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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
Universal Color Format class
*/
#ifndef Color_h
#define Color_h
#include "Types.h"
// +--------------------------------------------------------------------+
class Video;
// +--------------------------------------------------------------------+
struct ColorFormat
{
ColorFormat(int palsize)
: pal(palsize), bpp(8),
rdown(0), rshift(0), rmask(0),
gdown(0), gshift(0), gmask(0),
bdown(0), bshift(0), bmask(0),
adown(0), ashift(0), amask(0) { }
ColorFormat(int size, BYTE r, BYTE rs, BYTE g, BYTE gs, BYTE b, BYTE bs, BYTE a=0, BYTE as=0)
: pal(0), bpp(size),
rdown(8-r), rshift(rs), rmask(((1<<r)-1)<<rs),
gdown(8-g), gshift(gs), gmask(((1<<g)-1)<<gs),
bdown(8-b), bshift(bs), bmask(((1<<b)-1)<<bs),
adown(8-a), ashift(as), amask(((1<<a)-1)<<as) { }
int pal;
int bpp;
BYTE rdown, rshift;
BYTE gdown, gshift;
BYTE bdown, bshift;
BYTE adown, ashift;
DWORD rmask;
DWORD gmask;
DWORD bmask;
DWORD amask;
};
// +--------------------------------------------------------------------+
class Color
{
friend class ColorIndex;
friend class ColorValue;
public:
static const char* TYPENAME() { return "Color"; }
enum Misc { SHADE_LEVELS = 64 }; // max 128!
enum Mask { RMask = 0x00ff0000,
GMask = 0x0000ff00,
BMask = 0x000000ff,
AMask = 0xff000000,
RGBMask = 0x00ffffff };
enum Shift { RShift = 16,
GShift = 8,
BShift = 0,
AShift = 24 };
Color() : rgba(0) { }
Color(const Color& c) : rgba(c.rgba) { }
Color(BYTE r, BYTE g, BYTE b, BYTE a=255) {
rgba = (r<<RShift)|(g<<GShift)|(b<<BShift)|(a<<AShift); }
Color(BYTE index);
Color& operator= (const Color& c) { rgba = c.rgba; return *this; }
int operator==(const Color& c) const { return rgba == c.rgba; }
int operator!=(const Color& c) const { return rgba != c.rgba; }
Color& operator+=(const Color& c); // simple summation
Color operator+(DWORD d) const;
Color operator+(const Color& c) const; // color alpha blending
Color operator*(const Color& c) const; // color modulation
Color operator*(double scale) const;
Color dim(double scale) const;
void Set(DWORD value) { rgba = value; }
void Set(BYTE r, BYTE g, BYTE b, BYTE a=255) {
rgba = (r<<RShift)|(g<<GShift)|(b<<BShift)|(a<<AShift); }
DWORD Value() const { return rgba; }
void SetRed(BYTE r) { rgba = (rgba & ~RMask) | (r << RShift); }
void SetGreen(BYTE g) { rgba = (rgba & ~GMask) | (g << GShift); }
void SetBlue(BYTE b) { rgba = (rgba & ~BMask) | (b << BShift); }
void SetAlpha(BYTE a) { rgba = (rgba & ~AMask) | (a << AShift); }
DWORD Red() const { return (rgba & RMask) >> RShift; }
DWORD Green() const { return (rgba & GMask) >> GShift; }
DWORD Blue() const { return (rgba & BMask) >> BShift; }
DWORD Alpha() const { return (rgba & AMask) >> AShift; }
float fRed() const { return (float)(Red() /255.0); }
float fGreen() const { return (float)(Green()/255.0); }
float fBlue() const { return (float)(Blue() /255.0); }
float fAlpha() const { return (float)(Alpha()/255.0); }
BYTE Index() const { return table[((rgba&RMask)>>(RShift+3)<<10)|
((rgba&GMask)>>(GShift+3)<< 5)|
((rgba&BMask)>>(BShift+3))]; }
inline BYTE IndexedBlend(BYTE dst) const;
static DWORD FormattedBlend(DWORD c1, DWORD c2);
DWORD TextureFormat(int keep_alpha=0) const;
DWORD Formatted() const;
DWORD Unfaded() const;
Color ShadeColor(int shade) const;
DWORD Shaded(int shade) const;
Color Faded() const;
// some useful colors
static Color White;
static Color Black;
static Color Gray;
static Color LightGray;
static Color DarkGray;
static Color BrightRed;
static Color BrightBlue;
static Color BrightGreen;
static Color DarkRed;
static Color DarkBlue;
static Color DarkGreen;
static Color Yellow;
static Color Cyan;
static Color Magenta;
static Color Tan;
static Color Brown;
static Color Violet;
static Color Orange;
static void UseVideo(Video* v);
static void UseFormat(const ColorFormat& cf);
static void UseTextureFormat(const ColorFormat& cf, int alpha_level=0);
static void WithTextureFormat(int alpha_level=0);
static void SetPalette(PALETTEENTRY* pal, int palsize, BYTE* invpal=0);
static void SavePalette(const char* basename);
static void SetFade(double f, Color c=Black, int build_shade=false);
static const ColorFormat& GetTextureFormat(int alpha_level=0) { return texture_format[alpha_level]; }
static const ColorFormat& GetScreenFormat() { return format; }
