qzdoom/src/r_data/r_translate.h
Christoph Oelckers a9d5533603 - integrated GL parts of translation handling into the main module.
Now that this doesn't have to share assets with HW2D it could be simplified a lot.
2018-04-01 00:59:49 +02:00

152 lines
4.2 KiB
C++

#ifndef __R_TRANSLATE_H
#define __R_TRANSLATE_H
#include "doomtype.h"
#include "tarray.h"
class FSerializer;
enum
{
TRANSLATION_Invalid,
TRANSLATION_Players,
TRANSLATION_PlayersExtra,
TRANSLATION_Standard,
TRANSLATION_LevelScripted,
TRANSLATION_Decals,
TRANSLATION_PlayerCorpses,
TRANSLATION_Decorate,
TRANSLATION_Blood,
TRANSLATION_RainPillar,
TRANSLATION_Custom,
NUM_TRANSLATION_TABLES
};
enum EStandardTranslations
{
STD_Ice = 7,
STD_Gray = 8, // a 0-255 gray ramp
STD_Grayscale = 9, // desaturated version of the palette.
};
struct FRemapTable;
class FUniquePalette
{
friend struct FRemapTable;
struct PalData
{
int crc32;
PalEntry pe[256];
};
static TArray<PalData> AllPalettes;
int Index;
FRemapTable *remap;
FUniquePalette(FRemapTable *r) { remap = r; Index = -1; }
public:
static PalEntry *GetPalette(unsigned int index)
{
return index > 0 && index <= AllPalettes.Size() ? AllPalettes[index - 1].pe : NULL;
}
bool Update();
int GetIndex() const { return Index; }
};
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();
bool IsIdentity() const;
void Serialize(FSerializer &arc);
static void StaticSerializeTranslations(FSerializer &arc);
bool AddIndexRange(int start, int end, int pal1, int pal2);
bool AddColorRange(int start, int end, int r1,int g1, int b1, int r2, int g2, int b2);
bool AddDesaturation(int start, int end, double r1, double g1, double b1, double r2, double g2, double b2);
bool AddColourisation(int start, int end, int r, int g, int b);
bool AddTint(int start, int end, int r, int g, int b, int amount);
bool AddToTranslation(const char * range);
int StoreTranslation(int slot);
int GetUniqueIndex();
uint8_t *Remap; // For the software renderer
PalEntry *Palette; // The ideal palette this maps to
FUniquePalette *Native; // The index into the list of unique palettes (this is to avoid frequent texture recreation with changing ACS translations)
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 uint32_t TRANSLATION(uint8_t a, uint32_t b)
{
return (a<<TRANSLATION_SHIFT) | b;
}
inline int GetTranslationType(uint32_t trans)
{
return (trans&TRANSLATIONTYPE_MASK) >> TRANSLATION_SHIFT;
}
inline int GetTranslationIndex(uint32_t 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 uint8_t IcePalette[16][3];
int CreateBloodTranslation(PalEntry color);
int R_FindCustomTranslation(FName name);
void R_ParseTrnslate();
#endif // __R_TRANSLATE_H