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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
- Begin reimplementing rgb555 again.
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ddee869350
commit
8de11ee81a
3 changed files with 218 additions and 42 deletions
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@ -43,6 +43,9 @@
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#include "v_video.h"
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#include "r_draw_pal.h"
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// [SP] r_blendmode - false = rgb555 matching (ZDoom classic), true = rgb666 (refactored)
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CVAR(Bool, r_blendmode, false, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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/*
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[RH] This translucency algorithm is based on DOSDoom 0.65's, but uses
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a 32k RGB table instead of an 8k one. At least on my machine, it's
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@ -303,19 +306,39 @@ namespace swrenderer
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fracstep *= thread->num_cores;
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pitch *= thread->num_cores;
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do
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if (!r_blendmode)
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{
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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do
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{
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uint32_t r = MIN(GPalette.BaseColors[colormap[pix]].r + GPalette.BaseColors[*dest].r, 255);
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uint32_t g = MIN(GPalette.BaseColors[colormap[pix]].g + GPalette.BaseColors[*dest].g, 255);
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uint32_t b = MIN(GPalette.BaseColors[colormap[pix]].b + GPalette.BaseColors[*dest].b, 255);
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*dest = RGB256k.RGB[r>>2][g>>2][b>>2];
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}
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frac += fracstep;
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dest += pitch;
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} while (--count);
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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{
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uint32_t fg = fg2rgb[colormap[pix]];
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uint32_t bg = bg2rgb[*dest];
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fg = (fg + bg) | 0x1f07c1f;
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*dest = RGB32k.All[fg & (fg >> 15)];
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}
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frac += fracstep;
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dest += pitch;
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} while (--count);
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}
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else
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{
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do
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{
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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{
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uint32_t r = MIN(GPalette.BaseColors[colormap[pix]].r + GPalette.BaseColors[*dest].r, 255);
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uint32_t g = MIN(GPalette.BaseColors[colormap[pix]].g + GPalette.BaseColors[*dest].g, 255);
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uint32_t b = MIN(GPalette.BaseColors[colormap[pix]].b + GPalette.BaseColors[*dest].b, 255);
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*dest = RGB256k.RGB[r>>2][g>>2][b>>2];
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}
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frac += fracstep;
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dest += pitch;
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} while (--count);
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}
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}
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void DrawWallAdd4PalCommand::Execute(DrawerThread *thread)
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@ -341,22 +364,44 @@ namespace swrenderer
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}
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pitch *= thread->num_cores;
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do
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if (!r_blendmode)
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{
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for (int i = 0; i < 4; ++i)
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do
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{
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uint8_t pix = _source[i][dc_wall_texturefrac[i] >> bits];
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if (pix != 0)
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for (int i = 0; i < 4; ++i)
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{
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uint32_t r = MIN(GPalette.BaseColors[_colormap[i][pix]].r + GPalette.BaseColors[dest[i]].r, 255);
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uint32_t g = MIN(GPalette.BaseColors[_colormap[i][pix]].g + GPalette.BaseColors[dest[i]].g, 255);
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uint32_t b = MIN(GPalette.BaseColors[_colormap[i][pix]].b + GPalette.BaseColors[dest[i]].b, 255);
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dest[i] = RGB256k.RGB[r>>2][g>>2][b>>2];
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uint8_t pix = _source[i][dc_wall_texturefrac[i] >> bits];
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if (pix != 0)
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{
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uint32_t fg = fg2rgb[_colormap[i][pix]];
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uint32_t bg = bg2rgb[dest[i]];
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fg = (fg + bg) | 0x1f07c1f;
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dest[i] = RGB32k.All[fg & (fg >> 15)];
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}
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dc_wall_texturefrac[i] += dc_wall_iscale[i];
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}
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dc_wall_texturefrac[i] += dc_wall_iscale[i];
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}
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dest += pitch;
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} while (--count);
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dest += pitch;
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} while (--count);
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}
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else
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{
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do
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{
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for (int i = 0; i < 4; ++i)
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{
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uint8_t pix = _source[i][dc_wall_texturefrac[i] >> bits];
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if (pix != 0)
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{
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uint32_t r = MIN(GPalette.BaseColors[_colormap[i][pix]].r + GPalette.BaseColors[dest[i]].r, 255);
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uint32_t g = MIN(GPalette.BaseColors[_colormap[i][pix]].g + GPalette.BaseColors[dest[i]].g, 255);
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uint32_t b = MIN(GPalette.BaseColors[_colormap[i][pix]].b + GPalette.BaseColors[dest[i]].b, 255);
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dest[i] = RGB256k.RGB[r>>2][g>>2][b>>2];
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}
