qzdoom/src/v_palette.h

115 lines
4.0 KiB
C++

/*
** v_palette.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __V_PALETTE_H__
#define __V_PALETTE_H__
#include "doomtype.h"
#include "c_cvars.h"
#define MAKERGB(r,g,b) DWORD(((r)<<16)|((g)<<8)|(b))
#define MAKEARGB(a,r,g,b) DWORD(((a)<<24)|((r)<<16)|((g)<<8)|(b))
#define APART(c) (((c)>>24)&0xff)
#define RPART(c) (((c)>>16)&0xff)
#define GPART(c) (((c)>>8)&0xff)
#define BPART(c) ((c)&0xff)
struct FPalette
{
FPalette ();
FPalette (const BYTE *colors);
void SetPalette (const BYTE *colors);
void MakeGoodRemap ();
PalEntry BaseColors[256]; // non-gamma corrected palette
BYTE Remap[256]; // remap original palette indices to in-game indices
BYTE WhiteIndex; // white in original palette index
BYTE BlackIndex; // black in original palette index
// Given an array of colors, fills in remap with values to remap the
// passed array of colors to this palette.
void MakeRemap (const DWORD *colors, BYTE *remap, const BYTE *useful, int numcolors) const;
};
extern FPalette GPalette;
// The color overlay to use for depleted items
#define DIM_OVERLAY MAKEARGB(170,0,0,0)
int BestColor (const uint32 *pal, int r, int g, int b, int first=1, int num=255);
void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
void InitPalette ();
// V_SetBlend()
// input: blendr: red component of blend
// blendg: green component of blend
// blendb: blue component of blend
// blenda: alpha component of blend
//
// Applies the blend to all palettes with PALETTEF_BLEND flag
void V_SetBlend (int blendr, int blendg, int blendb, int blenda);
// V_ForceBlend()
//
// Normally, V_SetBlend() does nothing if the new blend is the
// same as the old. This function will perform the blending
// even if the blend hasn't changed.
void V_ForceBlend (int blendr, int blendg, int blendb, int blenda);
EXTERN_CVAR (Int, paletteflash)
enum PaletteFlashFlags
{
PF_HEXENWEAPONS = 1,
PF_POISON = 2,
PF_ICE = 4,
PF_HAZARD = 8,
};
class player_t;
void V_AddBlend (float r, float g, float b, float a, float v_blend[4]);
void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int maxpainblend);
// Colorspace conversion RGB <-> HSV
void RGBtoHSV (float r, float g, float b, float *h, float *s, float *v);
void HSVtoRGB (float *r, float *g, float *b, float h, float s, float v);
#endif //__V_PALETTE_H__