mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
- separated all colormap related code from v_palette.cpp and r_data.cpp into its own file.
SVN r3245 (trunk)
This commit is contained in:
parent
6748432014
commit
4626492f50
35 changed files with 898 additions and 745 deletions
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@ -904,6 +904,7 @@ add_executable( zdoom WIN32
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fragglescript/t_spec.cpp
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fragglescript/t_variable.cpp
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fragglescript/t_cmd.cpp
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resources/colormaps.cpp
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autozend.cpp
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)
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@ -63,6 +63,7 @@
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#include "a_artifacts.h"
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#include "po_man.h"
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#include "a_keys.h"
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#include "resources/colormaps.h"
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//=============================================================================
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//
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@ -65,6 +65,7 @@
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#include "g_level.h"
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#include "v_palette.h"
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#include "v_font.h"
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#include "resources/colormaps.h"
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static FRandom pr_script("FScript");
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@ -79,6 +79,7 @@
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#include "d_event.h"
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#include "p_acs.h"
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#include "m_joy.h"
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#include "resources/colormaps.h"
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#include <zlib.h>
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@ -79,6 +79,7 @@
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#include "v_palette.h"
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#include "menu/menu.h"
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#include "a_strifeglobal.h"
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#include "resources/colormaps.h"
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#include "gi.h"
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@ -19,6 +19,7 @@
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#include "g_level.h"
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#include "doomstat.h"
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#include "v_palette.h"
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#include "resources/colormaps.h"
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static FRandom pr_torch ("Torch");
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@ -40,8 +40,8 @@
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#include "p_lnspec.h"
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#include "w_wad.h"
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#include "sc_man.h"
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#include "v_palette.h"
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#include "g_level.h"
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#include "resources/colormaps.h"
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#ifdef _3DFLOORS
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@ -9,7 +9,6 @@
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#include "p_local.h"
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#include "m_swap.h"
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#include "v_palette.h"
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#include "w_wad.h"
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#include "templates.h"
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#include "r_sky.h"
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@ -17,6 +16,7 @@
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#include "r_defs.h"
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#include "p_setup.h"
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#include "g_level.h"
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#include "resources/colormaps.h"
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// MACROS ------------------------------------------------------------------
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@ -56,6 +56,7 @@
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#include "p_3dmidtex.h"
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#include "d_net.h"
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#include "d_event.h"
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#include "resources/colormaps.h"
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#define FUNC(a) static int a (line_t *ln, AActor *it, bool backSide, \
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int arg0, int arg1, int arg2, int arg3, int arg4)
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@ -61,6 +61,7 @@
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#include "v_palette.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "resources/colormaps.h"
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// MACROS ------------------------------------------------------------------
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@ -48,6 +48,7 @@
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#include "g_level.h"
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#include "po_man.h"
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#include "p_setup.h"
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#include "resources/colormaps.h"
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static void CopyPlayer (player_t *dst, player_t *src, const char *name);
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static void ReadOnePlayer (FArchive &arc, bool skipload);
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@ -25,7 +25,7 @@
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#include "p_spec.h"
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#include "c_cvars.h"
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#include "doomstat.h"
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#include "v_palette.h"
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#include "resources/colormaps.h"
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// [RH]
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@ -66,6 +66,7 @@
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#include "md5.h"
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#include "compatibility.h"
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#include "po_man.h"
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#include "resources/colormaps.h"
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#include "fragglescript/t_fs.h"
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@ -43,6 +43,7 @@
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#include "g_level.h"
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#include "v_palette.h"
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#include "p_udmf.h"
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#include "resources/colormaps.h"
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//===========================================================================
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//
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@ -54,6 +54,7 @@
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#include "v_palette.h"
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#include "r_sky.h"
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#include "po_man.h"
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#include "resources/colormaps.h"
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int WallMost (short *mostbuf, const secplane_t &plane);
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274
src/r_data.cpp
274
src/r_data.cpp
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@ -46,281 +46,9 @@
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#include "r_bsp.h"
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#include "r_segs.h"
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#include "v_palette.h"
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#include "resources/colormaps.h"
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static int R_CountTexturesX ();
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static int R_CountLumpTextures (int lumpnum);
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static bool R_CheckForFixedLights(const BYTE *colormaps);
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extern void R_DeinitBuildTiles();
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extern int R_CountBuildTiles();
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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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//==========================================================================
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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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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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}
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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.Maps = realcolormaps;
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NormalLightHasFixedLights = R_CheckForFixedLights(realcolormaps);
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numfakecmaps = fakecmaps.Size();
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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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// 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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// [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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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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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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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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}
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//==========================================================================
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//
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// R_InitData
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@ -136,12 +136,6 @@ void R_PrecacheLevel (void);
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// Retrieval.
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DWORD R_ColormapNumForName(const char *name); // killough 4/4/98
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void R_SetDefaultColormap (const char *name); // [RH] change normal fadetable
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DWORD R_BlendForColormap (DWORD map); // [RH] return calculated blend for a colormap
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extern BYTE *realcolormaps; // [RH] make the colormaps externally visible
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extern size_t numfakecmaps;
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int R_FindSkin (const char *name, int pclass); // [RH] Find a skin
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FVoxel *R_LoadKVX(int lumpnum);
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@ -38,6 +38,7 @@
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#include "g_level.h"
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#include "r_translate.h"
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#include "v_palette.h"
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#include "resources/colormaps.h"
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#include "gi.h"
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#include "stats.h"
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@ -52,6 +52,7 @@
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#include "r_3dfloors.h"
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#include "v_palette.h"
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#include "po_man.h"
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#include "resources/colormaps.h"
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// MACROS ------------------------------------------------------------------
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@ -57,6 +57,7 @@
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#include "r_segs.h"
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#include "r_3dfloors.h"
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#include "v_palette.h"
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#include "resources/colormaps.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244)
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@ -81,6 +81,7 @@ Low priority:
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#include "r_bsp.h"
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#include "v_palette.h"
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#include "v_font.h"
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#include "resources/colormaps.h"
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EXTERN_CVAR (Int, r_polymost)
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@ -51,6 +51,7 @@
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#include "r_segs.h"
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#include "r_3dfloors.h"
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#include "v_palette.h"
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#include "resources/colormaps.h"
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#define WALLYREPEAT 8
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@ -59,6 +59,7 @@
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#include "r_3dfloors.h"
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#include "v_palette.h"
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#include "r_translate.h"
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#include "resources/colormaps.h"
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extern fixed_t globaluclip, globaldclip;
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@ -47,6 +47,7 @@
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#include "doomerrors.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "resources/colormaps.h"
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#include "gi.h"
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#include "stats.h"
