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https://github.com/ZDoom/Raze.git
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140 lines
4.3 KiB
C++
140 lines
4.3 KiB
C++
#pragma once
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#include <stdint.h>
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#include "memarena.h"
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#include "palentry.h"
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class FileReader;
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enum
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{
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TRANSLATION_Internal = 0
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};
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struct FRemapTable
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{
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FRemapTable(int count = 256) { NumEntries = count; }
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FRemapTable(const FRemapTable& o) = default;
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bool operator==(const FRemapTable& o);
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void MakeIdentity();
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bool IsIdentity() const;
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bool AddIndexRange(int start, int end, int pal1, int pal2);
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bool AddColorRange(int start, int end, int r1, int g1, int b1, int r2, int g2, int b2);
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bool AddDesaturation(int start, int end, double r1, double g1, double b1, double r2, double g2, double b2);
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bool AddColourisation(int start, int end, int r, int g, int b);
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bool AddTint(int start, int end, int r, int g, int b, int amount);
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bool AddToTranslation(const char* range);
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bool AddColors(int start, int count, const uint8_t*, int trans_color = 0);
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uint8_t Remap[256]; // For the software renderer
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PalEntry Palette[256]; // The ideal palette this maps to
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int crc32;
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int Index;
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int NumEntries; // # of elements in this table (usually 256)
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bool Inactive = false; // This table is inactive and should be treated as if it was passed as NULL
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bool TwodOnly = false; // Only used for 2D rendering
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bool ForFont = false; // Mark font translations because they may require different handling than the ones for sprites-
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bool NoTransparency = false; // This palette has no transparent index and must be excluded from all treatment for that.
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private:
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};
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// A class that initializes unusued pointers to NULL. This is used so that when
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// the TAutoGrowArray below is expanded, the new elements will be NULLed.
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class FRemapTablePtr
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{
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public:
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FRemapTablePtr() throw() : Ptr(0) {}
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FRemapTablePtr(FRemapTable* p) throw() : Ptr(p) {}
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FRemapTablePtr(const FRemapTablePtr& p) throw() : Ptr(p.Ptr) {}
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operator FRemapTable* () const throw() { return Ptr; }
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FRemapTablePtr& operator= (FRemapTable* p) throw() { Ptr = p; return *this; }
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FRemapTablePtr& operator= (FRemapTablePtr& p) throw() { Ptr = p.Ptr; return *this; }
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FRemapTable& operator*() const throw() { return *Ptr; }
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FRemapTable* operator->() const throw() { return Ptr; }
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private:
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FRemapTable* Ptr = nullptr;
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};
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enum
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{
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TRANSLATION_SHIFT = 16,
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TRANSLATION_MASK = ((1 << TRANSLATION_SHIFT) - 1),
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TRANSLATIONTYPE_MASK = (255 << TRANSLATION_SHIFT)
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};
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inline constexpr uint32_t TRANSLATION(uint8_t a, uint32_t b)
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{
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return (a << TRANSLATION_SHIFT) | b;
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}
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inline constexpr int GetTranslationType(uint32_t trans)
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{
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return (trans & TRANSLATIONTYPE_MASK) >> TRANSLATION_SHIFT;
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}
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inline constexpr int GetTranslationIndex(uint32_t trans)
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{
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return (trans & TRANSLATION_MASK);
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}
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class PaletteContainer
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{
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public:
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PalEntry BaseColors[256]; // non-gamma corrected palette
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PalEntry RawColors[256]; // colors as read from the game data without the transparancy remap applied
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uint8_t Remap[256]; // remap original palette indices to in-game indices
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uint8_t WhiteIndex; // white in original palette index
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uint8_t BlackIndex; // black in original palette index
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bool HasGlobalBrightmap;
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FRemapTable GlobalBrightmap;
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FRemapTable GrayRamp;
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FRemapTable GrayscaleMap;
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FRemapTable IceMap; // This is used by the texture compositor so it must be globally accessible.
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uint8_t GrayMap[256];
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TArray<FRemapTable*> uniqueRemaps;
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private:
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FMemArena remapArena;
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TArray<TAutoGrowArray<FRemapTablePtr, FRemapTable*>> TranslationTables;
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public:
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void Init(int numslots); // This cannot be a constructor!!!
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void SetPalette(const uint8_t* colors, int transparent_index = -1);
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void Clear();
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int DetermineTranslucency(FileReader& file);
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FRemapTable* AddRemap(FRemapTable* remap);
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void UpdateTranslation(int trans, FRemapTable* remap);
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int AddTranslation(int slot, FRemapTable* remap, int count = 1);
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void CopyTranslation(int dest, int src);
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int StoreTranslation(int slot, FRemapTable* remap);
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FRemapTable* TranslationToTable(int translation);
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void GenerateGlobalBrightmapFromColormap(const uint8_t* cmapdata, int numlevels);
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void PushIdentityTable(int slot)
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{
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AddTranslation(slot, nullptr);
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}
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FRemapTable* GetTranslation(int slot, int index)
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{
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return TranslationTables[slot].GetVal(index);
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}
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void ClearTranslationSlot(int slot)
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{
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TranslationTables[slot].Clear();
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}
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unsigned NumTranslations(int slot) const
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{
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return TranslationTables[slot].Size();
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}
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};
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extern PaletteContainer GPalette;
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