scummvm/engines/tinsel/palette.cpp
Ori Avtalion 9414d7a6e2 JANITORIAL: Reduce header dependencies in shared code
Some backends may break as I only compiled SDL
2011-04-28 15:08:58 +03:00

692 lines
18 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.
*
* $URL$
* $Id$
*
* Palette Allocator for IBM PC.
*/
#include "tinsel/dw.h" // TBLUE1 definition
#include "tinsel/graphics.h"
#include "tinsel/handle.h" // LockMem definition
#include "tinsel/palette.h" // palette allocator structures etc.
#include "tinsel/sysvar.h"
#include "tinsel/tinsel.h"
#include "common/system.h"
#include "common/textconsole.h"
#include "graphics/palette.h"
namespace Tinsel {
//----------------- LOCAL DEFINES --------------------
/** video DAC transfer Q structure */
struct VIDEO_DAC_Q {
union {
SCNHANDLE hRGBarray; ///< handle of palette or
COLORREF *pRGBarray; ///< list of palette colors
COLORREF singleRGB;
} pal;
bool bHandle; ///< when set - use handle of palette
int destDACindex; ///< start index of palette in video DAC
int numColors; ///< number of colors in "hRGBarray"
};
//----------------- LOCAL GLOBAL DATA --------------------
// FIXME: Avoid non-const global vars
/** palette allocator data */
static PALQ palAllocData[NUM_PALETTES];
/** video DAC transfer Q length */
#define VDACQLENGTH (NUM_PALETTES+2)
/** video DAC transfer Q */
static VIDEO_DAC_Q vidDACdata[VDACQLENGTH];
/** video DAC transfer Q head pointer */
static VIDEO_DAC_Q *pDAChead;
/** color index of the 4 colors used for the translucent palette */
#define COL_HILIGHT TBLUE1
/** the translucent palette lookup table */
uint8 transPalette[MAX_COLORS]; // used in graphics.cpp
uint8 ghostPalette[MAX_COLORS];
static int translucentIndex = 228;
static int talkIndex = 233;
static COLORREF talkColRef;
static COLORREF tagColRef;
#ifdef DEBUG
// diagnostic palette counters
static int numPals = 0;
static int maxPals = 0;
static int maxDACQ = 0;
#endif
/**
* Map PSX palettes to original palette from resource file
*/
void psxPaletteMapper(PALQ *originalPal, uint8 *psxClut, byte *mapperTable) {
PALETTE *pal = (PALETTE *)LockMem(originalPal->hPal);
bool colorFound = false;
uint16 clutEntry = 0;
// Empty the table with color correspondences
memset(mapperTable, 0, 16);
for (int j = 1; j < 16; j++) {
clutEntry = READ_LE_UINT16(psxClut + (sizeof(uint16) * j));
if (clutEntry) {
if (clutEntry == 0x7EC0) { // This is an already known value, used by the in-game text
mapperTable[j] = 232;
continue;
}
// Check for correspondent color
for (uint i = 0; (i < FROM_LE_32(pal->numColors)) && !colorFound; i++) {
// get R G B values in the same way as psx format converters
uint16 psxEquivalent = TINSEL_PSX_RGB(TINSEL_GetRValue(pal->palRGB[i]) >> 3, TINSEL_GetGValue(pal->palRGB[i]) >> 3, TINSEL_GetBValue(pal->palRGB[i]) >> 3);
if (psxEquivalent == clutEntry) {
mapperTable[j] = i + 1; // Add entry in the table for the found color
colorFound = true;
}
}
colorFound = false;
} else { // The rest of the entries are zeroes
return;
}
}
}
/**
* Transfer palettes in the palette Q to Video DAC.