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666
src/resources/colormaps.cpp
Normal file
666
src/resources/colormaps.cpp
Normal file
|
@ -0,0 +1,666 @@
|
|||
/*
|
||||
** r_data.cpp
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 1998-2008 Randy Heit
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions
|
||||
** are met:
|
||||
**
|
||||
** 1. Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
||||
** documentation and/or other materials provided with the distribution.
|
||||
** 3. The name of the author may not be used to endorse or promote products
|
||||
** derived from this software without specific prior written permission.
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
**
|
||||
*/
|
||||
|
||||
#include <stddef.h>
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
#include <float.h>
|
||||
|
||||
#include "i_system.h"
|
||||
#include "w_wad.h"
|
||||
#include "doomdef.h"
|
||||
#include "r_local.h"
|
||||
#include "r_sky.h"
|
||||
#include "c_dispatch.h"
|
||||
#include "r_data.h"
|
||||
#include "sc_man.h"
|
||||
#include "v_text.h"
|
||||
#include "st_start.h"
|
||||
#include "doomstat.h"
|
||||
#include "r_bsp.h"
|
||||
#include "r_segs.h"
|
||||
#include "v_palette.h"
|
||||
#include "colormatcher.h"
|
||||
#include "colormaps.h"
|
||||
|
||||
static bool R_CheckForFixedLights(const BYTE *colormaps);
|
||||
|
||||
|
||||
extern "C" {
|
||||
FDynamicColormap NormalLight;
|
||||
}
|
||||
bool NormalLightHasFixedLights;
|
||||
|
||||
|
||||
struct FakeCmap
|
||||
{
|
||||
char name[8];
|
||||
PalEntry blend;
|
||||
int lump;
|
||||
};
|
||||
|
||||
TArray<FakeCmap> fakecmaps;
|
||||
BYTE *realcolormaps;
|
||||
size_t numfakecmaps;
|
||||
|
||||
|
||||
|
||||
TArray<FSpecialColormap> SpecialColormaps;
|
||||
BYTE DesaturateColormap[31][256];
|
||||
|
||||
struct FSpecialColormapParameters
|
||||
{
|
||||
float Start[3], End[3];
|
||||
};
|
||||
|
||||
static FSpecialColormapParameters SpecialColormapParms[] =
|
||||
{
|
||||
// Doom invulnerability is an inverted grayscale.
|
||||
// Strife uses it when firing the Sigil
|
||||
{ { 1, 1, 1 }, { 0, 0, 0 } },
|
||||
|
||||
// Heretic invulnerability is a golden shade.
|
||||
{ { 0, 0, 0 }, { 1.5, 0.75, 0 }, },
|
||||
|
||||
// [BC] Build the Doomsphere colormap. It is red!
|
||||
{ { 0, 0, 0 }, { 1.5, 0, 0 } },
|
||||
|
||||
// [BC] Build the Guardsphere colormap. It's a greenish-white kind of thing.
|
||||
{ { 0, 0, 0 }, { 1.25, 1.5, 1 } },
|
||||
|
||||
// Build a blue colormap.
|
||||
{ { 0, 0, 0 }, { 0, 0, 1.5 } },
|
||||
};
|
||||
|
||||
static void FreeSpecialLights();
|
||||
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b2)
|
||||
{
|
||||
// Clamp these in range for the hardware shader.
|
||||
r1 = clamp(r1, 0.0f, 2.0f);
|
||||
g1 = clamp(g1, 0.0f, 2.0f);
|
||||
b1 = clamp(b1, 0.0f, 2.0f);
|
||||
r2 = clamp(r2, 0.0f, 2.0f);
|
||||
g2 = clamp(g2, 0.0f, 2.0f);
|
||||
b2 = clamp(b2, 0.0f, 2.0f);
|
||||
|
||||
for(unsigned i=0; i<SpecialColormaps.Size(); i++)
|
||||
{
|
||||
// Avoid precision issues here when trying to find a proper match.
|
||||
if (fabs(SpecialColormaps[i].ColorizeStart[0]- r1) < FLT_EPSILON &&
|
||||
fabs(SpecialColormaps[i].ColorizeStart[1]- g1) < FLT_EPSILON &&
|
||||
fabs(SpecialColormaps[i].ColorizeStart[2]- b1) < FLT_EPSILON &&
|
||||
fabs(SpecialColormaps[i].ColorizeEnd[0]- r2) < FLT_EPSILON &&
|
||||
fabs(SpecialColormaps[i].ColorizeEnd[1]- g2) < FLT_EPSILON &&
|
||||
fabs(SpecialColormaps[i].ColorizeEnd[2]- b2) < FLT_EPSILON)
|
||||
{
|
||||
return i; // The map already exists
|
||||
}
|
||||
}
|
||||
|
||||
FSpecialColormap *cm = &SpecialColormaps[SpecialColormaps.Reserve(1)];
|
||||
|
||||
cm->ColorizeStart[0] = float(r1);
|
||||
cm->ColorizeStart[1] = float(g1);
|
||||
cm->ColorizeStart[2] = float(b1);
|
||||
cm->ColorizeEnd[0] = float(r2);
|
||||
cm->ColorizeEnd[1] = float(g2);
|
||||
cm->ColorizeEnd[2] = float(b2);
|
||||
|
||||
r2 -= r1;
|
||||
g2 -= g1;
|
||||
b2 -= b1;
|
||||
r1 *= 255;
|
||||
g1 *= 255;
|
||||
b1 *= 255;
|
||||
|
||||
for (int c = 0; c < 256; c++)
|
||||
{
|
||||
double intensity = (GPalette.BaseColors[c].r * 77 +
|
||||
GPalette.BaseColors[c].g * 143 +
|
||||
GPalette.BaseColors[c].b * 37) / 256.0;
|
||||
|
||||
PalEntry pe = PalEntry( MIN(255, int(r1 + intensity*r2)),
|
||||
MIN(255, int(g1 + intensity*g2)),
|
||||
MIN(255, int(b1 + intensity*b2)));
|
||||
|
||||
cm->Colormap[c] = ColorMatcher.Pick(pe);
|
||||
}
|
||||
|
||||
// This table is used by the texture composition code
|
||||
for(int i = 0;i < 256; i++)
|
||||
{
|
||||
cm->GrayscaleToColor[i] = PalEntry( MIN(255, int(r1 + i*r2)),
|
||||
MIN(255, int(g1 + i*g2)),
|
||||
MIN(255, int(b1 + i*b2)));
|
||||
}
|
||||
return SpecialColormaps.Size() - 1;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Colored Lighting Stuffs
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FDynamicColormap *GetSpecialLights (PalEntry color, PalEntry fade, int desaturate)
|
||||
{
|
||||
FDynamicColormap *colormap;
|
||||
|
||||
// If this colormap has already been created, just return it
|
||||
for (colormap = &NormalLight; colormap != NULL; colormap = colormap->Next)
|
||||
{
|
||||
if (color == colormap->Color &&
|
||||
fade == colormap->Fade &&
|
||||
desaturate == colormap->Desaturate)
|
||||
{
|
||||
return colormap;
|
||||
}
|
||||
}
|
||||
|
||||
// Not found. Create it.
