fceugx/source/fceultra/palette.cpp

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/* FCE Ultra - NES/Famicom Emulator
*
* Copyright notice for this file:
* Copyright (C) 2002,2003 Xodnizel
*
* This program 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; either version 2 of the License, or
* (at your option) any later version.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "types.h"
#include "file.h"
#include "fceu.h"
#include "driver.h"
#include "boards/mapinc.h"
#ifdef _S9XLUA_H
#include "fceulua.h"
#endif
#include "palette.h"
#include "palettes/palettes.h"
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#include <cstdio>
#include <cstdlib>
#include <cmath>
#include <cstring>
bool force_grayscale = false;
pal *grayscaled_palo = NULL;
pal palette_game[64*8]; //custom palette for an individual game. (formerly palettei)
pal palette_user[64*8]; //user's overridden palette (formerly palettec)
pal palette_ntsc[64*8]; //mathematically generated NTSC palette (formerly paletten)
static bool palette_game_available=false; //whether palette_game is available
static bool palette_user_available=false; //whether palette_user is available
//ntsc parameters:
bool ntsccol_enable = false; //whether NTSC palette is selected
static int ntsctint = 46+10;
static int ntschue = 72;
//the default basic palette
int default_palette_selection = 0;
//library of default palettes
static pal *default_palette[8]=
{
palette,
rp2c04_0001,
rp2c04_0002,
rp2c04_0003,
rp2c04_0004,
rp2c03,
};
static void CalculatePalette(void);
static void ChoosePalette(void);
static void WritePalette(void);
//points to the actually selected current palette
pal *palo = NULL;
#define RGB_TO_YIQ( r, g, b, y, i ) (\
(y = (r) * 0.299f + (g) * 0.587f + (b) * 0.114f),\
(i = (r) * 0.596f - (g) * 0.275f - (b) * 0.321f),\
((r) * 0.212f - (g) * 0.523f + (b) * 0.311f)\
)
#define YIQ_TO_RGB( y, i, q, to_rgb, type, r, g ) (\
r = (type) (y + to_rgb [0] * i + to_rgb [1] * q),\
g = (type) (y + to_rgb [2] * i + to_rgb [3] * q),\
(type) (y + to_rgb [4] * i + to_rgb [5] * q)\
)
static void ApplyDeemphasisNTSC(int entry, u8& r, u8& g, u8& b)
{
static float const to_float = 1.0f / 0xFF;
float fr = to_float * r;
float fg = to_float * g;
float fb = to_float * b;
float y, i, q = RGB_TO_YIQ( fr, fg, fb, y, i );
//---------------------------------
//it seems a bit bogus here to use this segment which is essentially part of the base palette generation,
//but it's needed for 'hi'
static float const lo_levels [4] = { -0.12f, 0.00f, 0.31f, 0.72f };
static float const hi_levels [4] = { 0.40f, 0.68f, 1.00f, 1.00f };
int level = entry >> 4 & 0x03;
float lo = lo_levels [level];
float hi = hi_levels [level];
int color = entry & 0x0F;
if ( color == 0 )
lo = hi;
if ( color == 0x0D )
hi = lo;
if ( color > 0x0D )
hi = lo = 0.0f;
//---------------------------------
int tint = (entry >> 6) & 7;
if ( tint && color <= 0x0D )
{
static float const phases [0x10 + 3] = {
-1.0f, -0.866025f, -0.5f, 0.0f, 0.5f, 0.866025f,
1.0f, 0.866025f, 0.5f, 0.0f, -0.5f, -0.866025f,
-1.0f, -0.866025f, -0.5f, 0.0f, 0.5f, 0.866025f,
1.0f
};
#define TO_ANGLE_SIN( color ) phases [color]
#define TO_ANGLE_COS( color ) phases [(color) + 3]
static float const atten_mul = 0.79399f;
