mirror of
https://github.com/ZDoom/qzdoom.git
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- 2D drawer implementation complete for hardware renderer.
This also replaces DTA_ColormapStyle with proper implementations of its components. As implemented it was a very awkward mixture of various effects that already existed in a separate form. As a result of its implementation it required additional but completely redundant shader support which could be removed now. As a side effect of this change a new DTA_Desaturate option was added.
This commit is contained in:
parent
077df87704
commit
a40e085a46
16 changed files with 80 additions and 98 deletions
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@ -2191,6 +2191,11 @@ void AM_drawSubsectors()
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(colormap.LightColor.b + 160) / 2);
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colormap.Desaturation = 255 - (255 - colormap.Desaturation) / 4;
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}
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// make table based fog visible on the automap as well.
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if (level.flags & LEVEL_HASFADETABLE)
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{
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colormap.FadeColor = PalEntry(0, 128, 128, 128);
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}
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// Draw the polygon.
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FTexture *pic = TexMan(maptex);
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@ -10,7 +10,6 @@ struct lightlist_t;
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enum EColorManipulation
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{
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CM_SPECIAL2D = -3, // the special colormaps get passed as color pair from the 2D drawer so they need a different value here.
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CM_INGAME2D = -3, // ingame lighting mode for automap
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CM_PLAIN2D = -2, // regular 2D drawing.
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CM_INVALID=-1,
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CM_DEFAULT=0, // untranslated
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@ -541,13 +541,8 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
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}
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else
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{
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gl_RenderState.SetObjectColor(cmd.mColor1);
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gl_RenderState.SetObjectColor2(cmd.mColor2);
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if (cmd.mFlags & F2DDrawer::DTF_IngameLighting)
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{
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gl_RenderState.SetFixedColormap(CM_INGAME2D);
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}
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else if (cmd.mFlags & F2DDrawer::DTF_SpecialColormap)
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gl_RenderState.Set2DColors(cmd.mColor1, cmd.mColor2);
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if (cmd.mFlags & F2DDrawer::DTF_SpecialColormap)
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{
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gl_RenderState.SetFixedColormap(CM_SPECIAL2D);
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}
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@ -159,8 +159,6 @@ bool FRenderState::ApplyShader()
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glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
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glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
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//activeShader->muObjectColor2.Set(mObjectColor2);
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activeShader->muObjectColor2.Set(mObjectColor2);
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activeShader->muDesaturation.Set(mDesaturation / 255.f);
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activeShader->muFogEnabled.Set(fogset);
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@ -171,6 +169,7 @@ bool FRenderState::ApplyShader()
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activeShader->muLightParms.Set(mLightParms);
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activeShader->muFogColor.Set(mFogColor);
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activeShader->muObjectColor.Set(mObjectColor);
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activeShader->muObjectColor2.Set(mObjectColor2);
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activeShader->muDynLightColor.Set(mDynColor.vec);
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muClipHeight.Set(mClipHeight);
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@ -225,7 +224,28 @@ bool FRenderState::ApplyShader()
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activeShader->currentcliplinestate = 0;
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}
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if (mColormapState != activeShader->currentfixedcolormap)
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if (mColormapState < -1) // 2D operations
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{
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if (mColormapState != CM_SPECIAL2D)
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{
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activeShader->muColormapStart.Set(m2DColors[0]);
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activeShader->muFixedColormap.Set(4);
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}
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else
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{
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float startr = m2DColors[0].r / 255.f;
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float startg = m2DColors[0].g / 255.f;
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float startb = m2DColors[0].b / 255.f;
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float ranger = m2DColors[1].r / 255.f - startr;
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float rangeg = m2DColors[1].g / 255.f - startg;
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float rangeb = m2DColors[1].b / 255.f - startb;
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activeShader->muColormapStart.Set(startr, startg, startb, 0.f);
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activeShader->muColormapRange.Set(ranger, rangeg, rangeb, 0.f);
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activeShader->muFixedColormap.Set(1);
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}
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activeShader->currentfixedcolormap = mColormapState;
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}
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else if (mColormapState != activeShader->currentfixedcolormap)
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{
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float r, g, b;
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activeShader->currentfixedcolormap = mColormapState;
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@ -233,26 +253,6 @@ bool FRenderState::ApplyShader()
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{
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activeShader->muFixedColormap.Set(0);
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}
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else if (mColormapState == CM_PLAIN2D)
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{
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activeShader->muFixedColormap.Set(4);
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}
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else if (mColormapState == CM_INGAME2D)
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{
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activeShader->muFixedColormap.Set(5);
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}
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else if (mColormapState == CM_SPECIAL2D)
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{
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activeShader->muFixedColormap.Set(1);
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float startr = mObjectColor.r / 255;
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float startg = mObjectColor.g / 255;
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float startb = mObjectColor.b / 255;
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float ranger = mObjectColor2.r / 255 - startr;
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float rangeg = mObjectColor2.g / 255 - startg;
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float rangeb = mObjectColor2.b / 255 - startb;
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activeShader->muColormapStart.Set(startr, startg, startb, 0.f);
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activeShader->muColormapRange.Set(ranger, rangeg, rangeb, 0.f);
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}
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else if (mColormapState > CM_DEFAULT && mColormapState < CM_MAXCOLORMAP)
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{
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if (FGLRenderBuffers::IsEnabled())
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@ -108,6 +108,7 @@ class FRenderState
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PalEntry mFogColor;
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PalEntry mObjectColor;
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PalEntry mObjectColor2;
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PalEntry m2DColors[2]; // in the shader these will reuse the colormap ramp uniforms.