|
||||
colormap = new FDynamicColormap;
|
||||
colormap->Next = NormalLight.Next;
|
||||
colormap->Color = color;
|
||||
colormap->Fade = fade;
|
||||
colormap->Desaturate = desaturate;
|
||||
NormalLight.Next = colormap;
|
||||
|
||||
if (screen->UsesColormap())
|
||||
{
|
||||
colormap->Maps = new BYTE[NUMCOLORMAPS*256];
|
||||
colormap->BuildLights ();
|
||||
}
|
||||
else colormap->Maps = NULL;
|
||||
|
||||
return colormap;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Free all lights created with GetSpecialLights
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void FreeSpecialLights()
|
||||
{
|
||||
FDynamicColormap *colormap, *next;
|
||||
|
||||
for (colormap = NormalLight.Next; colormap != NULL; colormap = next)
|
||||
{
|
||||
next = colormap->Next;
|
||||
delete[] colormap->Maps;
|
||||
delete colormap;
|
||||
}
|
||||
NormalLight.Next = NULL;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Builds NUMCOLORMAPS colormaps lit with the specified color
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FDynamicColormap::BuildLights ()
|
||||
{
|
||||
int l, c;
|
||||
int lr, lg, lb, ld, ild;
|
||||
PalEntry colors[256], basecolors[256];
|
||||
BYTE *shade;
|
||||
|
||||
if (Maps == NULL)
|
||||
return;
|
||||
|
||||
// Scale light to the range 0-256, so we can avoid
|
||||
// dividing by 255 in the bottom loop.
|
||||
lr = Color.r*256/255;
|
||||
lg = Color.g*256/255;
|
||||
lb = Color.b*256/255;
|
||||
ld = Desaturate*256/255;
|
||||
if (ld < 0) // No negative desaturations, please.
|
||||
{
|
||||
ld = -ld;
|
||||
}
|
||||
ild = 256-ld;
|
||||
|
||||
if (ld == 0)
|
||||
{
|
||||
memcpy (basecolors, GPalette.BaseColors, sizeof(basecolors));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Desaturate the palette before lighting it.
|
||||
for (c = 0; c < 256; c++)
|
||||
{
|
||||
int r = GPalette.BaseColors[c].r;
|
||||
int g = GPalette.BaseColors[c].g;
|
||||
int b = GPalette.BaseColors[c].b;
|
||||
int intensity = ((r * 77 + g * 143 + b * 37) >> 8) * ld;
|
||||
basecolors[c].r = (r*ild + intensity) >> 8;
|
||||
basecolors[c].g = (g*ild + intensity) >> 8;
|
||||
basecolors[c].b = (b*ild + intensity) >> 8;
|
||||
basecolors[c].a = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// build normal (but colored) light mappings
|
||||
for (l = 0; l < NUMCOLORMAPS; l++)
|
||||
{
|
||||
DoBlending (basecolors, colors, 256,
|
||||
Fade.r, Fade.g, Fade.b, l * (256 / NUMCOLORMAPS));
|
||||
|
||||
shade = Maps + 256*l;
|
||||
if ((DWORD)Color == MAKERGB(255,255,255))
|
||||
{ // White light, so we can just pick the colors directly
|
||||
for (c = 0; c < 256; c++)
|
||||
{
|
||||
*shade++ = ColorMatcher.Pick (colors[c].r, colors[c].g, colors[c].b);
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // Colored light, so do the (slightly) slower thing
|
||||
for (c = 0; c < 256; c++)
|
||||
{
|
||||
*shade++ = ColorMatcher.Pick (
|
||||
(colors[c].r*lr)>>8,
|
||||
(colors[c].g*lg)>>8,
|
||||
(colors[c].b*lb)>>8);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FDynamicColormap::ChangeColor (PalEntry lightcolor, int desaturate)
|
||||
{
|
||||
if (lightcolor != Color || desaturate != Desaturate)
|
||||
{
|
||||
Color = lightcolor;
|
||||
// [BB] desaturate must be in [0,255]
|
||||
Desaturate = clamp(desaturate, 0, 255);
|
||||
if (Maps) BuildLights ();
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FDynamicColormap::ChangeFade (PalEntry fadecolor)
|
||||
{
|
||||
if (fadecolor != Fade)
|
||||
{
|
||||
Fade = fadecolor;
|
||||
if (Maps) BuildLights ();
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FDynamicColormap::ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor)
|
||||
{
|
||||
if (lightcolor != Color || fadecolor != Fade)
|
||||
{
|
||||
Color = lightcolor;
|
||||
Fade = fadecolor;
|
||||
if (Maps) BuildLights ();
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FDynamicColormap::RebuildAllLights()
|
||||
{
|
||||
if (screen->UsesColormap())
|
||||
{
|
||||
FDynamicColormap *cm;
|
||||
|
||||
for (cm = &NormalLight; cm != NULL; cm = cm->Next)
|
||||
{
|
||||
if (cm->Maps == NULL)
|
||||
{
|
||||
cm->Maps = new BYTE[NUMCOLORMAPS*256];
|
||||
cm->BuildLights ();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_SetDefaultColormap
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void R_SetDefaultColormap (const char *name)
|
||||
{
|
||||
if (strnicmp (fakecmaps[0].name, name, 8) != 0)
|
||||
{
|
||||
int lump, i, j;
|
||||
BYTE map[256];
|
||||
BYTE unremap[256];
|
||||
BYTE remap[256];
|
||||
|
||||
// [RH] If using BUILD's palette, generate the colormap
|
||||
if (Wads.CheckNumForFullName("palette.dat") >= 0 || Wads.CheckNumForFullName("blood.pal") >= 0)
|
||||
{
|
||||
Printf ("Make colormap\n");
|
||||
FDynamicColormap foo;
|
||||
|
||||
foo.Color = 0xFFFFFF;
|
||||
foo.Fade = 0;
|
||||
foo.Maps = realcolormaps;
|
||||
foo.Desaturate = 0;
|
||||
foo.Next = NULL;
|
||||
foo.BuildLights ();
|
||||
}
|
||||
else
|
||||
{
|
||||
lump = Wads.CheckNumForName (name, ns_colormaps);
|
||||
if (lump == -1)
|
||||
lump = Wads.CheckNumForName (name, ns_global);
|
||||
FWadLump lumpr = Wads.OpenLumpNum (lump);
|
||||
|
||||
// [RH] The colormap may not have been designed for the specific
|
||||
// palette we are using, so remap it to match the current palette.
