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78be8f866b
This is for consistency, otherwise sprites with a palette translation would stand out. Also use shade dependent fog density instead of a single global value. Currently this only has an effect in true color rendering mode.
191 lines
4.2 KiB
C
191 lines
4.2 KiB
C
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
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// Ken Silverman's official web site: "http://www.advsys.net/ken"
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// See the included license file "BUILDLIC.TXT" for license info.
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//
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// This file has been modified from Ken Silverman's original release
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// by Jonathon Fowler (jf@jonof.id.au)
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// by the EDuke32 team (development@voidpoint.com)
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#pragma once
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#ifndef palette_h_
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#define palette_h_
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#include "renderstyle.h"
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#include "filesystem.h"
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#include "zstring.h"
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#include "palentry.h"
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#include "templates.h"
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#define MAXBASEPALS 256
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#define MAXPALOOKUPS 256
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#define MAXBLENDTABS 256
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#define RESERVEDPALS 4 // don't forget to increment this when adding reserved pals
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#define DETAILPAL (MAXPALOOKUPS - 1)
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#define GLOWPAL (MAXPALOOKUPS - 2)
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#define SPECULARPAL (MAXPALOOKUPS - 3)
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#define NORMALPAL (MAXPALOOKUPS - 4)
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#define BRIGHTPAL (MAXPALOOKUPS)
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// fixme: should use the flags from the PRSFlags enum directly
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enum
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{
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TINTF_GRAYSCALE = 1,
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TINTF_INVERT = 2,
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TINTF_COLORIZE = 4,
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TINTF_USEONART = 8,
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TINTF_APPLYOVERPALSWAP = 16,
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TINTF_APPLYOVERALTPAL = 32,
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TINTF_BLEND_MULTIPLY = 0 << 6,
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TINTF_BLEND_SCREEN = 1 << 6,
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TINTF_BLEND_OVERLAY = 2 << 6,
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TINTF_BLEND_HARDLIGHT = 3 << 6,
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TINTF_BLENDMASK = 64 | 128,
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TINTF_ALWAYSUSEART = 256,
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TINTF_PRECOMPUTED = TINTF_COLORIZE | TINTF_BLENDMASK,
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TINTF_ENABLE = 32768
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};
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struct LookupTable
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{
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FString Shades;
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PalEntry FadeColor = 0;
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float ShadeFactor = 1.f;
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float Visibility = 0;
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bool hasBrightmap = false;
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bool noFloorPal = false;
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int tintFlags = 0;
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PalEntry tintColor = 0xffffff;
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PalEntry tintShade = 0;
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};
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struct LookupTableInfo
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{
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LookupTable tables[MAXPALOOKUPS];
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const uint8_t* getTable(int num)
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{
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if (tables[num].Shades.Len() == 0) num = 0;
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return (const uint8_t*)tables[num].Shades.GetChars();
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}
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bool checkTable(int num)
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{
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return tables[num].Shades.IsNotEmpty();
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}
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void copyTable(int dest, int src)
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{
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tables[dest].Shades = tables[src].Shades;
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}
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void clearTable(int dest)
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{
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tables[dest].Shades = "";
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}
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void makeTable(int palnum, const uint8_t* remapbuf, int r, int g, int b, bool noFloorPal);
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int setTable(int palnum, const uint8_t* remap);
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void postLoadTables();
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int loadTable(FileReader& fp);
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void postLoadLookups();
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void setupDefaultFog();
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void setFadeColor(int num, int r, int g, int b)
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{
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tables[num].FadeColor = PalEntry(1, r, g, b);
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}
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PalEntry getFade(int num)
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{
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return tables[num].FadeColor;
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}
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bool noFloorPal(int num) const
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{
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return tables[num].noFloorPal;
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}
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void setPaletteTint(int palnum, int r, int g, int b, int sr, int sg, int sb, int flags);
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};
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extern LookupTableInfo lookups;
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enum
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{
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Translation_BasePalettes = 1,
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Translation_Remap,
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};
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extern uint8_t curbasepal;
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extern int32_t r_scenebrightness;
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struct palette_t
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{
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uint8_t r, g, b, f;
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};
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extern PalEntry palfadergb;
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void paletteSetColorTable(int32_t id, uint8_t const* table, bool notransparency, bool twodonly);
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#include "tflags.h"
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enum ESetPalFlag
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{
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Pal_DontResetFade = 1,
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};
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inline void videoSetBrightness(int brightness)
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{
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r_scenebrightness = clamp(brightness, 0, 15);
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}
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typedef TFlags<ESetPalFlag> ESetPalFlags;
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DEFINE_TFLAGS_OPERATORS(ESetPalFlags)
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void videoSetPalette(int dapalid);
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inline void videoFadePalette(uint8_t r, uint8_t g, uint8_t b, uint8_t offset)
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{
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palfadergb.r = r;
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palfadergb.g = g;
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palfadergb.b = b;
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palfadergb.a = offset;
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}
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inline void videoclearFade()
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{
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palfadergb.d = 0;
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}
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void videoTintBlood(int32_t r, int32_t g, int32_t b);
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extern int32_t globalpal, globalfloorpal;
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extern void paletteLoadFromDisk(void);
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struct glblenddef_t
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{
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float alpha;
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uint8_t src, dst, flags;
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};
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struct glblend_t
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{
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glblenddef_t def[2];
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};
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extern glblend_t const nullglblend, defaultglblend;
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extern glblend_t glblend[MAXBLENDTABS];
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FRenderStyle GetRenderStyle(int blend, int def);
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extern void SetRenderStyleFromBlend(uint8_t enable, uint8_t blend, uint8_t def);
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float GetAlphaFromBlend(uint32_t maskprops, uint32_t blend);
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void DrawFullscreenBlends();
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#endif
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