Ykkrosh
2f53eea71a
Color: Moved SColor* structs into SColor.h, so they can be used without indirectly including CVector[34]D. Terrain: Added 'base colour', for the Actor Viewer to be able to modulate the colour of normally-white terrain. Removed some "using namespace std" (because it doesn't make the code easier to read, and it defeats the point of namespaces, and the rest of the code doesn't do it). This was SVN commit r4392.
30 lines
842 B
C
30 lines
842 B
C
///////////////////////////////////////////////////////////////////////////////
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//
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// Name: Color.h
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// Author: Rich Cross
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// Contact: rich@wildfiregames.com
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//
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _COLOR_H
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#define _COLOR_H
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "lib/types.h"
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// simple defines for 3 and 4 component floating point colors - just map to
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// corresponding vector types
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typedef CVector3D RGBColor;
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typedef CVector4D RGBAColor;
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// exposed as function pointer because it is set at init-time to
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// one of several implementations depending on CPU caps.
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extern u32 (*ConvertRGBColorTo4ub)(const RGBColor& src);
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// call once ia32_init has run; detects CPU caps and activates the best
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// possible codepath.
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extern void ColorActivateFastImpl();
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#endif
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