|
||||
memcpy (remap, GPalette.Remap, 256);
|
||||
memset (unremap, 0, 256);
|
||||
for (i = 0; i < 256; ++i)
|
||||
{
|
||||
unremap[remap[i]] = i;
|
||||
}
|
||||
// Mapping to color 0 is okay, because the colormap won't be used to
|
||||
// produce a masked texture.
|
||||
remap[0] = 0;
|
||||
for (i = 0; i < NUMCOLORMAPS; ++i)
|
||||
{
|
||||
BYTE *map2 = &realcolormaps[i*256];
|
||||
lumpr.Read (map, 256);
|
||||
for (j = 0; j < 256; ++j)
|
||||
{
|
||||
map2[j] = remap[map[unremap[j]]];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
uppercopy (fakecmaps[0].name, name);
|
||||
fakecmaps[0].blend = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_DeinitColormaps
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void R_DeinitColormaps ()
|
||||
{
|
||||
SpecialColormaps.Clear();
|
||||
fakecmaps.Clear();
|
||||
if (realcolormaps != NULL)
|
||||
{
|
||||
delete[] realcolormaps;
|
||||
realcolormaps = NULL;
|
||||
}
|
||||
FreeSpecialLights();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_InitColormaps
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void R_InitColormaps ()
|
||||
{
|
||||
// [RH] Try and convert BOOM colormaps into blending values.
|
||||
// This is a really rough hack, but it's better than
|
||||
// not doing anything with them at all (right?)
|
||||
|
||||
FakeCmap cm;
|
||||
|
||||
R_DeinitColormaps();
|
||||
|
||||
cm.name[0] = 0;
|
||||
cm.blend = 0;
|
||||
fakecmaps.Push(cm);
|
||||
|
||||
DWORD NumLumps = Wads.GetNumLumps();
|
||||
|
||||
for (DWORD i = 0; i < NumLumps; i++)
|
||||
{
|
||||
if (Wads.GetLumpNamespace(i) == ns_colormaps)
|
||||
{
|
||||
char name[9];
|
||||
name[8] = 0;
|
||||
Wads.GetLumpName (name, i);
|
||||
|
||||
if (Wads.CheckNumForName (name, ns_colormaps) == (int)i)
|
||||
{
|
||||
strncpy(cm.name, name, 8);
|
||||
cm.blend = 0;
|
||||
cm.lump = i;
|
||||
fakecmaps.Push(cm);
|
||||
}
|
||||
}
|
||||
}
|
||||
realcolormaps = new BYTE[256*NUMCOLORMAPS*fakecmaps.Size()];
|
||||
R_SetDefaultColormap ("COLORMAP");
|
||||
|
||||
if (fakecmaps.Size() > 1)
|
||||
{
|
||||
BYTE unremap[256], remap[256], mapin[256];
|
||||
int i;
|
||||
unsigned j;
|
||||
|
||||
memcpy (remap, GPalette.Remap, 256);
|
||||
memset (unremap, 0, 256);
|
||||
for (i = 0; i < 256; ++i)
|
||||
{
|
||||
unremap[remap[i]] = i;
|
||||
}
|
||||
remap[0] = 0;
|
||||
for (j = 1; j < fakecmaps.Size(); j++)
|
||||
{
|
||||
if (Wads.LumpLength (fakecmaps[j].lump) >= (NUMCOLORMAPS+1)*256)
|
||||
{
|
||||
int k, r, g, b;
|
||||
FWadLump lump = Wads.OpenLumpNum (fakecmaps[j].lump);
|
||||
BYTE *const map = realcolormaps + NUMCOLORMAPS*256*j;
|
||||
|
||||
for (k = 0; k < NUMCOLORMAPS; ++k)
|
||||
{
|
||||
BYTE *map2 = &map[k*256];
|
||||
lump.Read (mapin, 256);
|
||||
map2[0] = 0;
|
||||
for (r = 1; r < 256; ++r)
|
||||
{
|
||||
map2[r] = remap[mapin[unremap[r]]];
|
||||
}
|
||||
}
|
||||
|
||||
r = g = b = 0;
|
||||
|
||||
for (k = 0; k < 256; k++)
|
||||
{
|
||||
r += GPalette.BaseColors[map[k]].r;
|
||||
g += GPalette.BaseColors[map[k]].g;
|
||||
b += GPalette.BaseColors[map[k]].b;
|
||||
}
|
||||
fakecmaps[j].blend = PalEntry (255, r/256, g/256, b/256);
|
||||
}
|
||||
}
|
||||
}
|
||||
NormalLight.Color = PalEntry (255, 255, 255);
|
||||
NormalLight.Fade = 0;
|
||||
NormalLight.Maps = realcolormaps;
|
||||
NormalLightHasFixedLights = R_CheckForFixedLights(realcolormaps);
|
||||
numfakecmaps = fakecmaps.Size();
|
||||
|
||||
// build default special maps (e.g. invulnerability)
|
||||
|
||||
for (unsigned i = 0; i < countof(SpecialColormapParms); ++i)
|
||||
{
|
||||
AddSpecialColormap(SpecialColormapParms[i].Start[0], SpecialColormapParms[i].Start[1],
|
||||
SpecialColormapParms[i].Start[2], SpecialColormapParms[i].End[0],
|
||||
SpecialColormapParms[i].End[1], SpecialColormapParms[i].End[2]);
|
||||
}
|
||||
// desaturated colormaps. These are used for texture composition
|
||||
for(int m = 0; m < 31; m++)
|
||||
{
|
||||
BYTE *shade = DesaturateColormap[m];
|
||||
for (int c = 0; c < 256; c++)
|
||||
{
|
||||
int intensity = (GPalette.BaseColors[c].r * 77 +
|
||||
GPalette.BaseColors[c].g * 143 +
|
||||
GPalette.BaseColors[c].b * 37) / 256;
|
||||
|
||||
int r = (GPalette.BaseColors[c].r * (31-m) + intensity *m) / 31;
|
||||
int g = (GPalette.BaseColors[c].g * (31-m) + intensity *m) / 31;
|
||||
int b = (GPalette.BaseColors[c].b * (31-m) + intensity *m) / 31;
|
||||
shade[c] = ColorMatcher.Pick(r, g, b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_CheckForFixedLights
|
||||
//
|
||||
// Returns true if there are any entries in the colormaps that are the
|
||||
// same for every colormap and not the fade color.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static bool R_CheckForFixedLights(const BYTE *colormaps)
|
||||
{
|
||||
const BYTE *lastcolormap = colormaps + (NUMCOLORMAPS - 1) * 256;
|
||||
BYTE freq[256];
|
||||
int i, j;
|
||||
|
||||
// Count the frequencies of different colors in the final colormap.
