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3344fa9f30
not hardware accelerate weapon sprites that use them. (see Harmony) SVN r3170 (trunk)
167 lines
5.1 KiB
C
167 lines
5.1 KiB
C
/*
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** v_palette.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __V_PALETTE_H__
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#define __V_PALETTE_H__
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#include "doomtype.h"
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#define MAKERGB(r,g,b) DWORD(((r)<<16)|((g)<<8)|(b))
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#define MAKEARGB(a,r,g,b) DWORD(((a)<<24)|((r)<<16)|((g)<<8)|(b))
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#define APART(c) (((c)>>24)&0xff)
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#define RPART(c) (((c)>>16)&0xff)
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#define GPART(c) (((c)>>8)&0xff)
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#define BPART(c) ((c)&0xff)
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struct FPalette
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{
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FPalette ();
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FPalette (const BYTE *colors);
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void SetPalette (const BYTE *colors);
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void MakeGoodRemap ();
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PalEntry BaseColors[256]; // non-gamma corrected palette
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BYTE Remap[256]; // remap original palette indices to in-game indices
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BYTE WhiteIndex; // white in original palette index
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BYTE BlackIndex; // black in original palette index
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// Given an array of colors, fills in remap with values to remap the
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// passed array of colors to this palette.
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void MakeRemap (const DWORD *colors, BYTE *remap, const BYTE *useful, int numcolors) const;
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};
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struct FDynamicColormap
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{
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void ChangeFade (PalEntry fadecolor);
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void ChangeColor (PalEntry lightcolor, int desaturate);
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void ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor);
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void BuildLights ();
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static void RebuildAllLights();
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BYTE *Maps;
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PalEntry Color;
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PalEntry Fade;
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int Desaturate;
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FDynamicColormap *Next;
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};
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// For hardware-accelerated weapon sprites in colored sectors
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struct FColormapStyle
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{
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PalEntry Color;
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PalEntry Fade;
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int Desaturate;
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float FadeLevel;
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};
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enum
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{
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NOFIXEDCOLORMAP = -1,
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INVERSECOLORMAP, // the inverse map is used explicitly in a few places.
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};
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struct FSpecialColormap
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{
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float ColorizeStart[3];
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float ColorizeEnd[3];
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BYTE Colormap[256];
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PalEntry GrayscaleToColor[256];
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};
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extern TArray<FSpecialColormap> SpecialColormaps;
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// some utility functions to store special colormaps in powerup blends
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#define SPECIALCOLORMAP_MASK 0x00b60000
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inline int MakeSpecialColormap(int index)
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{
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assert(index >= 0 && index < 65536);
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return index | SPECIALCOLORMAP_MASK;
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}
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inline bool IsSpecialColormap(int map)
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{
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return (map & 0xFFFF0000) == SPECIALCOLORMAP_MASK;
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}
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inline int GetSpecialColormap(int blend)
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{
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return IsSpecialColormap(blend) ? blend & 0xFFFF : NOFIXEDCOLORMAP;
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}
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int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b2);
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extern BYTE DesaturateColormap[31][256];
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extern FPalette GPalette;
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extern "C" {
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extern FDynamicColormap NormalLight;
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}
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extern bool NormalLightHasFixedLights;
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// The color overlay to use for depleted items
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#define DIM_OVERLAY MAKEARGB(170,0,0,0)
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int BestColor (const uint32 *pal, int r, int g, int b, int first=1, int num=255);
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void InitPalette ();
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// V_SetBlend()
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// input: blendr: red component of blend
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// blendg: green component of blend
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// blendb: blue component of blend
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// blenda: alpha component of blend
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//
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// Applies the blend to all palettes with PALETTEF_BLEND flag
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void V_SetBlend (int blendr, int blendg, int blendb, int blenda);
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// V_ForceBlend()
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//
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// Normally, V_SetBlend() does nothing if the new blend is the
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// same as the old. This function will perform the blending
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// even if the blend hasn't changed.
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void V_ForceBlend (int blendr, int blendg, int blendb, int blenda);
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// Colorspace conversion RGB <-> HSV
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void RGBtoHSV (float r, float g, float b, float *h, float *s, float *v);
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void HSVtoRGB (float *r, float *g, float *b, float h, float s, float v);
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FDynamicColormap *GetSpecialLights (PalEntry lightcolor, PalEntry fadecolor, int desaturate);
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#endif //__V_PALETTE_H__
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