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- had a look at Exhumed's shade tables and implemented the necessary adjustments for the 3 with abnormal gradients.
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3 changed files with 9 additions and 21 deletions
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@ -22,6 +22,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "view.h"
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#include "cd.h"
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#include "lighting.h"
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#include "../glbackend/glbackend.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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@ -101,25 +102,11 @@ int LoadPaletteLookups()
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bGreenPal = 0;
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#ifdef USE_OPENGL
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/*
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// Very rough approximation...
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palookupfogfactor[kPalNormal] = 1.f;
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palookupfogfactor[kPalNoDim] = 0.f;
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palookupfogfactor[kPalTorch] = 0.36f;
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palookupfogfactor[kPalNoTorch] = 0.15f;
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palookupfogfactor[kPalBrite] = 2.f;
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palookupfogfactor[kPalRedBrite] = 0.36f;
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palookupfog[kPalRedBrite] = { 248, 32, 0, 0 };
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hicsetpalettetint(kPalRedBrite, 255, 255, 255, 248, 32, 0, 0);
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palookupfog[kPalGreenBrite] = { 248, 32, 0, 0 };
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palookupfogfactor[kPalGreenBrite] = 0.f;
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hicsetpalettetint(kPalGreenBrite, 100, 200, 100, 0, 0, 0, 0);
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palookupfogfactor[kPalNormal2] = 1.f;
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palookupfogfactor[kPalNoDim2] = 0.f;
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palookupfogfactor[kPalTorch2] = 0.36f;
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palookupfogfactor[kPalNoTorch2] = 0.15f;
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palookupfogfactor[kPalBrite2] = 2.f;
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*/
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// These 3 tables do not have normal gradients. The others work without adjustment.
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// Other changes than altering the fog gradient are not necessary.
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shadediv[kPalTorch] = shadediv[kPalTorch2] = 1 / 20.f;
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shadediv[kPalNoTorch] = shadediv[kPalNoTorch2] = 0.25f;
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shadediv[kPalBrite] = shadediv[kPalBrite] = 1 / 128.f;
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#endif
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}
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@ -50,6 +50,7 @@
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#include "gl_renderer.h"
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extern int xdim, ydim;
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float shadediv[MAXPALOOKUPS];
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FileReader GetResource(const char* fn)
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{
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@ -511,6 +512,7 @@ void GLInstance::SetPalette(int index)
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void GLInstance::SetPalswap(int index)
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{
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palmanager.BindPalswap(index);
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renderState.ShadeDiv = shadediv[index] == 0 ? 1.f / (renderState.NumShades) : shadediv[index];
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}
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void GLInstance::DrawImGui(ImDrawData* data)
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@ -174,6 +174,7 @@ enum ETexType
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struct ImDrawData;
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struct palette_t;
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extern float shadediv[256];
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class GLInstance
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{
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@ -334,8 +335,6 @@ public:
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{
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renderState.Shade = shade;
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renderState.NumShades = numshades;
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renderState.ShadeDiv = 1.f / (numshades-2);
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}
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void SetVisibility(float visibility, float fviewingrange)
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