|
||||
// If they occur more than X amount of times, we ignore them as a
|
||||
// potential fixed light.
|
||||
|
||||
memset(freq, 0, sizeof(freq));
|
||||
for (i = 0; i < 256; ++i)
|
||||
{
|
||||
freq[lastcolormap[i]]++;
|
||||
}
|
||||
|
||||
// Now check the colormaps for fixed lights that are uncommon in the
|
||||
// final coloramp.
|
||||
for (i = 255; i >= 0; --i)
|
||||
{
|
||||
BYTE color = lastcolormap[i];
|
||||
if (freq[color] > 10) // arbitrary number to decide "common" colors
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// It's rare in the final colormap. See if it's the same for all colormaps.
|
||||
for (j = 0; j < NUMCOLORMAPS - 1; ++j)
|
||||
{
|
||||
if (colormaps[j * 256 + i] != color)
|
||||
break;
|
||||
}
|
||||
if (j == NUMCOLORMAPS - 1)
|
||||
{ // It was the same all the way across.
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// [RH] Returns an index into realcolormaps. Multiply it by
|
||||
// 256*NUMCOLORMAPS to find the start of the colormap to use.
|
||||
// WATERMAP is an exception and returns a blending value instead.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
DWORD R_ColormapNumForName (const char *name)
|
||||
{
|
||||
if (strnicmp (name, "COLORMAP", 8))
|
||||
{ // COLORMAP always returns 0
|
||||
for(int i=fakecmaps.Size()-1; i > 0; i--)
|
||||
{
|
||||
if (!strnicmp(name, fakecmaps[i].name, 8))
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
if (!strnicmp (name, "WATERMAP", 8))
|
||||
return MAKEARGB (128,0,0x4f,0xa5);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_BlendForColormap
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
DWORD R_BlendForColormap (DWORD map)
|
||||
{
|
||||
return APART(map) ? map :
|
||||
map < fakecmaps.Size() ? DWORD(fakecmaps[map].blend) : 0;
|
||||
}
|
89
src/resources/colormaps.h
Normal file
89
src/resources/colormaps.h
Normal file
|
@ -0,0 +1,89 @@
|
|||
#ifndef __RES_CMAP_H
|
||||
#define __RES_CMAP_H
|
||||
|
||||
void R_InitColormaps ();
|
||||
void R_DeinitColormaps ();
|
||||
|
||||
DWORD R_ColormapNumForName(const char *name); // killough 4/4/98
|
||||
void R_SetDefaultColormap (const char *name); // [RH] change normal fadetable
|
||||
DWORD R_BlendForColormap (DWORD map); // [RH] return calculated blend for a colormap
|
||||
extern BYTE *realcolormaps; // [RH] make the colormaps externally visible
|
||||
extern size_t numfakecmaps;
|
||||
|
||||
|
||||
|
||||
struct FDynamicColormap
|
||||
{
|
||||
void ChangeFade (PalEntry fadecolor);
|
||||
void ChangeColor (PalEntry lightcolor, int desaturate);
|
||||
void ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor);
|
||||
void BuildLights ();
|
||||
static void RebuildAllLights();
|
||||
|
||||
BYTE *Maps;
|
||||
PalEntry Color;
|
||||
PalEntry Fade;
|
||||
int Desaturate;
|
||||
FDynamicColormap *Next;
|
||||
};
|
||||
|
||||
// For hardware-accelerated weapon sprites in colored sectors
|
||||
struct FColormapStyle
|
||||
{
|
||||
PalEntry Color;
|
||||
PalEntry Fade;
|
||||
int Desaturate;
|
||||
float FadeLevel;
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
NOFIXEDCOLORMAP = -1,
|
||||
INVERSECOLORMAP, // the inverse map is used explicitly in a few places.
|
||||
};
|
||||
|
||||
|
||||
struct FSpecialColormap
|
||||
{
|
||||
float ColorizeStart[3];
|
||||
float ColorizeEnd[3];
|
||||
BYTE Colormap[256];
|
||||
PalEntry GrayscaleToColor[256];
|
||||
};
|
||||
|
||||
extern TArray<FSpecialColormap> SpecialColormaps;
|
||||
|
||||
// some utility functions to store special colormaps in powerup blends
|
||||
#define SPECIALCOLORMAP_MASK 0x00b60000
|
||||
|
||||
inline int MakeSpecialColormap(int index)
|
||||
{
|
||||
assert(index >= 0 && index < 65536);
|
||||
return index | SPECIALCOLORMAP_MASK;
|
||||
}
|
||||
|
||||
inline bool IsSpecialColormap(int map)
|
||||
{
|
||||
return (map & 0xFFFF0000) == SPECIALCOLORMAP_MASK;
|
||||
}
|
||||
|
||||
inline int GetSpecialColormap(int blend)
|
||||
{
|
||||
return IsSpecialColormap(blend) ? blend & 0xFFFF : NOFIXEDCOLORMAP;
|
||||
}
|
||||
|
||||
int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b2);
|
||||
|
||||
|
||||
|
||||
extern BYTE DesaturateColormap[31][256];
|
||||
extern "C"
|
||||
{
|
||||
extern FDynamicColormap NormalLight;
|
||||
}
|
||||
extern bool NormalLightHasFixedLights;
|
||||
|
||||
FDynamicColormap *GetSpecialLights (PalEntry lightcolor, PalEntry fadecolor, int desaturate);
|
||||
|
||||
|
||||
#endif
|
|
@ -69,8 +69,6 @@ struct MiniModeInfo
|
|||
|
||||
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
|
||||
|
||||
void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
|
||||
|
||||
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
|
||||
|
||||
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
|
||||
|
|
|
@ -36,6 +36,7 @@
|
|||
#include "templates.h"
|
||||
#include "r_translate.h"
|
||||
#include "v_palette.h"
|
||||
#include "resources/colormaps.h"
|
||||
|
||||
|
||||
//===========================================================================
|
||||
|
|
|
@ -47,6 +47,7 @@
|
|||
#include "bitmap.h"
|
||||
#include "colormatcher.h"
|
||||
#include "v_palette.h"
|
||||
#include "resources/colormaps.h"
|
||||
|
||||
// On the Alpha, accessing the shorts directly if they aren't aligned on a
|
||||
// 4-byte boundary causes unaligned access warnings. Why it does this at
|
||||
|
|
|
@ -68,6 +68,7 @@
|
|||
#include "a_morph.h"
|
||||
#include "colormatcher.h"
|
||||
#include "teaminfo.h"
|
||||
#include "resources/colormaps.h"
|
||||
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -52,6 +52,7 @@
|
|||
#include "templates.h"
|
||||
#include "d_net.h"
|
||||
#include "colormatcher.h"
|
||||
#include "resources/colormaps.h"
|
||||
|
||||
// [RH] Stretch values to make a 320x200 image best fit the screen
|
||||
// without using fractional steppings
|
||||
|
|
|
@ -57,41 +57,9 @@
|
|||
#include "x86.h"
|
||||
#include "colormatcher.h"
|
||||
#include "v_palette.h"
|
||||
#include "resources/colormaps.h"
|
||||
|
||||
extern "C" {
|
||||
FDynamicColormap NormalLight;
|
||||
}
|
||||
bool NormalLightHasFixedLights;
|
||||
FPalette GPalette;
|
||||
TArray<FSpecialColormap> SpecialColormaps;
|
||||
BYTE DesaturateColormap[31][256];
|
||||
|
||||
struct FSpecialColormapParameters
|
||||
{
|
||||
float Start[3], End[3];
|
||||
};
|
||||
|
||||
static FSpecialColormapParameters SpecialColormapParms[] =
|
||||
{
|
||||
// Doom invulnerability is an inverted grayscale.