static float const atten_sub = 0.0782838f;
if ( tint == 7 )
{
y = y * (atten_mul * 1.13f) - (atten_sub * 1.13f);
}
else
{
static unsigned char const tints [8] = { 0, 6, 10, 8, 2, 4, 0, 0 };
int const tint_color = tints [tint];
float sat = hi * (0.5f - atten_mul * 0.5f) + atten_sub * 0.5f;
y -= sat * 0.5f;
if ( tint >= 3 && tint != 4 )
{
//combined tint bits
sat *= 0.6f;
y -= sat;
}
i += TO_ANGLE_SIN( tint_color ) * sat;
q += TO_ANGLE_COS( tint_color ) * sat;
}
}
static float const default_decoder [6] =
{ 0.956f, 0.621f, -0.272f, -0.647f, -1.105f, 1.702f };
fb = YIQ_TO_RGB( y, i, q, default_decoder, float, fr, fg );
#define CLAMP(x) ((x)<0?0:((x)>1.0f?1.0f:(x)))
r = (u8)(CLAMP(fr)*255);
g = (u8)(CLAMP(fg)*255);
b = (u8)(CLAMP(fb)*255);
//doesnt help
//float gamma=1.8f;
// auto gammafix = [=](float f) { return f < 0.f ? 0.f : std::pow(f, 2.2f / gamma); };
// auto clamp = [](int v) { return v<0 ? 0 : v>255 ? 255 : v; };
// r = clamp(255 * gammafix(y + 0.946882f*i + 0.623557f*q));
// g = clamp(255 * gammafix(y + -0.274788f*i + -0.635691f*q));
// b = clamp(255 * gammafix(y + -1.108545f*i + 1.709007f*q));
}
float bisqwit_gammafix(float f, float gamma) { return f < 0.f ? 0.f : std::pow(f, 2.2f / gamma); }
int bisqwit_clamp(int v) { return v<0 ? 0 : v>255 ? 255 : v; }
// Calculate the luma and chroma by emulating the relevant circuits:
int bisqwit_wave(int p, int color) { return (color+p+8)%12 < 6; }
static void ApplyDeemphasisBisqwit(int entry, u8& r, u8& g, u8& b)
{
if(entry<64) return;
int myr=0, myg=0, myb=0;
// The input value is a NES color index (with de-emphasis bits).
// We need RGB values. Convert the index into RGB.
// For most part, this process is described at:
// http://wiki.nesdev.com/w/index.php/NTSC_video
// Decode the color index
int color = (entry & 0x0F), level = color<0xE ? (entry>>4) & 3 : 1;
// Voltage levels, relative to synch voltage
static const float black=.518f, white=1.962f, attenuation=.746f,
levels[8] = {.350f, .518f, .962f,1.550f, // Signal low
1.094f,1.506f,1.962f,1.962f}; // Signal high
float lo_and_hi[2] = { levels[level + 4 * (color == 0x0)],
levels[level + 4 * (color < 0xD)] };
//fceux alteration: two passes
//1st pass calculates bisqwit's base color
//2nd pass calculates it with deemph
//finally, we'll do something dumb: find a 'scale factor' between them and apply it to the input palette. (later, we could pregenerate the scale factors)
//whatever, it gets the job done.
for(int pass=0;pass<2;pass++)
{
float y=0.f, i=0.f, q=0.f, gamma=1.8f;
for(int p=0; p<12; ++p) // 12 clock cycles per pixel.
{
// NES NTSC modulator (square wave between two voltage levels):
float spot = lo_and_hi[bisqwit_wave(p,color)];
// De-emphasis bits attenuate a part of the signal:
if(pass==1)
{
if(((entry & 0x40) && bisqwit_wave(p,12))
|| ((entry & 0x80) && bisqwit_wave(p, 4))
|| ((entry &0x100) && bisqwit_wave(p, 8))) spot *= attenuation;
}
// Normalize:
float v = (spot - black) / (white-black) / 12.f;
// Ideal TV NTSC demodulator:
y += v;
i += v * std::cos(3.141592653 * p / 6);
q += v * std::sin(3.141592653 * p / 6); // Or cos(... p-3 ... )
// Note: Integrating cos() and sin() for p-0.5 .. p+0.5 range gives
// the exactly same result, scaled by a factor of 2*cos(pi/12).
