#ifndef __R_TRANSLATE_H #define __R_TRANSLATE_H #include "doomtype.h" #include "tarray.h" class FNativeTexture; class FArchive; enum { TRANSLATION_Invalid, TRANSLATION_Players, TRANSLATION_PlayersExtra, TRANSLATION_Standard, TRANSLATION_LevelScripted, TRANSLATION_Decals, TRANSLATION_PlayerCorpses, TRANSLATION_Decorate, TRANSLATION_Blood, 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(); FNativeTexture *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); BYTE *Remap; // For the software renderer PalEntry *Palette; // The ideal palette this maps to FNativeTexture *Native; // The Palette stored in a HW texture int NumEntries; // # of elements in this table (usually 256) private: void Free(); void Alloc(int count); }; extern TAutoGrowArray translationtables[NUM_TRANSLATION_TABLES]; #define TRANSLATION_SHIFT 16 #define TRANSLATION_MASK ((1<> 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); const int MAX_ACS_TRANSLATIONS = 65535; const int MAX_DECORATE_TRANSLATIONS = 65535; // Initialize color translation tables, for player rendering etc. void R_InitTranslationTables (void); void R_DeinitTranslationTables(); // [RH] Actually create a player's translation table. void R_BuildPlayerTranslation (int player); #endif // __R_TRANSLATE_H