forked from 0ad/0ad
43 lines
1.3 KiB
C
43 lines
1.3 KiB
C
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Convert float RGB(A) colors to unsigned byte
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*/
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#ifndef INCLUDED_COLOR
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#define INCLUDED_COLOR
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#include "SColor.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.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 SColor4ub (*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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