*/
void PalettesToVideoDAC() {
PALQ *pPalQ; // palette Q iterator
VIDEO_DAC_Q *pDACtail = vidDACdata; // set tail pointer
byte pal[768];
// while Q is not empty
while (pDAChead != pDACtail) {
const PALETTE *pPalette; // pointer to hardware palette
const COLORREF *pColors; // pointer to list of RGB triples
#ifdef DEBUG
// make sure palette does not overlap
assert(pDACtail->destDACindex + pDACtail->numColors <= MAX_COLORS);
#else
// make sure palette does not overlap
if (pDACtail->destDACindex + pDACtail->numColors > MAX_COLORS)
pDACtail->numColors = MAX_COLORS - pDACtail->destDACindex;
#endif
if (pDACtail->bHandle) {
// we are using a palette handle
// get hardware palette pointer
pPalette = (const PALETTE *)LockMem(pDACtail->pal.hRGBarray);
// get RGB pointer
pColors = pPalette->palRGB;
} else if (pDACtail->numColors == 1) {
// we are using a single color palette
pColors = &pDACtail->pal.singleRGB;
} else {
// we are using a palette pointer
pColors = pDACtail->pal.pRGBarray;
}
for (int i = 0; i < pDACtail->numColors; ++i) {
pal[i * 3 + 0] = TINSEL_GetRValue(pColors[i]);
pal[i * 3 + 1] = TINSEL_GetGValue(pColors[i]);
pal[i * 3 + 2] = TINSEL_GetBValue(pColors[i]);
}
// update the system palette
g_system->getPaletteManager()->setPalette(pal, pDACtail->destDACindex, pDACtail->numColors);
// update tail pointer
pDACtail++;
}
// reset video DAC transfer Q head pointer
pDAChead = vidDACdata;
// clear all palette moved bits
for (pPalQ = palAllocData; pPalQ < palAllocData + NUM_PALETTES; pPalQ++)
pPalQ->posInDAC &= ~PALETTE_MOVED;
}
/**
* Commpletely reset the palette allocator.
*/
void ResetPalAllocator() {
#ifdef DEBUG
// clear number of palettes in use
numPals = 0;
#endif
// wipe out the palette allocator data
memset(palAllocData, 0, sizeof(palAllocData));
// reset video DAC transfer Q head pointer
pDAChead = vidDACdata;
}
#ifdef DEBUG
/**
* Shows the maximum number of palettes used at once.
*/
void PaletteStats() {
debug("%i palettes of %i used", maxPals, NUM_PALETTES);
debug("%i DAC queue entries of %i used", maxDACQ, VDACQLENGTH);
}
#endif
/**
* Places a palette in the video DAC queue.
* @param posInDAC Position in video DAC
* @param numColors Number of colors in palette
* @param hPalette Handle to palette
*/
void UpdateDACqueueHandle(int posInDAC, int numColors, SCNHANDLE hPalette) {
// check Q overflow
assert(pDAChead < vidDACdata + VDACQLENGTH);
pDAChead->destDACindex = posInDAC & ~PALETTE_MOVED; // set index in video DAC
pDAChead->numColors = numColors; // set number of colors
pDAChead->pal.hRGBarray = hPalette; // set handle of palette
pDAChead->bHandle = true; // we are using a palette handle
// update head pointer
++pDAChead;
#ifdef DEBUG
if ((pDAChead-vidDACdata) > maxDACQ)
maxDACQ = pDAChead-vidDACdata;
#endif
}
/**
* Places a palette in the video DAC queue.
* @param posInDAC Position in video DAC
* @param numColors Number of colors in palette
* @param pColors List of RGB triples
*/
void UpdateDACqueue(int posInDAC, int numColors, COLORREF *pColors) {
// check Q overflow
assert(pDAChead < vidDACdata + NUM_PALETTES);
pDAChead->destDACindex = posInDAC & ~PALETTE_MOVED; // set index in video DAC
pDAChead->numColors = numColors; // set number of colors
if (numColors == 1)
pDAChead->pal.singleRGB = *pColors; // set single color of which the "palette" consists
else
pDAChead->pal.pRGBarray = pColors; // set addr of palette
pDAChead->bHandle = false; // we are not using a palette handle
// update head pointer
++pDAChead;
#ifdef DEBUG
if ((pDAChead-vidDACdata) > maxDACQ)
maxDACQ = pDAChead-vidDACdata;
#endif
}
/**
* Places a "palette" consisting of a single color in the video DAC queue.
