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Add High-Resolution Bloom Correction Option
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@@ -95,6 +95,13 @@ public class AdvancedConfig
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/// </summary>
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public bool NonTile { get; set; } = false;
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/// <summary>
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/// When true, the game's bloom (<c>VideoBloom</c>) computes its blur size as if the frame were 720 pixels high, so the
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/// blur passes on the 198-pixel-high bloom buffer are the same as in a 720p frame at any render height
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/// (VideoBloomPatch). Default false.
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/// </summary>
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public bool HighResBloomCorrection { get; set; } = false;
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/// <summary>File extension of the default output file name, without the dot (e.g. "mkv", "mp4"); selects the container.</summary>
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public string FileExtension { get; set; } = "mkv";
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@@ -120,6 +127,7 @@ public class AdvancedConfig
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RandomSeed = source.RandomSeed;
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ProcessAudio = source.ProcessAudio;
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NonTile = source.NonTile;
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HighResBloomCorrection = source.HighResBloomCorrection;
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FileExtension = source.FileExtension;
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firePlanetColor = source.firePlanetColor;
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icePlanetColor = source.icePlanetColor;
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@@ -42,6 +42,7 @@
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"ui.render_config.file_extension": "File Extension",
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"ui.render_config.process_audio": "Process Audio",
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"ui.render_config.non_tile": "Non-Tile Mode",
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"ui.render_config.high_res_bloom_correction": "High-Resolution Bloom Correction",
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"ui.render_config.random_seed": "Random Seed (Optional)",
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"ui.render_config.validation_title": "Invalid Settings",
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"ui.render_config.validation_error": "Please check your input values:\n- Width and Height must be integers > 0\n- Render FPS and Video FPS must be > 0\n- Delay After End must be >= 0",
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@@ -42,6 +42,7 @@
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"ui.render_config.file_extension": "파일 확장자",
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"ui.render_config.process_audio": "오디오 처리",
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"ui.render_config.non_tile": "논타일 모드",
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"ui.render_config.high_res_bloom_correction": "고해상도 블룸 보정",
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"ui.render_config.random_seed": "랜덤 시드 (선택 사항)",
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"ui.render_config.validation_title": "설정 오류",
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"ui.render_config.validation_error": "입력값을 확인해 주세요:\n- 너비와 높이는 0보다 큰 정수여야 합니다.\n- 렌더 FPS와 영상 FPS는 0보다 커야 합니다.\n- 종료 후 대기 시간은 0 이상이어야 합니다.",
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@@ -0,0 +1,59 @@
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using ADOFAIRenderer.Core;
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using HarmonyLib;
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using UnityEngine;
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namespace ADOFAIRenderer.Patch.Game;
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/// <summary>
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/// Makes the game's bloom compute its blur size as if the frame were 720 pixels high
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/// ("High-Resolution Bloom Correction" option).
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/// <para>
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/// Patched member: <c>VideoBloom.OnRenderImage(RenderTexture source, RenderTexture destination)</c>. The game scales the
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/// frame down to a bloom buffer 198 pixels high (<c>scale = 198 / source.height</c>) and sets the blur radius in bloom
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/// buffer pixels to <c>KernelSize * MediumKernelScale * scale</c> (and <c>KernelSize * LargeKernelScale * scale</c>).
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/// <c>BloomBlit</c> turns the radius into the number of 5-tap blur passes and the blend amount of the last pass.
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/// </para>
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/// <para>
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/// While the render is active (<see cref="RenderManager.IsActive"/>) and <c>AdvancedConfig.HighResBloomCorrection</c> is
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/// enabled, the prefix multiplies <c>KernelSize</c> by <c>source.height / 720</c> for the duration of the call, so the
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/// radius equals <c>KernelSize * MediumKernelScale * 198 / 720</c> and the blur passes on the bloom buffer are the same
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/// as in a 720p frame. The finalizer restores the original <c>KernelSize</c>. The bloom buffer size and the downscale
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/// from the source frame keep the game's behavior.
