/* ** v_palette.h ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 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. **--------------------------------------------------------------------------- ** */ #ifndef __V_PALETTE_H__ #define __V_PALETTE_H__ #include "doomtype.h" #define MAKERGB(r,g,b) DWORD(((r)<<16)|((g)<<8)|(b)) #define MAKEARGB(a,r,g,b) DWORD(((a)<<24)|((r)<<16)|((g)<<8)|(b)) #define APART(c) (((c)>>24)&0xff) #define RPART(c) (((c)>>16)&0xff) #define GPART(c) (((c)>>8)&0xff) #define BPART(c) ((c)&0xff) struct FPalette { FPalette (); FPalette (const BYTE *colors); void SetPalette (const BYTE *colors); void MakeGoodRemap (); PalEntry BaseColors[256]; // non-gamma corrected palette BYTE Remap[256]; // remap original palette indices to in-game indices BYTE WhiteIndex; // white in original palette index BYTE BlackIndex; // black in original palette index // Given an array of colors, fills in remap with values to remap the // passed array of colors to this palette. 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 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; } // 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 InitPalette (); // V_SetBlend() // input: blendr: red component of blend // blendg: green component of blend // blendb: blue component of blend // blenda: alpha component of blend // // Applies the blend to all palettes with PALETTEF_BLEND flag void V_SetBlend (int blendr, int blendg, int blendb, int blenda); // V_ForceBlend() // // Normally, V_SetBlend() does nothing if the new blend is the // same as the old. This function will perform the blending // even if the blend hasn't changed. void V_ForceBlend (int blendr, int blendg, int blendb, int blenda); // Colorspace conversion RGB <-> HSV 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__