Use the tonemap PP pass to convert blended render styles back to palette colors
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3a9373da6c
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9 changed files with 27 additions and 19 deletions
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@ -207,7 +207,7 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
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RenderState.EnableDrawBuffers(1);
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}
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screen->PostProcessScene(false, cm, flash, [&]() { di->DrawEndScene2D(mainvp.sector, RenderState); });
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screen->PostProcessScene(false, cm, flash, !V_IsTrueColor(), [&]() { di->DrawEndScene2D(mainvp.sector, RenderState); });
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PostProcess.Unclock();
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}
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// Reset colormap so 2D drawing isn't affected
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@ -118,7 +118,7 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
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DrawTexture(twod, fbtex.get(), 0, 0, DTA_SpecialColormap, map, TAG_DONE);
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screen->Draw2D();
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twod->Clear();
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screen->PostProcessScene(true, CM_DEFAULT, 1.f, [&]() {
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screen->PostProcessScene(true, CM_DEFAULT, 1.f, false, [&]() {
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SWRenderer->DrawRemainingPlayerSprites();
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screen->Draw2D();
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twod->Clear();
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@ -134,7 +134,7 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
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int cm = CM_DEFAULT;
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auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
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if (map) cm = (int)(ptrdiff_t)(map - SpecialColormaps.Data()) + CM_FIRSTSPECIALCOLORMAP;
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screen->PostProcessScene(true, cm, 1.f, [&]() { });
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screen->PostProcessScene(true, cm, 1.f, false, [&]() { });
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SWRenderer->DrawRemainingPlayerSprites();
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screen->Draw2D();
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