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Changes the tonemap generation algorithm.
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7e2e3e8768
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5a64307ad1
2 changed files with 40 additions and 1 deletions
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@ -257,7 +257,7 @@ void FGLRenderer::BindTonemapPalette(int texunit)
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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[ColorMatcher.Pick((r << 2) | (r >> 4), (g << 2) | (g >> 4), (b << 2) | (b >> 4))];
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PalEntry color = GPalette.BaseColors[(BYTE)PTM_BestColor((uint32 *)GPalette.BaseColors, (r << 2) | (r >> 4), (g << 2) | (g >> 4), (b << 2) | (b >> 4), 0, 256)];
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int index = ((r * 64 + g) * 64 + b) * 4;
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lut[index] = color.r;
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lut[index + 1] = color.g;
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@ -472,3 +472,40 @@ void FGLRenderer::ClearBorders()
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}
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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 *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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double fbestdist, fdist;
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int bestcolor;
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if (firstTime)
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{
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firstTime = false;
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for (int x = 0; x < 256; x++) powtable[x] = pow((double)x/255,1.2);
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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 || fdist < fbestdist)
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{
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if (fdist == 0)
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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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@ -189,6 +189,8 @@ public:
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void FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, FDynamicColormap *colormap, int lightlevel);
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int PTM_BestColor (const uint32 *pal_in, int r, int g, int b, int first, int num);
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};
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// Global functions. Make them members of GLRenderer later?
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