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dc_wall_texturefrac[i] += dc_wall_iscale[i];
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}
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dest += pitch;
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} while (--count);
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}
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}
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void DrawWallAddClamp1PalCommand::Execute(DrawerThread *thread)
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@ -379,19 +424,43 @@ namespace swrenderer
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fracstep *= thread->num_cores;
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pitch *= thread->num_cores;
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do
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if (!r_blendmode)
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{
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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do
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{
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uint32_t r = MIN(GPalette.BaseColors[colormap[pix]].r + GPalette.BaseColors[*dest].r, 255);
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uint32_t g = MIN(GPalette.BaseColors[colormap[pix]].g + GPalette.BaseColors[*dest].g, 255);
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uint32_t b = MIN(GPalette.BaseColors[colormap[pix]].b + GPalette.BaseColors[*dest].b, 255);
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*dest = RGB256k.RGB[r>>2][g>>2][b>>2];
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}
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frac += fracstep;
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dest += pitch;
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} while (--count);
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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{
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uint32_t a = fg2rgb[colormap[pix]] + bg2rgb[*dest];
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uint32_t b = a;
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a |= 0x01f07c1f;
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b &= 0x40100400;
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a &= 0x3fffffff;
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b = b - (b >> 5);
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a |= b;
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*dest = RGB32k.All[a & (a >> 15)];
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}
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frac += fracstep;
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dest += pitch;
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} while (--count);
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}
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else
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{
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do
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{
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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{
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uint32_t r = MIN(GPalette.BaseColors[colormap[pix]].r + GPalette.BaseColors[*dest].r, 255);
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uint32_t g = MIN(GPalette.BaseColors[colormap[pix]].g + GPalette.BaseColors[*dest].g, 255);
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uint32_t b = MIN(GPalette.BaseColors[colormap[pix]].b + GPalette.BaseColors[*dest].b, 255);
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*dest = RGB256k.RGB[r>>2][g>>2][b>>2];
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}
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frac += fracstep;
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dest += pitch;
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} while (--count);
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}
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}
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void DrawWallAddClamp4PalCommand::Execute(DrawerThread *thread)
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@ -143,6 +143,7 @@ extern "C" {
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DWORD Col2RGB8[65][256];
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DWORD *Col2RGB8_LessPrecision[65];
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DWORD Col2RGB8_Inverse[65][256];
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ColorTable32k RGB32k;
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ColorTable256k RGB256k;
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}
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@ -346,6 +347,8 @@ void DCanvas::Dim (PalEntry color, float damount, int x1, int y1, int w, int h)
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if (damount == 0.f)
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return;
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DWORD *bg2rgb;
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DWORD fg;
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int gap;
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BYTE *spot;
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int x, y;
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return;
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}
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{
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int amount;
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amount = (int)(damount * 64);
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bg2rgb = Col2RGB8[64-amount];
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fg = (((color.r * amount) >> 4) << 20) |
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((color.g * amount) >> 4) |
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(((color.b * amount) >> 4) << 10);
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}
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spot = Buffer + x1 + y1*Pitch;
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gap = Pitch - w;
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int dimmedcolor_r = color.r * alpha;
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int dimmedcolor_g = color.g * alpha;
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int dimmedcolor_b = color.b * alpha;
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for (y = h; y != 0; y--)
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if (!r_blendmode)
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{
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for (x = w; x != 0; x--)
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for (y = h; y != 0; y--)
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{
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uint32_t r = (dimmedcolor_r + GPalette.BaseColors[*spot].r * ialpha) >> 8;
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uint32_t g = (dimmedcolor_g + GPalette.BaseColors[*spot].g * ialpha) >> 8;
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uint32_t b = (dimmedcolor_b + GPalette.BaseColors[*spot].b * ialpha) >> 8;
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*spot = (BYTE)RGB256k.RGB[r][g][b];
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spot++;
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for (x = w; x != 0; x--)
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{
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DWORD bg;
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bg = bg2rgb[(*spot)&0xff];
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bg = (fg+bg) | 0x1f07c1f;
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*spot = RGB32k.All[bg&(bg>>15)];
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spot++;
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}
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spot += gap;
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}
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}
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else
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{
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for (y = h; y != 0; y--)
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{
