#pragma once #include #include "memarena.h" #include "palentry.h" class FileReader; enum { TRANSLATION_Internal = 0 }; struct FRemapTable { FRemapTable(int count = 256) { NumEntries = count; } FRemapTable(const FRemapTable& o) = default; bool operator==(const FRemapTable& o); void MakeIdentity(); bool IsIdentity() const; 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); bool AddColors(int start, int count, const uint8_t*, int trans_color = 0); uint8_t Remap[256]; // For the software renderer PalEntry Palette[256]; // The ideal palette this maps to int crc32; int Index; int NumEntries; // # of elements in this table (usually 256) bool Inactive = false; // This table is inactive and should be treated as if it was passed as NULL bool TwodOnly = false; // Only used for 2D rendering bool ForFont = false; // Mark font translations because they may require different handling than the ones for sprites- private: }; // 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 = nullptr; }; #define TRANSLATION_SHIFT 16 #define TRANSLATION_MASK ((1<> TRANSLATION_SHIFT; } inline int GetTranslationIndex(uint32_t trans) { return (trans & TRANSLATION_MASK); } class PaletteContainer { public: PalEntry BaseColors[256]; // non-gamma corrected palette PalEntry RawColors[256]; // colors as read from the game data without the transparancy remap applied uint8_t Remap[256]; // remap original palette indices to in-game indices uint8_t WhiteIndex; // white in original palette index uint8_t BlackIndex; // black in original palette index bool HasGlobalBrightmap; FRemapTable GlobalBrightmap; FRemapTable GrayRamp; FRemapTable GrayscaleMap; FRemapTable IceMap; // This is used by the texture compositor so it must be globally accessible. uint8_t GrayMap[256]; TArray uniqueRemaps; private: FMemArena remapArena; TArray> TranslationTables; public: void Init(int numslots); // This cannot be a constructor!!! void SetPalette(const uint8_t* colors, int transparent_index = -1); void Clear(); int DetermineTranslucency(FileReader& file); FRemapTable* AddRemap(FRemapTable* remap); void UpdateTranslation(int trans, FRemapTable* remap); int AddTranslation(int slot, FRemapTable* remap, int count = 1); void CopyTranslation(int dest, int src); int StoreTranslation(int slot, FRemapTable* remap); FRemapTable* TranslationToTable(int translation); void GenerateGlobalBrightmapFromColormap(const uint8_t* cmapdata, int numlevels); void PushIdentityTable(int slot) { AddTranslation(slot, nullptr); } FRemapTable* GetTranslation(int slot, int index) { return TranslationTables[slot].GetVal(index); } void ClearTranslationSlot(int slot) { TranslationTables[slot].Clear(); } unsigned NumTranslations(int slot) const { return TranslationTables[slot].Size(); } }; extern PaletteContainer GPalette;