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deee2a0d6f
Though, I left R_RainbowColormap alone.
248 lines
11 KiB
C
248 lines
11 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2019 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file v_video.h
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/// \brief Gamma correction LUT
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#ifndef __V_VIDEO__
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#define __V_VIDEO__
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#include "doomdef.h"
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#include "doomtype.h"
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#include "r_defs.h"
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//
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// VIDEO
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//
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// Screen 0 is the screen updated by I_Update screen.
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// Screen 1 is an extra buffer.
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extern UINT8 *screens[5];
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extern consvar_t cv_ticrate, cv_constextsize,\
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cv_globalgamma, cv_globalsaturation, \
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cv_rhue, cv_yhue, cv_ghue, cv_chue, cv_bhue, cv_mhue,\
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cv_rgamma, cv_ygamma, cv_ggamma, cv_cgamma, cv_bgamma, cv_mgamma, \
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cv_rsaturation, cv_ysaturation, cv_gsaturation, cv_csaturation, cv_bsaturation, cv_msaturation,\
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cv_allcaps;
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// Allocates buffer screens, call before R_Init.
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void V_Init(void);
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// Taken from my videos-in-SRB2 project
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// Generates a color look-up table
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// which has up to 64 colors at each channel
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#define COLORBITS 6
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#define SHIFTCOLORBITS (8-COLORBITS)
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#define CLUTSIZE (1<<COLORBITS)
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extern UINT8 colorlookup[CLUTSIZE][CLUTSIZE][CLUTSIZE];
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void InitColorLUT(RGBA_t *palette);
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// Set the current RGB palette lookup to use for palettized graphics
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void V_SetPalette(INT32 palettenum);
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void V_SetPaletteLump(const char *pal);
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const char *R_GetPalname(UINT16 num);
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const char *GetPalette(void);
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extern RGBA_t *pLocalPalette;
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extern RGBA_t *pMasterPalette;
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void V_CubeApply(UINT8 *red, UINT8 *green, UINT8 *blue);
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// Retrieve the ARGB value from a palette color index
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#define V_GetColor(color) (pLocalPalette[color&0xFF])
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#define V_GetMasterColor(color) (pMasterPalette[color&0xFF])
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// Bottom 8 bits are used for parameter (screen or character)
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#define V_PARAMMASK 0x000000FF
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// flags hacked in scrn (not supported by all functions (see src))
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// patch scaling uses bits 9 and 10
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#define V_SCALEPATCHSHIFT 8
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#define V_SCALEPATCHMASK 0x00000300
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#define V_NOSCALEPATCH 0x00000100
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#define V_SMALLSCALEPATCH 0x00000200
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#define V_MEDSCALEPATCH 0x00000300
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// string spacing uses bits 11 and 12
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#define V_SPACINGMASK 0x00000C00
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#define V_6WIDTHSPACE 0x00000400 // early 2.1 style spacing, variable widths, 6 character space
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#define V_OLDSPACING 0x00000800 // Old style spacing, 8 per character 4 per space
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#define V_MONOSPACE 0x00000C00 // Don't do width checks on characters, all characters 8 width
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// use bits 13-16 for colors
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// though we only have 7 colors now, perhaps we can introduce
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// more as needed later
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#define V_CHARCOLORSHIFT 12
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#define V_CHARCOLORMASK 0x0000F000
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// for simplicity's sake, shortcuts to specific colors
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#define V_MAGENTAMAP 0x00001000
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#define V_YELLOWMAP 0x00002000
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#define V_GREENMAP 0x00003000
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#define V_BLUEMAP 0x00004000
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#define V_REDMAP 0x00005000
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#define V_GRAYMAP 0x00006000
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#define V_ORANGEMAP 0x00007000
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#define V_SKYMAP 0x00008000
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#define V_PURPLEMAP 0x00009000
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#define V_AQUAMAP 0x0000A000
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#define V_PERIDOTMAP 0x0000B000
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#define V_AZUREMAP 0x0000C000
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#define V_BROWNMAP 0x0000D000
