scummvm/sword2/driver/palette.cpp

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/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
//=============================================================================
//
// Filename : palette.c
// Created : 22nd August 1996
// By : P.R.Porter
//
// Summary : This module holds the palette functions and the interface
// to the directDraw palette.
//
// Functions
// ---------
//
// --------------------------------------------------------------------------
//
// void BS2_SetPalette(int32 startEntry, int32 noEntries, uint8 *colourTable)
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//
// Sets the palette from position startEntry for noEntries, to the data
// pointed to by colourTable.
//
// --------------------------------------------------------------------------
//
// void UpdatePaletteMatchTable(uint8 *data)
//
// Uses the current palCopy to create a table of palette indeces which will
// be searched later for a quick palette match, if data is NULL. Otherwise
// it uses the table passed in.
//
// --------------------------------------------------------------------------
//
// uint8 QuickMatch(uint8 r, uint8 g, uint8 b)
//
// Returns the palette index of the closest matching colour in the palette
// to these RGB values.
//
// --------------------------------------------------------------------------
//
// int32 FadeUp(float time)
//
// Fades the palette up from black to the current palette in time.
//
// --------------------------------------------------------------------------
//
// int32 FadeDown(float time)
//
// Fades the palette down to black from the current palette in time.
//
// --------------------------------------------------------------------------
//
// uint8 GetFadeStatus(void)
//
// Returns the fade status which can be one of RDFADE_UP, RDFADE_DOWN or
// RDFADE_NONE.
//
//=============================================================================
#include "stdafx.h"
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#include <stdio.h>
#include "common/util.h"
#include "base/engine.h"
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#include "d_draw.h"
#include "driver96.h"
#include "../sword2.h"
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#define PALTABLESIZE 64 * 64 * 64
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uint8 palCopy[256][4];
uint8 fadePalette[256][4];
uint8 paletteMatch[PALTABLESIZE];
uint8 fadeStatus = RDFADE_NONE;
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static int32 fadeStartTime;
static int32 fadeTotalTime;
// --------------------------------------------------------------------------
// int32 RestorePalette(void)
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//
// This function restores the palette, and should be called whenever the
// screen mode changes, or something like that.
// --------------------------------------------------------------------------
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int32 RestorePalette(void) {
g_system->set_palette((const byte *) palCopy, 0, 256);
return RD_OK;
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}
uint8 GetMatch(uint8 r, uint8 g, uint8 b) {
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int32 diff;
int32 min;
int16 diffred, diffgreen, diffblue;
int16 i;
uint8 minIndex;
diffred = palCopy[0][0] - r;
diffgreen = palCopy[0][1] - g;
diffblue = palCopy[0][2] - b;
diff = diffred * diffred + diffgreen * diffgreen + diffblue * diffblue;
min = diff;
minIndex = 0;
if (diff > 0) {
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i = 1;
while (i < 256) {
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diffred = palCopy[i][0] - r;
diffgreen = palCopy[i][1] - g;
diffblue = palCopy[i][2] - b;
diff = diffred * diffred + diffgreen * diffgreen + diffblue * diffblue;
if (diff < min) {
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min = diff;
minIndex = (uint8) i;
if (min == 0)
break;
}
i++;
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}
}
// Here, minIndex is the index of the matchpalette which is closest.
return minIndex;
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}
int32 UpdatePaletteMatchTable(uint8 *data) {
if (!data) {
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int16 red, green, blue;
uint8 *p;
// Create palette match table
// FIXME: Does this case ever happen?
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p = &paletteMatch[0];
for (red = 0; red < 256; red += 4) {
for (green = 0; green < 256; green += 4) {
for (blue = 0; blue < 256; blue += 4) {
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*p++ = GetMatch((uint8) red, (uint8) green, (uint8) blue);
}
}
}
} else {
// The provided data is th new palette match table
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memcpy(paletteMatch, data, PALTABLESIZE);
}
return RD_OK;
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}
// FIXME: This used to be inlined - probably a good idea - but the
// linker complained when I tried to use it in sprite.cpp.
