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https://github.com/ZDoom/gzdoom-gles.git
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67 lines
1.9 KiB
C
67 lines
1.9 KiB
C
#pragma once
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#include "g_levellocals.h"
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struct FSWColormap
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{
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uint8_t *Maps = nullptr;
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PalEntry Color = 0xffffffff;
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PalEntry Fade = 0xff000000;
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int Desaturate = 0;
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};
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struct FDynamicColormap : FSWColormap
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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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void ChangeFogDensity(int newdensity);
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void BuildLights ();
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static void RebuildAllLights();
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FDynamicColormap *Next;
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};
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extern FSWColormap realcolormaps; // [RH] make the colormaps externally visible
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extern FDynamicColormap NormalLight;
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extern FDynamicColormap FullNormalLight;
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extern bool NormalLightHasFixedLights;
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extern TArray<FSWColormap> SpecialSWColormaps;
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void InitSWColorMaps();
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FDynamicColormap *GetSpecialLights (PalEntry lightcolor, PalEntry fadecolor, int desaturate);
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void SetDefaultColormap (const char *name);
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// Give the compiler a strong hint we want these functions inlined:
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#ifndef FORCEINLINE
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#if defined(_MSC_VER)
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#define FORCEINLINE __forceinline
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#elif defined(__GNUC__)
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#define FORCEINLINE __attribute__((always_inline)) inline
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#else
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#define FORCEINLINE inline
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#endif
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#endif
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// MSVC needs the forceinline here.
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FORCEINLINE FDynamicColormap *GetColorTable(const FColormap &cm, PalEntry SpecialColor = 0xffffff, bool forsprites = false)
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{
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PalEntry c;
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if (!forsprites || !(level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)) c = SpecialColor.Modulate(cm.LightColor);
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else
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{
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c = cm.LightColor;
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c.Decolorize();
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c = SpecialColor.Modulate(c);
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}
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// First colormap is the default Doom colormap.
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// testcolor and testfade CCMDs modifies the first colormap, so we have to do the check without looking at the actual values stored in NormalLight.
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if (c == PalEntry(255, 255, 255) && cm.FadeColor == 0 && cm.Desaturation == 0)
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return &NormalLight;
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return GetSpecialLights(c, cm.FadeColor, cm.Desaturation);
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}
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