|
||||
// Strife uses it when firing the Sigil
|
||||
{ { 1, 1, 1 }, { 0, 0, 0 } },
|
||||
|
||||
// Heretic invulnerability is a golden shade.
|
||||
{ { 0, 0, 0 }, { 1.5, 0.75, 0 }, },
|
||||
|
||||
// [BC] Build the Doomsphere colormap. It is red!
|
||||
{ { 0, 0, 0 }, { 1.5, 0, 0 } },
|
||||
|
||||
// [BC] Build the Guardsphere colormap. It's a greenish-white kind of thing.
|
||||
{ { 0, 0, 0 }, { 1.25, 1.5, 1 } },
|
||||
|
||||
// Build a blue colormap.
|
||||
{{ 0, 0, 0 }, { 0, 0, 1.5 } },
|
||||
};
|
||||
|
||||
static void FreeSpecialLights();
|
||||
|
||||
FColorMatcher ColorMatcher;
|
||||
|
||||
/* Current color blending values */
|
||||
|
@ -377,79 +345,12 @@ static bool FixBuildPalette (BYTE *opal, int lump, bool blood)
|
|||
return true;
|
||||
}
|
||||
|
||||
int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b2)
|
||||
{
|
||||
// Clamp these in range for the hardware shader.
|
||||
r1 = clamp(r1, 0.0f, 2.0f);
|
||||
g1 = clamp(g1, 0.0f, 2.0f);
|
||||
b1 = clamp(b1, 0.0f, 2.0f);
|
||||
r2 = clamp(r2, 0.0f, 2.0f);
|
||||
g2 = clamp(g2, 0.0f, 2.0f);
|
||||
b2 = clamp(b2, 0.0f, 2.0f);
|
||||
|
||||
for(unsigned i=0; i<SpecialColormaps.Size(); i++)
|
||||
{
|
||||
// Avoid precision issues here when trying to find a proper match.
|
||||
if (fabs(SpecialColormaps[i].ColorizeStart[0]- r1) < FLT_EPSILON &&
|
||||
fabs(SpecialColormaps[i].ColorizeStart[1]- g1) < FLT_EPSILON &&
|
||||
fabs(SpecialColormaps[i].ColorizeStart[2]- b1) < FLT_EPSILON &&
|
||||
fabs(SpecialColormaps[i].ColorizeEnd[0]- r2) < FLT_EPSILON &&
|
||||
fabs(SpecialColormaps[i].ColorizeEnd[1]- g2) < FLT_EPSILON &&
|
||||
fabs(SpecialColormaps[i].ColorizeEnd[2]- b2) < FLT_EPSILON)
|
||||
{
|
||||
return i; // The map already exists
|
||||
}
|
||||
}
|
||||
|
||||
FSpecialColormap *cm = &SpecialColormaps[SpecialColormaps.Reserve(1)];
|
||||
|
||||
cm->ColorizeStart[0] = float(r1);
|
||||
cm->ColorizeStart[1] = float(g1);
|
||||
cm->ColorizeStart[2] = float(b1);
|
||||
cm->ColorizeEnd[0] = float(r2);
|
||||
cm->ColorizeEnd[1] = float(g2);
|
||||
cm->ColorizeEnd[2] = float(b2);
|
||||
|
||||
r2 -= r1;
|
||||
g2 -= g1;
|
||||
b2 -= b1;
|
||||
r1 *= 255;
|
||||
g1 *= 255;
|
||||
b1 *= 255;
|
||||
|
||||
for (int c = 0; c < 256; c++)
|
||||
{
|
||||
double intensity = (GPalette.BaseColors[c].r * 77 +
|
||||
GPalette.BaseColors[c].g * 143 +
|
||||
GPalette.BaseColors[c].b * 37) / 256.0;
|
||||
|
||||
PalEntry pe = PalEntry( MIN(255, int(r1 + intensity*r2)),
|
||||
MIN(255, int(g1 + intensity*g2)),
|
||||
MIN(255, int(b1 + intensity*b2)));
|
||||
|
||||
cm->Colormap[c] = ColorMatcher.Pick(pe);
|
||||
}
|
||||
|
||||
// This table is used by the texture composition code
|
||||
for(int i = 0;i < 256; i++)
|
||||
{
|
||||
cm->GrayscaleToColor[i] = PalEntry( MIN(255, int(r1 + i*r2)),
|
||||
MIN(255, int(g1 + i*g2)),
|
||||
MIN(255, int(b1 + i*b2)));
|
||||
}
|
||||
return SpecialColormaps.Size() - 1;
|
||||
}
|
||||
|
||||
void InitPalette ()
|
||||
{
|
||||
BYTE pal[768];
|
||||
int c;
|
||||
bool usingBuild = false;
|
||||
int lump;
|
||||
|
||||
atterm (FreeSpecialLights);
|
||||
FreeSpecialLights();
|
||||
|
||||
if ((lump = Wads.CheckNumForFullName ("palette.dat")) >= 0 && Wads.LumpLength (lump) >= 768)
|
||||
{
|
||||
usingBuild = FixBuildPalette (pal, lump, false);
|
||||
|
@ -478,37 +379,6 @@ void InitPalette ()
|
|||
GPalette.BaseColors[0].r, GPalette.BaseColors[0].g, GPalette.BaseColors[0].b, 1, 255);
|
||||
}
|
||||
}
|
||||
|
||||
NormalLight.Color = PalEntry (255, 255, 255);
|
||||
NormalLight.Fade = 0;
|
||||
// NormalLight.Maps is set by R_InitColormaps()
|
||||
|
||||
// build default special maps (e.g. invulnerability)
|
||||
SpecialColormaps.Clear();
|
||||
|
||||
for (unsigned i = 0; i < countof(SpecialColormapParms); ++i)
|
||||
{
|
||||
AddSpecialColormap(SpecialColormapParms[i].Start[0], SpecialColormapParms[i].Start[1],
|
||||
SpecialColormapParms[i].Start[2], SpecialColormapParms[i].End[0],
|
||||
SpecialColormapParms[i].End[1], SpecialColormapParms[i].End[2]);
|
||||
}
|
||||
// desaturated colormaps
|
||||
for(int m = 0; m < 31; m++)
|
||||
{
|
||||
BYTE *shade = DesaturateColormap[m];
|
||||
for (c = 0; c < 256; c++)
|
||||
{
|
||||
int intensity = (GPalette.BaseColors[c].r * 77 +
|
||||
GPalette.BaseColors[c].g * 143 +
|
||||
GPalette.BaseColors[c].b * 37) / 256;
|
||||
|
||||
int r = (GPalette.BaseColors[c].r * (31-m) + intensity *m) / 31;
|
||||
int g = (GPalette.BaseColors[c].g * (31-m) + intensity *m) / 31;
|
||||
int b = (GPalette.BaseColors[c].b * (31-m) + intensity *m) / 31;
|
||||
shade[c] = ColorMatcher.Pick(r, g, b);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
extern "C" void STACK_ARGS DoBlending_MMX (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
|
||||
|
@ -736,173 +606,6 @@ void HSVtoRGB (float *r, float *g, float *b, float h, float s, float v)
|
|||
}
|
||||
}
|
||||
|
||||
/****** Colored Lighting Stuffs ******/
|
||||
|
||||
FDynamicColormap *GetSpecialLights (PalEntry color, PalEntry fade, int desaturate)
|
||||
{
|
||||
FDynamicColormap *colormap;
|
||||
|
||||
// If this colormap has already been created, just return it
|
||||
for (colormap = &NormalLight; colormap != NULL; colormap = colormap->Next)
|
||||
{
|
||||
if (color == colormap->Color &&
|
||||
fade == colormap->Fade &&
|
||||
desaturate == colormap->Desaturate)
|
||||
{
|
||||
return colormap;
|
||||
}
|
||||
}
