- moved special color maps to utilities.

The default tables are needed by the texture compositor which should be universal, so this needs to be, too.
This commit is contained in:
Christoph Oelckers 2020-04-11 18:18:01 +02:00
commit 7243495b16
10 changed files with 197 additions and 155 deletions

View file

@ -474,13 +474,13 @@ void FMultipatchTextureBuilder::ParsePatch(FScanner &sc, BuildInfo &info, TexPar
if (part.Translation != NULL) delete part.Translation;
part.Translation = NULL;
part.Blend = 0;
static const char *maps[] = { "inverse", "gold", "red", "green", "blue", NULL };
static const char *maps[] = { "gold", "red", "green", "blue", "inverse", NULL };
sc.MustGetString();
match = sc.MatchString(maps);
if (match >= 0)
{
part.Blend = BLEND_SPECIALCOLORMAP1 + match;
part.Blend = BLEND_SPECIALCOLORMAP1 + match + 1;
}
else if (sc.Compare("ICE"))
{
@ -528,7 +528,7 @@ void FMultipatchTextureBuilder::ParsePatch(FScanner &sc, BuildInfo &info, TexPar
b1 = (float)sc.Float;
if (!sc.CheckString(","))
{
part.Blend = AddSpecialColormap(0, 0, 0, r1, g1, b1);
part.Blend = AddSpecialColormap(GPalette.BaseColors, 0, 0, 0, r1, g1, b1);
}
else
{
@ -540,7 +540,7 @@ void FMultipatchTextureBuilder::ParsePatch(FScanner &sc, BuildInfo &info, TexPar
sc.MustGetStringName(",");
sc.MustGetFloat();
b2 = (float)sc.Float;
part.Blend = AddSpecialColormap(r1, g1, b1, r2, g2, b2);
part.Blend = AddSpecialColormap(GPalette.BaseColors, r1, g1, b1, r2, g2, b2);
}
}
else if (sc.Compare("Blend"))