OpenTTD/src/palette.cpp

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/*
* 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"
#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.
void DoPaletteAnimations();
void GfxInitPalettes()
{
std::lock_guard<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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;
}