- 2D drawer cleanup.

This commit is contained in:
Christoph Oelckers 2020-04-11 19:46:57 +02:00
commit b18faacab0
36 changed files with 1032 additions and 1147 deletions

View file

@ -23,70 +23,7 @@ struct FakeCmap
extern TArray<FakeCmap> fakecmaps;
// for internal use
struct FColormap
{
PalEntry LightColor; // a is saturation (0 full, 31=b/w, other=custom colormap)
PalEntry FadeColor; // a is fadedensity>>1
uint8_t Desaturation;
uint8_t BlendFactor; // This is for handling Legacy-style colormaps which use a different formula to calculate how the color affects lighting.
uint16_t FogDensity;
void Clear()
{
LightColor = 0xffffff;
FadeColor = 0;
Desaturation = 0;
BlendFactor = 0;
FogDensity = 0;
}
void MakeWhite()
{
LightColor = 0xffffff;
}
void ClearColor()
{
LightColor = 0xffffff;
BlendFactor = 0;
Desaturation = 0;
}
void CopyLight(FColormap &from)
{
LightColor = from.LightColor;
Desaturation = from.Desaturation;
BlendFactor = from.BlendFactor;
}
void CopyFog(FColormap &from)
{
FadeColor = from.FadeColor;
FogDensity = from.FogDensity;
}
void CopyFrom3DLight(lightlist_t *light);
void Decolorize()
{
LightColor.Decolorize();
}
bool operator == (const FColormap &other)
{
return LightColor == other.LightColor && FadeColor == other.FadeColor && Desaturation == other.Desaturation &&
BlendFactor == other.BlendFactor && FogDensity == other.FogDensity;
}
bool operator != (const FColormap &other)
{
return !operator==(other);
}
};
#include "fcolormap.h"
// For hardware-accelerated weapon sprites in colored sectors
struct FColormapStyle