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uint8 QuickMatch(uint8 r, uint8 g, uint8 b) {
return paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)];
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}
int32 BS2_SetPalette(int16 startEntry, int16 noEntries, uint8 *colourTable, uint8 fadeNow) {
if (noEntries == 0) {
RestorePalette();
return RD_OK;
}
memcpy(&palCopy[startEntry][0], colourTable, noEntries * 4);
if (fadeNow == RDPAL_INSTANT)
g_system->set_palette((byte *) palCopy, startEntry, noEntries);
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return RD_OK;
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}
int32 DimPalette(void) {
byte *p = (byte *) palCopy;
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uint32 i;
for (i = 0; i < 256 * 4; i++)
p[i] /= 2;
g_system->set_palette(p, 0, 256);
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return RD_OK;
}
int32 FadeUp(float time) {
if (fadeStatus != RDFADE_BLACK && fadeStatus != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
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fadeTotalTime = (int32) (time * 1000);
fadeStatus = RDFADE_UP;
fadeStartTime = SVM_timeGetTime();
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return RD_OK;
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}
int32 FadeDown(float time) {
if (fadeStatus != RDFADE_BLACK && fadeStatus != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
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fadeTotalTime = (int32) (time * 1000);
fadeStatus = RDFADE_DOWN;
fadeStartTime = SVM_timeGetTime();
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return RD_OK;
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}
uint8 GetFadeStatus(void) {
return fadeStatus;
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}
void WaitForFade(void) {
while (GetFadeStatus() != RDFADE_NONE && GetFadeStatus() != RDFADE_BLACK) {
ServiceWindows();
g_system->delay_msecs(20);
}
}
void FadeServer() {
static int32 previousTime = 0;
const byte *newPalette = (const byte *) fadePalette;
int32 currentTime;
int16 fadeMultiplier;
int16 i;
// This used to be called through a timer, but is now called from
// ServiceWindows() instead, since that's the only place where we
// actually update the screen.
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// If we're not in the process of fading, do nothing.
if (fadeStatus != RDFADE_UP && fadeStatus != RDFADE_DOWN)
return;
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// I don't know if this is necessary, but let's limit how often the
// palette is updated, just to be safe.
currentTime = SVM_timeGetTime();
if (currentTime - previousTime <= 25)
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return;
previousTime = currentTime;
if (fadeStatus == RDFADE_UP) {
if (currentTime >= fadeStartTime + fadeTotalTime) {
fadeStatus = RDFADE_NONE;
newPalette = (const byte *) palCopy;
} else {
fadeMultiplier = (int16) (((int32) (currentTime - fadeStartTime) * 256) / fadeTotalTime);
for (i = 0; i < 256; i++) {
fadePalette[i][0] = (palCopy[i][0] * fadeMultiplier) >> 8;
fadePalette[i][1] = (palCopy[i][1] * fadeMultiplier) >> 8;
fadePalette[i][2] = (palCopy[i][2] * fadeMultiplier) >> 8;
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}
}
} else {
if (currentTime >= fadeStartTime + fadeTotalTime) {
fadeStatus = RDFADE_BLACK;
memset(fadePalette, 0, sizeof(fadePalette));
} else {
fadeMultiplier = (int16) (((int32) (fadeTotalTime - (currentTime - fadeStartTime)) * 256) / fadeTotalTime);
for (i = 0; i < 256; i++) {
fadePalette[i][0] = (palCopy[i][0] * fadeMultiplier) >> 8;
fadePalette[i][1] = (palCopy[i][1] * fadeMultiplier) >> 8;
fadePalette[i][2] = (palCopy[i][2] * fadeMultiplier) >> 8;
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}
}
}
g_system->set_palette(newPalette, 0, 256);
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}