2023-12-22 16:01:32 +00:00
|
|
|
/*
|
|
|
|
* This file is part of OpenTTD.
|
|
|
|
* OpenTTD 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, version 2.
|
|
|
|
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
*/
|
|
|
|
|
|
|
|
/** @file palette.cpp Handling of palettes. */
|
|
|
|
|
|
|
|
#include "stdafx.h"
|
|
|
|
#include "blitter/base.hpp"
|
|
|
|
#include "blitter/factory.hpp"
|
2023-12-22 16:01:32 +00:00
|
|
|
#include "fileio_func.h"
|
2023-12-22 16:01:32 +00:00
|
|
|
#include "gfx_type.h"
|
|
|
|
#include "landscape_type.h"
|
|
|
|
#include "palette_func.h"
|
|
|
|
#include "settings_type.h"
|
|
|
|
#include "thread.h"
|
2023-12-28 16:01:08 +00:00
|
|
|
#include "core/mem_func.hpp"
|
2023-12-22 16:01:32 +00:00
|
|
|
|
|
|
|
#include "table/palettes.h"
|
|
|
|
|
|
|
|
#include "safeguards.h"
|
|
|
|
|
|
|
|
Palette _cur_palette;
|
2023-12-28 16:01:08 +00:00
|
|
|
std::mutex _cur_palette_mutex;
|
2023-12-22 16:01:32 +00:00
|
|
|
|
2023-12-28 16:01:08 +00:00
|
|
|
byte _colour_value[COLOUR_END] = {
|
|
|
|
133, // COLOUR_DARK_BLUE
|
|
|
|
99, // COLOUR_PALE_GREEN,
|
|
|
|
48, // COLOUR_PINK,
|
|
|
|
68, // COLOUR_YELLOW,
|
|
|
|
184, // COLOUR_RED,
|
|
|
|
152, // COLOUR_LIGHT_BLUE,
|
|
|
|
209, // COLOUR_GREEN,
|
|
|
|
95, // COLOUR_DARK_GREEN,
|
|
|
|
150, // COLOUR_BLUE,
|
|
|
|
79, // COLOUR_CREAM,
|
|
|
|
134, // COLOUR_MAUVE,
|
|
|
|
174, // COLOUR_PURPLE,
|
|
|
|
195, // COLOUR_ORANGE,
|
|
|
|
116, // COLOUR_BROWN,
|
|
|
|
6, // COLOUR_GREY,
|
|
|
|
15, // COLOUR_WHITE,
|
|
|
|
};
|
|
|
|
|
|
|
|
Colour _water_palette[10];
|
2023-12-22 16:01:32 +00:00
|
|
|
|
2023-12-22 16:01:32 +00:00
|
|
|
/**
|
|
|
|
* PALETTE_BITS reduces the bits-per-channel of 32bpp graphics data to allow faster palette lookups from
|
|
|
|
* a smaller lookup table.
|
|
|
|
*
|
|
|
|
* 6 bpc is chosen as this results in a palette lookup table of 256KiB with adequate fidelty.
|
|
|
|
* In constract, a 5 bpc lookup table would be 32KiB, and 7 bpc would be 2MiB.
|
|
|
|
*
|
|
|
|
* Values in the table are filled as they are first encountered -- larger lookup table means more colour
|
|
|
|
* distance calculations, and is therefore slower.
|
|
|
|
*/
|
|
|
|
const uint PALETTE_BITS = 6;
|
|
|
|
const uint PALETTE_SHIFT = 8 - PALETTE_BITS;
|
|
|
|
const uint PALETTE_BITS_MASK = ((1U << PALETTE_BITS) - 1) << PALETTE_SHIFT;
|
|
|
|
const uint PALETTE_BITS_OR = (1U << (PALETTE_SHIFT - 1));
|
|
|
|
|
|
|
|
/* Palette and reshade lookup table. */
|
|
|
|
using PaletteLookup = std::array<uint8_t, 1U << (PALETTE_BITS * 3)>;
|
|
|
|
static PaletteLookup _palette_lookup{};
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Reduce bits per channel to PALETTE_BITS, and place value in the middle of the reduced range.
|
|
|
|
* This is to counteract the information lost between bright and dark pixels, e.g if PALETTE_BITS was 2:
|
|
|
|
* 0 - 63 -> 32
|
|
|
|
* 64 - 127 -> 96
|
|
|
|
* 128 - 191 -> 160
|
|
|
|
* 192 - 255 -> 224
|
|
|
|
* @param c 8 bit colour component.
|
|
|
|
* @returns Colour component reduced to PALETTE_BITS.
