mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 04:00:42 +00:00
- added the special colormaps for the texture compositor.
This commit is contained in:
parent
f1040fa699
commit
2c5d081799
4 changed files with 160 additions and 6 deletions
|
@ -394,7 +394,7 @@ endif()
|
|||
# Update gitinfo.h
|
||||
|
||||
add_custom_target( revision_check ALL
|
||||
COMMAND "${CMAKE_COMMAND}" -P "${CMAKE_SOURCE_DIR}/tools/updaterevision/UpdateRevision.cmake" src/gitinfo.h
|
||||
COMMAND "${CMAKE_COMMAND}" -P "${CMAKE_SOURCE_DIR}/tools/updaterevision/UpdateRevision.cmake" source/gitinfo.h
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
)
|
||||
|
||||
|
|
|
@ -33,9 +33,7 @@
|
|||
*/
|
||||
|
||||
#include "bitmap.h"
|
||||
|
||||
|
||||
//#include "colormaps.h" // todo: Move the special colormaps out of the game specicic code
|
||||
#include "palutil.h"
|
||||
|
||||
uint8_t IcePalette[16][3] =
|
||||
{
|
||||
|
@ -115,7 +113,6 @@ void iCopyColors(uint8_t *pout, const uint8_t *pin, int count, int step, FCopyIn
|
|||
|
||||
if (inf->blend >= BLEND_SPECIALCOLORMAP1)
|
||||
{
|
||||
#if 0
|
||||
FSpecialColormap *cm = &SpecialColormaps[inf->blend - BLEND_SPECIALCOLORMAP1];
|
||||
for(i=0;i<count;i++)
|
||||
{
|
||||
|
@ -133,7 +130,6 @@ void iCopyColors(uint8_t *pout, const uint8_t *pin, int count, int step, FCopyIn
|
|||
pout+=4;
|
||||
pin+=step;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else if (inf->blend >= BLEND_DESATURATE1 && inf->blend<=BLEND_DESATURATE31)
|
||||
{
|
||||
|
|
|
@ -39,6 +39,7 @@
|
|||
#include "files.h"
|
||||
#include "filesystem.h"
|
||||
#include "printf.h"
|
||||
#include "templates.h"
|
||||
|
||||
/****************************/
|
||||
/* Palette management stuff */
|
||||
|
@ -694,3 +695,130 @@ int V_GetColor(const uint32_t* palette, FScanner& sc)
|
|||
return V_GetColor(palette, sc.String, &scc);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Special colormaps
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
|
||||
TArray<FSpecialColormap> SpecialColormaps;
|
||||
|
||||
// These default tables are needed for texture composition.
|
||||
static FSpecialColormapParameters SpecialColormapParms[] =
|
||||
{
|
||||
// Doom invulnerability is an inverted grayscale.
|
||||
// Strife uses it when firing the Sigil
|
||||
{ { 1, 1, 1 }, { 0, 0, 0 } },
|
||||
|
||||
// Heretic invulnerability is a golden shade.
|
||||
{ { 0, 0, 0 }, { 1.5, 0.75, 0 }, },
|
||||
|
||||
// [BC] Build the Doomsphere colormap. It is red!
|
||||
{ { 0, 0, 0 }, { 1.5, 0, 0 } },
|
||||
|
||||
// [BC] Build the Guardsphere colormap. It's a greenish-white kind of thing.
|
||||
{ { 0, 0, 0 }, { 1.25, 1.5, 1 } },
|
||||
|
||||
// Build a blue colormap.
|
||||
{ { 0, 0, 0 }, { 0, 0, 1.5 } },
|
||||
|
||||
// Repeated to get around the overridability of the other one
|
||||
{ { 1, 1, 1 }, { 0, 0, 0 } },
|
||||
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void UpdateSpecialColormap(PalEntry* BaseColors, unsigned int index, float r1, float g1, float b1, float r2, float g2, float b2)
|
||||
{
|
||||
assert(index < SpecialColormaps.Size());
|
||||
|
||||
FSpecialColormap* cm = &SpecialColormaps[index];
|
||||
cm->ColorizeStart[0] = float(r1);
|
||||
cm->ColorizeStart[1] = float(g1);
|
||||
cm->ColorizeStart[2] = float(b1);
|
||||
cm->ColorizeEnd[0] = float(r2);
|
||||
cm->ColorizeEnd[1] = float(g2);
|
||||
cm->ColorizeEnd[2] = float(b2);
|
||||
|
||||
r2 -= r1;
|
||||
g2 -= g1;
|
||||
b2 -= b1;
|
||||
r1 *= 255;
|
||||
g1 *= 255;
|
||||
b1 *= 255;
|
||||
|
||||
if (BaseColors) // only create this table if needed
|
||||
{
|
||||
for (int c = 0; c < 256; c++)
|
||||
{
|
||||
double intensity = (BaseColors[c].r * 77 +
|
||||
BaseColors[c].g * 143 +
|
||||
BaseColors[c].b * 37) / 256.0;
|
||||
|
||||
PalEntry pe = PalEntry(std::min(255, int(r1 + intensity * r2)),
|
||||
std::min(255, int(g1 + intensity * g2)),
|
||||
std::min(255, int(b1 + intensity * b2)));
|
||||
|
||||
cm->Colormap[c] = BestColor((uint32_t*)BaseColors, pe.r, pe.g, pe.b);
|
||||
}
|
||||
}
|
||||
|
||||
// This table is used by the texture composition code
|
||||
for (int i = 0; i < 256; i++)
|
||||
{
|
||||
cm->GrayscaleToColor[i] = PalEntry(std::min(255, int(r1 + i * r2)),
|
||||
std::min(255, int(g1 + i * g2)),
|
||||
std::min(255, int(b1 + i * b2)));
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int AddSpecialColormap(PalEntry *BaseColors, float r1, float g1, float b1, float r2, float g2, float b2)
|
||||
{
|
||||
// Clamp these in range for the hardware shader.