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/// </para>
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/// </summary>
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[HarmonyPatch(typeof(VideoBloom))]
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public class VideoBloomPatch
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{
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/// <summary>Frame height in pixels the blur size is computed for.</summary>
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private const float ReferenceHeight = 720f;
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/// <summary>Prefix of <c>VideoBloom.OnRenderImage</c>.</summary>
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/// <param name="__instance">The bloom component on the game camera.</param>
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/// <param name="source">The camera frame; its height selects the multiplier.</param>
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/// <param name="__state">Original <c>KernelSize</c>, or null when it was not changed.</param>
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[HarmonyPrefix]
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[HarmonyPatch("OnRenderImage")]
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// ReSharper disable InconsistentNaming
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public static void ScaleKernelSize(VideoBloom __instance, RenderTexture source, out float? __state)
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// ReSharper restore InconsistentNaming
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{
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__state = null;
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if (!source || !RenderManager.IsActive || !RenderManager.Instance.Configuration.AdvancedConfig.HighResBloomCorrection)
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return;
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__state = __instance.KernelSize;
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__instance.KernelSize *= source.height / ReferenceHeight;
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}
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/// <summary>Finalizer of <c>VideoBloom.OnRenderImage</c>: restores <c>KernelSize</c> when the prefix changed it.</summary>
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/// <param name="__instance">The bloom component on the game camera.</param>
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/// <param name="__state">Original <c>KernelSize</c> stored by the prefix, or null.</param>
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[HarmonyFinalizer]
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[HarmonyPatch("OnRenderImage")]
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// ReSharper disable InconsistentNaming
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public static void RestoreKernelSize(VideoBloom __instance, float? __state)
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// ReSharper restore InconsistentNaming
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{
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if (__state.HasValue) __instance.KernelSize = __state.Value;
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}
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}
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@@ -139,6 +139,7 @@ internal static class RenderConfigWindow
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private static O5InputField? _randomSeedInput;
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private static O5Toggle? _processAudioToggle;
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private static O5Toggle? _nonTileToggle;
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private static O5Toggle? _highResBloomCorrectionToggle;
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// Planet color overrides: the toggle enables the override, the picker holds the color. A disabled toggle stores
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// null in AdvancedConfig (no override is applied by PersistencePatch) and blocks the picker.
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@@ -698,6 +699,7 @@ internal static class RenderConfigWindow
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// Section 6: Advanced Settings card (RenderConfig.AdvancedConfig)
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// File Extension | Random Seed
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// Process Audio | Non-Tile Mode
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// High-Resolution Bloom Correction |
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// "Planet Colors" label, then three columns: Fire | Ice | Wind (toggle + color picker each)
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// ---------------------------------------------------------------------------------------------
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// 7. Advanced Settings (Collapsible Card)
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@@ -739,6 +741,23 @@ internal static class RenderConfigWindow
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generateLabel: false
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);
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// High-Resolution Bloom Correction (AdvancedConfig.HighResBloomCorrection): the game's bloom computes its blur
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// size as if the frame were 720 pixels high (VideoBloomPatch)
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_highResBloomCorrectionToggle = CreateToggleField(
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ctx, CreateFieldSlot(advLeft),
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labelKey: "",
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defaultValue: false,
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value: config.AdvancedConfig.HighResBloomCorrection,
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toggleTextKey: "ui.render_config.high_res_bloom_correction",
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id: "toggle_high_res_bloom_correction",
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onChanged: val =>
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{
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config.AdvancedConfig.HighResBloomCorrection = val;
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MarkConfigModified();
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},
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generateLabel: false
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);
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// Random Seed (AdvancedConfig.RandomSeed): integer passed to UnityEngine.Random.InitState before the game scene
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// loads; empty text stores null (no seeding). Text that is neither empty nor an integer keeps the previous value.
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_randomSeedInput = CreateInputField(
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@@ -980,6 +999,7 @@ internal static class RenderConfigWindow
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_randomSeedInput?.Set(config.AdvancedConfig.RandomSeed?.ToString() ?? "", false);
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_processAudioToggle?.Set(config.AdvancedConfig.ProcessAudio, false);
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_nonTileToggle?.Set(config.AdvancedConfig.NonTile, false);
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_highResBloomCorrectionToggle?.Set(config.AdvancedConfig.HighResBloomCorrection, false);
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// Planet colors: toggle on when an override is stored; the picker shows the stored color or the default and is
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// blocked without an override
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@@ -1161,6 +1181,7 @@ internal static class RenderConfigWindow
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}
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if (_processAudioToggle != null) target.AdvancedConfig.ProcessAudio = _processAudioToggle.Value;
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if (_nonTileToggle != null) target.AdvancedConfig.NonTile = _nonTileToggle.Value;
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if (_highResBloomCorrectionToggle != null) target.AdvancedConfig.HighResBloomCorrection = _highResBloomCorrectionToggle.Value;
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// Planet Colors
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target.AdvancedConfig.firePlanetColor = (_firePlanetToggle?.Value == true && _firePlanetPicker != null)
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