|
||||
|
||||
// Not found. Create it.
|
||||
colormap = new FDynamicColormap;
|
||||
colormap->Next = NormalLight.Next;
|
||||
colormap->Color = color;
|
||||
colormap->Fade = fade;
|
||||
colormap->Desaturate = desaturate;
|
||||
NormalLight.Next = colormap;
|
||||
|
||||
if (screen->UsesColormap())
|
||||
{
|
||||
colormap->Maps = new BYTE[NUMCOLORMAPS*256];
|
||||
colormap->BuildLights ();
|
||||
}
|
||||
else colormap->Maps = NULL;
|
||||
|
||||
return colormap;
|
||||
}
|
||||
|
||||
// Free all lights created with GetSpecialLights
|
||||
static void FreeSpecialLights()
|
||||
{
|
||||
FDynamicColormap *colormap, *next;
|
||||
|
||||
for (colormap = NormalLight.Next; colormap != NULL; colormap = next)
|
||||
{
|
||||
next = colormap->Next;
|
||||
delete[] colormap->Maps;
|
||||
delete colormap;
|
||||
}
|
||||
NormalLight.Next = NULL;
|
||||
}
|
||||
|
||||
// Builds NUMCOLORMAPS colormaps lit with the specified color
|
||||
void FDynamicColormap::BuildLights ()
|
||||
{
|
||||
int l, c;
|
||||
int lr, lg, lb, ld, ild;
|
||||
PalEntry colors[256], basecolors[256];
|
||||
BYTE *shade;
|
||||
|
||||
if (Maps == NULL)
|
||||
return;
|
||||
|
||||
// Scale light to the range 0-256, so we can avoid
|
||||
// dividing by 255 in the bottom loop.
|
||||
lr = Color.r*256/255;
|
||||
lg = Color.g*256/255;
|
||||
lb = Color.b*256/255;
|
||||
ld = Desaturate*256/255;
|
||||
if (ld < 0) // No negative desaturations, please.
|
||||
{
|
||||
ld = -ld;
|
||||
}
|
||||
ild = 256-ld;
|
||||
|
||||
if (ld == 0)
|
||||
{
|
||||
memcpy (basecolors, GPalette.BaseColors, sizeof(basecolors));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Desaturate the palette before lighting it.
|
||||
for (c = 0; c < 256; c++)
|
||||
{
|
||||
int r = GPalette.BaseColors[c].r;
|
||||
int g = GPalette.BaseColors[c].g;
|
||||
int b = GPalette.BaseColors[c].b;
|
||||
int intensity = ((r * 77 + g * 143 + b * 37) >> 8) * ld;
|
||||
basecolors[c].r = (r*ild + intensity) >> 8;
|
||||
basecolors[c].g = (g*ild + intensity) >> 8;
|
||||
basecolors[c].b = (b*ild + intensity) >> 8;
|
||||
basecolors[c].a = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// build normal (but colored) light mappings
|
||||
for (l = 0; l < NUMCOLORMAPS; l++)
|
||||
{
|
||||
DoBlending (basecolors, colors, 256,
|
||||
Fade.r, Fade.g, Fade.b, l * (256 / NUMCOLORMAPS));
|
||||
|
||||
shade = Maps + 256*l;
|
||||
if ((DWORD)Color == MAKERGB(255,255,255))
|
||||
{ // White light, so we can just pick the colors directly
|
||||
for (c = 0; c < 256; c++)
|
||||
{
|
||||
*shade++ = ColorMatcher.Pick (colors[c].r, colors[c].g, colors[c].b);
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // Colored light, so do the (slightly) slower thing
|
||||
for (c = 0; c < 256; c++)
|
||||
{
|
||||
*shade++ = ColorMatcher.Pick (
|
||||
(colors[c].r*lr)>>8,
|
||||
(colors[c].g*lg)>>8,
|
||||
(colors[c].b*lb)>>8);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FDynamicColormap::ChangeColor (PalEntry lightcolor, int desaturate)
|
||||
{
|
||||
if (lightcolor != Color || desaturate != Desaturate)
|
||||
{
|
||||
Color = lightcolor;
|
||||
// [BB] desaturate must be in [0,255]
|
||||
Desaturate = clamp(desaturate, 0, 255);
|
||||
if (Maps) BuildLights ();
|
||||
}
|
||||
}
|
||||
|
||||
void FDynamicColormap::ChangeFade (PalEntry fadecolor)
|
||||
{
|
||||
if (fadecolor != Fade)
|
||||
{
|
||||
Fade = fadecolor;
|
||||
if (Maps) BuildLights ();
|
||||
}
|
||||
}
|
||||
|
||||
void FDynamicColormap::ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor)
|
||||
{
|
||||
if (lightcolor != Color || fadecolor != Fade)
|
||||
{
|
||||
Color = lightcolor;
|
||||
Fade = fadecolor;
|
||||
if (Maps) BuildLights ();
|
||||
}
|
||||
}
|
||||
|
||||
void FDynamicColormap::RebuildAllLights()
|
||||
{
|
||||
if (screen->UsesColormap())
|
||||
{
|
||||
FDynamicColormap *cm;
|
||||
|
||||
for (cm = &NormalLight; cm != NULL; cm = cm->Next)
|
||||
{
|
||||
if (cm->Maps == NULL)
|
||||
{
|
||||
cm->Maps = new BYTE[NUMCOLORMAPS*256];
|
||||
cm->BuildLights ();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
CCMD (testcolor)
|
||||
{
|
||||
FString colorstring;
|
||||
|
|
|
@ -64,80 +64,13 @@ struct FPalette
|
|||
void MakeRemap (const DWORD *colors, BYTE *remap, const BYTE *useful, int numcolors) const;
|
||||
};
|
||||
|
||||
struct FDynamicColormap
|
||||
{
|
||||
void ChangeFade (PalEntry fadecolor);
|
||||
void ChangeColor (PalEntry lightcolor, int desaturate);
|
||||
void ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor);
|
||||
void BuildLights ();
|
||||
static void RebuildAllLights();
|
||||
|
||||
BYTE *Maps;
|
||||
PalEntry Color;
|
||||
PalEntry Fade;
|
||||
int Desaturate;
|
||||
FDynamicColormap *Next;
|
||||
};
|
||||
|
||||
// For hardware-accelerated weapon sprites in colored sectors
|
||||
struct FColormapStyle
|
||||
{
|
||||
PalEntry Color;
|
||||
PalEntry Fade;
|
||||
int Desaturate;
|
||||
float FadeLevel;
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
NOFIXEDCOLORMAP = -1,
|
||||
INVERSECOLORMAP, // the inverse map is used explicitly in a few places.
|
||||
};
|
||||
|
||||
|
||||
struct FSpecialColormap
|
||||
{
|
||||
float ColorizeStart[3];
|
||||
float ColorizeEnd[3];
|
||||
BYTE Colormap[256];
|
||||
PalEntry GrayscaleToColor[256];
|
||||
};
|
||||
|
||||
extern TArray<FSpecialColormap> SpecialColormaps;
|
||||
|
||||
