RingRacers/src/k_color.c
Sally Coolatta 7dfa597c7d SRB2 -> DRRR copyright in src, acs, android folder
Be consistent with toaster's recent changes to copyright
2024-04-05 02:08:23 -04:00

343 lines
8.5 KiB
C

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2024 by Kart Krew
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file k_color.c
/// \brief Skincolor & colormapping code
#include "k_color.h"
#include "doomdef.h"
#include "doomtype.h"
#include "r_draw.h"
#include "r_things.h"
#include "v_video.h"
#include "m_cond.h"
#include "g_demo.h"
#include "k_follower.h"
/*--------------------------------------------------
UINT8 K_ColorRelativeLuminance(UINT8 r, UINT8 g, UINT8 b)
See header file for description.
--------------------------------------------------*/
UINT8 K_ColorRelativeLuminance(UINT8 r, UINT8 g, UINT8 b)
{
double redWeight = ((r * 1.0) / UINT8_MAX);
double greenWeight = ((g * 1.0) / UINT8_MAX);
double blueWeight = ((b * 1.0) / UINT8_MAX);
double brightness = 0.5;
redWeight = pow(redWeight, 2.2) * 0.2126;
greenWeight = pow(greenWeight, 2.2) * 0.7152;
blueWeight = pow(greenWeight, 2.2) * 0.0722;
brightness = pow(redWeight + greenWeight + blueWeight, 1.0 / 2.2);
return (UINT8)(brightness * UINT8_MAX);
}
/*--------------------------------------------------
UINT16 K_RainbowColor(tic_t time)
See header file for description.
--------------------------------------------------*/
UINT16 K_RainbowColor(tic_t time)
{
return (UINT16)(FIRSTRAINBOWCOLOR + (time % (FIRSTSUPERCOLOR - FIRSTRAINBOWCOLOR)));
}
/*--------------------------------------------------
void K_RainbowColormap(UINT8 *dest_colormap, UINT8 skincolor)
See header file for description.
--------------------------------------------------*/
void K_RainbowColormap(UINT8 *dest_colormap, UINT8 skincolor)
{
INT32 i;
RGBA_t color;
UINT8 brightness;
INT32 j;
UINT8 colorbrightnesses[16];
UINT16 brightdif;
INT32 temp;
// first generate the brightness of all the colours of that skincolour
for (i = 0; i < 16; i++)
{
color = V_GetColor(skincolors[skincolor].ramp[i]);
colorbrightnesses[i] = K_ColorRelativeLuminance(color.s.red, color.s.green, color.s.blue);
}
// next, for every colour in the palette, choose the transcolor that has the closest brightness
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
{
if (i == 0 || i == 31) // pure black and pure white don't change
{
dest_colormap[i] = (UINT8)i;
continue;
}
color = V_GetColor(i);
brightness = K_ColorRelativeLuminance(color.s.red, color.s.green, color.s.blue);
brightdif = 256;
for (j = 0; j < 16; j++)
{
temp = abs((INT16)brightness - (INT16)colorbrightnesses[j]);
if (temp < brightdif)
{
brightdif = (UINT16)temp;
dest_colormap[i] = skincolors[skincolor].ramp[j];
}
}
}
}
/*--------------------------------------------------
UINT8 K_HitlagColorValue(RGBA_t color)
See header file for description.
--------------------------------------------------*/
UINT8 K_HitlagColorValue(RGBA_t color)
{
// Outputs a raw brightness value (makes OGL support easier)
INT32 output = K_ColorRelativeLuminance(color.s.red, color.s.green, color.s.blue);
// Invert the color
output = 255 - output;
// Increase the contrast
output = ((output-128) * 2) + 128;
// Make sure to cap it.
if (output > 255)
{
output = 255;
}
else if (output < 0)
{
output = 0;
}
return output;
}
/*--------------------------------------------------
void K_HitlagColormap(UINT8 *dest_colormap)
See header file for description.
--------------------------------------------------*/
void K_HitlagColormap(UINT8 *dest_colormap)
{
RGBA_t color;
UINT8 v, offset;
INT32 i;
// for every colour in the palette, invert, greyscale, and increase the contrast.
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
{
color = V_GetColor(i);
v = K_HitlagColorValue(color);
// Convert raw brightness value to an offset from the greyscale palette line
offset = (255 - v) / 8;
dest_colormap[i] = offset; // Starts from 0, add it if greyscale moves.
}
}
/*--------------------------------------------------
static void K_IntermissionColormap(UINT8 *dest_colormap)
Turns warm colors tan, and cool colors steel-blue.
