/* 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. // // Version Date By Description // ------- --------- --- ----------------------------------------------- // 1.0 16-Sep-96 PRP Currently holds the palette setting code. Will // be modified so that the calling functions have // to use the correct palette format, and the // fading code will be added. // // 1.1 17-Sep-96 PRP Removed utypes.h from include list. // // 1.2 03-Oct-96 PRP Changed the palette format to RGBA 0-255. // // 1.3 04-Oct-96 PRP No changes // // 1.4 04-Oct-96 PRP Put direct path in for ddraw.h // // 1.5 08-Nov-96 PRP Created a drivers copy of the palette so that // it can be restored at any time without the // game engine having to worry about things. // Currently, there is different code for setting // the palette in full screen and windowed mode // until I can get windowed mode working. // // 1.6 09-Nov-96 PRP More work to get the palette to work propery // in windowed mode. // // 1.7 22-Nov-96 PRP Made the whole of the palette available to // the rest of the driver96 code. // // 1.8 25-Nov-96 PRP Added a function to create a palette match // table from the current palette. // // 1.9 29-Nov-96 PRP Made the QuickMatch function __inline for // speed - but didn't work. Added functions // to fade the palette up and down. // // 1.10 05-Dec-96 PRP Added a flag to BS2_SetPalette so that the palette // can be set immediately or later by the fade. // // 1.11 06-Dec-96 JEL fadeStatus now initialised to 0 // // 1.12 09-Dec-96 PRP Function UpdatePaletteMatchTable() changed so // that the data can be part of another file. // // 1.13 10-Feb-97 PRP Changed the direct draw error reporting calls. // // 1.14 11-Feb-97 PRP Suspended the fade server if the direct draw // palette object does not exist. // // 1.15 17-Mar-97 PRP Added RDFADE_BLACK as a return value so the // engine knows the state of the palette when // there is no fade. // // 1.16 17-Mar-97 PRP Fixed driver bug which caused FadeUp to fail // becuase of the introduction of RDFADE_BLACK. // // 1.17 26-Jun-97 PRP Added a function to darken the palette for pausing. // // 1.18 26-Jun-97 PRP Forgot to return a value. // // 1.19 26-Jun-97 PRP Forgot to set the palette - DOH! // // 1.20 26-Jun-97 PRP Fixed undefined symbols bugs. // // 1.21 09-Jul-97 JEL Fixed palette dimming - to unsigned rather than signed RGB values! // // 1.22 26-Jun-97 JEL BS2_SetPalette now always sets colour 0 to black so doesn't need setting to black from game engine // // 1.23 10-Jul-97 JEL Nothing changed but new version had to be booked in anyway. // // 1.24 10-Jul-97 JEL BS2_SetPalette doesn't do that any more (see above)! // // Functions // --------- // // -------------------------------------------------------------------------- // // void BS2_SetPalette(int32 startEntry, int32 noEntries, uint8 *colourTable) // // 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. // //============================================================================= #define WIN32_LEAN_AND_MEAN #include "stdafx.h" //#include //#include #include //#include #include "common/util.h" #include "common/engine.h" #include "d_draw.h" #include "driver96.h" #include "../sword2.h" #define PALTABLESIZE 64*64*64 uint8 palCopy[256][4]; uint8 fadePalette[256][4]; uint8 paletteMatch[PALTABLESIZE]; uint8 fadeStatus=0; static int32 fadeStartTime; static int32 fadeTotalTime; // -------------------------------------------------------------------------- // int32 RestorePalette(void) // // This function restores the palette, and should be called whenever the // screen mode changes, or something like that. // -------------------------------------------------------------------------- int32 RestorePalette(void) { warning("stub RestorePalette"); /* int32 hr; if (bFullScreen) hr = IDirectDrawPalette_SetEntries(lpPalette, 0, 0, 256, (LPPALETTEENTRY) &palCopy[0][0]); else hr = IDirectDrawPalette_SetEntries(lpPalette, 0, 10, 236, (LPPALETTEENTRY) &palCopy[10][0]); if (hr != DD_OK) { DirectDrawError("Unable to restore palette", hr); return(hr); } */ return(RD_OK); } uint8 GetMatch(uint8 r, uint8 g, uint8 b) { 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) { i = 1; while (i < 256) { 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) { min = diff; minIndex = (uint8) i; if (min == 0) break; } i += 1; } } // Here, minIndex is the index of the matchpalette which is closest. return(minIndex); } int32 UpdatePaletteMatchTable(uint8 *data) { if (data == NULL) // Create palette match table { FILE *fp; int16 red, green, blue; uint8 *p; p = &paletteMatch[0]; for (red = 0; red < 256; red += 4) { for (green = 0; green < 256; green += 4) { for (blue = 0; blue < 256; blue += 4) { *p++ = GetMatch((uint8) red, (uint8) green, (uint8) blue); } } } // Write out palette match table fp = fopen("r11.rgb", "wb"); if (fp == NULL) return(RDERR_INVALIDFILENAME); if (fwrite(paletteMatch, 1, 64*64*64, fp) != 64*64*64) return(RDERR_WRITEERROR); fclose(fp); } else // Read table from file { memcpy(paletteMatch, data, PALTABLESIZE); /* FILE *fp; fp = fopen(filename, "rb"); if (fp == NULL) return(RDERR_INVALIDFILENAME); if (fread(paletteMatch, 1, 64*64*64, fp) != 64*64*64) return(RDERR_READERROR); fclose(fp); return(RD_OK); */ } return(RD_OK); } // FIXME: This used to be inlined - probably a good idea - but the // linker complained when I tried to use it in sprite.cpp. uint8 QuickMatch(uint8 r, uint8 g, uint8 b) { return paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)]; } int32 BS2_SetPalette(int16 startEntry, int16 noEntries, uint8 *colourTable, uint8 fadeNow) { debug(0, "BS2_SetPalette(%d, %d, %d)", startEntry, noEntries, fadeNow); if (noEntries == 0) { RestorePalette(); return RD_OK; } // FIXME: Handle the fadeNow parameter memcpy(&palCopy[startEntry][0], colourTable, noEntries * 4); g_sword2->_system->set_palette((byte *) palCopy, startEntry, noEntries); /* int32 hr; if (noEntries == 0) { RestorePalette(); return(RD_OK); } memcpy(&palCopy[startEntry][0], colourTable, noEntries * 4); if ((lpPalette) && (fadeNow == RDPAL_INSTANT)) { if (bFullScreen) hr = IDirectDrawPalette_SetEntries(lpPalette, 0, startEntry, noEntries, (LPPALETTEENTRY) &palCopy[startEntry][0]); else hr = IDirectDrawPalette_SetEntries(lpPalette, 0, 10, 236, (LPPALETTEENTRY) &palCopy[10][0]); if (hr != DD_OK) { DirectDrawError("Unable to set palette entries", hr); return(hr); } } */ return(RD_OK); } int32 DimPalette(void) { warning("stub DimPalette"); /* uint8 *p; uint32 i; p = (uint8*) &palCopy[0][0]; for (i=0; i<256*4; i++) { *p++ /= 2; } if (lpPalette) IDirectDrawPalette_SetEntries(lpPalette, 0, 0, 256, (LPPALETTEENTRY) &palCopy[0][0]); */ return RD_OK; } int32 FadeUp(float time) { if ((fadeStatus != RDFADE_BLACK) && (fadeStatus != RDFADE_NONE)) return(RDERR_FADEINCOMPLETE); fadeTotalTime = (int32) (time * 1000); fadeStatus = RDFADE_UP; fadeStartTime = SVM_timeGetTime(); return RD_OK; } int32 FadeDown(float time) { if ((fadeStatus != RDFADE_BLACK) && (fadeStatus != RDFADE_NONE)) return(RDERR_FADEINCOMPLETE); fadeTotalTime = (int32) (time * 1000); fadeStatus = RDFADE_DOWN; fadeStartTime = SVM_timeGetTime(); return RD_OK; } uint8 GetFadeStatus(void) { return(fadeStatus); } 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. // If we're not in the process of fading, do nothing. if (fadeStatus != RDFADE_UP && fadeStatus != RDFADE_DOWN) return; // 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) 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; } } } 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; } } } g_system->set_palette(newPalette, 0, 256); }