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#define V_ROSYMAP 0x0000E000
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#define V_INVERTMAP 0x0000F000
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// use bits 17-20 for alpha transparency
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#define V_ALPHASHIFT 16
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#define V_ALPHAMASK 0x000F0000
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// define specific translucencies
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#define V_10TRANS 0x00010000
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#define V_20TRANS 0x00020000
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#define V_30TRANS 0x00030000
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#define V_40TRANS 0x00040000
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#define V_TRANSLUCENT 0x00050000 // TRANS50
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#define V_60TRANS 0x00060000
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#define V_70TRANS 0x00070000
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#define V_80TRANS 0x00080000 // used to be V_8020TRANS
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#define V_90TRANS 0x00090000
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#define V_HUDTRANSHALF 0x000D0000
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#define V_HUDTRANS 0x000E0000 // draw the hud translucent
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#define V_HUDTRANSDOUBLE 0x000F0000
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// Macros follow
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#define V_USERHUDTRANSHALF ((10-(cv_translucenthud.value/2))<<V_ALPHASHIFT)
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#define V_USERHUDTRANS ((10-cv_translucenthud.value)<<V_ALPHASHIFT)
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#define V_USERHUDTRANSDOUBLE ((10-min(cv_translucenthud.value*2, 10))<<V_ALPHASHIFT)
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#define V_AUTOFADEOUT 0x00100000 // used by CECHOs, automatic fade out when almost over
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#define V_RETURN8 0x00200000 // 8 pixel return instead of 12
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#define V_OFFSET 0x00400000 // account for offsets in patches
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#define V_ALLOWLOWERCASE 0x00800000 // (strings only) allow fonts that have lowercase letters to use them
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#define V_FLIP 0x00800000 // (patches only) Horizontal flip
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#define V_CENTERNAMETAG 0x00800000 // (nametag only) center nametag lines
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#define V_SNAPTOTOP 0x01000000 // for centering
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#define V_SNAPTOBOTTOM 0x02000000 // for centering
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#define V_SNAPTOLEFT 0x04000000 // for centering
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#define V_SNAPTORIGHT 0x08000000 // for centering
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#define V_WRAPX 0x10000000 // Don't clamp texture on X (for HW mode)
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#define V_WRAPY 0x20000000 // Don't clamp texture on Y (for HW mode)
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#define V_NOSCALESTART 0x40000000 // don't scale x, y, start coords
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#define V_PERPLAYER 0x80000000 // automatically adjust coordinates/scaling for splitscreen mode
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// defines for old functions
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#define V_DrawPatch(x,y,s,p) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT, s|V_NOSCALESTART|V_NOSCALEPATCH, p, NULL)
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#define V_DrawTranslucentMappedPatch(x,y,s,p,c) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT, s, p, c)
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#define V_DrawSmallTranslucentMappedPatch(x,y,s,p,c) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/2, s, p, c)
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#define V_DrawTinyTranslucentMappedPatch(x,y,s,p,c) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/4, s, p, c)
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#define V_DrawMappedPatch(x,y,s,p,c) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT, s, p, c)
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#define V_DrawSmallMappedPatch(x,y,s,p,c) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/2, s, p, c)
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#define V_DrawTinyMappedPatch(x,y,s,p,c) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/4, s, p, c)
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#define V_DrawScaledPatch(x,y,s,p) V_DrawFixedPatch((x)*FRACUNIT, (y)<<FRACBITS, FRACUNIT, s, p, NULL)
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#define V_DrawSmallScaledPatch(x,y,s,p) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/2, s, p, NULL)
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#define V_DrawTinyScaledPatch(x,y,s,p) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/4, s, p, NULL)
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#define V_DrawTranslucentPatch(x,y,s,p) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT, s, p, NULL)
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#define V_DrawSmallTranslucentPatch(x,y,s,p) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/2, s, p, NULL)
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#define V_DrawTinyTranslucentPatch(x,y,s,p) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/4, s, p, NULL)
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#define V_DrawSciencePatch(x,y,s,p,sc) V_DrawFixedPatch(x,y,sc,s,p,NULL)
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#define V_DrawFixedPatch(x,y,sc,s,p,c) V_DrawStretchyFixedPatch(x,y,sc,sc,s,p,c)
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void V_DrawStretchyFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, fixed_t vscale, INT32 scrn, patch_t *patch, const UINT8 *colormap);
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void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t *patch, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h);
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void V_DrawContinueIcon(INT32 x, INT32 y, INT32 flags, INT32 skinnum, UINT8 skincolor);
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// Draw a linear block of pixels into the view buffer.
