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https://git.do.srb2.org/STJr/SRB2.git
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Update blend textures to smooth out colors that have duplicate indices
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parent
45404f7f27
commit
6476a92817
1 changed files with 77 additions and 24 deletions
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@ -654,10 +654,14 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
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UINT16 w = gpatch->width, h = gpatch->height;
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UINT16 w = gpatch->width, h = gpatch->height;
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UINT32 size = w*h;
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UINT32 size = w*h;
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RGBA_t *image, *blendimage, *cur, blendcolor;
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RGBA_t *image, *blendimage, *cur, blendcolor;
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UINT8 i;
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UINT8 translation[16]; // First the color index
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UINT8 cutoff[16]; // Brightness cutoff before using the next color
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UINT8 translen = 0;
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// vanilla port
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UINT8 translation[16];
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memset(translation, 0, sizeof(translation));
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memset(translation, 0, sizeof(translation));
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memset(cutoff, 0, sizeof(cutoff));
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if (grmip->width == 0)
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if (grmip->width == 0)
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{
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{
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@ -684,7 +688,33 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
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blendcolor = V_GetColor(0); // initialize
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blendcolor = V_GetColor(0); // initialize
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if (color != SKINCOLOR_NONE)
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if (color != SKINCOLOR_NONE)
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memcpy(&translation, &Color_Index[color - 1], 16);
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{
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UINT8 numdupes = 1;
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translation[translen] = Color_Index[color-1][0];
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cutoff[translen] = 255;
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for (i = 1; i < 16; i++)
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{
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if (translation[translen] == Color_Index[color-1][i])
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{
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numdupes++;
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continue;
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}
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if (translen > 0)
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{
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cutoff[translen] = cutoff[translen-1] - (256 / (16 / numdupes));
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}
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numdupes = 1;
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translen++;
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translation[translen] = (UINT8)Color_Index[color-1][i];
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}
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translen++;
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}
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while (size--)
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while (size--)
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{
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{
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@ -710,7 +740,7 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
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// Turn everything below a certain blue threshold white
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// Turn everything below a certain blue threshold white
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if (image->s.red == 0 && image->s.green == 0 && image->s.blue <= 82)
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if (image->s.red == 0 && image->s.green == 0 && image->s.blue <= 82)
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{
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{
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cur->s.red = cur->s.green = cur->s.blue = 255;
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cur->s.red = cur->s.green = cur->s.blue = (255 - image->s.blue);
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}
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}
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else
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else
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{
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{
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@ -762,6 +792,8 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
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{
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{
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UINT16 brightness;
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UINT16 brightness;
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I_Assert(translen > 0);
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// Don't bother with blending the pixel if the alpha of the blend pixel is 0
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// Don't bother with blending the pixel if the alpha of the blend pixel is 0
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if (skinnum == TC_RAINBOW)
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if (skinnum == TC_RAINBOW)
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{
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{
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@ -798,8 +830,8 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
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// (Me splitting this into a function didn't work, so I had to ruin this entire function's groove...)
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// (Me splitting this into a function didn't work, so I had to ruin this entire function's groove...)
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{
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{
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RGBA_t nextcolor;
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RGBA_t nextcolor;
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UINT8 firsti, secondi, mul;
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UINT8 firsti, secondi, mul, mulmax;
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UINT32 r, g, b;
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INT32 r, g, b;
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// Rainbow needs to find the closest match to the textures themselves, instead of matching brightnesses to other colors.
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// Rainbow needs to find the closest match to the textures themselves, instead of matching brightnesses to other colors.
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// Ensue horrible mess.
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// Ensue horrible mess.
