qzdoom/src/r_data/colormaps.h

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#ifndef __RES_CMAP_H
#define __RES_CMAP_H
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struct FSWColormap;
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void R_InitColormaps ();
void R_DeinitColormaps ();
DWORD R_ColormapNumForName(const char *name); // killough 4/4/98
void R_SetDefaultColormap (const char *name); // [RH] change normal fadetable
DWORD R_BlendForColormap (DWORD map); // [RH] return calculated blend for a colormap
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extern FSWColormap realcolormaps; // [RH] make the colormaps externally visible
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extern size_t numfakecmaps;
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struct FSWColormap
{
BYTE *Maps = nullptr;
PalEntry Color = 0xffffffff;
PalEntry Fade = 0xff000000;
int Desaturate = 0;
};
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struct FDynamicColormap : FSWColormap
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{
void ChangeFade (PalEntry fadecolor);
void ChangeColor (PalEntry lightcolor, int desaturate);
void ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor);
void ChangeFogDensity(int newdensity);
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void BuildLights ();
static void RebuildAllLights();
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.
};
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struct FSpecialColormap : FSWColormap
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{
FSpecialColormap()
{
Maps = Colormap;
}
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float ColorizeStart[3];
float ColorizeEnd[3];
BYTE Colormap[256];
PalEntry GrayscaleToColor[256];
};
extern TArray<FSpecialColormap> SpecialColormaps;
// some utility functions to store special colormaps in powerup blends
#define SPECIALCOLORMAP_MASK 0x00b60000
inline uint32 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 BYTE DesaturateColormap[31][256];
extern "C"
{
extern FDynamicColormap NormalLight;
extern FDynamicColormap FullNormalLight;
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}
extern bool NormalLightHasFixedLights;
FDynamicColormap *GetSpecialLights (PalEntry lightcolor, PalEntry fadecolor, int desaturate);
#endif