mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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108 lines
3.7 KiB
C++
108 lines
3.7 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __codec_h__
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#define __codec_h__
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#define MAXERRORMAX 200
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#define IPSIZE int
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const float MOTION_MIN = 1.0f;
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const float MIN_SNR = 3.0f;
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#define FULLFRAME 0
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#define JUSTMOTION 1
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#define VQDATA double
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#include "gdefs.h"
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#include "roq.h"
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#include "quaddefs.h"
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class codec {
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public:
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codec();
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~codec();
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void SparseEncode( void );
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void EncodeNothing( void );
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void IRGBtab(void);
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void InitImages(void);
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void QuadX( int startX, int startY, int quadSize);
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void InitQStatus();
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float Snr(byte *old, byte *bnew, int size);
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void FvqData( byte *bitmap, int size, int realx, int realy, quadcel *pquad, bool clamp);
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void GetData( unsigned char *iData, int qSize, int startX, int startY, NSBitmapImageRep *bitmap);
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int ComputeMotionBlock( byte *old, byte *bnew, int size);
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void VqData8( byte *cel, quadcel *pquad);
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void VqData4( byte *cel, quadcel *pquad);
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void VqData2( byte *cel, quadcel *pquad);
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int MotMeanY(void);
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int MotMeanX(void);
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void SetPreviousImage( const char*filename, NSBitmapImageRep *timage );
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int BestCodeword( unsigned char *tempvector, int dimension, VQDATA **codebook );
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private:
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void VQ( const int numEntries, const int dimension, const unsigned char *vectors, float *snr, VQDATA **codebook, const bool optimize );
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void Sort( float *list, int *intIndex, int numElements );
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void Segment( int *alist, float *flist, int numElements, float rmse);
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void LowestQuad( quadcel*qtemp, int* status, float* snr, int bweigh);
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void MakePreviousImage( quadcel *pquad );
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float GetCurrentRMSE( quadcel *pquad );
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int GetCurrentQuadOutputSize( quadcel *pquad );
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int AddQuad( quadcel *pquad, int lownum );
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NSBitmapImageRep *image;
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NSBitmapImageRep *newImage;
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NSBitmapImageRep *previousImage[2]; // the ones in video ram and offscreen ram
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int numQuadCels;
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int whichFrame;
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int slop;
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bool detail;
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int onQuad;
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int initRGBtab;
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quadcel *qStatus;
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int dxMean;
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int dyMean;
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int codebooksize;
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int index2[256];
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int overAmount;
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int pixelsWide;
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int pixelsHigh;
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int codebookmade;
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bool used2[256];
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bool used4[256];
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int dimension2;
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int dimension4;
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byte luty[256];
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byte *luti;
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VQDATA **codebook2;
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VQDATA **codebook4;
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};
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#endif // __codec_h__
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