|
|
|
|
*/
|
|
|
|
inline uint CrunchColour(uint c)
|
|
|
|
{
|
|
|
|
return (c & PALETTE_BITS_MASK) | PALETTE_BITS_OR;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Calculate distance between two colours.
|
|
|
|
* @param col1 First colour.
|
|
|
|
* @param r2 Red component of second colour.
|
|
|
|
* @param g2 Green component of second colour.
|
|
|
|
* @param b2 Blue component of second colour.
|
|
|
|
* @returns Euclidean distance between first and second colour.
|
|
|
|
*/
|
|
|
|
static uint CalculateColourDistance(const Colour &col1, int r2, int g2, int b2)
|
|
|
|
{
|
|
|
|
/* Euclidean colour distance for sRGB based on https://en.wikipedia.org/wiki/Color_difference#sRGB */
|
|
|
|
int r = (int)col1.r - (int)r2;
|
|
|
|
int g = (int)col1.g - (int)g2;
|
|
|
|
int b = (int)col1.b - (int)b2;
|
|
|
|
|
|
|
|
int avgr = (col1.r + r2) / 2;
|
|
|
|
return ((2 + (avgr / 256.0)) * r * r) + (4 * g * g) + ((2 + ((255 - avgr) / 256.0)) * b * b);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Palette indexes for conversion. See docs/palettes/palette_key.png */
|
|
|
|
const uint8_t PALETTE_INDEX_CC_START = 198; ///< Palette index of start of company colour remap area.
|
|
|
|
const uint8_t PALETTE_INDEX_CC_END = PALETTE_INDEX_CC_START + 8; ///< Palette index of end of company colour remap area.
|
|
|
|
const uint8_t PALETTE_INDEX_START = 1; ///< Palette index of start of defined palette.
|
|
|
|
const uint8_t PALETTE_INDEX_END = 215; ///< Palette index of end of defined palette.
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Find nearest colour palette index for a 32bpp pixel.
|
|
|
|
* @param r Red component.
|
|
|
|
* @param g Green component.
|
|
|
|
* @param b Blue component.
|
|
|
|
* @returns palette index of nearest colour.
|
|
|
|
*/
|
|
|
|
static uint8_t FindNearestColourIndex(uint8_t r, uint8_t g, uint8_t b)
|
|
|
|
{
|
|
|
|
r = CrunchColour(r);
|
|
|
|
g = CrunchColour(g);
|
|
|
|
b = CrunchColour(b);
|
|
|
|
|
|
|
|
uint best_index = 0;
|
|
|
|
uint best_distance = UINT32_MAX;
|
|
|
|
|
|
|
|
for (uint i = PALETTE_INDEX_START; i < PALETTE_INDEX_CC_START; i++) {
|
|
|
|
if (uint distance = CalculateColourDistance(_palette.palette[i], r, g, b); distance < best_distance) {
|
|
|
|
best_index = i;
|
|
|
|
best_distance = distance;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/* There's a hole in the palette reserved for company colour remaps. */
|
|
|
|
for (uint i = PALETTE_INDEX_CC_END; i < PALETTE_INDEX_END; i++) {
|
|
|
|
if (uint distance = CalculateColourDistance(_palette.palette[i], r, g, b); distance < best_distance) {
|
|
|
|
best_index = i;
|
|
|
|
best_distance = distance;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return best_index;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get nearest colour palette index from an RGB colour.
|
|
|
|
* A search is performed if this colour is not already in the lookup table.
|
|
|
|
* @param r Red component.
|
|
|
|
* @param g Green component.
|
|
|
|
* @param b Blue component.
|
|
|
|
* @returns nearest colour palette index.
