mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 10:51:26 +00:00
8b27bd1434
a different default terrain than a generic solid surface. - added format char processing to A_Print(Bold) and all printable messages that can be defined in DECORATE. - Fixed: The railgun code ignored MF3_ALWAYSPUFF. - added desaturated translations. - added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg. SVN r1921 (trunk)
111 lines
3.2 KiB
C++
111 lines
3.2 KiB
C++
#ifndef __R_TRANSLATE_H
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#define __R_TRANSLATE_H
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#include "doomtype.h"
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#include "tarray.h"
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class FNativePalette;
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class FArchive;
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enum
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{
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TRANSLATION_Invalid,
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TRANSLATION_Players,
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TRANSLATION_PlayersExtra,
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TRANSLATION_Standard,
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TRANSLATION_LevelScripted,
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TRANSLATION_Decals,
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TRANSLATION_PlayerCorpses,
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TRANSLATION_Decorate,
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TRANSLATION_Blood,
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NUM_TRANSLATION_TABLES
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};
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struct FRemapTable
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{
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FRemapTable(int count=256);
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FRemapTable(const FRemapTable &o);
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~FRemapTable();
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FRemapTable &operator= (const FRemapTable &o);
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bool operator==(const FRemapTable &o);
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void MakeIdentity();
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void KillNative();
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void UpdateNative();
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FNativePalette *GetNative();
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bool IsIdentity() const;
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void Serialize(FArchive &ar);
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void AddIndexRange(int start, int end, int pal1, int pal2);
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void AddColorRange(int start, int end, int r1,int g1, int b1, int r2, int g2, int b2);
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void AddDesaturation(int start, int end, float r1,float g1, float b1, float r2, float g2, float b2);
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void AddToTranslation(const char * range);
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int StoreTranslation();
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BYTE *Remap; // For the software renderer
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PalEntry *Palette; // The ideal palette this maps to
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FNativePalette *Native; // The Palette stored in a HW texture
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int NumEntries; // # of elements in this table (usually 256)
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private:
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void Free();
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void Alloc(int count);
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};
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// A class that initializes unusued pointers to NULL. This is used so that when
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// the TAutoGrowArray below is expanded, the new elements will be NULLed.
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class FRemapTablePtr
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{
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public:
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FRemapTablePtr() throw() : Ptr(0) {}
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FRemapTablePtr(FRemapTable *p) throw() : Ptr(p) {}
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FRemapTablePtr(const FRemapTablePtr &p) throw() : Ptr(p.Ptr) {}
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operator FRemapTable *() const throw() { return Ptr; }
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FRemapTablePtr &operator= (FRemapTable *p) throw() { Ptr = p; return *this; }
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FRemapTablePtr &operator= (FRemapTablePtr &p) throw() { Ptr = p.Ptr; return *this; }
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FRemapTable &operator*() const throw() { return *Ptr; }
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FRemapTable *operator->() const throw() { return Ptr; }
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private:
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FRemapTable *Ptr;
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};
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extern TAutoGrowArray<FRemapTablePtr, FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
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#define TRANSLATION_SHIFT 16
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#define TRANSLATION_MASK ((1<<TRANSLATION_SHIFT)-1)
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#define TRANSLATIONTYPE_MASK (255<<TRANSLATION_SHIFT)
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inline DWORD TRANSLATION(BYTE a, DWORD b)
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{
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return (a<<TRANSLATION_SHIFT) | b;
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}
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inline int GetTranslationType(DWORD trans)
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{
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return (trans&TRANSLATIONTYPE_MASK) >> TRANSLATION_SHIFT;
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}
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inline int GetTranslationIndex(DWORD trans)
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{
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return (trans&TRANSLATION_MASK);
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}
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// Retrieve the FRemapTable that an actor's translation value maps to.
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FRemapTable *TranslationToTable(int translation);
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#define MAX_ACS_TRANSLATIONS 65535
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#define MAX_DECORATE_TRANSLATIONS 65535
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// Initialize color translation tables, for player rendering etc.
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void R_InitTranslationTables (void);
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void R_DeinitTranslationTables();
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// [RH] Actually create a player's translation table.
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void R_BuildPlayerTranslation (int player);
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extern const BYTE IcePalette[16][3];
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extern TArray<PalEntry> BloodTranslationColors;
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int CreateBloodTranslation(PalEntry color);
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#endif // __R_TRANSLATE_H
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