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- moved PTM_BestColor to v_palette.cpp and removed its dependencies on CVARs.
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4 changed files with 45 additions and 41 deletions
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@ -601,7 +601,8 @@ void FGLRenderer::CreateTonemapPalette()
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{
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for (int b = 0; b < 64; b++)
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{
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PalEntry color = GPalette.BaseColors[(uint8_t)PTM_BestColor((uint32_t *)GPalette.BaseColors, (r << 2) | (r >> 4), (g << 2) | (g >> 4), (b << 2) | (b >> 4), 0, 256)];
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PalEntry color = GPalette.BaseColors[(uint8_t)PTM_BestColor((uint32_t *)GPalette.BaseColors, (r << 2) | (r >> 4), (g << 2) | (g >> 4), (b << 2) | (b >> 4),
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gl_paltonemap_reverselookup, gl_paltonemap_powtable, 0, 256)];
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int index = ((r * 64 + g) * 64 + b) * 4;
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lut[index] = color.b;
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lut[index + 1] = color.g;
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@ -914,41 +915,3 @@ void FGLRenderer::ClearBorders()
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glDisable(GL_SCISSOR_TEST);
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}
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// [SP] Re-implemented BestColor for more precision rather than speed. This function is only ever called once until the game palette is changed.
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int FGLRenderer::PTM_BestColor (const uint32_t *pal_in, int r, int g, int b, int first, int num)
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{
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const PalEntry *pal = (const PalEntry *)pal_in;
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static double powtable[256];
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static bool firstTime = true;
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static float trackpowtable = 0.;
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double fbestdist = DBL_MAX, fdist;
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int bestcolor = 0;
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if (firstTime || trackpowtable != gl_paltonemap_powtable)
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{
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trackpowtable = gl_paltonemap_powtable;
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firstTime = false;
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for (int x = 0; x < 256; x++) powtable[x] = pow((double)x/255, (double)gl_paltonemap_powtable);
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}
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for (int color = first; color < num; color++)
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{
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double x = powtable[abs(r-pal[color].r)];
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double y = powtable[abs(g-pal[color].g)];
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double z = powtable[abs(b-pal[color].b)];
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fdist = x + y + z;
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if (color == first || ((gl_paltonemap_reverselookup)?(fdist <= fbestdist):(fdist < fbestdist)))
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{
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if (fdist == 0 && !gl_paltonemap_reverselookup)
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return color;
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fbestdist = fdist;
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bestcolor = color;
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}
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}
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return bestcolor;
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}
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@ -202,8 +202,6 @@ public:
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip);
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int PTM_BestColor (const uint32_t *pal_in, int r, int g, int b, int first, int num);
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static float GetZNear() { return 5.f; }
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static float GetZFar() { return 65536.f; }
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};
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@ -121,6 +121,48 @@ int BestColor (const uint32_t *pal_in, int r, int g, int b, int first, int num)
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return bestcolor;
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}
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// [SP] Re-implemented BestColor for more precision rather than speed. This function is only ever called once until the game palette is changed.
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int PTM_BestColor (const uint32_t *pal_in, int r, int g, int b, bool reverselookup, float powtable_val, int first, int num)
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{
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const PalEntry *pal = (const PalEntry *)pal_in;
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static double powtable[256];
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static bool firstTime = true;
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static float trackpowtable = 0.;
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double fbestdist = DBL_MAX, fdist;
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int bestcolor = 0;
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if (firstTime || trackpowtable != powtable_val)
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{
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auto pt = powtable_val;
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trackpowtable = pt;
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firstTime = false;
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for (int x = 0; x < 256; x++) powtable[x] = pow((double)x/255, (double)pt);
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}
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for (int color = first; color < num; color++)
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{
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double x = powtable[abs(r-pal[color].r)];
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double y = powtable[abs(g-pal[color].g)];
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double z = powtable[abs(b-pal[color].b)];
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fdist = x + y + z;
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if (color == first || (reverselookup?(fdist <= fbestdist):(fdist < fbestdist)))
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{
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if (fdist == 0 && !reverselookup)
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return color;
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fbestdist = fdist;
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bestcolor = color;
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}
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}
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return bestcolor;
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}
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FPalette::FPalette ()
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{
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}
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@ -71,6 +71,7 @@ extern FPalette GPalette;
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#define DIM_OVERLAY MAKEARGB(170,0,0,0)
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int BestColor (const uint32_t *pal, int r, int g, int b, int first=1, int num=255);
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int PTM_BestColor (const uint32_t *pal_in, int r, int g, int b, bool reverselookup, float powtable, int first=1, int num=255);
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void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
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void ReadPalette(int lumpnum, uint8_t *buffer);
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