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- missed the part that the blend function was still drawing multiplicative blends.
This should be cleanly separated.
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0e4a860c5e
commit
f9d4ea8424
2 changed files with 16 additions and 8 deletions
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@ -1357,7 +1357,7 @@ void DFrameBuffer::DrawBorder (FTextureID picnum, int x1, int y1, int x2, int y2
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//
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//==========================================================================
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FVector4 DFrameBuffer::CalcBlend(sector_t * viewsector)
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FVector4 DFrameBuffer::CalcBlend(sector_t * viewsector, PalEntry *modulateColor)
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{
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float blend[4] = { 0,0,0,0 };
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PalEntry blendv = 0;
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@ -1367,6 +1367,8 @@ FVector4 DFrameBuffer::CalcBlend(sector_t * viewsector)
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player_t *player = nullptr;
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bool fullbright = false;
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if (modulateColor) *modulateColor = 0xffffffff;
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if (players[consoleplayer].camera != nullptr)
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{
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player = players[consoleplayer].camera->player;
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@ -1428,7 +1430,7 @@ FVector4 DFrameBuffer::CalcBlend(sector_t * viewsector)
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// black multiplicative blends are ignored
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if (extra_red || extra_green || extra_blue)
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{
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screen->Dim(blendv, 1, 0, 0, screen->GetWidth(), screen->GetHeight(), &LegacyRenderStyles[STYLE_Multiply]);
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if (modulateColor) *modulateColor = blendv;
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}
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blendv = 0;
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}
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@ -1468,9 +1470,9 @@ FVector4 DFrameBuffer::CalcBlend(sector_t * viewsector)
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}
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}
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}
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if (color != 0xffffffff)
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{
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screen->Dim(color, 1, 0, 0, screen->GetWidth(), screen->GetHeight(), &LegacyRenderStyles[STYLE_Multiply]);
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if (modulateColor)
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{
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*modulateColor = color;
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}
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}
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@ -1500,9 +1502,15 @@ FVector4 DFrameBuffer::CalcBlend(sector_t * viewsector)
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void DFrameBuffer::DrawBlend(sector_t * viewsector)
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{
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auto blend = CalcBlend(viewsector);
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PalEntry modulateColor;
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auto blend = CalcBlend(viewsector, &modulateColor);
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if (modulateColor != 0xffffffff)
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{
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Dim(modulateColor, 1, 0, 0, GetWidth(), GetHeight(), &LegacyRenderStyles[STYLE_Multiply]);
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}
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const PalEntry bcolor(255, uint8_t(blend.X), uint8_t(blend.Y), uint8_t(blend.Z));
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screen->Dim(bcolor, blend.W, 0, 0, screen->GetWidth(), screen->GetHeight());
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Dim(bcolor, blend.W, 0, 0, GetWidth(), GetHeight());
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}
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@ -502,7 +502,7 @@ public:
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// Dim part of the canvas
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void Dim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style = nullptr);
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void DoDim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style = nullptr);
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FVector4 CalcBlend(sector_t * viewsector);
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FVector4 CalcBlend(sector_t * viewsector, PalEntry *modulateColor);
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void DrawBlend(sector_t * viewsector);
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// Fill an area with a texture
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