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FStateVec4 mDynColor;
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float mClipSplit[2];
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@ -392,6 +393,13 @@ public:
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mObjectColor2 = pe;
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}
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void Set2DColors(PalEntry pe, PalEntry pe2)
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{
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m2DColors[0] = pe;
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m2DColors[1] = pe2;
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}
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void SetSpecular(float glossiness, float specularLevel)
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{
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mGlossiness = glossiness;
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@ -200,6 +200,12 @@ public:
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{
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glUniform4f(mIndex, a, b, c, d);
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}
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void Set(PalEntry newvalue)
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{
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glUniform4f(mIndex, newvalue.r / 255.f, newvalue.g / 255.f, newvalue.b / 255.f, newvalue.a / 255.f);
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}
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};
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class FBufferedUniformPE
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@ -179,7 +179,8 @@ void RenderPolyPlayerSprites::RenderRemainingSprites()
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DTA_FillColor, sprite.FillColor,
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DTA_SpecialColormap, sprite.special,
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DTA_ColorOverlay, sprite.overlay.d,
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DTA_ColormapStyle, sprite.usecolormapstyle ? &sprite.colormapstyle : nullptr,
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DTA_Color, sprite.LightColor,
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DTA_Desaturate, sprite.Desaturate,
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TAG_DONE);
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}
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@ -441,19 +442,12 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
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{
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accelSprite.special = PolyCameraLight::Instance()->ShaderColormap();
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}
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else if (colormap_to_use->Color == PalEntry(255, 255, 255) &&
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colormap_to_use->Desaturate == 0)
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else
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{
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accelSprite.overlay = colormap_to_use->Fade;
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accelSprite.overlay.a = uint8_t(vis.Light.ColormapNum * 255 / NUMCOLORMAPS);
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}
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else
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{
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accelSprite.usecolormapstyle = true;
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accelSprite.colormapstyle.Color = colormap_to_use->Color;
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accelSprite.colormapstyle.Fade = colormap_to_use->Fade;
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accelSprite.colormapstyle.Desaturate = colormap_to_use->Desaturate;
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accelSprite.colormapstyle.FadeLevel = vis.Light.ColormapNum / float(NUMCOLORMAPS);
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accelSprite.LightColor = colormap_to_use->Color;
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accelSprite.Desaturate = (uint8_t)clamp(colormap_to_use->Desaturate, 0, 255);
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}
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AcceleratedSprites.Push(accelSprite);
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@ -83,8 +83,8 @@ public:
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bool flip = false;
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FSpecialColormap *special = nullptr;
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PalEntry overlay = 0;
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FColormapStyle colormapstyle;
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bool usecolormapstyle = false;
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PalEntry LightColor = 0xffffffff;
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uint8_t Desaturate = 0;
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};
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class RenderPolyPlayerSprites
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@ -444,19 +444,12 @@ namespace swrenderer
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{
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accelSprite.special = CameraLight::Instance()->ShaderColormap();
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}
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else if (colormap_to_use->Color == PalEntry(255, 255, 255) &&
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colormap_to_use->Desaturate == 0)
