From bf3018cc84d45d6069fb39bf1c57261e328a132b Mon Sep 17 00:00:00 2001 From: Erick Vasquez Garcia Date: Sun, 21 Mar 2021 15:27:43 -0600 Subject: [PATCH] Bug fix in invulnerability in Doom Software Render Mode and True Color SW Render in SoftPoly. --- .../polyrenderer/drawers/screen_shader.cpp | 34 ++++++++++++------- 1 file changed, 21 insertions(+), 13 deletions(-) diff --git a/src/common/rendering/polyrenderer/drawers/screen_shader.cpp b/src/common/rendering/polyrenderer/drawers/screen_shader.cpp index 285c976709..7e225bef1f 100644 --- a/src/common/rendering/polyrenderer/drawers/screen_shader.cpp +++ b/src/common/rendering/polyrenderer/drawers/screen_shader.cpp @@ -538,12 +538,13 @@ static void MainFP(int x0, int x1, PolyTriangleThreadData* thread) // frag = frag * vColor; // frag.rgb = frag.rgb + uFogColor.rgb; - uint32_t startR = (int)((thread->mainVertexShader.Data.uObjectColor.r) * 255.0f); - uint32_t startG = (int)((thread->mainVertexShader.Data.uObjectColor.g) * 255.0f); - uint32_t startB = (int)((thread->mainVertexShader.Data.uObjectColor.b) * 255.0f); - uint32_t rangeR = (int)((thread->mainVertexShader.Data.uAddColor.r) * 255.0f) - startR; - uint32_t rangeG = (int)((thread->mainVertexShader.Data.uAddColor.g) * 255.0f) - startG; - uint32_t rangeB = (int)((thread->mainVertexShader.Data.uAddColor.b) * 255.0f) - startB; + // [GEC] I leave the default floating values. + float startR = thread->mainVertexShader.Data.uObjectColor.r; + float startG = thread->mainVertexShader.Data.uObjectColor.g; + float startB = thread->mainVertexShader.Data.uObjectColor.b; + float rangeR = thread->mainVertexShader.Data.uAddColor.r - startR; + float rangeG = thread->mainVertexShader.Data.uAddColor.g - startG; + float rangeB = thread->mainVertexShader.Data.uAddColor.b - startB; for (int x = x0; x < x1; x++) { @@ -555,15 +556,22 @@ static void MainFP(int x0, int x1, PolyTriangleThreadData* thread) uint32_t gray = (r * 77 + g * 143 + b * 37) >> 8; gray += (gray >> 7); // gray*=256/255 - r = (startR + ((gray * rangeR) >> 8)) << 1; - g = (startG + ((gray * rangeG) >> 8)) << 1; - b = (startB + ((gray * rangeB) >> 8)) << 1; + // [GEC] I use the same method as in shaders using floating values. + // This avoids errors in the invulneravility colormap in Doom and Heretic. + float fgray = (float)(gray / 255.f); + float fr = (startR + (fgray * rangeR)) * 2; + float fg = (startG + (fgray * rangeG)) * 2; + float fb = (startB + (fgray * rangeB)) * 2; - r = MIN(r, (uint32_t)255); - g = MIN(g, (uint32_t)255); - b = MIN(b, (uint32_t)255); + fr = clamp(fr, 0.0f, 1.0f); + fg = clamp(fg, 0.0f, 1.0f); + fb = clamp(fb, 0.0f, 1.0f); - fragcolor[x] = MAKEARGB(a, r, g, b); + r = (uint32_t)(fr * 255.f); + g = (uint32_t)(fg * 255.f); + b = (uint32_t)(fb * 255.f); + + fragcolor[x] = MAKEARGB(a, (uint8_t)r, (uint8_t)g, (uint8_t)b); } } else