gzdoom-gles/src/r_data/colormaps.h

130 lines
2.7 KiB
C
Raw Normal View History

2016-03-01 15:47:10 +00:00
#ifndef __RES_CMAP_H
#define __RES_CMAP_H
struct lightlist_t;
2016-03-01 15:47:10 +00:00
void R_InitColormaps ();
void R_DeinitColormaps ();
uint32_t R_ColormapNumForName(const char *name); // killough 4/4/98
2016-03-01 15:47:10 +00:00
void R_SetDefaultColormap (const char *name); // [RH] change normal fadetable
uint32_t R_BlendForColormap (uint32_t map); // [RH] return calculated blend for a colormap
struct FakeCmap
{
char name[8];
PalEntry blend;
int lump;
};
extern TArray<FakeCmap> fakecmaps;
2016-03-01 15:47:10 +00:00
// for internal use
struct FColormap
{
PalEntry LightColor; // a is saturation (0 full, 31=b/w, other=custom colormap)
PalEntry FadeColor; // a is fadedensity>>1
uint8_t Desaturation;
uint8_t BlendFactor; // This is for handling Legacy-style colormaps which use a different formula to calculate how the color affects lighting.
uint16_t FogDensity;
void Clear()
{
LightColor = 0xffffff;
FadeColor = 0;
Desaturation = 0;
BlendFactor = 0;
FogDensity = 0;
}
void MakeWhite()
{
LightColor = 0xffffff;
}
void ClearColor()
{
LightColor = 0xffffff;
BlendFactor = 0;
Desaturation = 0;
}
void CopyLight(FColormap &from)
{
LightColor = from.LightColor;
Desaturation = from.Desaturation;
BlendFactor = from.BlendFactor;
}
void CopyFog(FColormap &from)
{
FadeColor = from.FadeColor;
FogDensity = from.FogDensity;
}
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;
}
bool operator == (const FColormap &other)
{
return LightColor == other.LightColor && FadeColor == other.FadeColor && Desaturation == other.Desaturation &&
BlendFactor == other.BlendFactor && FogDensity == other.FogDensity;
}
bool operator != (const FColormap &other)
{
return !operator==(other);
}
};
2016-03-01 15:47:10 +00:00
2016-03-01 15:47:10 +00:00
// For hardware-accelerated weapon sprites in colored sectors
struct FColormapStyle
{
PalEntry Color;
PalEntry Fade;
int Desaturate;
float FadeLevel;
};
enum
{
NOFIXEDCOLORMAP = -1,
INVERSECOLORMAP, // the inverse map is used explicitly in a few places.
};
struct FSpecialColormap
2016-03-01 15:47:10 +00:00
{
float ColorizeStart[3];
float ColorizeEnd[3];
uint8_t Colormap[256];
2016-03-01 15:47:10 +00:00
PalEntry GrayscaleToColor[256];
};
extern TArray<FSpecialColormap> SpecialColormaps;
// some utility functions to store special colormaps in powerup blends
#define SPECIALCOLORMAP_MASK 0x00b60000
inline uint32_t MakeSpecialColormap(int index)
2016-03-01 15:47:10 +00:00
{
assert(index >= 0 && index < 65536);
return index | SPECIALCOLORMAP_MASK;
}
int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b2);
extern uint8_t DesaturateColormap[31][256];
2016-03-01 15:47:10 +00:00
#endif