qzdoom/src/r_data/colormaps.h

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#ifndef __RES_CMAP_H
#define __RES_CMAP_H
#include "m_fixed.h"
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struct FSWColormap;
struct lightlist_t;
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void R_InitColormaps ();
void R_DeinitColormaps ();
uint32_t R_ColormapNumForName(const char *name); // killough 4/4/98
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void R_SetDefaultColormap (const char *name); // [RH] change normal fadetable
uint32_t R_BlendForColormap (uint32_t 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;
// 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() // this for 'nocoloredspritelighting' and not the same as desaturation. The normal formula results in a value that's too dark.
{
int v = (LightColor.r + LightColor.g + LightColor.b) / 3;
LightColor.r = LightColor.g = LightColor.b = (255 + v + v) / 3;
}
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);
}
};
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struct FSWColormap
{
uint8_t *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;
};
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// 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];
uint8_t Colormap[256];
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PalEntry GrayscaleToColor[256];
};
extern TArray<FSpecialColormap> SpecialColormaps;
// some utility functions to store special colormaps in powerup blends
#define SPECIALCOLORMAP_MASK 0x00b60000
inline uint32_t MakeSpecialColormap(int index)
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{
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];
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extern FDynamicColormap NormalLight;
extern FDynamicColormap FullNormalLight;
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extern bool NormalLightHasFixedLights;
FDynamicColormap *GetSpecialLights (PalEntry lightcolor, PalEntry fadecolor, int desaturate);
__forceinline FDynamicColormap *GetColorTable(const FColormap &cm)
{
auto p = &NormalLight;
if (cm.LightColor == p->Color &&
cm.FadeColor == p->Fade &&
cm.Desaturation == p->Desaturate)
{
return p;
}
return GetSpecialLights(cm.LightColor, cm.FadeColor, cm.Desaturation);
}
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#endif