/* =========================================================================== Copyright (C) 1997-2006 Id Software, Inc. This file is part of Quake 2 Tools source code. Quake 2 Tools source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake 2 Tools source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake 2 Tools source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "qdata.h" /* ============================================================================= ALPHALIGHT GENERATION Find alphamap values that best match modulated lightmap values This isn't used anymore, but I'm keeping it around... ============================================================================= */ unsigned short alphamap[32*32*32]; unsigned char inverse16to8table[65536]; /* static int FindNearestColor( unsigned int color ) { int i; int closest_so_far = 0; float closest_distance_so_far = 100000000; float d; float r[2], g[2], b[2]; // incoming color is assumed to be in 0xRRGGBB format r[0] = ( color & 31 ) << 3; g[0] = ( ( color >> 5 ) & 63 ) << 2; b[0] = ( ( color >> 11 ) & 31 ) << 3; for ( i = 0; i < 256; i++ ) { r[1] = ( d_8to24table[i] >> 0 ) & 0xFF; g[1] = ( d_8to24table[i] >> 8 ) & 0xFF; b[1] = ( d_8to24table[i] >> 16 ) & 0xFF; d = ( r[1] - r[0] ) * ( r[1] - r[0] ) + ( g[1] - g[0] ) * ( g[1] - g[0] ) + ( b[1] - b[0] ) * ( b[1] - b[0] ); if ( d < closest_distance_so_far ) { closest_distance_so_far = d; closest_so_far = i; } } return closest_so_far; } */ extern byte BestColor( int, int, int, int, int ); void Inverse16_BuildTable( void ) { int i; /* ** create the 16-to-8 table */ for ( i = 0; i < 65536; i++ ) { int r = i & 31; int g = ( i >> 5 ) & 63; int b = ( i >> 11 ) & 31; r <<= 3; g <<= 2; b <<= 3; inverse16to8table[i] = BestColor( r, g, b, 0, 255 ); } } void Alphalight_Thread (int i) { int j; float r, g, b; float mr, mg, mb, ma; float distortion, bestdistortion; float v; r = (i>>10) * (1.0/16); g = ((i>>5)&31) * (1.0/16); b = (i&31) * (1.0/16); bestdistortion = 999999; for (j=0 ; j<16*16*16*16 ; j++) { mr = (j>>12) * (1.0/16); mg = ((j>>8)&15) * (1.0/16); mb = ((j>>4)&15) * (1.0/16); ma = (j&15) * (1.0/16); v = r * 0.5 - (mr*ma + 0.5*(1.0-ma)); distortion = v*v; v = g * 0.5 - (mg*ma + 0.5*(1.0-ma)); distortion += v*v; v = b * 0.5 - (mb*ma + 0.5*(1.0-ma)); distortion += v*v; distortion *= 1.0 + ma*4; if (distortion < bestdistortion) { bestdistortion = distortion; alphamap[i] = j; } } } void Cmd_Alphalight (void) { char savename[1024]; GetToken (false); if (g_release) { ReleaseFile (token); return; } sprintf (savename, "%s%s", gamedir, token); printf ("Building alphalight table...\n"); RunThreadsOnIndividual (32*32*32, true, Alphalight_Thread); SaveFile (savename, (byte *)alphamap, sizeof(alphamap)); } void Cmd_Inverse16Table( void ) { char savename[1024]; if ( g_release ) { sprintf (savename, "pics/16to8.dat"); ReleaseFile( savename ); return; } sprintf (savename, "%spics/16to8.dat", gamedir); printf ("Building inverse 16-to-8 table...\n"); Inverse16_BuildTable(); SaveFile( savename, (byte *) inverse16to8table, sizeof( inverse16to8table ) ); }