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else
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{
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accelSprite.overlay = colormap_to_use->Fade;
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accelSprite.overlay.a = uint8_t(vis.Light.ColormapNum * 255 / NUMCOLORMAPS);
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}
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else
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{
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accelSprite.usecolormapstyle = true;
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accelSprite.colormapstyle.Color = colormap_to_use->Color;
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accelSprite.colormapstyle.Fade = colormap_to_use->Fade;
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accelSprite.colormapstyle.Desaturate = colormap_to_use->Desaturate;
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accelSprite.colormapstyle.FadeLevel = vis.Light.ColormapNum / float(NUMCOLORMAPS);
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accelSprite.LightColor = colormap_to_use->Color;
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accelSprite.Desaturate = (uint8_t)clamp(colormap_to_use->Desaturate, 0, 255);
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}
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AcceleratedSprites.Push(accelSprite);
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@ -489,7 +482,8 @@ namespace swrenderer
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DTA_FillColor, sprite.FillColor,
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DTA_SpecialColormap, sprite.special,
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DTA_ColorOverlay, sprite.overlay.d,
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DTA_ColormapStyle, sprite.usecolormapstyle ? &sprite.colormapstyle : nullptr,
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DTA_Color, sprite.LightColor,
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DTA_Desaturate, sprite.Desaturate,
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TAG_DONE);
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}
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@ -75,8 +75,8 @@ namespace swrenderer
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bool flip = false;
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FSpecialColormap *special = nullptr;
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PalEntry overlay = 0;
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FColormapStyle colormapstyle;
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bool usecolormapstyle = false;
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PalEntry LightColor = 0xffffffff;
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uint8_t Desaturate = 0;
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};
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class RenderPlayerSprites
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@ -131,7 +131,6 @@ bool F2DDrawer::SetStyle(FTexture *tex, DrawParms &parms, PalEntry &vertexcolor,
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}
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SetColorOverlay(parms.colorOverlay, alpha, vertexcolor, quad.mColor1);
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quad.mColorOverlay = parms.colorOverlay;
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if (style.Flags & STYLEF_ColorIsFixed)
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{
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@ -186,22 +185,7 @@ bool F2DDrawer::SetStyle(FTexture *tex, DrawParms &parms, PalEntry &vertexcolor,
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quad.mColor2.g = (uint8_t)(end[1] * (255 / 2));
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quad.mColor2.b = (uint8_t)(end[2] * (255 / 2));
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}
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else if (parms.colormapstyle != nullptr)
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{
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// Emulate the fading from an in-game colormap (colorized, faded, and desaturated)
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// This only gets used to render the weapon sprite for the software renderer.
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quad.mDesaturate = parms.colormapstyle->Desaturate;
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vertexcolor.r = parms.colormapstyle->Color.r;
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vertexcolor.g = parms.colormapstyle->Color.g;
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vertexcolor.b = parms.colormapstyle->Color.b;
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// fade uses premultiplied alpha. This uses mColor2 so that it can be combined with color overlays.
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double fadelevel = parms.colormapstyle->FadeLevel;
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quad.mColor2.r = uint8_t(parms.colormapstyle->Fade.r * fadelevel);
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quad.mColor2.g = uint8_t(parms.colormapstyle->Fade.g * fadelevel);
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quad.mColor2.b = uint8_t(parms.colormapstyle->Fade.b * fadelevel);
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quad.mFlags |= DTF_IngameLighting;
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}
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quad.mDesaturate = parms.desaturate;
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}
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// apply the element's own color. This is being blended with anything that came before.