--------------------------------------------------*/
static void K_IntermissionColormap(UINT8 *dest_colormap)
{
RGBA_t color;
INT32 i;
// for every colour in the palette, check its
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
{
color = V_GetColor(i);
UINT8 lo = min(min(color.s.red, color.s.green), color.s.blue);
UINT8 hi = max(max(color.s.red, color.s.green), color.s.blue);
double hue = 0.0;
if (lo != hi)
{
if (hi == color.s.red)
{
hue = (color.s.green - color.s.blue) / (hi - lo);
}
else if (hi == color.s.green)
{
hue = 2.0 + (color.s.blue - color.s.red) / (hi - lo);
}
else
{
hue = 4.0 + (color.s.red - color.s.green) / (hi - lo);
}
if (hue < 0.0)
{
hue += 6.0;
}
}
UINT16 skincolor = SKINCOLOR_INTERMISSION1;
const double blue_start = 3.0;
const double blue_end = 5.0;
const double green_buffer = 0.5;
if (hue > blue_start && hue < blue_end)
{
skincolor = SKINCOLOR_INTERMISSION3;
}
else if (hue > blue_start - green_buffer && hue < blue_start + green_buffer)
{
skincolor = SKINCOLOR_INTERMISSION2;
}
INT32 lum = K_ColorRelativeLuminance(color.s.red, color.s.green, color.s.blue);
INT32 skincolor_index = ((255 - lum) * 15) / 255;
dest_colormap[i] = skincolors[skincolor].ramp[skincolor_index];
}
}
/*--------------------------------------------------
void K_GenerateKartColormap(UINT8 *dest_colormap, INT32 skinnum, UINT8 color)
See header file for description.
--------------------------------------------------*/
void K_GenerateKartColormap(UINT8 *dest_colormap, INT32 skinnum, UINT8 color)
{
INT32 i;
INT32 starttranscolor;
if (skinnum == TC_HITLAG)
{
K_HitlagColormap(dest_colormap);
return;
}
else if (skinnum == TC_INTERMISSION)
{
K_IntermissionColormap(dest_colormap);
return;
}
else if (skinnum == TC_BOSS
|| skinnum == TC_ALLWHITE
|| skinnum == TC_METALSONIC
|| skinnum == TC_BLINK
|| color == SKINCOLOR_NONE)
{
// Handle a couple of simple special cases
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
{
if (skinnum == TC_ALLWHITE)
dest_colormap[i] = 0;
else if (skinnum == TC_BLINK)
dest_colormap[i] = skincolors[color].ramp[3];
else
dest_colormap[i] = (UINT8)i;
}
// White!
if (skinnum == TC_BOSS)
dest_colormap[31] = 0;
else if (skinnum == TC_METALSONIC)
dest_colormap[143] = 0;
return;
}
else if (skinnum == TC_RAINBOW)
{
K_RainbowColormap(dest_colormap, color);
return;
}
starttranscolor = (skinnum != TC_DEFAULT) ? skins[skinnum].starttranscolor : DEFAULT_STARTTRANSCOLOR;
// Fill in the entries of the palette that are fixed
for (i = 0; i < starttranscolor; i++)
dest_colormap[i] = (UINT8)i;
for (i = (UINT8)(starttranscolor + 16); i < NUM_PALETTE_ENTRIES; i++)
dest_colormap[i] = (UINT8)i;
// Build the translated ramp
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
{
// Sryder 2017-10-26: What was here before was most definitely not particularly readable, check above for new color translation table
dest_colormap[starttranscolor + i] = skincolors[color].ramp[i];
}
}
/*--------------------------------------------------
boolean K_ColorUsable(skincolornum_t color, boolean follower, boolean locked)
See header file for description.
--------------------------------------------------*/
boolean K_ColorUsable(skincolornum_t color, boolean follower, boolean locked)
{
INT32 i = MAXUNLOCKABLES;
if (color == FOLLOWERCOLOR_MATCH || color == FOLLOWERCOLOR_OPPOSITE)
{
// Special follower colors, always allow if follower.
return follower;
}
if (skincolors[color].accessible == false)
{
// Never intended to be used.
return false;
}
if (demo.playback || !locked)
{
// Simplifies things elsewhere...
return true;
}
// Determine if this follower is supposed to be unlockable or not
for (i = 0; i < MAXUNLOCKABLES; i++)
{
skincolornum_t cid = SKINCOLOR_NONE;
if (unlockables[i].type != SECRET_COLOR)
{
continue;
}
cid = M_UnlockableColorNum(&unlockables[i]);
if (cid != color)
{
continue;
}
// i is now the unlockable index, we can use this later
break;
}
if (i == MAXUNLOCKABLES)
{
// Didn't trip anything, so we can use this color.
return true;
}
// Use the unlockables table directly
// DEFINITELY not M_CheckNetUnlockByID
return (boolean)(gamedata->unlocked[i]);
}
//}