#ifndef __RES_CMAP_H #define __RES_CMAP_H struct lightlist_t; void R_InitColormaps (); void R_DeinitColormaps (); uint32_t R_ColormapNumForName(const char *name); // killough 4/4/98 void R_SetDefaultColormap (const char *name); // [RH] change normal fadetable uint32_t R_BlendForColormap (uint32_t map); // [RH] return calculated blend for a colormap struct FakeCmap { char name[8]; PalEntry blend; int lump; }; extern TArray fakecmaps; // for internal use struct FColormap { PalEntry LightColor; // a is saturation (0 full, 31=b/w, other=custom colormap) PalEntry FadeColor; // a is fadedensity>>1 uint8_t Desaturation; uint8_t BlendFactor; // This is for handling Legacy-style colormaps which use a different formula to calculate how the color affects lighting. uint16_t FogDensity; void Clear() { LightColor = 0xffffff; FadeColor = 0; Desaturation = 0; BlendFactor = 0; FogDensity = 0; } void MakeWhite() { LightColor = 0xffffff; } void ClearColor() { LightColor = 0xffffff; BlendFactor = 0; Desaturation = 0; } void CopyLight(FColormap &from) { LightColor = from.LightColor; Desaturation = from.Desaturation; BlendFactor = from.BlendFactor; } void CopyFog(FColormap &from) { FadeColor = from.FadeColor; FogDensity = from.FogDensity; } void CopyFrom3DLight(lightlist_t *light); void Decolorize() { LightColor.Decolorize(); } bool operator == (const FColormap &other) { return LightColor == other.LightColor && FadeColor == other.FadeColor && Desaturation == other.Desaturation && BlendFactor == other.BlendFactor && FogDensity == other.FogDensity; } bool operator != (const FColormap &other) { return !operator==(other); } }; // 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]; uint8_t Colormap[256]; PalEntry GrayscaleToColor[256]; }; extern TArray SpecialColormaps; // some utility functions to store special colormaps in powerup blends #define SPECIALCOLORMAP_MASK 0x00b60000 inline uint32_t MakeSpecialColormap(int index) { assert(index >= 0 && index < 65536); return index | SPECIALCOLORMAP_MASK; } int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b2); extern uint8_t DesaturateColormap[31][256]; enum EColorManipulation { CM_PLAIN2D = -2, // regular 2D drawing. CM_INVALID = -1, CM_DEFAULT = 0, // untranslated CM_FIRSTSPECIALCOLORMAP, // first special fixed colormap CM_FIRSTSPECIALCOLORMAPFORCED = 0x08000000, // first special fixed colormap, application forced (for 2D overlays) }; #define CM_MAXCOLORMAP int(CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size()) #define CM_MAXCOLORMAPFORCED int(CM_FIRSTSPECIALCOLORMAPFORCED + SpecialColormaps.Size()) #endif