}
// Convert YIQ into RGB according to FCC-sanctioned conversion matrix.
int rt = bisqwit_clamp(255 * bisqwit_gammafix(y + 0.946882f*i + 0.623557f*q,gamma));
int gt = bisqwit_clamp(255 * bisqwit_gammafix(y + -0.274788f*i + -0.635691f*q,gamma));
int bt = bisqwit_clamp(255 * bisqwit_gammafix(y + -1.108545f*i + 1.709007f*q,gamma));
if(pass==0) myr = rt, myg = gt, myb = bt;
else
{
float rscale = (float)rt / myr;
float gscale = (float)gt / myg;
float bscale = (float)bt / myb;
#define BCLAMP(x) ((x)<0?0:((x)>255?255:(x)))
if(myr!=0) r = (u8)(BCLAMP(r*rscale));
if(myg!=0) g = (u8)(BCLAMP(g*gscale));
if(myb!=0) b = (u8)(BCLAMP(b*bscale));
}
}
}
//classic algorithm
static void ApplyDeemphasisClassic(int entry, u8& r, u8& g, u8& b)
{
//DEEMPH BITS MAY BE ORDERED WRONG. PLEASE CHECK
static const float rtmul[] = { 1.239f, 0.794f, 1.019f, 0.905f, 1.023f, 0.741f, 0.75f };
static const float gtmul[] = { 0.915f, 1.086f, 0.98f, 1.026f, 0.908f, 0.987f, 0.75f };
static const float btmul[] = { 0.743f, 0.882f, 0.653f, 1.277f, 0.979f, 0.101f, 0.75f };
int deemph_bits = entry >> 6;
if (deemph_bits == 0) return;
int d = deemph_bits - 1;
int nr = (int)(r * rtmul[d]);
int ng = (int)(g * gtmul[d]);
int nb = (int)(b * btmul[d]);
if (nr > 0xFF) nr = 0xFF;
if (ng > 0xFF) ng = 0xFF;
if (nb > 0xFF) nb = 0xFF;
r = (u8)nr;
g = (u8)ng;
b = (u8)nb;
}
static void ApplyDeemphasisComplete(pal* pal512)
{
//for each deemph level beyond 0
for(int i=0,idx=0;i<8;i++)
{
//for each palette entry
for(int p=0;p<64;p++,idx++)
{
pal512[idx] = pal512[p];
ApplyDeemphasisBisqwit(idx,pal512[idx].r,pal512[idx].g,pal512[idx].b);
}
}
}
bool FCEUI_GetUserPaletteAvail( void )
{
return palette_user_available;
}
void FCEUI_SetUserPalette(uint8 *pal, int nEntries)
{
if(!pal)
{
palette_user_available = false;
}
else
{
palette_user_available = true;
memcpy(palette_user,pal,nEntries*3);
//if palette is incomplete, generate deemph entries
if(nEntries != 512)
ApplyDeemphasisComplete(palette_user);
}
FCEU_ResetPalette();
}
void FCEU_LoadGamePalette(void)
{
palette_game_available = false;
std::string path = FCEU_MakeFName(FCEUMKF_PALETTE,0,0);
FILE* fp = FCEUD_UTF8fopen(path,"rb");
if(fp)
{
int readed = fread(palette_game,1,64*8*3,fp);
int nEntries = readed/3;
fclose(fp);
//if palette is incomplete, generate deemph entries
if(nEntries != 512)
ApplyDeemphasisComplete(palette_game);
palette_game_available = true;
}
//not sure whether this is needed
FCEU_ResetPalette();
}
void FCEUI_SetNTSCTH(bool en, int tint, int hue)
{
ntsctint=tint;
ntschue=hue;
ntsccol_enable = en;
FCEU_ResetPalette();
}
//this prepares the 'deemph' palette which was a horrible idea to jam a single deemph palette into 0xC0-0xFF of the 8bpp palette.
//its needed for GUI and lua and stuff, so we're leaving it, despite having a newer codepath for applying deemph
static uint8 lastd=0;
void SetNESDeemph_OldHacky(uint8 d, int force)
{
static uint16 rtmul[]={
static_cast<uint16>(32768*1.239),
static_cast<uint16>(32768*.794),
static_cast<uint16>(32768*1.019),
static_cast<uint16>(32768*.905),
static_cast<uint16>(32768*1.023),
static_cast<uint16>(32768*.741),
static_cast<uint16>(32768*.75)
};
static uint16 gtmul[]={
static_cast<uint16>(32768*.915),
static_cast<uint16>(32768*1.086),
static_cast<uint16>(32768*.98),
static_cast<uint16>(32768*1.026),
static_cast<uint16>(32768*.908),
static_cast<uint16>(32768*.987),
static_cast<uint16>(32768*.75)
};
static uint16 btmul[]={
static_cast<uint16>(32768*.743),
static_cast<uint16>(32768*.882),
static_cast<uint16>(32768*.653),
static_cast<uint16>(32768*1.277),
static_cast<uint16>(32768*.979),
static_cast<uint16>(32768*.101),
static_cast<uint16>(32768*.75)
};
uint32 r,g,b;
int x;
/* If it's not forced(only forced when the palette changes),
don't waste cpu time if the same deemphasis bits are set as the last call.
