RingRacers/src/k_color.c
Sally Coolatta cb5ea8b335 Add basic damage hitlag effects
- Invert high contrast greyscale colorization effect for damage hitlag
- Jitter is now also exclusive to damage-related hitlag
- Since jitter is now just tied to a flag, removed the old trick momentum hack
2021-11-27 13:38:45 -05:00

209 lines
5.4 KiB
C

// SONIC ROBO BLAST 2 KART
//-----------------------------------------------------------------------------
// Copyright (C) 2018-2020 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"
/*--------------------------------------------------
UINT8 K_ColorRelativeLuminance(UINT8 r, UINT8 g, UINT8 b)
See header file for description.
--------------------------------------------------*/
UINT8 K_ColorRelativeLuminance(UINT8 r, UINT8 g, UINT8 b)
{
UINT32 redweight = 1063 * r;
UINT32 greenweight = 3576 * g;
UINT32 blueweight = 361 * b;
UINT32 brightness = (redweight + greenweight + blueweight) / 5000;
return min(brightness, UINT8_MAX);
}
/*--------------------------------------------------
UINT16 K_RainbowColor(tic_t time)
See header file for description.
--------------------------------------------------*/
UINT16 K_RainbowColor(tic_t time)
{
return (UINT16)(SKINCOLOR_PINK + (time % (SKINCOLOR_TAFFY - SKINCOLOR_PINK)));
}
/*--------------------------------------------------
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.
}
}
/*--------------------------------------------------
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_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];
}
}
//}