// some utility functions to store special colormaps in powerup blends
|
||||
#define SPECIALCOLORMAP_MASK 0x00b60000
|
||||
|
||||
inline int MakeSpecialColormap(int index)
|
||||
{
|
||||
assert(index >= 0 && index < 65536);
|
||||
return index | SPECIALCOLORMAP_MASK;
|
||||
}
|
||||
|
||||
inline bool IsSpecialColormap(int map)
|
||||
{
|
||||
return (map & 0xFFFF0000) == SPECIALCOLORMAP_MASK;
|
||||
}
|
||||
|
||||
inline int GetSpecialColormap(int blend)
|
||||
{
|
||||
return IsSpecialColormap(blend) ? blend & 0xFFFF : NOFIXEDCOLORMAP;
|
||||
}
|
||||
|
||||
int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b2);
|
||||
|
||||
|
||||
|
||||
extern BYTE DesaturateColormap[31][256];
|
||||
extern FPalette GPalette;
|
||||
extern "C" {
|
||||
extern FDynamicColormap NormalLight;
|
||||
}
|
||||
extern bool NormalLightHasFixedLights;
|
||||
|
||||
// The color overlay to use for depleted items
|
||||
#define DIM_OVERLAY MAKEARGB(170,0,0,0)
|
||||
|
||||
int BestColor (const uint32 *pal, int r, int g, int b, int first=1, int num=255);
|
||||
void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
|
||||
|
||||
void InitPalette ();
|
||||
|
||||
|
@ -162,6 +95,4 @@ void V_ForceBlend (int blendr, int blendg, int blendb, int blenda);
|
|||
void RGBtoHSV (float r, float g, float b, float *h, float *s, float *v);
|
||||
void HSVtoRGB (float *r, float *g, float *b, float h, float s, float v);
|
||||
|
||||
FDynamicColormap *GetSpecialLights (PalEntry lightcolor, PalEntry fadecolor, int desaturate);
|
||||
|
||||
#endif //__V_PALETTE_H__
|
||||
|
|
|
@ -71,6 +71,7 @@
|
|||
#include "doomstat.h"
|
||||
#include "v_palette.h"
|
||||
#include "w_wad.h"
|
||||
#include "resources/colormaps.h"
|
||||
|
||||
// MACROS ------------------------------------------------------------------
|
||||
|
||||
|
|
204
zdoom.vcproj
204
zdoom.vcproj
|
@ -2440,98 +2440,6 @@
|
|||
>
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="Textures"
|
||||
>
|
||||
<File
|
||||
RelativePath=".\src\textures\anim_switches.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\animations.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\automaptexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\bitmap.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\bitmap.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\buildtexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\canvastexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\ddstexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\emptytexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\flattexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\imgztexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\jpegtexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\multipatchtexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\patchtexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\pcxtexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\pngtexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\rawpagetexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\texture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\texturemanager.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\textures.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\tgatexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\warptexture.cpp"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="Text Files"
|
||||
|
@ -6634,6 +6542,118 @@
|
|||
</File>
|
||||
</Filter>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="Resources"
|
||||
>
|
||||
<Filter
|
||||
Name="Textures"
|
||||
>
|
||||
<File
|
||||
RelativePath=".\src\textures\anim_switches.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\animations.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\automaptexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\bitmap.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\bitmap.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\buildtexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\canvastexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\ddstexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\emptytexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\flattexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\imgztexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\jpegtexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\multipatchtexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\patchtexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\pcxtexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\pngtexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\rawpagetexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\texture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\texturemanager.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\textures.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\tgatexture.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\textures\warptexture.cpp"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="Resource Headers"
|
||||
>
|
||||
<File
|
||||
RelativePath=".\src\resources\colormaps.h"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="Resource Sources"
|
||||
>
|
||||
<File
|
||||
RelativePath=".\src\resources\colormaps.cpp"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
</Filter>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
|
|
Loading…
Reference in a new issue