2016-03-01 15:47:10 +00:00
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#ifndef __RES_CMAP_H
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#define __RES_CMAP_H
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void R_InitColormaps ();
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void R_DeinitColormaps ();
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DWORD R_ColormapNumForName(const char *name); // killough 4/4/98
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void R_SetDefaultColormap (const char *name); // [RH] change normal fadetable
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DWORD R_BlendForColormap (DWORD map); // [RH] return calculated blend for a colormap
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extern BYTE *realcolormaps; // [RH] make the colormaps externally visible
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extern size_t numfakecmaps;
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struct FDynamicColormap
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{
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void ChangeFade (PalEntry fadecolor);
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void ChangeColor (PalEntry lightcolor, int desaturate);
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void ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor);
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2016-12-29 00:12:17 +00:00
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void ChangeFogDensity(int newdensity);
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2016-03-01 15:47:10 +00:00
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void BuildLights ();
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static void RebuildAllLights();
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BYTE *Maps;
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PalEntry Color;
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PalEntry Fade;
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int Desaturate;
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FDynamicColormap *Next;
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};
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// For hardware-accelerated weapon sprites in colored sectors
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struct FColormapStyle
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{
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PalEntry Color;
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PalEntry Fade;
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int Desaturate;
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float FadeLevel;
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};
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enum
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{
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NOFIXEDCOLORMAP = -1,
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INVERSECOLORMAP, // the inverse map is used explicitly in a few places.
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};
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struct FSpecialColormap
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{
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float ColorizeStart[3];
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float ColorizeEnd[3];
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BYTE Colormap[256];
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PalEntry GrayscaleToColor[256];
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};
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extern TArray<FSpecialColormap> SpecialColormaps;
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// some utility functions to store special colormaps in powerup blends
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#define SPECIALCOLORMAP_MASK 0x00b60000
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inline uint32 MakeSpecialColormap(int index)
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{
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assert(index >= 0 && index < 65536);
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return index | SPECIALCOLORMAP_MASK;
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}
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int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b2);
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extern BYTE DesaturateColormap[31][256];
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extern "C"
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{
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extern FDynamicColormap NormalLight;
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2016-10-21 10:54:45 +00:00
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extern FDynamicColormap FullNormalLight;
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2016-03-01 15:47:10 +00:00
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}
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extern bool NormalLightHasFixedLights;
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FDynamicColormap *GetSpecialLights (PalEntry lightcolor, PalEntry fadecolor, int desaturate);
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#endif
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