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@ -808,7 +840,6 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
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UINT16 brightdif = 256;
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UINT16 brightdif = 256;
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UINT8 colorbrightnesses[16];
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UINT8 colorbrightnesses[16];
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INT32 compare, m, d;
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INT32 compare, m, d;
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UINT8 i;
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// Ignore pure white & pitch black
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// Ignore pure white & pitch black
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if (brightness > 253 || brightness < 2)
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if (brightness > 253 || brightness < 2)
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@ -820,18 +851,21 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
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firsti = 0;
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firsti = 0;
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mul = 0;
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mul = 0;
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mulmax = 1;
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for (i = 0; i < 16; i++)
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for (i = 0; i < translen; i++)
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{
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{
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RGBA_t tempc = V_GetColor(translation[i]);
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RGBA_t tempc = V_GetColor(translation[i]);
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SETBRIGHTNESS(colorbrightnesses[i], tempc.s.red, tempc.s.green, tempc.s.blue); // store brightnesses for comparison
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SETBRIGHTNESS(colorbrightnesses[i], tempc.s.red, tempc.s.green, tempc.s.blue); // store brightnesses for comparison
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}
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}
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for (i = 0; i < 16; i++)
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for (i = 0; i < translen; i++)
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{
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{
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if (brightness > colorbrightnesses[i]) // don't allow greater matches (because calculating a makeshift gradient for this is already a huge mess as is)
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if (brightness > colorbrightnesses[i]) // don't allow greater matches (because calculating a makeshift gradient for this is already a huge mess as is)
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continue;
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continue;
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compare = abs((INT16)(colorbrightnesses[i]) - (INT16)(brightness));
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compare = abs((INT16)(colorbrightnesses[i]) - (INT16)(brightness));
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if (compare < brightdif)
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if (compare < brightdif)
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{
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{
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brightdif = (UINT16)compare;
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brightdif = (UINT16)compare;
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@ -840,7 +874,7 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
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}
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}
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secondi = firsti+1; // next color in line
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secondi = firsti+1; // next color in line
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if (secondi == 16)
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if (secondi >= translen)
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{
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{
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m = (INT16)brightness; // - 0;
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m = (INT16)brightness; // - 0;
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d = (INT16)colorbrightnesses[firsti]; // - 0;
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d = (INT16)colorbrightnesses[firsti]; // - 0;
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@ -856,38 +890,57 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
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// calculate the "gradient" multiplier based on how close this color is to the one next in line
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// calculate the "gradient" multiplier based on how close this color is to the one next in line
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if (m <= 0 || d <= 0)
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if (m <= 0 || d <= 0)
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{
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mul = 0;
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mul = 0;
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}
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else
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else
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mul = 15 - ((m * 16) / d);
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{
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mulmax = cutoff[firsti];
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if (secondi < translen)
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mulmax -= cutoff[secondi];
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mul = (mulmax-1) - ((m * mulmax) / d);
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}
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}
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}
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else
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else
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{
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{
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// Thankfully, it's normally way more simple.
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// Just convert brightness to a skincolor value, use distance to next position to find the gradient multipler
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// Just convert brightness to a skincolor value, use remainder to find the gradient multipler
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firsti = 0;
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firsti = ((UINT8)(255-brightness) / 16);
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for (i = 1; i < translen; i++)
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{
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if (brightness >= cutoff[i])
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break;
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firsti = i;
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}
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secondi = firsti+1;
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secondi = firsti+1;
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mul = ((UINT8)(255-brightness) % 16);
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mulmax = cutoff[firsti];
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if (secondi < translen)
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mulmax -= cutoff[secondi];
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mul = cutoff[firsti] - brightness;
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}
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}
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blendcolor = V_GetColor(translation[firsti]);
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blendcolor = V_GetColor(translation[firsti]);
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if (mul > 0 // If it's 0, then we only need the first color.
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if (mul > 0) // If it's 0, then we only need the first color.
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&& translation[firsti] != translation[secondi]) // Some colors have duplicate colors in a row, so let's just save the process
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{
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{
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if (secondi == 16) // blend to black
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if (secondi >= translen) // blend to black
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nextcolor = V_GetColor(31);
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nextcolor = V_GetColor(31);
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else
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else
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nextcolor = V_GetColor(translation[secondi]);
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nextcolor = V_GetColor(translation[secondi]);
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// Find difference between points
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// Find difference between points
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r = (UINT32)(nextcolor.s.red - blendcolor.s.red);
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r = (INT32)(nextcolor.s.red - blendcolor.s.red);
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g = (UINT32)(nextcolor.s.green - blendcolor.s.green);
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g = (INT32)(nextcolor.s.green - blendcolor.s.green);
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b = (UINT32)(nextcolor.s.blue - blendcolor.s.blue);
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b = (INT32)(nextcolor.s.blue - blendcolor.s.blue);
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// Find the gradient of the two points
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// Find the gradient of the two points
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r = ((mul * r) / 16);
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r = ((mul * r) / mulmax);
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g = ((mul * g) / 16);
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g = ((mul * g) / mulmax);
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b = ((mul * b) / 16);
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b = ((mul * b) / mulmax);
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// Add gradient value to color
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// Add gradient value to color
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blendcolor.s.red += r;
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blendcolor.s.red += r;
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