*/
if(!force)
{
if(d==lastd)
return;
}
else /* Only set this when palette has changed. */
{
#ifdef _S9XLUA_H
FCEU_LuaUpdatePalette();
#endif
r=rtmul[6];
g=rtmul[6];
b=rtmul[6];
for(x=0;x<0x40;x++)
{
uint32 m,n,o;
m=palo[x].r;
n=palo[x].g;
o=palo[x].b;
m=(m*r)>>15;
n=(n*g)>>15;
o=(o*b)>>15;
if(m>0xff) m=0xff;
if(n>0xff) n=0xff;
if(o>0xff) o=0xff;
FCEUD_SetPalette(x|0xC0,m,n,o);
}
}
if(!d) return; /* No deemphasis, so return. */
r=rtmul[d-1];
g=gtmul[d-1];
b=btmul[d-1];
for(x=0;x<0x40;x++)
{
uint32 m,n,o;
m=palo[x].r;
n=palo[x].g;
o=palo[x].b;
m=(m*r)>>15;
n=(n*g)>>15;
o=(o*b)>>15;
if(m>0xff) m=0xff;
if(n>0xff) n=0xff;
if(o>0xff) o=0xff;
FCEUD_SetPalette(x|0x40,m,n,o);
}
lastd=d;
#ifdef _S9XLUA_H
FCEU_LuaUpdatePalette();
#endif
}
// Converted from Kevin Horton's qbasic palette generator.
static void CalculatePalette(void)
{
//PRECONDITION: ntsc palette is enabled
if(!ntsccol_enable)
return;
int x,z;
int r,g,b;
double s,luma,theta;
static uint8 cols[16]={0,24,21,18,15,12,9,6,3,0,33,30,27,0,0,0};
static uint8 br1[4]={6,9,12,12};
static double br2[4]={.29,.45,.73,.9};
static double br3[4]={0,.24,.47,.77};
for(x=0;x<=3;x++)
for(z=0;z<16;z++)
{
s=(double)ntsctint/128;
luma=br2[x];
if(z==0) {s=0;luma=((double)br1[x])/12;}
if(z>=13)
{
s=luma=0;
if(z==13)
luma=br3[x];
}
theta=(double)M_PI*(double)(((double)cols[z]*10+ (((double)ntschue/2)+300) )/(double)180);
r=(int)((luma+s*sin(theta))*256);
g=(int)((luma-(double)27/53*s*sin(theta)+(double)10/53*s*cos(theta))*256);
b=(int)((luma-s*cos(theta))*256);
if(r>255) r=255;
if(g>255) g=255;
if(b>255) b=255;
if(r<0) r=0;
if(g<0) g=0;
if(b<0) b=0;
palette_ntsc[(x<<4)+z].r=r;
palette_ntsc[(x<<4)+z].g=g;
palette_ntsc[(x<<4)+z].b=b;
}
//can't call FCEU_ResetPalette(), it would be re-entrant
//see precondition for this function
WritePalette();
}
void FCEU_ResetPalette(void)
{
if(GameInfo)
{
ChoosePalette();
WritePalette();
}
}
static void ChoosePalette(void)
{
//NSF uses a fixed palette always:
if(GameInfo->type==GIT_NSF)
palo = default_palette[0];
//user palette takes priority over others
else if(palette_user_available)
palo = palette_user;
//NTSC takes priority next, if it's appropriate
else if(ntsccol_enable && !PAL && GameInfo->type!=GIT_VSUNI)
{
//for NTSC games, we can actually use the NTSC palette
palo = palette_ntsc;
CalculatePalette();
}
//select the game's overridden palette if available
else if(palette_game_available)
palo = palette_game;
//finally, use a default built-in palette
else
{
palo = default_palette[default_palette_selection];
//need to calcualte a deemph on the fly.. sorry. maybe support otherwise later
ApplyDeemphasisComplete(palo);
}
if (force_grayscale)
{
// need to apply grayscale filter
// allocate memory for grayscale palette
if (grayscaled_palo == NULL)
grayscaled_palo = (pal*)malloc(sizeof(pal) * 64 * 8);
// make every color grayscale
for (int x = 0; x < 64 * 8; x++)
{
uint8 gray = ((float)palo[x].r * 0.299 + (float)palo[x].g * 0.587 + (float)palo[x].b * 0.114);
grayscaled_palo[x].r = gray;
grayscaled_palo[x].g = gray;
grayscaled_palo[x].b = gray;
}
// apply new palette
palo = grayscaled_palo;
}
else if (grayscaled_palo != NULL)
{
// free allocated memory if the grayscale filter is not used anymore
free(grayscaled_palo);
grayscaled_palo = NULL;
}
}
void WritePalette(void)
{
int x;
//set the 'unvarying' palettes to low < 64 palette entries
const int unvaried = sizeof(palette_unvarying)/sizeof(palette_unvarying[0]);
for(x=0;x<unvaried;x++)
FCEUD_SetPalette(x,palette_unvarying[x].r,palette_unvarying[x].g,palette_unvarying[x].b);
//clear everything else to a deterministic state.
