#ifndef __GL_COLORMAP
#define __GL_COLORMAP

#include "doomtype.h"
#include "v_palette.h"
#include "r_data/colormaps.h"

extern DWORD gl_fixedcolormap;

struct lightlist_t;

enum EColorManipulation
{

	CM_INVALID=-1,
	CM_DEFAULT=0,					// untranslated
	CM_FIRSTSPECIALCOLORMAP,		// first special fixed colormap

	CM_FOGLAYER = 0x10000000,	// Sprite shaped fog layer

	// These are not to be passed to the texture manager
	CM_LITE	= 0x20000000,		// special values to handle these items without excessive hacking
	CM_TORCH= 0x20000010,		// These are not real color manipulations
};

#define CM_MAXCOLORMAP int(CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size())

  // for internal use
struct FColormap
{
	PalEntry		LightColor;		// a is saturation (0 full, 31=b/w, other=custom colormap)
	PalEntry		FadeColor;		// a is fadedensity>>1
	int				desaturation;
	int				blendfactor;

	void Clear()
	{
		LightColor=0xffffff;
		FadeColor=0;
		desaturation = 0;
		blendfactor=0;
	}

	void ClearColor()
	{
		LightColor.r=LightColor.g=LightColor.b=0xff;
		blendfactor=0;
		desaturation = 0;
	}


	FColormap & operator=(FDynamicColormap * from)
	{
		LightColor = from->Color;
		desaturation = from->Desaturate;
		FadeColor = from->Fade;
		blendfactor = from->Color.a;
		return * this;
	}

	void CopyLightColor(FDynamicColormap * from)
	{
		LightColor = from->Color;
		desaturation = from->Desaturate;
		blendfactor = from->Color.a;
	}

	void CopyFrom3DLight(lightlist_t *light);

	void Decolorize()	// this for 'nocoloredspritelighting' and not the same as desaturation. The normal formula results in a value that's too dark.
	{
		int v = (LightColor.r + LightColor.g + LightColor.b) / 3;
		LightColor.r = LightColor.g = LightColor.b = (255 + v + v) / 3;
	}
};


#endif