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void V_DrawBlock(INT32 x, INT32 y, INT32 scrn, INT32 width, INT32 height, const UINT8 *src);
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// draw a pic_t, SCALED
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void V_DrawScaledPic (INT32 px1, INT32 py1, INT32 scrn, INT32 lumpnum);
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// fill a box with a single color
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void V_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c);
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void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c);
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// fill a box with a flat as a pattern
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void V_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatnum);
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// fade down the screen buffer before drawing the menu over
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void V_DrawFadeScreen(UINT16 color, UINT8 strength);
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// available to lua over my dead body, which will probably happen in this heat
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void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, UINT8 strength);
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void V_DrawFadeConsBack(INT32 plines);
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void V_DrawPromptBack(INT32 boxheight, INT32 color);
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// draw a single character
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void V_DrawCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed);
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// draw a single character, but for the chat
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void V_DrawChatCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed, UINT8 *colormap);
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UINT8 *V_GetStringColormap(INT32 colorflags);
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void V_DrawLevelTitle(INT32 x, INT32 y, INT32 option, const char *string);
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// wordwrap a string using the hu_font
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char *V_WordWrap(INT32 x, INT32 w, INT32 option, const char *string);
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UINT8 *V_GetStringColormap(INT32 colorflags);
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// draw a string using the hu_font
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void V_DrawString(INT32 x, INT32 y, INT32 option, const char *string);
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void V_DrawCenteredString(INT32 x, INT32 y, INT32 option, const char *string);
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void V_DrawRightAlignedString(INT32 x, INT32 y, INT32 option, const char *string);
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// draw a string using the hu_font, 0.5x scale
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void V_DrawSmallString(INT32 x, INT32 y, INT32 option, const char *string);
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void V_DrawRightAlignedSmallString(INT32 x, INT32 y, INT32 option, const char *string);
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// draw a string using the tny_font
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void V_DrawThinString(INT32 x, INT32 y, INT32 option, const char *string);
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void V_DrawRightAlignedThinString(INT32 x, INT32 y, INT32 option, const char *string);
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void V_DrawStringAtFixed(fixed_t x, fixed_t y, INT32 option, const char *string);
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// Draw tall nums, used for menu, HUD, intermission
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void V_DrawTallNum(INT32 x, INT32 y, INT32 flags, INT32 num);
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void V_DrawPaddedTallNum(INT32 x, INT32 y, INT32 flags, INT32 num, INT32 digits);
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void V_DrawLevelActNum(INT32 x, INT32 y, INT32 flags, INT32 num);
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// Find string width from lt_font chars
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INT32 V_LevelNameWidth(const char *string);
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INT32 V_LevelNameHeight(const char *string);
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INT32 V_LevelActNumWidth(INT32 num); // act number width
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void V_DrawCreditString(fixed_t x, fixed_t y, INT32 option, const char *string);
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INT32 V_CreditStringWidth(const char *string);
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// Draw a string using the nt_font
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void V_DrawNameTag(INT32 x, INT32 y, INT32 option, fixed_t scale, UINT8 *basecolormap, UINT8 *outlinecolormap, const char *string);
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INT32 V_CountNameTagLines(const char *string);
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INT32 V_NameTagWidth(const char *string);
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// Find string width from hu_font chars
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INT32 V_StringWidth(const char *string, INT32 option);
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// Find string width from hu_font chars, 0.5x scale
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INT32 V_SmallStringWidth(const char *string, INT32 option);
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// Find string width from tny_font chars
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INT32 V_ThinStringWidth(const char *string, INT32 option);
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void V_DoPostProcessor(INT32 view, postimg_t type, INT32 param);
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void V_DrawPatchFill(patch_t *pat);
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void VID_BlitLinearScreen(const UINT8 *srcptr, UINT8 *destptr, INT32 width, INT32 height, size_t srcrowbytes,
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size_t destrowbytes);
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#endif
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