|
||||
r1 = clamp(r1, 0.0f, 2.0f);
|
||||
g1 = clamp(g1, 0.0f, 2.0f);
|
||||
b1 = clamp(b1, 0.0f, 2.0f);
|
||||
r2 = clamp(r2, 0.0f, 2.0f);
|
||||
g2 = clamp(g2, 0.0f, 2.0f);
|
||||
b2 = clamp(b2, 0.0f, 2.0f);
|
||||
|
||||
for (unsigned i = 1; i < SpecialColormaps.Size(); i++)
|
||||
{
|
||||
// Avoid precision issues here when trying to find a proper match.
|
||||
if (fabs(SpecialColormaps[i].ColorizeStart[0] - r1) < FLT_EPSILON &&
|
||||
fabs(SpecialColormaps[i].ColorizeStart[1] - g1) < FLT_EPSILON &&
|
||||
fabs(SpecialColormaps[i].ColorizeStart[2] - b1) < FLT_EPSILON &&
|
||||
fabs(SpecialColormaps[i].ColorizeEnd[0] - r2) < FLT_EPSILON &&
|
||||
fabs(SpecialColormaps[i].ColorizeEnd[1] - g2) < FLT_EPSILON &&
|
||||
fabs(SpecialColormaps[i].ColorizeEnd[2] - b2) < FLT_EPSILON)
|
||||
{
|
||||
return i; // The map already exists
|
||||
}
|
||||
}
|
||||
|
||||
UpdateSpecialColormap(BaseColors, SpecialColormaps.Reserve(1), r1, g1, b1, r2, g2, b2);
|
||||
return SpecialColormaps.Size() - 1;
|
||||
}
|
||||
|
||||
void InitSpecialColormaps(PalEntry *pe)
|
||||
{
|
||||
for (unsigned i = 0; i < countof(SpecialColormapParms); ++i)
|
||||
{
|
||||
AddSpecialColormap(pe, SpecialColormapParms[i].Start[0], SpecialColormapParms[i].Start[1],
|
||||
SpecialColormapParms[i].Start[2], SpecialColormapParms[i].End[0],
|
||||
SpecialColormapParms[i].End[1], SpecialColormapParms[i].End[2]);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -29,3 +29,33 @@ FString V_GetColorStringByName(const char* name, FScriptPosition* sc = nullptr);
|
|||
// Tries to get color by name, then by string
|
||||
int V_GetColor(const uint32_t* palette, const char* str, FScriptPosition* sc = nullptr);
|
||||
int V_GetColor(const uint32_t* palette, FScanner& sc);
|
||||
|
||||
enum
|
||||
{
|
||||
NOFIXEDCOLORMAP = -1,
|
||||
INVERSECOLORMAP, // the inverse map is used explicitly in a few places.
|
||||
GOLDCOLORMAP,
|
||||
REDCOLORMAP,
|
||||
GREENCOLORMAP,
|
||||
BLUECOLORMAP,
|
||||
REALINVERSECOLORMAP,
|
||||
};
|
||||
|
||||
struct FSpecialColormapParameters
|
||||
{
|
||||
float Start[3], End[3];
|
||||
};
|
||||
|
||||
struct FSpecialColormap
|
||||
{
|
||||
float ColorizeStart[3];
|
||||
float ColorizeEnd[3];
|
||||
uint8_t Colormap[256];
|
||||
PalEntry GrayscaleToColor[256];
|
||||
};
|
||||
|
||||
extern TArray<FSpecialColormap> SpecialColormaps;
|
||||
|
||||
int AddSpecialColormap(PalEntry *pe, float r1, float g1, float b1, float r2, float g2, float b2);
|
||||
void InitSpecialColormaps(PalEntry* pe);
|
||||
void UpdateSpecialColormap(PalEntry* BaseColors, unsigned int index, float r1, float g1, float b1, float r2, float g2, float b2);
|
||||
|
|
Loading…
Reference in a new issue