Software renderer: Add linear interpolation of fog range adjustment factors.
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@ -754,11 +754,21 @@ void Tev::Draw()
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// First, calculate the offset from the viewport center (normalized to 0..1)
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float offset = (Position[0] - (bpmem.fogRange.Base.Center - 342)) / (float)swxfregs.viewport.wd;
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// Based on that, choose the index such that points which are far away from the z-axis use the 10th "k" value and such that central points use the first value.
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int index = (int) (9 - std::abs(offset) * 9.f);
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index = (index < 0) ? 0 : (index > 9) ? 9 : index; // TODO: Shouldn't be necessary!
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float floatindex = 9.f - std::abs(offset) * 9.f;
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floatindex = (floatindex < 0.f) ? 0.f : (floatindex > 9.f) ? 9.f : floatindex; // TODO: This shouldn't be necessary!
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// Get the two closest integer indices, look up the corresponding samples
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int indexlower = (int)floor(floatindex);
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int indexupper = indexlower + 1;
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// Look up coefficient... Seems like multiplying by 4 makes Fortune Street work properly (fog is too strong without the factor)
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float k = bpmem.fogRange.K[index/2].GetValue(index%2) * 4.f;
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float klower = bpmem.fogRange.K[indexlower/2].GetValue(indexlower%2) * 4.f;
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float kupper = bpmem.fogRange.K[indexupper/2].GetValue(indexupper%2) * 4.f;
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// linearly interpolate the samples and multiple ze by the resulting adjustment factor
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float factor = indexupper - floatindex;
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float k = klower * factor + kupper * (1.f - factor);
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float x_adjust = sqrt(offset*offset + k*k)/k;
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ze *= x_adjust; // NOTE: This is basically dividing by a cosine (hidden behind GXInitFogAdjTable): 1/cos = c/b = sqrt(a^2+b^2)/b
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}
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