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- Added a check to Dehacked code which tries to set the blend color.
It must set it to 0 if the alpha is 0 to avoid problems with special colormap detection. - Changed SPECIALCOLORMAP_MASK again so that it does not interfere with any valid setting. It must use a value with a 0-alpha because these are guaranteed not to be produced by the DECORATE code elsewhere. - Fixed precision issues with AddFixedColormap's search for identical colormaps. - Added custom colormap support to texture composition code. - Fixed initialization of FSpecialColormap::GrayscaleToColor. This is not a mapping from the palette but from a [0,255] grayscale ramp and used to apply colormaps to true color images for texture composition. SVN r1867 (trunk)
This commit is contained in:
parent
d502655866
commit
9cc67f565c
6 changed files with 85 additions and 27 deletions
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@ -1,3 +1,16 @@
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September 22, 2009 (Changes by Graf Zahl)
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- Added a check to Dehacked code which tries to set the blend color.
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It must set it to 0 if the alpha is 0 to avoid problems with special
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colormap detection.
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- Changed SPECIALCOLORMAP_MASK again so that it does not interfere with
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any valid setting. It must use a value with a 0-alpha because these
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are guaranteed not to be produced by the DECORATE code elsewhere.
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- Fixed precision issues with AddFixedColormap's search for identical colormaps.
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- Added custom colormap support to texture composition code.
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- Fixed initialization of FSpecialColormap::GrayscaleToColor. This is not
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a mapping from the palette but from a [0,255] grayscale ramp and used to
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apply colormaps to true color images for texture composition.
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September 21, 2009
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- For hardware 2D, apply fixed colormaps when copying to video memory instead
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of doing it directly during the rendering, in order to improve visual
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@ -1793,7 +1793,7 @@ static int PatchMisc (int dummy)
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{
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Printf ("Bad powerup color description \"%s\" for %s\n", Line2, Line1);
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}
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else
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else if (a > 0)
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{
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static_cast<APowerup *>(GetDefaultByType (types[i]))->BlendColor = PalEntry(
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BYTE(clamp(a,0.f,1.f)*255.f),
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@ -1801,6 +1801,10 @@ static int PatchMisc (int dummy)
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clamp(g,0,255),
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clamp(b,0,255));
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}
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else
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{
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static_cast<APowerup *>(GetDefaultByType (types[i]))->BlendColor = 0;
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}
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}
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}
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else
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@ -423,19 +423,19 @@ const BYTE *FMultiPatchTexture::GetColumn (unsigned int column, const Span **spa
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BYTE *GetBlendMap(PalEntry blend, BYTE *blendwork)
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{
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switch (blend.a==0 ? blend.r : -1)
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switch (blend.a==0 ? int(blend) : -1)
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{
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case BLEND_ICEMAP:
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return TranslationToTable(TRANSLATION(TRANSLATION_Standard, 7))->Remap;
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default:
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if (blend.r >= BLEND_SPECIALCOLORMAP1)
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if (blend >= BLEND_SPECIALCOLORMAP1)
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{
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return SpecialColormaps[blend.r - BLEND_SPECIALCOLORMAP1].Colormap;
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return SpecialColormaps[blend - BLEND_SPECIALCOLORMAP1].Colormap;
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}
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else if (blend.r >= BLEND_DESATURATE1 && blend.r <= BLEND_DESATURATE31)
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else if (blend >= BLEND_DESATURATE1 && blend <= BLEND_DESATURATE31)
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{
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return DesaturateColormap[blend.r - BLEND_DESATURATE1];
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return DesaturateColormap[blend - BLEND_DESATURATE1];
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}
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else
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{
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@ -1048,17 +1048,17 @@ void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part)
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match = sc.MatchString(maps);
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if (match >= 0)
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{
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part.Blend.r = BLEND_SPECIALCOLORMAP1 + match;
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part.Blend = BLEND_SPECIALCOLORMAP1 + match;
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}
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else if (sc.Compare("ICE"))
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{
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part.Blend.r = BLEND_ICEMAP;
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part.Blend = BLEND_ICEMAP;
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}
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else if (sc.Compare("DESATURATE"))
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{
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sc.MustGetStringName(",");
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sc.MustGetNumber();
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part.Blend.r = BLEND_DESATURATE1 + clamp(sc.Number-1, 0, 30);
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part.Blend = BLEND_DESATURATE1 + clamp(sc.Number-1, 0, 30);
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}
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else
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{
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@ -1074,6 +1074,36 @@ void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part)
