mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-12 05:32:03 +00:00
a9d5533603
Now that this doesn't have to share assets with HW2D it could be simplified a lot.
152 lines
4.2 KiB
C++
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
|