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for (x = w; x != 0; x--)
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{
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uint32_t r = (dimmedcolor_r + GPalette.BaseColors[*spot].r * ialpha) >> 8;
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uint32_t g = (dimmedcolor_g + GPalette.BaseColors[*spot].g * ialpha) >> 8;
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uint32_t b = (dimmedcolor_b + GPalette.BaseColors[*spot].b * ialpha) >> 8;
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*spot = (BYTE)RGB256k.RGB[r][g][b];
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spot++;
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}
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spot += gap;
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}
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spot += gap;
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}
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}
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{
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int r, g, b;
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// create the RGB555 lookup table
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for (r = 0; r < 32; r++)
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for (g = 0; g < 32; g++)
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for (b = 0; b < 32; b++)
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RGB32k.RGB[r][g][b] = ColorMatcher.Pick ((r<<3)|(r>>2), (g<<3)|(g>>2), (b<<3)|(b>>2));
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// create the RGB666 lookup table
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for (r = 0; r < 64; r++)
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for (g = 0; g < 64; g++)
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for (b = 0; b < 64; b++)
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RGB256k.RGB[r][g][b] = ColorMatcher.Pick ((r<<2)|(r>>4), (g<<2)|(g>>4), (b<<2)|(b>>4));
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int x, y;
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// create the swizzled palette
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for (x = 0; x < 65; x++)
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for (y = 0; y < 256; y++)
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Col2RGB8[x][y] = (((palette[y].r*x)>>4)<<20) |
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((palette[y].g*x)>>4) |
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(((palette[y].b*x)>>4)<<10);
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// create the swizzled palette with the lsb of red and blue forced to 0
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// (for green, a 1 is okay since it never gets added into)
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for (x = 1; x < 64; x++)
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{
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Col2RGB8_LessPrecision[x] = Col2RGB8_2[x-1];
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for (y = 0; y < 256; y++)
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{
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Col2RGB8_2[x-1][y] = Col2RGB8[x][y] & 0x3feffbff;
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}
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}
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Col2RGB8_LessPrecision[0] = Col2RGB8[0];
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Col2RGB8_LessPrecision[64] = Col2RGB8[64];
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// create the inverse swizzled palette
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for (x = 0; x < 65; x++)
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for (y = 0; y < 256; y++)
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{
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Col2RGB8_Inverse[x][y] = (((((255-palette[y].r)*x)>>4)<<20) |
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(((255-palette[y].g)*x)>>4) |
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((((255-palette[y].b)*x)>>4)<<10)) & 0x3feffbff;
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}
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}
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//==========================================================================
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// Translucency tables
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// RGB32k is a normal R5G5B5 -> palette lookup table.
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// Use a union so we can "overflow" without warnings.
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// Otherwise, we get stuff like this from Clang (when compiled
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// with -fsanitize=bounds) while running:
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// src/v_video.cpp:390:12: runtime error: index 1068 out of bounds for type 'BYTE [32]'
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// src/r_draw.cpp:273:11: runtime error: index 1057 out of bounds for type 'BYTE [32]'
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union ColorTable32k
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{
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BYTE RGB[32][32][32];
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BYTE All[32 *32 *32];
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};
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extern "C" ColorTable32k RGB32k;
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// [SP] RGB666 support
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union ColorTable256k
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{
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};
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extern "C" ColorTable256k RGB256k;
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// Col2RGB8 is a pre-multiplied palette for color lookup. It is stored in a
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// special R10B10G10 format for efficient blending computation.
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// --RRRRRrrr--BBBBBbbb--GGGGGggg-- at level 64
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// --------rrrr------bbbb------gggg at level 1
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extern "C" DWORD Col2RGB8[65][256];
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// Col2RGB8_LessPrecision is the same as Col2RGB8, but the LSB for red
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// and blue are forced to zero, so if the blend overflows, it won't spill
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// over into the next component's value.
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// --RRRRRrrr-#BBBBBbbb-#GGGGGggg-- at level 64
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// --------rrr#------bbb#------gggg at level 1
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extern "C" DWORD *Col2RGB8_LessPrecision[65];
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// Col2RGB8_Inverse is the same as Col2RGB8_LessPrecision, except the source
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// palette has been inverted.
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extern "C" DWORD Col2RGB8_Inverse[65][256];
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// "Magic" numbers used during the blending:
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// --000001111100000111110000011111 = 0x01f07c1f
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// -0111111111011111111101111111111 = 0x3FEFFBFF
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// -1000000000100000000010000000000 = 0x40100400
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// ------10000000001000000000100000 = 0x40100400 >> 5
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// --11111-----11111-----11111----- = 0x40100400 - (0x40100400 >> 5) aka "white"
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// --111111111111111111111111111111 = 0x3FFFFFFF
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// Allocates buffer screens, call before R_Init.
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void V_Init (bool restart);
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