219 lines
5.3 KiB
C++
219 lines
5.3 KiB
C++
/*
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* palette.cpp
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*
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* Copyright (C) 2002 Mark Broadhead
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*
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* This file is part of DAPHNE, a laserdisc arcade game emulator
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*
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* DAPHNE is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* DAPHNE is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "../game/game.h"
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#include "../io/conout.h" // for printline
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#include "palette.h"
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#include "rgb2yuv.h"
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#include "../video/video.h"
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#include "../ldp-out/ldp-vldp-gl.h" // for palette changing
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#ifdef DEBUG
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#include <assert.h>
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#endif
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unsigned int g_palette_size = 0;
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SDL_Color *g_rgb_palette = NULL;
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// color palette lookup table (to make OpenGL texture conversions faster)
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Uint32 g_uRGBAPalette[256];
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t_yuv_color *g_yuv_palette = NULL;
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bool g_palette_modified = true;
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// call this function once to set size of game palette
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bool palette_initialize (unsigned int num_colors)
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{
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bool result = true;
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g_palette_size = num_colors;
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// we can only have 256 max since all our surfaces are 8-bit
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/*
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if (num_colors > 256)
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{
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printline("palette_initialize error: Too many colors > 256!");
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result = false;
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}
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*/
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if (result)
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{
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g_rgb_palette = new SDL_Color[num_colors];
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g_yuv_palette = new t_yuv_color[num_colors];
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}
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if (!((g_rgb_palette) && (g_yuv_palette)
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))
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{
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printline("palette_initialize error: Could not allocate palette arrays!");
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palette_shutdown();
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result = false;
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}
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else
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{
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// set all colors to unmodified and black
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for (unsigned int x = 0; x < g_palette_size; x++)
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{
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// set RGB values to black
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g_rgb_palette[x].r = g_rgb_palette[x].g = g_rgb_palette[x].b = 0;
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g_uRGBAPalette[x] = 0xFF000000; // initialize to opaque black
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// set YUV values to black
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g_yuv_palette[x].y = 0;
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g_yuv_palette[x].u = g_yuv_palette[x].v = 0x7F;
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g_yuv_palette[x].transparent = false;
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}
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// Default color #0 to be transparent
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// Game drivers can change this individually.
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palette_set_transparency(0, true);
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}
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return result;
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}
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void palette_set_transparency(unsigned int uColorIndex, bool transparent)
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{
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#ifdef DEBUG
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// sanity check
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assert(uColorIndex < g_palette_size);
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#endif
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g_yuv_palette[uColorIndex].transparent = transparent;
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if (transparent)
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{
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g_uRGBAPalette[uColorIndex] &= 0x00FFFFFF; // set alpha channel to 0
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}
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else
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{
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g_uRGBAPalette[uColorIndex] |= 0xFF000000; // set alpha channel to FF
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}
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#ifdef USE_OPENGL
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// TODO : change this to 'g_palette_modified = true' once we're in a better position to test.
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// if we're using OpenGL, we need to update the palette texture
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if (get_use_opengl())
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{
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on_palette_change_gl();
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}
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#endif
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}
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// call this function when a color has changed
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void palette_set_color (unsigned int color_num, SDL_Color color_value)
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{
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#ifdef DEBUG
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assert (color_num < g_palette_size);
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#endif
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// make sure the color has really been modified because the RGB2YUV calculations are expensive
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if ((g_rgb_palette[color_num].r != color_value.r) || (g_rgb_palette[color_num].g != color_value.g) || (g_rgb_palette[color_num].b != color_value.b))
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{
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g_rgb_palette[color_num] = color_value;
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g_palette_modified = true;
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// change R,G,B, values, but don't change A
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g_uRGBAPalette[color_num] = (g_uRGBAPalette[color_num] & 0xFF000000) |
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color_value.r | (color_value.g << 8) |
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(color_value.b << 16);
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// MATT : seems to make more sense to calculate the YUV value of the color here
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rgb2yuv_input[0] = g_rgb_palette[color_num].r;
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rgb2yuv_input[1] = g_rgb_palette[color_num].g;
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rgb2yuv_input[2] = g_rgb_palette[color_num].b;
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rgb2yuv();
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g_yuv_palette[color_num].y = rgb2yuv_result_y;
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g_yuv_palette[color_num].v = rgb2yuv_result_v;
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g_yuv_palette[color_num].u = rgb2yuv_result_u;
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}
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}
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// call this function right before drawing the current overlay
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void palette_finalize()
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{
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if (g_palette_modified)
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{
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// update color palette for all the surfaces that we are using
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for (int i = 0;; i++)
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{
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SDL_Surface *video_overlay = g_game->get_video_overlay(i);
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// if we have a video overlay to set the colors no ...
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if (video_overlay)
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{
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SDL_SetColors(video_overlay, g_rgb_palette, 0, g_palette_size);
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}
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else
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{
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break;
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}
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}
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if (g_game->IsFullScaleEnabled())
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{
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SDL_SetColors(g_game->get_scaled_video_overlay(), g_rgb_palette, 0, g_palette_size);
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}
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#ifdef USE_OPENGL
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// if we're using OpenGL, we need to update the palette texture
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if (get_use_opengl())
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{
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on_palette_change_gl();
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}
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#endif
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}
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g_palette_modified = false;
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}
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// call this function on video shutdown
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void palette_shutdown (void)
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{
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if (g_rgb_palette)
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{
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delete [] g_rgb_palette;
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g_rgb_palette = NULL;
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}
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if (g_yuv_palette)
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{
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delete [] g_yuv_palette;
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g_yuv_palette = NULL;
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}
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}
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// this function is here temporarily while the game drivers are switch to this new method
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t_yuv_color *get_yuv_palette(void)
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{
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return g_yuv_palette;
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}
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Uint32 *get_rgba_palette(void)
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{
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return g_uRGBAPalette;
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}
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