mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-07 13:30:16 +00:00
113 lines
3.3 KiB
C++
113 lines
3.3 KiB
C++
#ifndef __R_TRANSLATE_H
|
|
#define __R_TRANSLATE_H
|
|
|
|
#include "doomtype.h"
|
|
#include "tarray.h"
|
|
|
|
class FNativePalette;
|
|
class FArchive;
|
|
|
|
enum
|
|
{
|
|
TRANSLATION_Invalid,
|
|
TRANSLATION_Players,
|
|
TRANSLATION_PlayersExtra,
|
|
TRANSLATION_Standard,
|
|
TRANSLATION_LevelScripted,
|
|
TRANSLATION_Decals,
|
|
TRANSLATION_PlayerCorpses,
|
|
TRANSLATION_Decorate,
|
|
TRANSLATION_Blood,
|
|
TRANSLATION_RainPillar,
|
|
|
|
NUM_TRANSLATION_TABLES
|
|
};
|
|
|
|
struct FRemapTable
|
|
{
|
|
FRemapTable(int count=256);
|
|
FRemapTable(const FRemapTable &o);
|
|
~FRemapTable();
|
|
|
|
FRemapTable &operator= (const FRemapTable &o);
|
|
bool operator==(const FRemapTable &o);
|
|
void MakeIdentity();
|
|
void KillNative();
|
|
void UpdateNative();
|
|
FNativePalette *GetNative();
|
|
bool IsIdentity() const;
|
|
void Serialize(FArchive &ar);
|
|
void AddIndexRange(int start, int end, int pal1, int pal2);
|
|
void AddColorRange(int start, int end, int r1,int g1, int b1, int r2, int g2, int b2);
|
|
void AddDesaturation(int start, int end, double r1, double g1, double b1, double r2, double g2, double b2);
|
|
void AddToTranslation(const char * range);
|
|
int StoreTranslation();
|
|
|
|
BYTE *Remap; // For the software renderer
|
|
PalEntry *Palette; // The ideal palette this maps to
|
|
FNativePalette *Native; // The Palette stored in a HW texture
|
|
int NumEntries; // # of elements in this table (usually 256)
|
|
bool Inactive; // This table is inactive and should be treated as if it was passed as NULL
|
|
|
|
private:
|
|
void Free();
|
|
void Alloc(int count);
|
|
};
|
|
|
|
// A class that initializes unusued pointers to NULL. This is used so that when
|
|
// the TAutoGrowArray below is expanded, the new elements will be NULLed.
|
|
class FRemapTablePtr
|
|
{
|
|
public:
|
|
FRemapTablePtr() throw() : Ptr(0) {}
|
|
FRemapTablePtr(FRemapTable *p) throw() : Ptr(p) {}
|
|
FRemapTablePtr(const FRemapTablePtr &p) throw() : Ptr(p.Ptr) {}
|
|
operator FRemapTable *() const throw() { return Ptr; }
|
|
FRemapTablePtr &operator= (FRemapTable *p) throw() { Ptr = p; return *this; }
|
|
FRemapTablePtr &operator= (FRemapTablePtr &p) throw() { Ptr = p.Ptr; return *this; }
|
|
FRemapTable &operator*() const throw() { return *Ptr; }
|
|
FRemapTable *operator->() const throw() { return Ptr; }
|
|
private:
|
|
FRemapTable *Ptr;
|
|
};
|
|
|
|
extern TAutoGrowArray<FRemapTablePtr, FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
|
|
|
|
#define TRANSLATION_SHIFT 16
|
|
#define TRANSLATION_MASK ((1<<TRANSLATION_SHIFT)-1)
|
|
#define TRANSLATIONTYPE_MASK (255<<TRANSLATION_SHIFT)
|
|
|
|
inline DWORD TRANSLATION(BYTE a, DWORD b)
|
|
{
|
|
return (a<<TRANSLATION_SHIFT) | b;
|
|
}
|
|
inline int GetTranslationType(DWORD trans)
|
|
{
|
|
return (trans&TRANSLATIONTYPE_MASK) >> TRANSLATION_SHIFT;
|
|
}
|
|
inline int GetTranslationIndex(DWORD trans)
|
|
{
|
|
return (trans&TRANSLATION_MASK);
|
|
}
|
|
// Retrieve the FRemapTable that an actor's translation value maps to.
|
|
FRemapTable *TranslationToTable(int translation);
|
|
|
|
#define MAX_ACS_TRANSLATIONS 65535
|
|
#define MAX_DECORATE_TRANSLATIONS 65535
|
|
|
|
// Initialize color translation tables, for player rendering etc.
|
|
void R_InitTranslationTables (void);
|
|
void R_DeinitTranslationTables();
|
|
|
|
void R_BuildPlayerTranslation (int player); // [RH] Actually create a player's translation table.
|
|
void R_GetPlayerTranslation (int color, const struct FPlayerColorSet *colorset, class FPlayerSkin *skin, struct FRemapTable *table);
|
|
|
|
extern const BYTE IcePalette[16][3];
|
|
|
|
extern TArray<PalEntry> BloodTranslationColors;
|
|
|
|
int CreateBloodTranslation(PalEntry color);
|
|
|
|
|
|
|
|
#endif // __R_TRANSLATE_H
|