2011-07-03 10:47:35 +00:00
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/*
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** r_data.cpp
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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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2011-07-05 10:02:38 +00:00
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#include "v_video.h"
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2011-07-06 18:12:16 +00:00
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#include "templates.h"
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#include "r_utility.h"
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2011-07-03 10:47:35 +00:00
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static bool R_CheckForFixedLights(const BYTE *colormaps);
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extern "C" {
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FDynamicColormap NormalLight;
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}
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bool NormalLightHasFixedLights;
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struct FakeCmap
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{
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char name[8];
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PalEntry blend;
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int lump;
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};
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TArray<FakeCmap> fakecmaps;
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BYTE *realcolormaps;
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size_t numfakecmaps;
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TArray<FSpecialColormap> SpecialColormaps;
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BYTE 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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// Colored Lighting Stuffs
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//
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//==========================================================================
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FDynamicColormap *GetSpecialLights (PalEntry color, PalEntry fade, int desaturate)
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{
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FDynamicColormap *colormap;
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// If this colormap has already been created, just return it
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for (colormap = &NormalLight; colormap != NULL; colormap = colormap->Next)
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{
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if (color == colormap->Color &&
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fade == colormap->Fade &&
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desaturate == colormap->Desaturate)
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{
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return colormap;
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}
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}
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// Not found. Create it.
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colormap = new FDynamicColormap;
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colormap->Next = NormalLight.Next;
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colormap->Color = color;
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colormap->Fade = fade;
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colormap->Desaturate = desaturate;
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NormalLight.Next = colormap;
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if (screen->UsesColormap())
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{
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colormap->Maps = new BYTE[NUMCOLORMAPS*256];
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colormap->BuildLights ();
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}
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else colormap->Maps = NULL;
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return colormap;
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}
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//==========================================================================
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//
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// Free all lights created with GetSpecialLights
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//
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//==========================================================================
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static void FreeSpecialLights()
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{
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FDynamicColormap *colormap, *next;
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for (colormap = NormalLight.Next; colormap != NULL; colormap = next)
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{
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next = colormap->Next;
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delete[] colormap->Maps;
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delete colormap;
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}
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NormalLight.Next = NULL;
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}
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//==========================================================================
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//
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// Builds NUMCOLORMAPS colormaps lit with the specified color
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//
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//==========================================================================
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void FDynamicColormap::BuildLights ()
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{
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int l, c;
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int lr, lg, lb, ld, ild;
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PalEntry colors[256], basecolors[256];
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BYTE *shade;
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if (Maps == NULL)
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return;
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// Scale light to the range 0-256, so we can avoid
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// dividing by 255 in the bottom loop.
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lr = Color.r*256/255;
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lg = Color.g*256/255;
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lb = Color.b*256/255;
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ld = Desaturate*256/255;
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if (ld < 0) // No negative desaturations, please.
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{
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ld = -ld;
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}
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ild = 256-ld;
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if (ld == 0)
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{
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memcpy (basecolors, GPalette.BaseColors, sizeof(basecolors));
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}
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else
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{
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// Desaturate the palette before lighting it.
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for (c = 0; c < 256; c++)
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{
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int r = GPalette.BaseColors[c].r;
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int g = GPalette.BaseColors[c].g;
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int b = GPalette.BaseColors[c].b;
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int intensity = ((r * 77 + g * 143 + b * 37) >> 8) * ld;
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basecolors[c].r = (r*ild + intensity) >> 8;
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basecolors[c].g = (g*ild + intensity) >> 8;
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basecolors[c].b = (b*ild + intensity) >> 8;
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basecolors[c].a = 0;
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}
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}
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// build normal (but colored) light mappings
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for (l = 0; l < NUMCOLORMAPS; l++)
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{
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DoBlending (basecolors, colors, 256,
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Fade.r, Fade.g, Fade.b, l * (256 / NUMCOLORMAPS));
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shade = Maps + 256*l;
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if ((DWORD)Color == MAKERGB(255,255,255))
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{ // White light, so we can just pick the colors directly
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for (c = 0; c < 256; c++)
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{
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*shade++ = ColorMatcher.Pick (colors[c].r, colors[c].g, colors[c].b);
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}
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}
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else
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{ // Colored light, so do the (slightly) slower thing
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for (c = 0; c < 256; c++)
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{
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*shade++ = ColorMatcher.Pick (
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(colors[c].r*lr)>>8,
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(colors[c].g*lg)>>8,
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(colors[c].b*lb)>>8);
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}
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FDynamicColormap::ChangeColor (PalEntry lightcolor, int desaturate)
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{
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if (lightcolor != Color || desaturate != Desaturate)
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{
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Color = lightcolor;
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// [BB] desaturate must be in [0,255]
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Desaturate = clamp(desaturate, 0, 255);
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if (Maps) BuildLights ();
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FDynamicColormap::ChangeFade (PalEntry fadecolor)
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{
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if (fadecolor != Fade)
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{
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Fade = fadecolor;
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if (Maps) BuildLights ();
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FDynamicColormap::ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor)
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{
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if (lightcolor != Color || fadecolor != Fade)
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{
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Color = lightcolor;
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Fade = fadecolor;
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if (Maps) BuildLights ();
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FDynamicColormap::RebuildAllLights()
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{
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if (screen->UsesColormap())
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{
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FDynamicColormap *cm;
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for (cm = &NormalLight; cm != NULL; cm = cm->Next)
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{
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if (cm->Maps == NULL)
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{
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cm->Maps = new BYTE[NUMCOLORMAPS*256];
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cm->BuildLights ();
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}
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}
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}
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}
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//==========================================================================
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//
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// R_SetDefaultColormap
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//
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//==========================================================================
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void R_SetDefaultColormap (const char *name)
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{
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if (strnicmp (fakecmaps[0].name, name, 8) != 0)
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{
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int lump, i, j;
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BYTE map[256];
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BYTE unremap[256];
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BYTE remap[256];
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// [RH] If using BUILD's palette, generate the colormap
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if (Wads.CheckNumForFullName("palette.dat") >= 0 || Wads.CheckNumForFullName("blood.pal") >= 0)
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{
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Printf ("Make colormap\n");
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FDynamicColormap foo;
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foo.Color = 0xFFFFFF;
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foo.Fade = 0;
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foo.Maps = realcolormaps;
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foo.Desaturate = 0;
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foo.Next = NULL;
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foo.BuildLights ();
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}
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else
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{
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lump = Wads.CheckNumForName (name, ns_colormaps);
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if (lump == -1)
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lump = Wads.CheckNumForName (name, ns_global);
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FWadLump lumpr = Wads.OpenLumpNum (lump);
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// [RH] The colormap may not have been designed for the specific
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// palette we are using, so remap it to match the current palette.
