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Restore flashlight reflections on buildings throughout Silent Hill, and introduce flashlight reflections to some special objects #986

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merged 45 commits into from
Jun 27, 2024

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FrozenFish24
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@FrozenFish24 FrozenFish24 commented Jun 22, 2024

Huge thanks to @iOrange for making this possible. This is 99% his work (and it looks amazing, might I add).

shop
hospital

FrozenFish24 and others added 30 commits June 3, 2024 14:48
update window shaders and include assembly
… calculate per-pixel Blinn-Phong specular + generated specular LUT texture to calculate specular power
… invert it's value before multiplying the specular
… magenta, currently still limited to shop window in town east
… components, and d3d8tod3d9 shim was fixing that automatically
…inal lighting, we're now using 100% of all available DirectX 8 pixel shader instructions, so this is the most complicated shader in all of the game now
… the fading phase, and generated all 4 phases so now we can fade in and out when we toggle the flashlight

also had to loop back the DrawActor prelude to the Specular.cpp magic so that "SpecularFix" is working
Added specular support for models (mostly doors)
FrozenFish24 and others added 14 commits June 15, 2024 21:56
Hardcode final flashlight specular color values
Remove DebugMagenta
Move flashlight reflection code to own file
Settings/launcher entries and naming
…se wrapped interface instead of the proxy interface. Also fixed memory leaks by adding and using IUnknownPtr class that acts as auto-ptr for Com interfaces to make sure there's no dangling references.
fixed crash if using original flashlight texture + memory leaks
Reverted HookActorOpaqueDraw changes
@FrozenFish24
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Added the addresses for 1.1 and DC and tested that they work. Thanks @AeroWidescreen for doing the legwork in finding them.

@elishacloud
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@iOrange, @FrozenFish24, Nice work!

@elishacloud elishacloud merged commit 4c46e90 into elishacloud:master Jun 27, 2024
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3 participants