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https://git.code.sf.net/p/quake/newtree
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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)
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parent
05545350e7
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a8df60c554
1 changed files with 45 additions and 49 deletions
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@ -116,81 +116,77 @@ CheckMultiTextureExtensions (void)
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}
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}
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// LordHavoc: finds closest color match
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byte
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LHFindColor(unsigned char *palette, int first, int last, int r, int g, int b)
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{
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int bestdistance, bestcolor, distance, color[3];
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bestdistance = 1000000000;
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bestcolor = first;
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color[0] = r;
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color[1] = g;
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color[2] = b;
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palette += first * 3;
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for (i = first;i < last;i++)
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{
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// LordHavoc: distance in color cube from desired color
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distance = VectorDistance_fast(palette, color);
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if (distance < bestdist)
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{
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bestdistance = distance;
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bestcolor = i;
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}
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palette += 3;
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}
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return bestcolor;
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}
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void
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VID_SetPalette (unsigned char *palette)
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{
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byte *pal;
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unsigned int r, g, b;
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unsigned int v;
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int r1, g1, b1;
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int k;
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byte *pal, *out;
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unsigned short i;
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unsigned int *table;
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QFile *f;
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char s[255];
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float dist, bestdist;
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static qboolean palflag = false;
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//
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// 8 8 8 encoding
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//
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// Con_Printf("Converting 8to24\n");
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// LordHavoc: cleaned up stupid endian-specific table building,
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// now builds directly as bytes
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pal = palette;
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table = d_8to24table;
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for (i = 0; i < 255; i++) { // used to be i<256, see d_8to24table
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// below
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r = pal[0];
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g = pal[1];
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b = pal[2];
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pal += 3;
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#ifdef WORDS_BIGENDIAN
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v = (255 << 0) + (r << 24) + (g << 16) + (b << 8);
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#else
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v = (255 << 24) + (r << 0) + (g << 8) + (b << 16);
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#endif
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*table++ = v;
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out = (byte *)&table_8to24table;
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for (i = 0; i < 255; i++) {
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*out++ = *pal++;
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*out++ = *pal++;
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*out++ = *pal++;
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*out++ = 255;
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}
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d_8to24table[255] = 0; // 255 is transparent
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// JACK: 3D distance calcs - k is last closest, l is the distance.
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// FIXME: Precalculate this and cache to disk.
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if (palflag)
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return;
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palflag = true;
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COM_FOpenFile ("glquake/15to8.pal", &f);
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if (f) {
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Qread (f, d_15to8table, 1 << 15);
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Qread (f, d_15to8table, 32768);
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Qclose (f);
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} else {
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for (i = 0; i < (1 << 15); i++) {
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/* Maps 000000000000000 000000000011111 = Red = 0x1F
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000001111100000 = Blue = 0x03E0 111110000000000 = Grn =
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0x7C00 */
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r = ((i & 0x1F) << 3) + 4;
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g = ((i & 0x03E0) >> 2) + 4;
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b = ((i & 0x7C00) >> 7) + 4;
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pal = (unsigned char *) d_8to24table;
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for (v = 0, k = 0, bestdist = 10000.0; v < 256; v++, pal += 4) {
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r1 = (int) r - (int) pal[0];
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g1 = (int) g - (int) pal[1];
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b1 = (int) b - (int) pal[2];
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dist = sqrt (((r1 * r1) + (g1 * g1) + (b1 * b1)));
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if (dist < bestdist) {
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k = v;
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bestdist = dist;
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}
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}
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d_15to8table[i] = k;
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// LordHavoc: cleaned this up
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Con_Printf("Building 15bit to 8bit color conversion table\n");
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for (i = 0; i < 32768; i++) {
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int r, g, b;
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// split out to 8bit components
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r = ((i & 0x001F) >> 0) << 3;
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g = ((i & 0x03E0) >> 5) << 3;
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b = ((i & 0x7C00) >> 10) << 3;
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d_15to8table[i] = LHFindColor(palette, 0, 256, r, g, b);
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}
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snprintf (s, sizeof (s), "%s/glquake/15to8.pal", com_gamedir);
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COM_CreatePath (s);
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if ((f = Qopen (s, "wb")) != NULL) {
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Qwrite (f, d_15to8table, 1 << 15);
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Qwrite (f, d_15to8table, 32768);
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Qclose (f);
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}
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}
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