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https://github.com/ZDoom/gzdoom-gles.git
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1acc3d00c4
palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
517 lines
18 KiB
C++
517 lines
18 KiB
C++
/*
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** v_video.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __V_VIDEO_H__
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#define __V_VIDEO_H__
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#include "doomtype.h"
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#include "m_bbox.h"
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#include "v_palette.h"
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#include "v_font.h"
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#include "colormatcher.h"
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#include "doomdef.h"
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// Needed because we are refering to patches.
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#include "r_data.h"
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extern int CleanWidth, CleanHeight, CleanXfac, CleanYfac;
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extern int DisplayWidth, DisplayHeight, DisplayBits;
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class FTexture;
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// TagItem definitions for DrawTexture. As far as I know, tag lists
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// originated on the Amiga.
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//
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// Think of TagItems as an array of the following structure:
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//
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// struct TagItem {
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// DWORD ti_Tag;
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// DWORD ti_Data;
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// };
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#define TAG_DONE (0) /* Used to indicate the end of the Tag list */
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#define TAG_END (0) /* Ditto */
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#define TAG_IGNORE (1) /* Ignore this Tag */
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#define TAG_MORE (2) /* Ends this list and continues with the */
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/* list pointed to in ti_Data */
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#define TAG_USER ((DWORD)(1u<<30))
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enum
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{
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DTA_Base = TAG_USER + 5000,
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DTA_DestWidth, // width of area to draw to
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DTA_DestHeight, // height of area to draw to
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DTA_Alpha, // alpha value for translucency
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DTA_FillColor, // color to stencil onto the destination
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DTA_Translation, // translation table to recolor the source
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DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
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DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
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DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
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DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
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DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right)
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DTA_ShadowColor, // color of shadow
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DTA_ShadowAlpha, // alpha of shadow
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DTA_Shadow, // set shadow color and alphas to defaults
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DTA_VirtualWidth, // pretend the canvas is this wide
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DTA_VirtualHeight, // pretend the canvas is this tall
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DTA_TopOffset, // override texture's top offset
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DTA_LeftOffset, // override texture's left offset
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DTA_CenterOffset, // override texture's left and top offsets and set them for the texture's middle
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DTA_CenterBottomOffset,// override texture's left and top offsets and set them for the texture's bottom middle
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DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
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DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
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DTA_ClipTop, // don't draw anything above this row (on dest, not source)
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DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
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DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
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DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
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DTA_Masked, // true(default)=use masks from texture, false=ignore masks
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DTA_HUDRules, // use fullscreen HUD rules to position and size textures
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DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
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DTA_RenderStyle, // same as render style for actors
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DTA_ColorOverlay, // DWORD: ARGB to overlay on top of image. Limited under software.
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// For DrawText calls:
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DTA_TextLen, // stop after this many characters, even if \0 not hit
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DTA_CellX, // horizontal size of character cell
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DTA_CellY, // vertical size of character cell
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};
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enum
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{
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HUD_Normal,
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HUD_HorizCenter
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};
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//
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// VIDEO
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//
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// [RH] Made screens more implementation-independant:
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// This layer isn't really necessary, and it would be nice to remove it, I think.
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// But ZDoom is now built around it so much, I'll probably just leave it.
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//
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class DCanvas : public DObject
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{
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DECLARE_ABSTRACT_CLASS (DCanvas, DObject)
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public:
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FFont *Font;
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DCanvas (int width, int height);
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virtual ~DCanvas ();
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// Member variable access
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inline BYTE *GetBuffer () const { return Buffer; }
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inline int GetWidth () const { return Width; }
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inline int GetHeight () const { return Height; }
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inline int GetPitch () const { return Pitch; }
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virtual bool IsValid ();
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// Access control
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virtual bool Lock () = 0; // Returns true if the surface was lost since last time
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virtual void Unlock () = 0;
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virtual bool IsLocked () { return Buffer != NULL; } // Returns true if the surface is locked
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// Copy blocks from one canvas to another
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virtual void Blit (int destx, int desty, int destwidth, int destheight, DCanvas *src, int srcx, int srcy, int srcwidth, int srcheight);
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// Draw a linear block of pixels into the canvas
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virtual void DrawBlock (int x, int y, int width, int height, const BYTE *src) const;
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// Reads a linear block of pixels into the view buffer.
