mirror of
https://github.com/ZDoom/gzdoom.git
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b54b9bad7a
- Reorganized the HackHack code so that the image creation was moved into MakeTexture. This was necessary because Unload deleted the pixel data and broke the whole thing. - Fixed: FPatchTexture::HackHack and FDoomStatusbarTexture::DrawToBar used the obsolete and uninitialized variable Near255. - Removed the span creation code specific to FPatchTexture. It only has an advantage when the lump has already been loaded in memory but since that is no longer the case now the generic version in FTexture is actually better. - Changed: FTexture::CopyToBlock no longer uses the spans but the pixel buffer directly. Since most patches in multipatch textures are non transparent the added overhead from creating the spans far outweighs any savings they might provide. It is also simpler to handle for mirrored or rotated patches now. - Changed: Textures only create the spans when really needed. Flats and native textures, for example, do not and it only created needless overhead that they were always created along with the pixel buffer. - Made use of player and actor variables consistent in a_hereticweaps.cpp. - Fixed: A few calls to P_SpawnPlayerMissile passed 0 as angle SVN r911 (trunk)
123 lines
4.2 KiB
C
123 lines
4.2 KiB
C
/*
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** v_palette.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __V_PALETTE_H__
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#define __V_PALETTE_H__
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#include "doomtype.h"
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#include "r_main.h"
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#define MAKERGB(r,g,b) DWORD(((r)<<16)|((g)<<8)|(b))
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#define MAKEARGB(a,r,g,b) DWORD(((a)<<24)|((r)<<16)|((g)<<8)|(b))
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#define APART(c) (((c)>>24)&0xff)
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#define RPART(c) (((c)>>16)&0xff)
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#define GPART(c) (((c)>>8)&0xff)
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#define BPART(c) ((c)&0xff)
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struct FPalette
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{
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FPalette ();
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FPalette (const BYTE *colors);
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void SetPalette (const BYTE *colors);
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void MakeGoodRemap ();
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PalEntry BaseColors[256]; // non-gamma corrected palette
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BYTE Remap[256]; // remap original palette indices to in-game indices
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BYTE WhiteIndex; // white in original palette index
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BYTE BlackIndex; // black in original palette index
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// Given an array of colors, fills in remap with values to remap the
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// passed array of colors to this palette.
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void MakeRemap (const DWORD *colors, BYTE *remap, const BYTE *useful, int numcolors) const;
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};
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struct FDynamicColormap
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{
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void ChangeFade (PalEntry fadecolor);
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void ChangeColor (PalEntry lightcolor, int desaturate);
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void ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor);
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void BuildLights ();
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static void RebuildAllLights();
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BYTE *Maps;
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PalEntry Color;
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PalEntry Fade;
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int Desaturate;
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FDynamicColormap *Next;
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};
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extern BYTE InverseColormap[256];
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extern BYTE GoldColormap[256];
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// [BC] New Skulltag colormaps.
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extern BYTE RedColormap[256];
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extern BYTE GreenColormap[256];
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extern FPalette GPalette;
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extern "C" {
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extern FDynamicColormap NormalLight;
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}
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// The color overlay to use for depleted items
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#define DIM_OVERLAY MAKEARGB(170,0,0,0)
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int BestColor (const uint32 *pal, int r, int g, int b, int first=1, int num=255);
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void InitPalette ();
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// V_SetBlend()
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// input: blendr: red component of blend
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// blendg: green component of blend
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// blendb: blue component of blend
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// blenda: alpha component of blend
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//
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// Applies the blend to all palettes with PALETTEF_BLEND flag
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void V_SetBlend (int blendr, int blendg, int blendb, int blenda);
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// V_ForceBlend()
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//
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// Normally, V_SetBlend() does nothing if the new blend is the
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// same as the old. This function will performing the blending
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// even if the blend hasn't changed.
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void V_ForceBlend (int blendr, int blendg, int blendb, int blenda);
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// Colorspace conversion RGB <-> HSV
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void RGBtoHSV (float r, float g, float b, float *h, float *s, float *v);
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void HSVtoRGB (float *r, float *g, float *b, float h, float s, float v);
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FDynamicColormap *GetSpecialLights (PalEntry lightcolor, PalEntry fadecolor, int desaturate);
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#endif //__V_PALETTE_H__
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