/*
* 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 .
*/
/** @file palette.cpp Handling of palettes. */
#include "stdafx.h"
#include "blitter/base.hpp"
#include "blitter/factory.hpp"
#include "fileio_func.h"
#include "gfx_type.h"
#include "landscape_type.h"
#include "palette_func.h"
#include "settings_type.h"
#include "thread.h"
#include "table/palettes.h"
#include "safeguards.h"
Palette _cur_palette;
byte _colour_gradient[COLOUR_END][8];
static std::recursive_mutex _palette_mutex; ///< To coordinate access to _cur_palette.
/**
* 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;
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];
}
void DoPaletteAnimations();
void GfxInitPalettes()
{
std::lock_guard lock(_palette_mutex);
memcpy(&_cur_palette, &_palette, sizeof(_cur_palette));
DoPaletteAnimations();
}
/**
* Copy the current palette if the palette was updated.
* Used by video-driver to get a current up-to-date version of the palette,
* to avoid two threads accessing the same piece of memory (with a good chance
* one is already updating the palette while the other is drawing based on it).
* @param local_palette The location to copy the palette to.
* @param force_copy Whether to ignore if there is an update for the palette.
* @return True iff a copy was done.
*/
bool CopyPalette(Palette &local_palette, bool force_copy)
{
std::lock_guard lock(_palette_mutex);
if (!force_copy && _cur_palette.count_dirty == 0) return false;
local_palette = _cur_palette;
_cur_palette.count_dirty = 0;
if (force_copy) {
local_palette.first_dirty = 0;
local_palette.count_dirty = 256;
}
return true;
}
#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()
{
std::lock_guard lock(_palette_mutex);
/* 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;
}