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virtual void GetBlock (int x, int y, int width, int height, BYTE *dest) const;
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// Dim the entire canvas for the menus
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virtual void Dim (PalEntry color = 0);
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// Dim part of the canvas
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virtual void Dim (PalEntry color, float amount, int x1, int y1, int w, int h);
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// Fill an area with a texture
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virtual void FlatFill (int left, int top, int right, int bottom, FTexture *src);
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// Set an area to a specified color
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virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
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// renders the player backdrop for the menu
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virtual void DrawPlayerBackdrop (DCanvas *src, const BYTE *FireRemap, int x, int y);
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// draws a line
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virtual void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32 realcolor);
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// draws a single pixel
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virtual void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor);
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// Calculate gamma table
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void CalcGamma (float gamma, BYTE gammalookup[256]);
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// Can be overridden so that the colormaps for sector color/fade won't be built.
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virtual bool UsesColormap() const;
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// Text drawing functions -----------------------------------------------
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virtual void SetFont (FFont *font);
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// 2D Texture drawing
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void STACK_ARGS DrawTexture (FTexture *img, int x, int y, int tags, ...);
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void FillBorder (FTexture *img); // Fills the border around a 4:3 part of the screen on non-4:3 displays
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// 2D Text drawing
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void STACK_ARGS DrawText (int normalcolor, int x, int y, const char *string, ...);
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void STACK_ARGS DrawChar (int normalcolor, int x, int y, BYTE character, ...);
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protected:
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BYTE *Buffer;
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int Width;
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int Height;
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int Pitch;
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int LockCount;
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struct DrawParms
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{
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fixed_t x, y;
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int texwidth;
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int texheight;
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int windowleft;
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int windowright;
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int dclip;
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int uclip;
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int lclip;
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int rclip;
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fixed_t destwidth;
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fixed_t destheight;
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int top;
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int left;
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fixed_t alpha;
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int fillcolor;
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FRemapTable *remap;
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const BYTE *translation;
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DWORD colorOverlay;
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INTBOOL alphaChannel;
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INTBOOL flipX;
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fixed_t shadowAlpha;
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int shadowColor;
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int virtWidth;
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int virtHeight;
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INTBOOL keepratio;
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INTBOOL masked;
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ERenderStyle style;
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};
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bool ClipBox (int &left, int &top, int &width, int &height, const BYTE *&src, const int srcpitch) const;
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virtual void STACK_ARGS DrawTextureV (FTexture *img, int x, int y, uint32 tag, va_list tags);
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bool ParseDrawTextureTags (FTexture *img, int x, int y, uint32 tag, va_list tags, DrawParms *parms, bool hw) const;
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DCanvas() {}
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private:
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// Keep track of canvases, for automatic destruction at exit
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DCanvas *Next;
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static DCanvas *CanvasChain;
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void PUTTRANSDOT (int xx, int yy, int basecolor, int level);
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};
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// A canvas in system memory.
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class DSimpleCanvas : public DCanvas
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{
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DECLARE_CLASS (DSimpleCanvas, DCanvas)
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public:
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DSimpleCanvas (int width, int height);
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~DSimpleCanvas ();
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bool IsValid ();
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bool Lock ();
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void Unlock ();
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protected:
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BYTE *MemBuffer;
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DSimpleCanvas() {}
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};
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// A canvas that represents the actual display. The video code is responsible
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// for actually implementing this. Built on top of SimpleCanvas, because it
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// needs a system memory buffer when buffered output is enabled.
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class FNativeTexture;
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class DFrameBuffer : public DSimpleCanvas
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{
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DECLARE_ABSTRACT_CLASS (DFrameBuffer, DSimpleCanvas)
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public:
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DFrameBuffer (int width, int height);
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// Force the surface to use buffered output if true is passed.
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virtual bool Lock (bool buffered) = 0;
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// Make the surface visible. Also implies Unlock().
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virtual void Update () = 0;
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// Return a pointer to 256 palette entries that can be written to.
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virtual PalEntry *GetPalette () = 0;
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// Stores the palette with flash blended in into 256 dwords
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virtual void GetFlashedPalette (PalEntry palette[256]) = 0;
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// Mark the palette as changed. It will be updated on the next Update().
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virtual void UpdatePalette () = 0;
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// Sets the gamma level. Returns false if the hardware does not support
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// gamma changing. (Always true for now, since palettes can always be
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// gamma adjusted.)
