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/*  Project nGenEx
	Destroyer Studios LLC
	Copyright © 1997-2004. All Rights Reserved.

	SUBSYSTEM:    nGenEx.lib
	FILE:         Color.h
	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