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}
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}
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else if (sc.Compare("Colormap"))
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{
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float r1,g1,b1;
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float r2,g2,b2;
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sc.MustGetFloat();
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r1 = (float)sc.Float;
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sc.MustGetStringName(",");
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sc.MustGetFloat();
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g1 = (float)sc.Float;
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sc.MustGetStringName(",");
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sc.MustGetFloat();
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b1 = (float)sc.Float;
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if (!sc.CheckString(","))
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{
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part.Blend = AddSpecialColormap(0,0,0, r1, g1, b1);
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}
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else
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{
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sc.MustGetFloat();
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r2 = (float)sc.Float;
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sc.MustGetStringName(",");
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sc.MustGetFloat();
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g2 = (float)sc.Float;
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sc.MustGetStringName(",");
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sc.MustGetFloat();
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b2 = (float)sc.Float;
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part.Blend = AddSpecialColormap(r1, g1, b1, r2, g2, b2);
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}
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}
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else if (sc.Compare("Blend"))
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{
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bComplex = true;
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sc.MustGetStringName(",");
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part.Blend = MAKERGB(r, g, b);
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}
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// Blend.a may never be 0 here.
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if (sc.CheckString(","))
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{
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sc.MustGetFloat();
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if (sc.Float > 0.f)
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part.Blend.a = clamp<int>(int(sc.Float*255), 1, 254);
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else
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part.Blend = 0;
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}
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else part.Blend.a = 255;
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}
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@ -1601,7 +1601,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
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else alpha = 255/3;
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alpha=clamp<int>(alpha, 0, 255);
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if (alpha!=0) *pBlendColor = MAKEARGB(alpha, 0, 0, 0) | color;
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if (alpha != 0) *pBlendColor = MAKEARGB(alpha, 0, 0, 0) | color;
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else *pBlendColor = 0;
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}
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@ -35,6 +35,7 @@
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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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#ifdef _WIN32
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#include <io.h>
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#else
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@ -360,24 +361,25 @@ static bool FixBuildPalette (BYTE *opal, int lump, bool blood)
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return true;
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}
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int AddSpecialColormap(double r1, double g1, double b1, double r2, double g2, double b2)
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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, 0.0, 2.0);
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g1 = clamp(g1, 0.0, 2.0);
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b1 = clamp(b1, 0.0, 2.0);
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r2 = clamp(r2, 0.0, 2.0);
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g2 = clamp(g2, 0.0, 2.0);
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b2 = clamp(b2, 0.0, 2.0);
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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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if (SpecialColormaps[i].ColorizeStart[0] == r1 &&
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SpecialColormaps[i].ColorizeStart[1] == g1 &&
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SpecialColormaps[i].ColorizeStart[2] == b1 &&
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SpecialColormaps[i].ColorizeEnd[0] == r2 &&
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SpecialColormaps[i].ColorizeEnd[1] == g2 &&
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SpecialColormaps[i].ColorizeEnd[2] == b2)
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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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cm->Colormap[c] = ColorMatcher.Pick(pe);
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// This table is used by the texture composition code
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cm->GrayscaleToColor[c] = pe;
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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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}
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return SpecialColormaps.Size() - 1;
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}
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@ -106,7 +106,7 @@ struct FSpecialColormap
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extern TArray<FSpecialColormap> SpecialColormaps;
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// some utility functions to store special colormaps in powerup blends
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#define SPECIALCOLORMAP_MASK 0xBEEF0000
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#define SPECIALCOLORMAP_MASK 0x00b60000
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inline int MakeSpecialColormap(int index)
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{
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return IsSpecialColormap(blend) ? blend & 0xFFFF : NOFIXEDCOLORMAP;
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}
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int AddSpecialColormap(double r1, double g1, double b1, double r2, double g2, double b2);
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int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b2);
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