World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
|
См. документацию.
48 bool HSV2RGB(
float *a1,
float *a2,
float *a3,
float a4,
float a5,
float a6);
49 void RGB2HSV(
float *a1,
float *a2,
float a3,
float a4,
float a5,
float *a6);
50 signed int ReplaceHSV(
unsigned int uColor,
float a2,
float gamma,
float a4);
unsigned __int16 uint16_t
static uint16_t * _47C33F_get_palette(int a1, char a2)
void SetColorChannelInfo(int uNumRBits, int uNumGBits, int uNumBBits)
void CalcPalettes_LUT(int a2)
uint8_t pBaseColors[50][256][3]
unsigned int uNumTargetGBits
uint16_t field_199600_palettes[50][32][256]
static uint16_t * Get_Dark_or_Red_LUT(int paletteIdx, int a2, char a3)
bool HSV2RGB(float *a1, float *a2, float *a3, float a4, float a5, float a6)
int LoadPalette(unsigned int uPaletteID)
int MakeBasePaletteLut(int a2, char *entries)
signed int ReplaceHSV(unsigned int uColor, float a2, float gamma, float a4)
uint16_t field_D1600[50][32][256]
uint8_t pPalette_mistColor[3]
static uint16_t * Get(int a1)
unsigned int uTargetRMask
static uint16_t * Get_Mist_or_Red_LUT(int paletteIdx, int a2, char a3)
PaletteManager * pPaletteManager
static uint16_t * _47C30E_get_palette(int a1, char a2)
unsigned int uTargetGMask
GLboolean GLboolean GLboolean b
GLdouble GLdouble GLdouble r
void SetMistColor(unsigned char r, unsigned char g, unsigned char b)
unsigned int uNumTargetRBits
uint16_t pPalette1[50][32][256]
unsigned int uNumTargetBBits
uint16_t field_261600[50][256]
unsigned char pPalette_tintColor[3]
void RGB2HSV(float *a1, float *a2, float a3, float a4, float a5, float *a6)
unsigned int uTargetBMask