|
|
|
|
*/
|
|
|
|
uint8_t GetNearestColourIndex(uint8_t r, uint8_t g, uint8_t b)
|
|
|
|
{
|
|
|
|
uint32_t key = (r >> PALETTE_SHIFT) | (g >> PALETTE_SHIFT) << PALETTE_BITS | (b >> PALETTE_SHIFT) << (PALETTE_BITS * 2);
|
|
|
|
if (_palette_lookup[key] == 0) _palette_lookup[key] = FindNearestColourIndex(r, g, b);
|
|
|
|
return _palette_lookup[key];
|
|
|
|
}
|
|
|
|
|
2023-12-22 16:01:32 +00:00
|
|
|
void DoPaletteAnimations();
|
|
|
|
|
|
|
|
void GfxInitPalettes()
|
|
|
|
{
|
2023-12-28 16:01:08 +00:00
|
|
|
MemCpyT<Colour>(_water_palette, (_settings_game.game_creation.landscape == LT_TOYLAND) ? _extra_palette_values.dark_water_toyland : _extra_palette_values.dark_water, 5);
|
|
|
|
const Colour *s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? _extra_palette_values.glitter_water_toyland : _extra_palette_values.glitter_water;
|
|
|
|
for (int i = 0; i < 5; i++) {
|
|
|
|
_water_palette[i + 5] = s[i * 3];
|
2023-12-22 16:01:32 +00:00
|
|
|
}
|
|
|
|
|
2023-12-28 16:01:08 +00:00
|
|
|
std::lock_guard<std::mutex> lock_state(_cur_palette_mutex);
|
|
|
|
memcpy(&_cur_palette, &_palette, sizeof(_cur_palette));
|
|
|
|
DoPaletteAnimations();
|
2023-12-22 16:01:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#define EXTR(p, q) (((uint16_t)(palette_animation_counter * (p)) * (q)) >> 16)
|
|
|
|
#define EXTR2(p, q) (((uint16_t)(~palette_animation_counter * (p)) * (q)) >> 16)
|
|
|
|
|
|
|
|
void DoPaletteAnimations()
|
|
|
|
{
|
|
|
|
/* Animation counter for the palette animation. */
|
|
|
|
static int palette_animation_counter = 0;
|
|
|
|
palette_animation_counter += 8;
|
|
|
|
|
|
|
|
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
|
|
|
|
const Colour *s;
|
|
|
|
const ExtraPaletteValues *ev = &_extra_palette_values;
|
|
|
|
Colour old_val[PALETTE_ANIM_SIZE];
|
|
|
|
const uint old_tc = palette_animation_counter;
|
|
|
|
uint j;
|
|
|
|
|
|
|
|
if (blitter != nullptr && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
|
|
|
|
palette_animation_counter = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
Colour *palette_pos = &_cur_palette.palette[PALETTE_ANIM_START]; // Points to where animations are taking place on the palette
|
|
|
|
/* Makes a copy of the current animation palette in old_val,
|
|
|
|
* so the work on the current palette could be compared, see if there has been any changes */
|
|
|
|
memcpy(old_val, palette_pos, sizeof(old_val));
|
|
|
|
|
|
|
|
/* Fizzy Drink bubbles animation */
|
|
|
|
s = ev->fizzy_drink;
|
|
|
|
j = EXTR2(512, EPV_CYCLES_FIZZY_DRINK);
|
|
|
|
for (uint i = 0; i != EPV_CYCLES_FIZZY_DRINK; i++) {
|
|
|
|
*palette_pos++ = s[j];
|
|
|
|
j++;
|
|
|
|
if (j == EPV_CYCLES_FIZZY_DRINK) j = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Oil refinery fire animation */
|
|
|
|
s = ev->oil_refinery;
|
|
|
|
j = EXTR2(512, EPV_CYCLES_OIL_REFINERY);
|
|
|
|
for (uint i = 0; i != EPV_CYCLES_OIL_REFINERY; i++) {
|
|
|
|
*palette_pos++ = s[j];
|
|
|
|
j++;
|
|
|
|
if (j == EPV_CYCLES_OIL_REFINERY) j = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Radio tower blinking */
|
|
|
|
{
|
|
|
|
byte i = (palette_animation_counter >> 1) & 0x7F;
|
|
|
|
byte v;
|
|
|
|
|
|
|
|
if (i < 0x3f) {
|
|
|
|
v = 255;
|
|
|
|
} else if (i < 0x4A || i >= 0x75) {
|
|
|
|
v = 128;
|
|
|
|
} else {
|
|
|
|
v = 20;
|
|
|
|
}
|
|
|
|
palette_pos->r = v;
|
|
|
|
palette_pos->g = 0;
|
|
|
|
palette_pos->b = 0;
|
|
|
|
palette_pos++;
|
|
|
|
|
|
|
|
i ^= 0x40;
|
|
|
|
if (i < 0x3f) {
|
|
|
|
v = 255;
|
|
|
|
} else if (i < 0x4A || i >= 0x75) {
|
|
|
|
v = 128;
|
|
|
|
} else {
|
|
|
|
v = 20;
|
|
|
|
}
|
|
|
|
palette_pos->r = v;
|
|
|
|
palette_pos->g = 0;
|
|
|
|
palette_pos->b = 0;
|
|
|
|
palette_pos++;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Handle lighthouse and stadium animation */
|
|
|
|
s = ev->lighthouse;
|
|
|
|
j = EXTR(256, EPV_CYCLES_LIGHTHOUSE);
|
|
|
|
for (uint i = 0; i != EPV_CYCLES_LIGHTHOUSE; i++) {