* @param posInDAC Position in video DAC
* @param color Single RGB triple
*/
void UpdateDACqueue(int posInDAC, COLORREF color) {
// check Q overflow
assert(pDAChead < vidDACdata + NUM_PALETTES);
pDAChead->destDACindex = posInDAC & ~PALETTE_MOVED; // set index in video DAC
pDAChead->numColors = 1; // set number of colors
pDAChead->pal.singleRGB = color; // set single color of which the "palette" consists
pDAChead->bHandle = false; // we are not using a palette handle
// update head pointer
++pDAChead;
#ifdef DEBUG
if ((pDAChead-vidDACdata) > maxDACQ)
maxDACQ = pDAChead-vidDACdata;
#endif
}
/**
* Allocate a palette.
* @param hNewPal Palette to allocate
*/
PALQ *AllocPalette(SCNHANDLE hNewPal) {
PALQ *pPrev, *p; // walks palAllocData
int iDAC; // color index in video DAC
PALQ *pNxtPal; // next PALQ struct in palette allocator
PALETTE *pNewPal;
// get pointer to new palette
pNewPal = (PALETTE *)LockMem(hNewPal);
// search all structs in palette allocator - see if palette already allocated
for (p = palAllocData; p < palAllocData + NUM_PALETTES; p++) {
if (p->hPal == hNewPal) {
// found the desired palette in palette allocator
p->objCount++; // update number of objects using palette
return p; // return palette queue position
}
}
// search all structs in palette allocator - find a free slot
iDAC = FGND_DAC_INDEX; // init DAC index to first available foreground color
for (p = palAllocData; p < palAllocData + NUM_PALETTES; p++) {
if (p->hPal == 0) {
// found a free slot in palette allocator
p->objCount = 1; // init number of objects using palette
p->posInDAC = iDAC; // set palettes start pos in video DAC
p->hPal = hNewPal; // set hardware palette data
p->numColors = FROM_LE_32(pNewPal->numColors); // set number of colors in palette
if (TinselV2)
// Copy all the colors
memcpy(p->palRGB, pNewPal->palRGB, p->numColors * sizeof(COLORREF));
#ifdef DEBUG
// one more palette in use
if (++numPals > maxPals)
maxPals = numPals;
#endif
// Q the change to the video DAC
if (TinselV2)
UpdateDACqueue(p->posInDAC, p->numColors, p->palRGB);
else
UpdateDACqueueHandle(p->posInDAC, p->numColors, p->hPal);
// move all palettes after this one down (if necessary)
for (pPrev = p, pNxtPal = pPrev + 1; pNxtPal < palAllocData + NUM_PALETTES; pNxtPal++) {
if (pNxtPal->hPal != 0) {
// palette slot is in use
if (pNxtPal->posInDAC >= pPrev->posInDAC + pPrev->numColors)
// no need to move palettes down
break;
// move palette down - indicate change
pNxtPal->posInDAC = (pPrev->posInDAC
+ pPrev->numColors) | PALETTE_MOVED;
// Q the palette change in position to the video DAC
if (!TinselV2)
UpdateDACqueueHandle(pNxtPal->posInDAC,
pNxtPal->numColors,
pNxtPal->hPal);
else if (!pNxtPal->bFading)
UpdateDACqueue(pNxtPal->posInDAC,
pNxtPal->numColors,
pNxtPal->palRGB);
// update previous palette to current palette
pPrev = pNxtPal;
}
}
// return palette pointer
return p;
}
// set new DAC index
iDAC = p->posInDAC + p->numColors;
}
// no free palettes
error("AllocPalette(): formally 'assert(0)!'");
}
/**
* Free a palette allocated with "AllocPalette".
* @param pFreePal Palette queue entry to free
*/
void FreePalette(PALQ *pFreePal) {
// validate palette Q pointer
assert(pFreePal >= palAllocData && pFreePal <= palAllocData + NUM_PALETTES - 1);
// reduce the palettes object reference count
pFreePal->objCount--;
// make sure palette has not been deallocated too many times
assert(pFreePal->objCount >= 0);
if (pFreePal->objCount == 0) {
pFreePal->hPal = 0; // palette is no longer in use
#ifdef DEBUG
// one less palette in use
--numPals;
assert(numPals >= 0);
#endif
}
}
/**
* Find the specified palette.
