mirror of
https://github.com/ZDoom/gzdoom-gles.git
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921bc763fb
- moved testcolor and test fades into SWRenderer files. These CCMDs work by hacking the default colormap and were never implemented for hardware rendering because they require many checks throughout the code.
319 lines
8.8 KiB
C++
319 lines
8.8 KiB
C++
/*
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** colormaps.cpp
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** common Colormap handling
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 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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*/
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#include <stddef.h>
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#include <string.h>
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#include <math.h>
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#include <float.h>
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#include "i_system.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "r_sky.h"
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#include "c_dispatch.h"
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#include "sc_man.h"
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#include "v_text.h"
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#include "st_start.h"
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#include "doomstat.h"
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#include "v_palette.h"
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#include "colormatcher.h"
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#include "colormaps.h"
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#include "v_video.h"
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#include "templates.h"
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#include "r_utility.h"
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#include "r_renderer.h"
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TArray<FakeCmap> fakecmaps;
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TArray<FSpecialColormap> SpecialColormaps;
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uint8_t DesaturateColormap[31][256];
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struct FSpecialColormapParameters
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{
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float Start[3], End[3];
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};
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static FSpecialColormapParameters SpecialColormapParms[] =
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{
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// Doom invulnerability is an inverted grayscale.
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// Strife uses it when firing the Sigil
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{ { 1, 1, 1 }, { 0, 0, 0 } },
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// Heretic invulnerability is a golden shade.
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{ { 0, 0, 0 }, { 1.5, 0.75, 0 }, },
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// [BC] Build the Doomsphere colormap. It is red!
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{ { 0, 0, 0 }, { 1.5, 0, 0 } },
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// [BC] Build the Guardsphere colormap. It's a greenish-white kind of thing.
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{ { 0, 0, 0 }, { 1.25, 1.5, 1 } },
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// Build a blue colormap.
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{ { 0, 0, 0 }, { 0, 0, 1.5 } },
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};
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static void FreeSpecialLights();
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//==========================================================================
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//
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//
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//
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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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{
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// Clamp these in range for the hardware shader.
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r1 = clamp(r1, 0.0f, 2.0f);
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g1 = clamp(g1, 0.0f, 2.0f);
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b1 = clamp(b1, 0.0f, 2.0f);
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r2 = clamp(r2, 0.0f, 2.0f);
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g2 = clamp(g2, 0.0f, 2.0f);
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b2 = clamp(b2, 0.0f, 2.0f);
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for(unsigned i=0; i<SpecialColormaps.Size(); i++)
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{
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// Avoid precision issues here when trying to find a proper match.
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if (fabs(SpecialColormaps[i].ColorizeStart[0]- r1) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeStart[1]- g1) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeStart[2]- b1) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeEnd[0]- r2) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeEnd[1]- g2) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeEnd[2]- b2) < FLT_EPSILON)
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{
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return i; // The map already exists
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}
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}
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FSpecialColormap *cm = &SpecialColormaps[SpecialColormaps.Reserve(1)];
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cm->ColorizeStart[0] = float(r1);
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cm->ColorizeStart[1] = float(g1);
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cm->ColorizeStart[2] = float(b1);
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cm->ColorizeEnd[0] = float(r2);
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cm->ColorizeEnd[1] = float(g2);
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cm->ColorizeEnd[2] = float(b2);
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r2 -= r1;
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g2 -= g1;
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b2 -= b1;
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r1 *= 255;
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g1 *= 255;
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b1 *= 255;
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for (int c = 0; c < 256; c++)
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{
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double intensity = (GPalette.BaseColors[c].r * 77 +
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GPalette.BaseColors[c].g * 143 +
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GPalette.BaseColors[c].b * 37) / 256.0;
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PalEntry pe = PalEntry( MIN(255, int(r1 + intensity*r2)),
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MIN(255, int(g1 + intensity*g2)),
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MIN(255, int(b1 + intensity*b2)));
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cm->Colormap[c] = ColorMatcher.Pick(pe);
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}
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// This table is used by the texture composition code
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for(int i = 0;i < 256; i++)
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{
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cm->GrayscaleToColor[i] = PalEntry( MIN(255, int(r1 + i*r2)),
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MIN(255, int(g1 + i*g2)),
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MIN(255, int(b1 + i*b2)));
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}
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return SpecialColormaps.Size() - 1;
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}
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//==========================================================================
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//
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// R_DeinitColormaps
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//
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//==========================================================================
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void R_DeinitColormaps ()
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{
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SpecialColormaps.Clear();
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fakecmaps.Clear();
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}
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//==========================================================================
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//
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// R_InitColormaps
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//
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//==========================================================================
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void R_InitColormaps ()
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{
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// [RH] Try and convert BOOM colormaps into blending values.