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virtual bool SetGamma (float gamma) = 0;
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// Sets a color flash. RGB is the color, and amount is 0-256, with 256
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// being all flash and 0 being no flash. Returns false if the hardware
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// does not support this. (Always true for now, since palettes can always
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// be flashed.)
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virtual bool SetFlash (PalEntry rgb, int amount) = 0;
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// Converse of SetFlash
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virtual void GetFlash (PalEntry &rgb, int &amount) = 0;
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// Returns the number of video pages the frame buffer is using.
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virtual int GetPageCount () = 0;
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// Returns true if running fullscreen.
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virtual bool IsFullscreen () = 0;
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// Changes the vsync setting, if supported by the device.
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virtual void SetVSync (bool vsync);
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// Set the rect defining the area effected by blending.
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virtual void SetBlendingRect (int x1, int y1, int x2, int y2);
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bool IsComposited; // If true, the following functions can be used.
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// Begin 2D drawing operations. This is like Update, but it doesn't end
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// the scene, and it doesn't present the image yet.
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virtual void Begin2D();
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// DrawTexture calls after Begin2D use native textures.
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// Create a native texture from a game texture.
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virtual FNativeTexture *CreateTexture(FTexture *gametex);
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// Create a palette texture from a palette.
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virtual FNativeTexture *CreatePalette(FRemapTable *remap);
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// texture copy functions
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virtual void CopyPixelDataRGB(BYTE * buffer, int texwidth, int texheight, int originx, int originy,
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const BYTE * patch, int pix_width, int pix_height, int step_x, int step_y,
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int ct);
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virtual void CopyPixelData(BYTE * buffer, int texwidth, int texheight, int originx, int originy,
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const BYTE * patch, int pix_width, int pix_height,
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int step_x, int step_y, PalEntry * palette);
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#ifdef _WIN32
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virtual void PaletteChanged () = 0;
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virtual int QueryNewPalette () = 0;
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#endif
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protected:
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void DrawRateStuff ();
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void CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest);
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DFrameBuffer () {}
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bool ClipCopyPixelRect(int texwidth, int texheight, int &originx, int &originy,
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const BYTE *&patch, int &srcwidth, int &srcheight, int step_x, int step_y);
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private:
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DWORD LastMS, LastSec, FrameCount, LastCount, LastTic;
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};
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// This class represents a native texture, as opposed to an FTexture.
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class FNativeTexture
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{
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public:
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virtual ~FNativeTexture();
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virtual bool Update() = 0;
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};
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extern FColorMatcher ColorMatcher;
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// This is the screen updated by I_FinishUpdate.
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extern DFrameBuffer *screen;
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#define SCREENWIDTH (screen->GetWidth ())
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#define SCREENHEIGHT (screen->GetHeight ())
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#define SCREENPITCH (screen->GetPitch ())
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EXTERN_CVAR (Float, Gamma)
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// Translucency tables
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extern "C" DWORD Col2RGB8[65][256];
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extern "C" BYTE RGB32k[32][32][32];
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extern "C" DWORD *Col2RGB8_LessPrecision[65];
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// Allocates buffer screens, call before R_Init.
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void V_Init ();
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// Initializes graphics mode for the first time.
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void V_Init2 ();
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void V_Shutdown ();
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void V_MarkRect (int x, int y, int width, int height);
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// Returns the closest color to the one desired. String
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// should be of the form "rr gg bb".
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int V_GetColorFromString (const DWORD *palette, const char *colorstring);
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// Scans through the X11R6RGB lump for a matching color
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// and returns a color string suitable for V_GetColorFromString.
