Esempio n. 1
0
void R_InitColormaps ()
{
	// [RH] Try and convert BOOM colormaps into blending values.
	//		This is a really rough hack, but it's better than
	//		not doing anything with them at all (right?)

	FakeCmap cm;

	R_DeinitColormaps();

	cm.name[0] = 0;
	cm.blend = 0;
	fakecmaps.Push(cm);

	uint32_t NumLumps = Wads.GetNumLumps();

	for (uint32_t i = 0; i < NumLumps; i++)
	{
		if (Wads.GetLumpNamespace(i) == ns_colormaps)
		{
			char name[9];
			name[8] = 0;
			Wads.GetLumpName (name, i);

			if (Wads.CheckNumForName (name, ns_colormaps) == (int)i)
			{
				strncpy(cm.name, name, 8);
				cm.blend = 0;
				cm.lump = i;
				fakecmaps.Push(cm);
			}
		}
	}

	int rr = 0, gg = 0, bb = 0;
	for(int x=0;x<256;x++)
	{
		rr += GPalette.BaseColors[x].r;
		gg += GPalette.BaseColors[x].g;
		bb += GPalette.BaseColors[x].b;
	}
	rr >>= 8;
	gg >>= 8;
	bb >>= 8;

	int palette_brightness = (rr*77 + gg*143 + bb*35) / 255;

	// To calculate the blend it will just average the colors of the first map
	if (fakecmaps.Size() > 1)
	{
		uint8_t map[256];

		for (unsigned j = 1; j < fakecmaps.Size(); j++)
		{
			if (Wads.LumpLength (fakecmaps[j].lump) >= 256)
			{
				int k, r, g, b;
				FWadLump lump = Wads.OpenLumpNum (fakecmaps[j].lump);
				lump.Read(map, 256);
				r = g = b = 0;

				for (k = 0; k < 256; k++)
				{
					r += GPalette.BaseColors[map[k]].r;
					g += GPalette.BaseColors[map[k]].g;
					b += GPalette.BaseColors[map[k]].b;
				}
				r /= 256;
				g /= 256;
				b /= 256;
				// The calculated average is too dark so brighten it according to the palettes's overall brightness
				int maxcol = MAX<int>(MAX<int>(palette_brightness, r), MAX<int>(g, b));
				
				fakecmaps[j].blend = PalEntry (255, r * 255 / maxcol, g * 255 / maxcol, b * 255 / maxcol);
			}
		}
	}

	// build default special maps (e.g. invulnerability)

	for (unsigned i = 0; i < countof(SpecialColormapParms); ++i)
	{
		AddSpecialColormap(SpecialColormapParms[i].Start[0], SpecialColormapParms[i].Start[1],
			SpecialColormapParms[i].Start[2], SpecialColormapParms[i].End[0],
			SpecialColormapParms[i].End[1], SpecialColormapParms[i].End[2]);
	}
	// desaturated colormaps. These are used for texture composition
	for(int m = 0; m < 31; m++)
	{
		uint8_t *shade = DesaturateColormap[m];
		for (int c = 0; c < 256; c++)
		{
			int intensity = (GPalette.BaseColors[c].r * 77 +
						GPalette.BaseColors[c].g * 143 +
						GPalette.BaseColors[c].b * 37) / 256;

			int r = (GPalette.BaseColors[c].r * (31-m) + intensity *m) / 31;
			int g = (GPalette.BaseColors[c].g * (31-m) + intensity *m) / 31;
			int b = (GPalette.BaseColors[c].b * (31-m) + intensity *m) / 31;
			shade[c] = ColorMatcher.Pick(r, g, b);
		}
	}
}
Esempio n. 2
0
void R_InitColormaps ()
{
	// [RH] Try and convert BOOM colormaps into blending values.
	//		This is a really rough hack, but it's better than
	//		not doing anything with them at all (right?)

	FakeCmap cm;

	R_DeinitColormaps();

	cm.name[0] = 0;
	cm.blend = 0;
	fakecmaps.Push(cm);

	DWORD NumLumps = Wads.GetNumLumps();

	for (DWORD i = 0; i < NumLumps; i++)
	{
		if (Wads.GetLumpNamespace(i) == ns_colormaps)
		{
			char name[9];
			name[8] = 0;
			Wads.GetLumpName (name, i);

			if (Wads.CheckNumForName (name, ns_colormaps) == (int)i)
			{
				strncpy(cm.name, name, 8);
				cm.blend = 0;
				cm.lump = i;
				fakecmaps.Push(cm);
			}
		}
	}
	realcolormaps = new BYTE[256*NUMCOLORMAPS*fakecmaps.Size()];
	R_SetDefaultColormap ("COLORMAP");

	if (fakecmaps.Size() > 1)
	{
		BYTE unremap[256], remap[256], mapin[256];
		int i;
		unsigned j;

		memcpy (remap, GPalette.Remap, 256);
		memset (unremap, 0, 256);
		for (i = 0; i < 256; ++i)
		{
			unremap[remap[i]] = i;
		}
		remap[0] = 0;
		for (j = 1; j < fakecmaps.Size(); j++)
		{
			if (Wads.LumpLength (fakecmaps[j].lump) >= (NUMCOLORMAPS+1)*256)
			{
				int k, r, g, b;
				FWadLump lump = Wads.OpenLumpNum (fakecmaps[j].lump);
				BYTE *const map = realcolormaps + NUMCOLORMAPS*256*j;

				for (k = 0; k < NUMCOLORMAPS; ++k)
				{
					BYTE *map2 = &map[k*256];
					lump.Read (mapin, 256);
					map2[0] = 0;
					for (r = 1; r < 256; ++r)
					{
						map2[r] = remap[mapin[unremap[r]]];
					}
				}

				r = g = b = 0;

				for (k = 0; k < 256; k++)
				{
					r += GPalette.BaseColors[map[k]].r;
					g += GPalette.BaseColors[map[k]].g;
					b += GPalette.BaseColors[map[k]].b;
				}
				fakecmaps[j].blend = PalEntry (255, r/256, g/256, b/256);
			}
		}
	}
	NormalLight.Color = PalEntry (255, 255, 255);
	NormalLight.Fade = 0;
	NormalLight.Maps = realcolormaps;
	NormalLightHasFixedLights = R_CheckForFixedLights(realcolormaps);
	numfakecmaps = fakecmaps.Size();

	// build default special maps (e.g. invulnerability)

	for (unsigned i = 0; i < countof(SpecialColormapParms); ++i)
	{
		AddSpecialColormap(SpecialColormapParms[i].Start[0], SpecialColormapParms[i].Start[1],
			SpecialColormapParms[i].Start[2], SpecialColormapParms[i].End[0],
			SpecialColormapParms[i].End[1], SpecialColormapParms[i].End[2]);
	}
	// desaturated colormaps. These are used for texture composition
	for(int m = 0; m < 31; m++)
	{
		BYTE *shade = DesaturateColormap[m];
		for (int c = 0; c < 256; c++)
		{
			int intensity = (GPalette.BaseColors[c].r * 77 +
						GPalette.BaseColors[c].g * 143 +
						GPalette.BaseColors[c].b * 37) / 256;

			int r = (GPalette.BaseColors[c].r * (31-m) + intensity *m) / 31;
			int g = (GPalette.BaseColors[c].g * (31-m) + intensity *m) / 31;
			int b = (GPalette.BaseColors[c].b * (31-m) + intensity *m) / 31;
			shade[c] = ColorMatcher.Pick(r, g, b);
		}
	}
}