DVX_GUI/dvx/dvxPalette.h

159 lines
5 KiB
C

// dvx_palette.h -- 8-bit mode palette definition for DVX GUI
//
// Defines the 256-color palette used in 8-bit (VGA Mode 13h / VESA 8bpp)
// video modes. The palette layout follows the same strategy as the X11
// default colormap and Netscape's web-safe colors:
//
// 0-215: 6x6x6 color cube -- 6 levels per channel (0, 51, 102, 153,
// 204, 255), giving 216 uniformly distributed colors. The index
// formula (r*36 + g*6 + b) enables O(1) color lookup without
// searching.
// 216-231: 16-step grey ramp for smooth gradients in window chrome.
// 232-239: Dedicated UI chrome colors (highlight, shadow, active title,
// etc.) that need exact values not available in the color cube.
// 240-255: Reserved for future use (currently black).
//
// This partition gives good general-purpose color reproduction while
// guaranteeing the UI has pixel-perfect colors for its chrome elements.
#ifndef DVX_PALETTE_H
#define DVX_PALETTE_H
#include <stdint.h>
// 256-entry palette for 8-bit mode:
// 0-215: 6x6x6 color cube (index = r*36 + g*6 + b)
// 216-231: 16-step grey ramp
// 232-239: UI chrome colors
// 240-255: reserved
// Chrome color indices for 8-bit mode
#define PAL_CHROME_HIGHLIGHT 232
#define PAL_CHROME_SHADOW 233
#define PAL_CHROME_ACTIVE_BG 234
#define PAL_CHROME_INACTIVE_BG 235
#define PAL_CHROME_DESKTOP 236
#define PAL_CHROME_SELECTION 237
#define PAL_CHROME_TEXT 238
#define PAL_CHROME_WHITE 239
// Generate the default 8-bit palette into a 768-byte buffer (256 * 3, RGB)
static inline void dvxGeneratePalette(uint8_t *pal)
{
int32_t idx = 0;
// Entries 0-215: 6x6x6 color cube
for (int32_t r = 0; r < 6; r++) {
for (int32_t g = 0; g < 6; g++) {
for (int32_t b = 0; b < 6; b++) {
pal[idx * 3 + 0] = (uint8_t)(r * 51);
pal[idx * 3 + 1] = (uint8_t)(g * 51);
pal[idx * 3 + 2] = (uint8_t)(b * 51);
idx++;
}
}
}
// Entries 216-231: 16-step grey ramp
for (int32_t i = 0; i < 16; i++) {
uint8_t v = (uint8_t)(i * 17);
pal[idx * 3 + 0] = v;
pal[idx * 3 + 1] = v;
pal[idx * 3 + 2] = v;
idx++;
}
// Entries 232-239: UI chrome colors
// 232: highlight (white)
pal[232 * 3 + 0] = 255;
pal[232 * 3 + 1] = 255;
pal[232 * 3 + 2] = 255;
// 233: shadow (dark grey)
pal[233 * 3 + 0] = 80;
pal[233 * 3 + 1] = 80;
pal[233 * 3 + 2] = 80;
// 234: active title bg (navy blue)
pal[234 * 3 + 0] = 0;
pal[234 * 3 + 1] = 0;
pal[234 * 3 + 2] = 128;
// 235: inactive title bg (grey)
pal[235 * 3 + 0] = 128;
pal[235 * 3 + 1] = 128;
pal[235 * 3 + 2] = 128;
// 236: desktop (steel blue)
pal[236 * 3 + 0] = 51;
pal[236 * 3 + 1] = 102;
pal[236 * 3 + 2] = 153;
// 237: selection (navy)
pal[237 * 3 + 0] = 0;
pal[237 * 3 + 1] = 0;
pal[237 * 3 + 2] = 128;
// 238: text (black)
pal[238 * 3 + 0] = 0;
pal[238 * 3 + 1] = 0;
pal[238 * 3 + 2] = 0;
// 239: bright white
pal[239 * 3 + 0] = 255;
pal[239 * 3 + 1] = 255;
pal[239 * 3 + 2] = 255;
// Entries 240-255: reserved (black)
for (int32_t i = 240; i < 256; i++) {
pal[i * 3 + 0] = 0;
pal[i * 3 + 1] = 0;
pal[i * 3 + 2] = 0;
}
}
// Find the nearest palette entry for an RGB color using minimum Euclidean
// distance in RGB space. The two-phase approach avoids a full 256-entry
// linear scan in the common case:
// 1. Fast path: snap to the nearest 6x6x6 color cube entry via integer
// division (O(1), no branching).
// 2. Refinement: linearly scan only the 24 grey ramp and chrome entries
// (indices 216-239) to see if any is closer than the cube match.
// Entries 240-255 are reserved (black) and skipped to avoid false matches.
// This is called by packColor() in 8-bit mode, so it needs to be fast.
static inline uint8_t dvxNearestPalEntry(const uint8_t *pal, uint8_t r, uint8_t g, uint8_t b)
{
// Snap to nearest cube vertex: +25 rounds to nearest 51-step level
int32_t ri = (r + 25) / 51;
int32_t gi = (g + 25) / 51;
int32_t bi = (b + 25) / 51;
if (ri > 5) { ri = 5; }
if (gi > 5) { gi = 5; }
if (bi > 5) { bi = 5; }
uint8_t cubeIdx = (uint8_t)(ri * 36 + gi * 6 + bi);
int32_t cubeR = ri * 51;
int32_t cubeG = gi * 51;
int32_t cubeB = bi * 51;
int32_t cubeDist = (r - cubeR) * (r - cubeR) + (g - cubeG) * (g - cubeG) + (b - cubeB) * (b - cubeB);
// Check grey ramp and chrome colors for a closer match
int32_t bestDist = cubeDist;
uint8_t bestIdx = cubeIdx;
for (int32_t i = 216; i < 240; i++) {
int32_t dr = (int32_t)r - (int32_t)pal[i * 3 + 0];
int32_t dg = (int32_t)g - (int32_t)pal[i * 3 + 1];
int32_t db = (int32_t)b - (int32_t)pal[i * 3 + 2];
int32_t dist = dr * dr + dg * dg + db * db;
if (dist < bestDist) {
bestDist = dist;
bestIdx = (uint8_t)i;
}
}
return bestIdx;
}
#endif // DVX_PALETTE_H