cleaned up d_8to24table (build as bytes to avoid endian-issues and make it more readable) and d_15to8table building (faster and MUCH more readable)

This commit is contained in:
Forest Hale 2001-03-16 13:05:57 +00:00
parent 05545350e7
commit a8df60c554

View file

@ -116,81 +116,77 @@ CheckMultiTextureExtensions (void)
}
}
// LordHavoc: finds closest color match
byte
LHFindColor(unsigned char *palette, int first, int last, int r, int g, int b)
{
int bestdistance, bestcolor, distance, color[3];
bestdistance = 1000000000;
bestcolor = first;
color[0] = r;
color[1] = g;
color[2] = b;
palette += first * 3;
for (i = first;i < last;i++)
{
// LordHavoc: distance in color cube from desired color
distance = VectorDistance_fast(palette, color);
if (distance < bestdist)
{
bestdistance = distance;
bestcolor = i;
}
palette += 3;
}
return bestcolor;
}
void
VID_SetPalette (unsigned char *palette)
{
byte *pal;
unsigned int r, g, b;
unsigned int v;
int r1, g1, b1;
int k;
byte *pal, *out;
unsigned short i;
unsigned int *table;
QFile *f;
char s[255];
float dist, bestdist;
static qboolean palflag = false;
//
// 8 8 8 encoding
//
// Con_Printf("Converting 8to24\n");
// LordHavoc: cleaned up stupid endian-specific table building,
// now builds directly as bytes
pal = palette;
table = d_8to24table;
for (i = 0; i < 255; i++) { // used to be i<256, see d_8to24table
// below
r = pal[0];
g = pal[1];
b = pal[2];
pal += 3;
#ifdef WORDS_BIGENDIAN
v = (255 << 0) + (r << 24) + (g << 16) + (b << 8);
#else
v = (255 << 24) + (r << 0) + (g << 8) + (b << 16);
#endif
*table++ = v;
out = (byte *)&table_8to24table;
for (i = 0; i < 255; i++) {
*out++ = *pal++;
*out++ = *pal++;
*out++ = *pal++;
*out++ = 255;
}
d_8to24table[255] = 0; // 255 is transparent
// JACK: 3D distance calcs - k is last closest, l is the distance.
// FIXME: Precalculate this and cache to disk.
if (palflag)
return;
palflag = true;
COM_FOpenFile ("glquake/15to8.pal", &f);
if (f) {
Qread (f, d_15to8table, 1 << 15);
Qread (f, d_15to8table, 32768);
Qclose (f);
} else {
for (i = 0; i < (1 << 15); i++) {
/* Maps 000000000000000 000000000011111 = Red = 0x1F
000001111100000 = Blue = 0x03E0 111110000000000 = Grn =
0x7C00 */
r = ((i & 0x1F) << 3) + 4;
g = ((i & 0x03E0) >> 2) + 4;
b = ((i & 0x7C00) >> 7) + 4;
pal = (unsigned char *) d_8to24table;
for (v = 0, k = 0, bestdist = 10000.0; v < 256; v++, pal += 4) {
r1 = (int) r - (int) pal[0];
g1 = (int) g - (int) pal[1];
b1 = (int) b - (int) pal[2];
dist = sqrt (((r1 * r1) + (g1 * g1) + (b1 * b1)));
if (dist < bestdist) {
k = v;
bestdist = dist;
}
}
d_15to8table[i] = k;
// LordHavoc: cleaned this up
Con_Printf("Building 15bit to 8bit color conversion table\n");
for (i = 0; i < 32768; i++) {
int r, g, b;
// split out to 8bit components
r = ((i & 0x001F) >> 0) << 3;
g = ((i & 0x03E0) >> 5) << 3;
b = ((i & 0x7C00) >> 10) << 3;
d_15to8table[i] = LHFindColor(palette, 0, 256, r, g, b);
}
snprintf (s, sizeof (s), "%s/glquake/15to8.pal", com_gamedir);
COM_CreatePath (s);
if ((f = Qopen (s, "wb")) != NULL) {
Qwrite (f, d_15to8table, 1 << 15);
Qwrite (f, d_15to8table, 32768);
Qclose (f);
}
}