* @param hSrchPal Hardware palette to search for
*/
PALQ *FindPalette(SCNHANDLE hSrchPal) {
PALQ *pPal; // palette allocator iterator
// search all structs in palette allocator
for (pPal = palAllocData; pPal < palAllocData + NUM_PALETTES; pPal++) {
if (pPal->hPal == hSrchPal)
// found palette in palette allocator
return pPal;
}
// palette not found
return NULL;
}
/**
* Swaps the palettes at the specified palette queue position.
* @param pPalQ Palette queue position
* @param hNewPal New palette
*/
void SwapPalette(PALQ *pPalQ, SCNHANDLE hNewPal) {
// convert handle to palette pointer
PALETTE *pNewPal = (PALETTE *)LockMem(hNewPal);
// validate palette Q pointer
assert(pPalQ >= palAllocData && pPalQ <= palAllocData + NUM_PALETTES - 1);
if (pPalQ->numColors >= (int)FROM_LE_32(pNewPal->numColors)) {
// new palette will fit the slot
// install new palette
pPalQ->hPal = hNewPal;
if (TinselV2) {
pPalQ->numColors = FROM_LE_32(pNewPal->numColors);
// Copy all the colors
memcpy(pPalQ->palRGB, pNewPal->palRGB, FROM_LE_32(pNewPal->numColors) * sizeof(COLORREF));
if (!pPalQ->bFading)
// Q the change to the video DAC
UpdateDACqueue(pPalQ->posInDAC, FROM_LE_32(pNewPal->numColors), pPalQ->palRGB);
} else {
// Q the change to the video DAC
UpdateDACqueueHandle(pPalQ->posInDAC, FROM_LE_32(pNewPal->numColors), hNewPal);
}
} else {
// # colors are different - will have to update all following palette entries
assert(!TinselV2); // Fatal error for Tinsel 2
PALQ *pNxtPalQ; // next palette queue position
for (pNxtPalQ = pPalQ + 1; pNxtPalQ < palAllocData + NUM_PALETTES; pNxtPalQ++) {
if (pNxtPalQ->posInDAC >= pPalQ->posInDAC + pPalQ->numColors)
// no need to move palettes down
break;
// move palette down
pNxtPalQ->posInDAC = (pPalQ->posInDAC
+ pPalQ->numColors) | PALETTE_MOVED;
// Q the palette change in position to the video DAC
UpdateDACqueueHandle(pNxtPalQ->posInDAC,
pNxtPalQ->numColors,
pNxtPalQ->hPal);
// update previous palette to current palette
pPalQ = pNxtPalQ;
}
}
}
/**
* Statless palette iterator. Returns the next palette in the list
* @param pStrtPal Palette to start from - when NULL will start from beginning of list
*/
PALQ *GetNextPalette(PALQ *pStrtPal) {
if (pStrtPal == NULL) {
// start of palette iteration - return 1st palette
return (palAllocData[0].objCount) ? palAllocData : NULL;
}
// validate palette Q pointer
assert(pStrtPal >= palAllocData && pStrtPal <= palAllocData + NUM_PALETTES - 1);
// return next active palette in list
while (++pStrtPal < palAllocData + NUM_PALETTES) {
if (pStrtPal->objCount)
// active palette found
return pStrtPal;
}
// non found
return NULL;
}
/**
* Sets the current background color.
* @param color Color to set the background to
*/
void SetBgndColor(COLORREF color) {
// update background color struct by queuing the change to the video DAC
UpdateDACqueue(BGND_DAC_INDEX, color);
}
/**
* Note whether a palette is being faded.
* @param pPalQ Palette queue position
* @param bFading Whether it is fading
*/
void FadingPalette(PALQ *pPalQ, bool bFading) {
// validate palette Q pointer
assert(pPalQ >= palAllocData && pPalQ <= palAllocData + NUM_PALETTES - 1);
// validate that this is a change
assert(pPalQ->bFading != bFading);
pPalQ->bFading = bFading;
}
/**
* All fading processes have just been killed, so none of the
* palettes are fading.
*/
void NoFadingPalettes() {
PALQ *pPalQ;
for (pPalQ = palAllocData; pPalQ <= palAllocData + NUM_PALETTES - 1; pPalQ++) {
pPalQ->bFading = false;
}
}
/**
* Builds the translucent palette from the current backgrounds palette.