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// This is a really rough hack, but it's better than
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// not doing anything with them at all (right?)
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FakeCmap cm;
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R_DeinitColormaps();
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cm.name[0] = 0;
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cm.blend = 0;
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fakecmaps.Push(cm);
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uint32_t NumLumps = Wads.GetNumLumps();
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for (uint32_t i = 0; i < NumLumps; i++)
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{
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if (Wads.GetLumpNamespace(i) == ns_colormaps)
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{
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char name[9];
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name[8] = 0;
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Wads.GetLumpName (name, i);
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if (Wads.CheckNumForName (name, ns_colormaps) == (int)i)
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{
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strncpy(cm.name, name, 8);
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cm.blend = 0;
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cm.lump = i;
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fakecmaps.Push(cm);
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}
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}
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}
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int rr = 0, gg = 0, bb = 0;
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for(int x=0;x<256;x++)
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{
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rr += GPalette.BaseColors[x].r;
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gg += GPalette.BaseColors[x].g;
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bb += GPalette.BaseColors[x].b;
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}
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rr >>= 8;
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gg >>= 8;
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bb >>= 8;
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int palette_brightness = (rr*77 + gg*143 + bb*35) / 255;
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// To calculate the blend it will just average the colors of the first map
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if (fakecmaps.Size() > 1)
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{
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uint8_t map[256];
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for (unsigned j = 1; j < fakecmaps.Size(); j++)
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{
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if (Wads.LumpLength (fakecmaps[j].lump) >= 256)
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{
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int k, r, g, b;
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FWadLump lump = Wads.OpenLumpNum (fakecmaps[j].lump);
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lump.Read(map, 256);
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r = g = b = 0;
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for (k = 0; k < 256; k++)
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{
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r += GPalette.BaseColors[map[k]].r;
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g += GPalette.BaseColors[map[k]].g;
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b += GPalette.BaseColors[map[k]].b;
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}
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r /= 256;
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g /= 256;
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b /= 256;
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// The calculated average is too dark so brighten it according to the palettes's overall brightness
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int maxcol = MAX<int>(MAX<int>(palette_brightness, r), MAX<int>(g, b));
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fakecmaps[j].blend = PalEntry (255, r * 255 / maxcol, g * 255 / maxcol, b * 255 / maxcol);
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}
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}
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}
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// build default special maps (e.g. invulnerability)
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for (unsigned i = 0; i < countof(SpecialColormapParms); ++i)
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{
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AddSpecialColormap(SpecialColormapParms[i].Start[0], SpecialColormapParms[i].Start[1],
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SpecialColormapParms[i].Start[2], SpecialColormapParms[i].End[0],
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SpecialColormapParms[i].End[1], SpecialColormapParms[i].End[2]);
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}
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// desaturated colormaps. These are used for texture composition
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for(int m = 0; m < 31; m++)
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{
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uint8_t *shade = DesaturateColormap[m];
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for (int c = 0; c < 256; c++)
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{
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int intensity = (GPalette.BaseColors[c].r * 77 +
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GPalette.BaseColors[c].g * 143 +
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GPalette.BaseColors[c].b * 37) / 256;
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int r = (GPalette.BaseColors[c].r * (31-m) + intensity *m) / 31;
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int g = (GPalette.BaseColors[c].g * (31-m) + intensity *m) / 31;
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int b = (GPalette.BaseColors[c].b * (31-m) + intensity *m) / 31;
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shade[c] = ColorMatcher.Pick(r, g, b);
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}
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}
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}
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//==========================================================================
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//
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// [RH] Returns an index into realcolormaps. Multiply it by
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// 256*NUMCOLORMAPS to find the start of the colormap to use.
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// WATERMAP is an exception and returns a blending value instead.
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//
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//==========================================================================
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uint32_t R_ColormapNumForName (const char *name)
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{
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if (strnicmp (name, "COLORMAP", 8))
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{ // COLORMAP always returns 0
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for(int i=fakecmaps.Size()-1; i > 0; i--)
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{
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if (!strnicmp(name, fakecmaps[i].name, 8))
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{
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return i;
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}
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}
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if (!strnicmp (name, "WATERMAP", 8))
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return MAKEARGB (128,0,0x4f,0xa5);
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}
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return 0;
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}
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//==========================================================================
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//
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// R_BlendForColormap
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//
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//==========================================================================
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uint32_t R_BlendForColormap (uint32_t map)
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{
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return APART(map) ? map :
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map < fakecmaps.Size() ? uint32_t(fakecmaps[map].blend) : 0;
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}
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