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memcpy (remap, GPalette.Remap, 256);
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memset (unremap, 0, 256);
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for (i = 0; i < 256; ++i)
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{
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unremap[remap[i]] = i;
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}
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// Mapping to color 0 is okay, because the colormap won't be used to
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// produce a masked texture.
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remap[0] = 0;
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for (i = 0; i < NUMCOLORMAPS; ++i)
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{
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BYTE *map2 = &realcolormaps[i*256];
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lumpr.Read (map, 256);
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for (j = 0; j < 256; ++j)
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{
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map2[j] = remap[map[unremap[j]]];
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}
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}
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}
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uppercopy (fakecmaps[0].name, name);
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fakecmaps[0].blend = 0;
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}
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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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if (realcolormaps != NULL)
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{
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delete[] realcolormaps;
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realcolormaps = NULL;
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}
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FreeSpecialLights();
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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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DWORD NumLumps = Wads.GetNumLumps();
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for (DWORD 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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realcolormaps = new BYTE[256*NUMCOLORMAPS*fakecmaps.Size()];
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R_SetDefaultColormap ("COLORMAP");
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if (fakecmaps.Size() > 1)
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{
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BYTE unremap[256], remap[256], mapin[256];
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int i;
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unsigned j;
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memcpy (remap, GPalette.Remap, 256);
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memset (unremap, 0, 256);
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for (i = 0; i < 256; ++i)
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{
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unremap[remap[i]] = i;
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}
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remap[0] = 0;
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for (j = 1; j < fakecmaps.Size(); j++)
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{
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if (Wads.LumpLength (fakecmaps[j].lump) >= (NUMCOLORMAPS+1)*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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BYTE *const map = realcolormaps + NUMCOLORMAPS*256*j;
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for (k = 0; k < NUMCOLORMAPS; ++k)
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{
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BYTE *map2 = &map[k*256];
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lump.Read (mapin, 256);
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map2[0] = 0;
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for (r = 1; r < 256; ++r)
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{
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map2[r] = remap[mapin[unremap[r]]];
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}
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}
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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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fakecmaps[j].blend = PalEntry (255, r/256, g/256, b/256);
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}
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}
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}
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NormalLight.Color = PalEntry (255, 255, 255);
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NormalLight.Fade = 0;
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NormalLight.Maps = realcolormaps;
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NormalLightHasFixedLights = R_CheckForFixedLights(realcolormaps);
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numfakecmaps = fakecmaps.Size();
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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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BYTE *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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// R_CheckForFixedLights
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//
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// Returns true if there are any entries in the colormaps that are the
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// same for every colormap and not the fade color.
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//
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//==========================================================================
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static bool R_CheckForFixedLights(const BYTE *colormaps)
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{
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const BYTE *lastcolormap = colormaps + (NUMCOLORMAPS - 1) * 256;
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BYTE freq[256];
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int i, j;
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// Count the frequencies of different colors in the final colormap.
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// If they occur more than X amount of times, we ignore them as a
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// potential fixed light.
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memset(freq, 0, sizeof(freq));
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for (i = 0; i < 256; ++i)
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{
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freq[lastcolormap[i]]++;
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}
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|
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// Now check the colormaps for fixed lights that are uncommon in the
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// final coloramp.
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for (i = 255; i >= 0; --i)
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{
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BYTE color = lastcolormap[i];
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if (freq[color] > 10) // arbitrary number to decide "common" colors
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{
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continue;
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}
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// It's rare in the final colormap. See if it's the same for all colormaps.
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for (j = 0; j < NUMCOLORMAPS - 1; ++j)
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{
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if (colormaps[j * 256 + i] != color)
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break;
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}
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if (j == NUMCOLORMAPS - 1)
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{ // It was the same all the way across.
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return true;
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}
|
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}
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return false;
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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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|
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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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DWORD 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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|
|
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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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|
|
// R_BlendForColormap
|
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|
|
//
|
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|
//==========================================================================
|
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|
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DWORD R_BlendForColormap (DWORD map)
|
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|
|
{
|
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|
|
return APART(map) ? map :
|
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|
|
map < fakecmaps.Size() ? DWORD(fakecmaps[map].blend) : 0;
|
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|
|
}
|