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vertexcolor = PalEntry((vertexcolor.a * parms.color.a) / 255, (vertexcolor.r * parms.color.r) / 255, (vertexcolor.g * parms.color.g) / 255, (vertexcolor.b * parms.color.b) / 255);
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@ -347,15 +331,21 @@ void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
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poly.mType = DrawTypeTriangles;
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poly.mTexture = texture;
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poly.mRenderStyle = DefaultRenderStyle();
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poly.mFlags |= DTF_Wrap | DTF_IngameLighting;
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poly.mFlags |= DTF_Wrap;
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poly.mDesaturate = colormap.Desaturation;
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PalEntry color0 = colormap.LightColor; color0.a = 255;
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PalEntry color0;
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double invfade = 1. - fadelevel;
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poly.mColor2.a = uint8_t((1 - fadelevel) * 255);
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poly.mColor2.r = uint8_t(colormap.FadeColor.r * fadelevel);
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poly.mColor2.g = uint8_t(colormap.FadeColor.g * fadelevel);
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poly.mColor2.b = uint8_t(colormap.FadeColor.b * fadelevel);
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color0.r = uint8_t(colormap.LightColor.r * invfade);
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color0.g = uint8_t(colormap.LightColor.g * invfade);
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color0.b = uint8_t(colormap.LightColor.b * invfade);
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color0.a = 255;
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poly.mColor1.a = 0;
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poly.mColor1.r = uint8_t(colormap.FadeColor.r * fadelevel);
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poly.mColor1.g = uint8_t(colormap.FadeColor.g * fadelevel);
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poly.mColor1.b = uint8_t(colormap.FadeColor.b * fadelevel);
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bool dorotate = rotation != 0;
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@ -35,7 +35,6 @@ public:
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DTF_Wrap = 1,
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DTF_Scissor = 2,
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DTF_SpecialColormap = 4,
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DTF_IngameLighting = 8
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};
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@ -79,7 +78,6 @@ public:
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FTexture *mTexture;
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FRemapTable *mTranslation;
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int mScissor[4];
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uint32_t mColorOverlay;
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int mDesaturate;
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FRenderStyle mRenderStyle;
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PalEntry mColor1, mColor2; // Can either be the overlay color or the special colormap ramp. Both features can not be combined.
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@ -98,7 +96,6 @@ public:
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mType == other.mType &&
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mTranslation == other.mTranslation &&
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!memcmp(mScissor, other.mScissor, sizeof(mScissor)) &&
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other.mColorOverlay == 0 && mColorOverlay == 0 &&
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mDesaturate == other.mDesaturate &&
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mRenderStyle == other.mRenderStyle &&
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mDrawMode == other.mDrawMode &&
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@ -475,7 +475,7 @@ bool DFrameBuffer::ParseDrawTextureTags(FTexture *img, double x, double y, uint3
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parms->masked = true;
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parms->bilinear = false;
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parms->specialcolormap = NULL;
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parms->colormapstyle = NULL;
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parms->desaturate = 0;
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parms->cleanmode = DTA_Base;
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parms->scalex = parms->scaley = 1;
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parms->cellx = parms->celly = 0;
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@ -817,8 +817,8 @@ bool DFrameBuffer::ParseDrawTextureTags(FTexture *img, double x, double y, uint3
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parms->specialcolormap = ListGetSpecialColormap(tags);
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break;
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case DTA_ColormapStyle:
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parms->colormapstyle = ListGetColormapStyle(tags);
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case DTA_Desaturate:
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parms->desaturate = ListGetInt(tags);
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break;
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case DTA_TextLen:
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@ -110,8 +110,8 @@ enum
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DTA_RenderStyle, // same as render style for actors
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DTA_ColorOverlay, // uint32_t: ARGB to overlay on top of image; limited to black for software
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DTA_BilinearFilter, // bool: apply bilinear filtering to the image
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DTA_SpecialColormap,// pointer to FSpecialColormapParameters (likely to be forever hardware-only)
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DTA_ColormapStyle, // pointer to FColormapStyle (hardware-only)
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DTA_SpecialColormap,// pointer to FSpecialColormapParameters
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DTA_Desaturate, // explicit desaturation factor (does not do anything in Legacy OpenGL)
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DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
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// floating point duplicates of some of the above:
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@ -184,7 +184,7 @@ struct DrawParms
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INTBOOL bilinear;
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FRenderStyle style;
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struct FSpecialColormap *specialcolormap;
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struct FColormapStyle *colormapstyle;
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int desaturate;
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int scalex, scaley;
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int cellx, celly;
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int maxstrlen;
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@ -491,16 +491,10 @@ void main()
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break;
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}
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case 4: // simple 2D
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{
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frag = uObjectColor + frag * vColor;
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break;
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}
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case 5: // 2D with in-game lighting (for textured automap)
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case 4: // simple 2D (reuses a uniform for the special colormap for the color overlay.)
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{
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frag = frag * vColor;
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frag.rgb = uObjectColor.rgb + frag.rgb * uObjectColor2.aaa + uObjectColor2.rgb;
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frag.rgb = frag.rgb + uFixedColormapStart.rgb;
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break;
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}
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@ -138,7 +138,7 @@ enum DrawTextureTags
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DTA_ColorOverlay, // DWORD: ARGB to overlay on top of image; limited to black for software
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DTA_Internal1,
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DTA_Internal2,
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DTA_Internal3,
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DTA_Desaturate, // explicit desaturation factor (does not do anything in Legacy OpenGL)
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DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
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// floating point duplicates of some of the above:
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Reference in a new issue