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57 changes: 35 additions & 22 deletions src/game/client/vgui_avatarimage.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -252,31 +252,44 @@ void CAvatarImage::InitFromRGBA( int iAvatar, const byte *rgba, int width, int h
g_pMatSystemSurface->DrawSetTextureRGBAEx2( m_iTextureID, rgbDest, width, height, IMAGE_FORMAT_RGBA8888, true );

// Create dead avatar from RGBA with redness edits
const float contrast = -64.0f;
const float factor = (259.0f * (contrast + 255.0f)) / (255.0f * (259.0f - contrast));
for (int offset = 0; offset < (width * height * 4); offset += 4)
{
int r = (rgbDest + offset)[0];
int g = (rgbDest + offset)[1];
int b = (rgbDest + offset)[2];

// Bump brightness
r = Clamp((int)(((r / 255.0f) * 1.25f) * 255.0f), 0, 255);
g = Clamp((int)(((g / 255.0f) * 1.25f) * 255.0f), 0, 255);
b = Clamp((int)(((b / 255.0f) * 1.25f) * 255.0f), 0, 255);

// Bump down contrast
r = Clamp((int)(factor * (r - 128) + 128), 0, 255);
g = Clamp((int)(factor * (g - 128) + 128), 0, 255);
b = Clamp((int)(factor * (b - 128) + 128), 0, 255);

// Convert to grayscale - Luminosity, then only for red
const float flNGray = ((0.3f * (r / 255.0f)) + (0.59f * (g / 255.0f)) + (0.11f * (b / 255.0f)));
const int iGray = Clamp((int)(255.0f * flNGray), 0, 255);
(rgbDest + offset)[0] = iGray;
(rgbDest + offset)[1] = 0;
(rgbDest + offset)[2] = 0;
constexpr float brightness = 0.5f;
constexpr float contrast = 1.5f;

float r = (rgbDest + offset)[0] / 255.0f;
float g = (rgbDest + offset)[1] / 255.0f;
float b = (rgbDest + offset)[2] / 255.0f;

// Contrast
r = Clamp((r - 0.5f) * contrast + 0.5f, 0.0f, 1.0f);
g = Clamp((g - 0.5f) * contrast + 0.5f, 0.0f, 1.0f);
b = Clamp((b - 0.5f) * contrast + 0.5f, 0.0f, 1.0f);

// Convert to grayscale - Luminosity, then gradient from black -> red -> white
const float gray = 0.3f * r + 0.59f * g + 0.11f * b;
if (gray < 0.5)
{
r = gray * 2.0f;
g = 0;
b = 0;
}
else {
r = 1.0f;
g = (gray - 0.5f) * 2.0f;
b = (gray - 0.5f) * 2.0f;
}

// Brightness
r = Clamp(r * brightness, 0.0f, 1.0f);
g = Clamp(g * brightness, 0.0f, 1.0f);
b = Clamp(b * brightness, 0.0f, 1.0f);

(rgbDest + offset)[0] = r * 255;
(rgbDest + offset)[1] = g * 255;
(rgbDest + offset)[2] = b * 255;
}

m_iTextureDeadID = vgui::surface()->CreateNewTextureID( true );
g_pMatSystemSurface->DrawSetTextureRGBAEx2( m_iTextureDeadID, rgbDest, width, height, IMAGE_FORMAT_RGBA8888, true );

Expand Down