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https://git.code.sf.net/p/quake/quakeforge
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diff noise reduction
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a2ac0b5c0e
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2 changed files with 40 additions and 36 deletions
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@ -1,4 +1,3 @@
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/*
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gl_view.c
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@ -30,12 +29,14 @@
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdio.h>
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#include "QF/compat.h"
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@ -43,25 +44,22 @@
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#include "glquake.h"
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#include "view.h"
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extern double host_frametime;
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extern double host_frametime;
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extern byte gammatable[256];
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extern byte gammatable[256];
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extern qboolean V_CheckGamma (void);
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extern qboolean V_CheckGamma (void);
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extern void V_CalcIntermissionRefdef (void);
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extern void V_CalcRefdef (void);
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extern void V_CalcIntermissionRefdef (void);
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extern void V_CalcRefdef (void);
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extern cvar_t *crosshair;
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extern cvar_t *gl_cshiftpercent;
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extern cvar_t *cl_cshift_powerup;
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extern cvar_t *cl_cshift_powerup;
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extern cvar_t *scr_ofsx;
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extern cvar_t *scr_ofsy;
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extern cvar_t *scr_ofsz;
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byte ramps[3][256];
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float v_blend[4]; // rgba 0.0 - 1.0
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byte ramps[3][256];
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float v_blend[4];
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/*
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@ -74,7 +72,7 @@ void
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V_CalcBlend (void)
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{
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float r = 0, g = 0, b = 0, a = 0;
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float a2, a3;
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float a2, a3;
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int i;
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for (i = 0; i < NUM_CSHIFTS; i++) {
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@ -96,21 +94,21 @@ V_CalcBlend (void)
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}
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if ((a2 = 1 - bound (0.0, contrast->value, 1.0)) < 0.999) { // add contrast
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r += (128 - r) * a2;
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g += (128 - g) * a2;
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b += (128 - b) * a2;
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a3 = (1.0 - a) * (1.0 - a2);
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a = 1.0 - a3;
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}
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// LordHavoc: saturate color
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if (a) {
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a2 = 1.0 / a;
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r *= a2;
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g *= a2;
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b *= a2;
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}
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r += (128 - r) * a2;
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g += (128 - g) * a2;
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b += (128 - b) * a2;
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a3 = (1.0 - a) * (1.0 - a2);
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a = 1.0 - a3;
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}
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// LordHavoc: saturate color
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if (a) {
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a2 = 1.0 / a;
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r *= a2;
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g *= a2;
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b *= a2;
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}
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v_blend[0] = min (r, 255.0) / 255.0;
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v_blend[1] = min (g, 255.0) / 255.0;
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@ -63,7 +63,7 @@ float v_blend[4];
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V_CalcBlend
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LordHavoc made this a real, true alpha blend. Cleaned it up
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a bit, but otherwise this is his code. --KB
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a bit, but otherwise this is his code. --KB
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*/
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void
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V_CalcBlend (void)
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@ -155,6 +155,12 @@ V_CalcPowerupCshift (void)
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}
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/*
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V_UpdatePalette
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In software, this function (duh) updates the palette. In GL, all it does is
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set up some values for shifting the screen color in a particular direction.
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*/
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void
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V_UpdatePalette (void)
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{
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