//it seems likely that the text rendering on NSF has been broken since the beginning of fceux, depending on palette entries 205,205,205 everywhere
//this was just whatever msvc filled malloc with. on non-msvc platforms, there was no backdrop on the rendering.
for(x=unvaried;x<256;x++)
FCEUD_SetPalette(x,205,205,205);
//sets palette entries >= 128 with the 64 selected main colors
for(x=0;x<64;x++)
FCEUD_SetPalette(128+x,palo[x].r,palo[x].g,palo[x].b);
SetNESDeemph_OldHacky(lastd,1);
#ifdef _S9XLUA_H
FCEU_LuaUpdatePalette();
#endif
}
void FCEUI_GetNTSCTH(int *tint, int *hue)
{
*tint = ntsctint;
*hue = ntschue;
}
static int controlselect=0;
static int controllength=0;
void FCEUI_NTSCDEC(void)
{
if(ntsccol_enable && GameInfo->type!=GIT_VSUNI &&!PAL && GameInfo->type!=GIT_NSF)
{
int which;
if(controlselect)
{
if(controllength)
{
which=controlselect==1?ntschue:ntsctint;
which--;
if(which<0) which=0;
if(controlselect==1)
ntschue=which;
else ntsctint=which;
CalculatePalette();
}
controllength=360;
}
}
}
void FCEUI_NTSCINC(void)
{
if(ntsccol_enable && GameInfo->type!=GIT_VSUNI && !PAL && GameInfo->type!=GIT_NSF)
if(controlselect)
{
if(controllength)
{
switch(controlselect)
{
case 1:ntschue++;
if(ntschue>128) ntschue=128;
CalculatePalette();
break;
case 2:ntsctint++;
if(ntsctint>128) ntsctint=128;
CalculatePalette();
break;
}
}
controllength=360;
}
}
void FCEUI_NTSCSELHUE(void)
{
if(ntsccol_enable && GameInfo->type!=GIT_VSUNI && !PAL && GameInfo->type!=GIT_NSF){controlselect=1;controllength=360;}
}
void FCEUI_NTSCSELTINT(void)
{
if(ntsccol_enable && GameInfo->type!=GIT_VSUNI && !PAL && GameInfo->type!=GIT_NSF){controlselect=2;controllength=360;}
}
void FCEU_DrawNTSCControlBars(uint8 *XBuf)
{
uint8 *XBaf;
int which=0;
int x,x2;
if(!controllength) return;
controllength--;
if(!XBuf) return;
if(controlselect==1)
{
DrawTextTrans(XBuf+128-12+180*256, 256, (uint8 *)"Hue", 0x85);
which=ntschue<<1;
}
else if(controlselect==2)
{
DrawTextTrans(XBuf+128-16+180*256, 256, (uint8 *)"Tint", 0x85);
which=ntsctint<<1;
}
XBaf=XBuf+200*256;
for(x=0;x<which;x+=2)
{
for(x2=6;x2>=-6;x2--)
{
XBaf[x-256*x2]=0x85;
}
}
for(;x<256;x+=2)
{
for(x2=2;x2>=-2;x2--)
XBaf[x-256*x2]=0x85;
}
}