the
* source color.
*/
int16 _varyPercent;
/**
* The target amount that a vary color will be blended into the source
* color.
*/
int16 _varyTargetPercent;
/**
* The number of times palette varying has been paused.
*/
uint16 _varyNumTimesPaused;
#pragma mark -
#pragma mark Cycling
public:
inline const bool *getCycleMap() const { return _cycleMap; }
/**
* Cycle palette entries between `fromColor` and `toColor`, inclusive.
* Palette cyclers may not overlap. `fromColor` is used in other methods as
* the key for looking up a cycler.
*
* @param fromColor The first color in the cycle.
* @param toColor The last color in the cycle.
* @param delay The number of ticks that should elapse between cycles.
* @param direction A negative `direction` will cycle backwards instead of
* forwards. The numeric value of this argument is ignored;
* only its sign is used to determine direction.
*/
void setCycle(const uint8 fromColor, const uint8 toColor, const int16 direction, const int16 delay);
/**
* Performs a round of palette cycling.
*
* @param fromColor The color key for the cycler.
* @param speed The number of entries that should be cycled this round.
*/
void doCycle(const uint8 fromColor, const int16 speed);
/**
* Unpauses the cycler starting at `fromColor`.
*/
void cycleOn(const uint8 fromColor);
/**
* Pauses the cycler starting at `fromColor`.
*/
void cyclePause(const uint8 fromColor);
/**
* Unpauses all cyclers.
*/
void cycleAllOn();
/**
* Pauses all cyclers.
*/
void cycleAllPause();
/**
* Removes the cycler starting at `fromColor`.
*/
void cycleOff(const uint8 fromColor);
/**
* Removes all cyclers.
*/
void cycleAllOff();
private:
enum {
kNumCyclers = 10
};
PalCycler *_cyclers[kNumCyclers];
/**
* Updates the `currentCycle` of the given `cycler` by `speed` entries.
*/
void updateCycler(PalCycler &cycler, const int16 speed);
/**
* The cycle map is used to detect overlapping cyclers, and to avoid
* remapping to palette entries that are being cycled.
*
* According to SCI engine code, when two cyclers overlap, a fatal error has
* occurred and the engine will display an error and then exit.
*
* The color remapping system avoids attempts to remap to palette entries
* that are cycling because they won't be the expected color once the cycler
* updates the palette entries.
*/
bool _cycleMap[256];
/**
* Marks `numColorsToClear` colors starting at `fromColor` in the cycle
* map as inactive.
*/
void clearCycleMap(const uint16 fromColor, const uint16 numColorsToClear);
/**
* Marks `numColorsToClear` colors starting at `fromColor` in the cycle
* map as active.
*/
void setCycleMap(const uint16 fromColor, const uint16 numColorsToClear);
/**
* Gets the cycler object that starts at the given `fromColor`, or NULL if
* there is no cycler for that color.
*/
PalCycler *getCycler(const uint16 fromColor);
/**
* Advances all cyclers by one step, regardless of whether or not it is time
* to perform another cycle.
*/
void applyAllCycles();
/**
* Advances, by one step, only the cyclers whose time has come to cycle.
*/
void applyCycles();
#pragma mark -
#pragma mark Fading
public:
/**
* Sets the intensity level for a range of palette entries. An intensity of
* zero indicates total darkness. Intensity may also be set above 100
* percent to increase the intensity of a palette entry.
*/
void setFade(const uint16 percent, const uint8 fromColor, const uint16 toColor);
/**
* Resets the intensity of all palette entries to 100%.
*/
void fadeOff();
/**
* Applies intensity values to the palette entries in `_nextPalette`.
*/
void applyFade();
private:
/**
* The intensity levels of each palette entry, in percent. Defaults to 100.
*/
uint16 _fadeTable[256];
#pragma mark -
#pragma mark Gamma correction
public:
enum {
/**
* The number of available gamma corrections.
*/
numGammaTables = 6
};
/**
* Sets the gamma correction level, from 0 (off) to `numGammaTables`,
* inclusive.
*/
void setGamma(const int16 level) {
_gammaLevel = CLIP<int16>(level, 0, numGammaTables) - 1;
_gammaChanged = true;
}
private:
/**
* The current gamma correction level. -1 means no correction.
*/
int8 _gammaLevel;
/**
* Whether the gamma correction has changed since the last call to update
* the hardware palette.
*/
bool _gammaChanged;
};
} // End of namespace Sci
#endif