* @param hPalette Handle to current background palette
*/
void CreateTranslucentPalette(SCNHANDLE hPalette) {
// get a pointer to the palette
PALETTE *pPal = (PALETTE *)LockMem(hPalette);
// leave background color alone
transPalette[0] = 0;
for (uint i = 0; i < FROM_LE_32(pPal->numColors); i++) {
// get the RGB color model values
uint8 red = TINSEL_GetRValue(pPal->palRGB[i]);
uint8 green = TINSEL_GetGValue(pPal->palRGB[i]);
uint8 blue = TINSEL_GetBValue(pPal->palRGB[i]);
// calculate the Value field of the HSV color model
unsigned val = (red > green) ? red : green;
val = (val > blue) ? val : blue;
// map the Value field to one of the 4 colors reserved for the translucent palette
val /= 63;
transPalette[i + 1] = (uint8)((val == 0) ? 0 : val +
(TinselV2 ? TranslucentColor() : COL_HILIGHT) - 1);
}
}
/**
* Creates the ghost palette
*/
void CreateGhostPalette(SCNHANDLE hPalette) {
// get a pointer to the palette
PALETTE *pPal = (PALETTE *)LockMem(hPalette);
int i;
// leave background color alone
ghostPalette[0] = 0;
for (i = 0; i < (int)FROM_LE_32(pPal->numColors); i++) {
// get the RGB color model values
uint8 red = TINSEL_GetRValue(pPal->palRGB[i]);
uint8 green = TINSEL_GetGValue(pPal->palRGB[i]);
uint8 blue = TINSEL_GetBValue(pPal->palRGB[i]);
// calculate the Value field of the HSV color model
unsigned val = (red > green) ? red : green;
val = (val > blue) ? val : blue;
// map the Value field to one of the 4 colors reserved for the translucent palette
val /= 64;
assert(/*val >= 0 &&*/ val <= 3);
ghostPalette[i + 1] = (uint8)(val + SysVar(ISV_GHOST_BASE));
}
}
/**
* Returns an adjusted color RGB
* @param color Color to scale
*/
static COLORREF DimColor(COLORREF color, int factor) {
uint32 red, green, blue;
if (factor == 10) {
// No change
return color;
} else if (factor == 0) {
// No brightness
return 0;
} else {
// apply multiplier to RGB components
red = TINSEL_GetRValue(color) * factor / 10;
green = TINSEL_GetGValue(color) * factor / 10;
blue = TINSEL_GetBValue(color) * factor / 10;
// return new color
return TINSEL_RGB(red, green, blue);
}
}
/**
* DimPartPalette
*/
void DimPartPalette(SCNHANDLE hDimPal, int startColor, int length, int brightness) {
PALQ *pPalQ;
PALETTE *pDimPal;
int iColor;
pPalQ = FindPalette(hDimPal);
assert(pPalQ);
// get pointer to dim palette
pDimPal = (PALETTE *)LockMem(hDimPal);
// Adjust for the fact that palettes don't contain color 0
startColor -= 1;
// Check some other things
if (startColor + length > pPalQ->numColors)
error("DimPartPalette(): color overrun");
for (iColor = startColor; iColor < startColor + length; iColor++) {
pPalQ->palRGB[iColor] = DimColor(pDimPal->palRGB[iColor], brightness);
}
if (!pPalQ->bFading) {
// Q the change to the video DAC
UpdateDACqueue(pPalQ->posInDAC + startColor, length, &pPalQ->palRGB[startColor]);
}
}
int TranslucentColor() {
return translucentIndex;
}
int HighlightColor() {
UpdateDACqueue(talkIndex, (COLORREF)SysVar(SYS_HighlightRGB));
return talkIndex;
}
int TalkColor() {
return TinselV2 ? talkIndex : TALKFONT_COL;
}
void SetTalkColorRef(COLORREF colRef) {
talkColRef = colRef;
}
COLORREF GetTalkColorRef() {
return talkColRef;
}
void SetTagColorRef(COLORREF colRef) {
tagColRef = colRef;
}
COLORREF GetTagColorRef() {
return tagColRef;
}
void SetTranslucencyOffset(int offset) {
translucentIndex = offset;
}
void SetTalkTextOffset(int offset) {
talkIndex = offset;
}
} // End of namespace Tinsel