|
|
|
|
*palette_pos++ = s[j];
|
|
|
|
j++;
|
|
|
|
if (j == EPV_CYCLES_LIGHTHOUSE) j = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Dark blue water */
|
|
|
|
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_toyland : ev->dark_water;
|
|
|
|
j = EXTR(320, EPV_CYCLES_DARK_WATER);
|
|
|
|
for (uint i = 0; i != EPV_CYCLES_DARK_WATER; i++) {
|
|
|
|
*palette_pos++ = s[j];
|
|
|
|
j++;
|
|
|
|
if (j == EPV_CYCLES_DARK_WATER) j = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Glittery water */
|
|
|
|
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_toyland : ev->glitter_water;
|
|
|
|
j = EXTR(128, EPV_CYCLES_GLITTER_WATER);
|
|
|
|
for (uint i = 0; i != EPV_CYCLES_GLITTER_WATER / 3; i++) {
|
|
|
|
*palette_pos++ = s[j];
|
|
|
|
j += 3;
|
|
|
|
if (j >= EPV_CYCLES_GLITTER_WATER) j -= EPV_CYCLES_GLITTER_WATER;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (blitter != nullptr && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
|
|
|
|
palette_animation_counter = old_tc;
|
|
|
|
} else if (_cur_palette.count_dirty == 0 && memcmp(old_val, &_cur_palette.palette[PALETTE_ANIM_START], sizeof(old_val)) != 0) {
|
|
|
|
/* Did we changed anything on the palette? Seems so. Mark it as dirty */
|
|
|
|
_cur_palette.first_dirty = PALETTE_ANIM_START;
|
|
|
|
_cur_palette.count_dirty = PALETTE_ANIM_SIZE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Determine a contrasty text colour for a coloured background.
|
|
|
|
* @param background Background colour.
|
|
|
|
* @param threshold Background colour brightness threshold below which the background is considered dark and TC_WHITE is returned, range: 0 - 255, default 128.
|
|
|
|
* @return TC_BLACK or TC_WHITE depending on what gives a better contrast.
|
|
|
|
*/
|
|
|
|
TextColour GetContrastColour(uint8_t background, uint8_t threshold)
|
|
|
|
{
|
|
|
|
Colour c = _cur_palette.palette[background];
|
|
|
|
/* Compute brightness according to http://www.w3.org/TR/AERT#color-contrast.
|
|
|
|
* The following formula computes 1000 * brightness^2, with brightness being in range 0 to 255. */
|
|
|
|
uint sq1000_brightness = c.r * c.r * 299 + c.g * c.g * 587 + c.b * c.b * 114;
|
|
|
|
/* Compare with threshold brightness which defaults to 128 (50%) */
|
|
|
|
return sq1000_brightness < ((uint) threshold) * ((uint) threshold) * 1000 ? TC_WHITE : TC_BLACK;
|
|
|
|
}
|
2023-12-24 22:51:55 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Lookup table of colour shades for all 16 colour gradients.
|
|
|
|
* 8 colours per gradient from darkest (0) to lightest (7)
|
|
|
|
*/
|
|
|
|
struct ColourGradients
|
|
|
|
{
|
2023-12-28 10:02:49 +00:00
|
|
|
using ColourGradient = std::array<byte, SHADE_END>;
|
2023-12-24 22:51:55 +00:00
|
|
|
|
|
|
|
static inline std::array<ColourGradient, COLOUR_END> gradient{};
|
|
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get colour gradient palette index.
|
|
|
|
* @param colour Colour.
|
|
|
|
* @param shade Shade level from 1 to 7.
|
|
|
|
* @returns palette index of colour.
|
|
|
|
*/
|
2023-12-28 10:02:49 +00:00
|
|
|
byte GetColourGradient(Colours colour, ColourShade shade)
|
2023-12-24 22:51:55 +00:00
|
|
|
{
|
2023-12-28 10:02:49 +00:00
|
|
|
return ColourGradients::gradient[colour % COLOUR_END][shade % SHADE_END];
|
2023-12-24 22:51:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set colour gradient palette index.
|
|
|
|
* @param colour Colour.
|
|
|
|
* @param shade Shade level from 1 to 7.
|
|
|
|
* @param palette_index Palette index to set.
|
|
|
|
*/
|
2023-12-28 10:02:49 +00:00
|
|
|
void SetColourGradient(Colours colour, ColourShade shade, byte palette_index)
|
2023-12-24 22:51:55 +00:00
|
|
|
{
|
|
|
|
assert(colour < COLOUR_END);
|
2023-12-28 10:02:49 +00:00
|
|
|
assert(shade < SHADE_END);
|
|
|
|
ColourGradients::gradient[colour % COLOUR_END][shade % SHADE_END] = palette_index;
|
2023-12-24 22:51:55 +00:00
|
|
|
}
|