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FString V_GetColorStringByName (const char *name);
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// Tries to get color by name, then by string
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int V_GetColor (const DWORD *palette, const char *str);
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bool V_SetResolution (int width, int height, int bpp);
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#ifdef USEASM
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extern "C" void ASM_PatchPitch (void);
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#endif
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int CheckRatio (int width, int height);
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extern const int BaseRatioSizes[5][4];
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//===========================================================================
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//
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// True color conversion classes for the different pixel formats
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// used by the supported texture formats
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//
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//===========================================================================
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struct cRGB
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{
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static unsigned char R(const unsigned char * p) { return p[0]; }
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static unsigned char G(const unsigned char * p) { return p[1]; }
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static unsigned char B(const unsigned char * p) { return p[2]; }
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static unsigned char A(const unsigned char * p) { return 255; }
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static int Gray(const unsigned char * p) { return (p[0]*77 + p[1]*143 + p[2]*36)>>8; }
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};
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struct cRGBA
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{
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static unsigned char R(const unsigned char * p) { return p[0]; }
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static unsigned char G(const unsigned char * p) { return p[1]; }
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static unsigned char B(const unsigned char * p) { return p[2]; }
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static unsigned char A(const unsigned char * p) { return p[3]; }
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static int Gray(const unsigned char * p) { return (p[0]*77 + p[1]*143 + p[2]*36)>>8; }
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};
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struct cIA
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{
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static unsigned char R(const unsigned char * p) { return p[0]; }
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static unsigned char G(const unsigned char * p) { return p[0]; }
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static unsigned char B(const unsigned char * p) { return p[0]; }
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static unsigned char A(const unsigned char * p) { return p[1]; }
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static int Gray(const unsigned char * p) { return p[0]; }
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};
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struct cCMYK
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{
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static unsigned char R(const unsigned char * p) { return p[3] - (((256-p[0])*p[3]) >> 8); }
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static unsigned char G(const unsigned char * p) { return p[3] - (((256-p[1])*p[3]) >> 8); }
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static unsigned char B(const unsigned char * p) { return p[3] - (((256-p[2])*p[3]) >> 8); }
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static unsigned char A(const unsigned char * p) { return 255; }
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static int Gray(const unsigned char * p) { return (R(p)*77 + G(p)*143 + B(p)*36)>>8; }
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};
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struct cBGR
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{
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static unsigned char R(const unsigned char * p) { return p[2]; }
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static unsigned char G(const unsigned char * p) { return p[1]; }
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static unsigned char B(const unsigned char * p) { return p[0]; }
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static unsigned char A(const unsigned char * p) { return 255; }
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static int Gray(const unsigned char * p) { return (p[2]*77 + p[1]*143 + p[0]*36)>>8; }
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|
};
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|
|
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struct cBGRA
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|
{
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static unsigned char R(const unsigned char * p) { return p[2]; }
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static unsigned char G(const unsigned char * p) { return p[1]; }
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static unsigned char B(const unsigned char * p) { return p[0]; }
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static unsigned char A(const unsigned char * p) { return p[3]; }
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static int Gray(const unsigned char * p) { return (p[2]*77 + p[1]*143 + p[0]*36)>>8; }
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|
};
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|
|
|
struct cI16
|
|
{
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|
static unsigned char R(const unsigned char * p) { return p[1]; }
|
|
static unsigned char G(const unsigned char * p) { return p[1]; }
|
|
static unsigned char B(const unsigned char * p) { return p[1]; }
|
|
static unsigned char A(const unsigned char * p) { return 255; }
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|
static int Gray(const unsigned char * p) { return p[1]; }
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|
};
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|
|
|
struct cRGB555
|
|
{
|
|
static unsigned char R(const unsigned char * p) { return (((*(WORD*)p)&0x1f)<<3); }
|
|
static unsigned char G(const unsigned char * p) { return (((*(WORD*)p)&0x3e0)>>2); }
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|
static unsigned char B(const unsigned char * p) { return (((*(WORD*)p)&0x7c00)>>7); }
|
|
static unsigned char A(const unsigned char * p) { return p[1]; }
|
|
static int Gray(const unsigned char * p) { return (R(p)*77 + G(p)*143 + B(p)*36)>>8; }
|
|
};
|
|
|
|
struct cPalEntry
|
|
{
|
|
static unsigned char R(const unsigned char * p) { return ((PalEntry*)p)->r; }
|
|
static unsigned char G(const unsigned char * p) { return ((PalEntry*)p)->g; }
|
|
static unsigned char B(const unsigned char * p) { return ((PalEntry*)p)->b; }
|
|
static unsigned char A(const unsigned char * p) { return ((PalEntry*)p)->a; }
|
|
static int Gray(const unsigned char * p) { return (R(p)*77 + G(p)*143 + B(p)*36)>>8; }
|
|
};
|
|
|
|
enum ColorType
|
|
{
|
|
CF_RGB,
|
|
CF_RGBA,
|
|
CF_IA,
|
|
CF_CMYK,
|
|
CF_BGR,
|
|
CF_BGRA,
|
|
CF_I16,
|
|
CF_RGB555,
|
|
CF_PalEntry
|
|
};
|
|
|
|
|
|
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#endif // __V_VIDEO_H__
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