// indexed color initialization:
static void BuildShadeTable();
static void SaveShadeTable(const char* basename);
static void BuildBlendTable();
static double GetFade() { return fade; }
static Color GetFadeColor() { return fade_color; }
static Color Scale(const Color& c1, const Color& c2, double scale);
static Color Unformat(DWORD formatted_color);
private:
DWORD rgba;
static bool standard_format;
static PALETTEENTRY palette[256];
static BYTE table[32768];
static ColorFormat format;
static int texture_alpha_level;
static ColorFormat texture_format[4];
static double fade;
static Color fade_color;
static Video* video;
};
// +--------------------------------------------------------------------+
class ColorValue
{
friend class Color;
public:
static const char* TYPENAME() { return "ColorValue"; }
ColorValue() : r(0), g(0), b(0), a(0) { }
ColorValue(const ColorValue& c) : r(c.r), g(c.g), b(c.b), a(c.a) { }
ColorValue(const Color& c) : r( c.fRed() ),
g( c.fGreen() ),
b( c.fBlue() ),
a( c.fAlpha() ) { }
ColorValue(float ar,
float ag,
float ab,
float aa=1.0f) : r(ar), g(ag), b(ab), a(aa) { }
int operator==(const ColorValue& c) const { return r==c.r && g==c.g && b==c.b && a==c.a; }
int operator!=(const ColorValue& c) const { return r!=c.r || g!=c.g || b!=c.b || a!=c.a; }
ColorValue& operator+=(const ColorValue& c); // simple summation
ColorValue operator+(const ColorValue& c) const; // color alpha blending
ColorValue operator*(const ColorValue& c) const; // color modulation
ColorValue operator*(double scale) const;
ColorValue dim(double scale) const;
void Set(float ar, float ag, float ab, float aa=1.0f) { r=ar; g=ag; b=ab; a=aa; }
void SetRed(float ar) { r=ar; }
void SetGreen(float ag) { g=ag; }
void SetBlue(float ab) { b=ab; }
void SetAlpha(float aa) { a=aa; }
float Red() const { return r; }
float Green() const { return g; }
float Blue() const { return b; }
float Alpha() const { return a; }
Color ToColor() const;
DWORD TextureFormat(int keep_alpha=0) const { return ToColor().TextureFormat(keep_alpha); }
DWORD Formatted() const { return ToColor().Formatted(); }
DWORD Unfaded() const { return ToColor().Unfaded(); }
Color ShadeColor(int shade) const { return ToColor().ShadeColor(shade); }
DWORD Shaded(int shade) const { return ToColor().Shaded(shade); }
Color Faded() const { return ToColor().Faded(); }
private:
float r, g, b, a;
};
// +--------------------------------------------------------------------+
class ColorIndex
{
friend class Color;
public:
static const char* TYPENAME() { return "ColorIndex"; }
ColorIndex() : index(0) { }
ColorIndex(const ColorIndex& c) : index(c.index) { }
ColorIndex(BYTE r, BYTE g, BYTE b) { index = Color(r,g,b).Index(); }
ColorIndex(BYTE i) : index(i) { }
ColorIndex& operator= (const ColorIndex& c) { index = c.index; return *this; }
int operator==(const ColorIndex& c) const { return index == c.index; }
int operator!=(const ColorIndex& c) const { return index != c.index; }
BYTE Index() const { return index; }
DWORD Red() const { return Color::palette[index].peRed; }
DWORD Green() const { return Color::palette[index].peGreen; }
DWORD Blue() const { return Color::palette[index].peBlue; }
float fRed() const { return (float)(Red() /255.0); }
float fGreen() const { return (float)(Green()/255.0); }
float fBlue() const { return (float)(Blue() /255.0); }
DWORD TextureFormat() const { return texture_palette[index]; }
DWORD Unfaded() const { return unfaded_palette[index]; }
DWORD Formatted() const { return formatted_palette[index]; }
DWORD Shaded(int shade) const { return shade_table[shade*256+index]; }
ColorIndex Faded() const { return ColorIndex(index); }
// note: this will only work in 8-bit color mode...
ColorIndex ShadeColor(int s) const { return ColorIndex((BYTE)(shade_table[s*256+index])); }
// for poly shading optimization
static DWORD* ShadeTable() { return shade_table; }
BYTE IndexedBlend(BYTE dst) const { return blend_table[dst*256+index]; }
private:
BYTE index;
static DWORD* texture_palette;
static DWORD texture_palettes[4][256];
static DWORD unfaded_palette[256];
static DWORD formatted_palette[256];
static DWORD shade_table[256*256];
static BYTE blend_table[256*256];
};
inline BYTE Color::IndexedBlend(BYTE dst) const { return ColorIndex::blend_table[dst*256+Index()]; }
#endif // Color_h
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