mirror of
https://github.com/UberGames/GtkRadiant.git
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164 lines
4 KiB
C
164 lines
4 KiB
C
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant 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 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "qdata.h"
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/*
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=============================================================================
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ALPHALIGHT GENERATION
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Find alphamap values that best match modulated lightmap values
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This isn't used anymore, but I'm keeping it around...
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=============================================================================
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*/
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unsigned short alphamap[32 * 32 * 32];
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unsigned char inverse16to8table[65536];
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/*
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static int FindNearestColor( unsigned int color )
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{
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int i;
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int closest_so_far = 0;
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float closest_distance_so_far = 100000000;
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float d;
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float r[2], g[2], b[2];
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// incoming color is assumed to be in 0xRRGGBB format
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r[0] = ( color & 31 ) << 3;
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g[0] = ( ( color >> 5 ) & 63 ) << 2;
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b[0] = ( ( color >> 11 ) & 31 ) << 3;
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for ( i = 0; i < 256; i++ )
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{
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r[1] = ( d_8to24table[i] >> 0 ) & 0xFF;
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g[1] = ( d_8to24table[i] >> 8 ) & 0xFF;
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b[1] = ( d_8to24table[i] >> 16 ) & 0xFF;
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d = ( r[1] - r[0] ) * ( r[1] - r[0] ) +
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( g[1] - g[0] ) * ( g[1] - g[0] ) +
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( b[1] - b[0] ) * ( b[1] - b[0] );
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if ( d < closest_distance_so_far )
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{
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closest_distance_so_far = d;
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closest_so_far = i;
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}
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}
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return closest_so_far;
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}
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*/
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extern byte BestColor( int, int, int, int, int );
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void Inverse16_BuildTable( void ){
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int i;
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/*
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** create the 16-to-8 table
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*/
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for ( i = 0; i < 65536; i++ )
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{
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int r = i & 31;
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int g = ( i >> 5 ) & 63;
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int b = ( i >> 11 ) & 31;
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r <<= 3;
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g <<= 2;
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b <<= 3;
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inverse16to8table[i] = BestColor( r, g, b, 0, 255 );
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}
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}
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void Alphalight_Thread( int i ){
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int j;
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float r, g, b;
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float mr, mg, mb, ma;
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float distortion, bestdistortion;
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float v;
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r = ( i >> 10 ) * ( 1.0 / 16 );
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g = ( ( i >> 5 ) & 31 ) * ( 1.0 / 16 );
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b = ( i & 31 ) * ( 1.0 / 16 );
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bestdistortion = 999999;
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for ( j = 0 ; j < 16 * 16 * 16 * 16 ; j++ )
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{
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mr = ( j >> 12 ) * ( 1.0 / 16 );
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mg = ( ( j >> 8 ) & 15 ) * ( 1.0 / 16 );
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mb = ( ( j >> 4 ) & 15 ) * ( 1.0 / 16 );
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ma = ( j & 15 ) * ( 1.0 / 16 );
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v = r * 0.5 - ( mr * ma + 0.5 * ( 1.0 - ma ) );
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distortion = v * v;
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v = g * 0.5 - ( mg * ma + 0.5 * ( 1.0 - ma ) );
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distortion += v * v;
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v = b * 0.5 - ( mb * ma + 0.5 * ( 1.0 - ma ) );
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distortion += v * v;
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distortion *= 1.0 + ma * 4;
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if ( distortion < bestdistortion ) {
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bestdistortion = distortion;
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alphamap[i] = j;
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}
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}
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}
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void Cmd_Alphalight( void ){
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char savename[1024];
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GetScriptToken( false );
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if ( g_release ) {
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ReleaseFile( token );
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return;
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}
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sprintf( savename, "%s%s", gamedir, token );
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printf( "Building alphalight table...\n" );
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RunThreadsOnIndividual( 32 * 32 * 32, true, Alphalight_Thread );
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SaveFile( savename, (byte *)alphamap, sizeof( alphamap ) );
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}
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void Cmd_Inverse16Table( void ){
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char savename[1024];
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if ( g_release ) {
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sprintf( savename, "pics/16to8.dat" );
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ReleaseFile( savename );
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return;
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}
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sprintf( savename, "%spics/16to8.dat", gamedir );
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printf( "Building inverse 16-to-8 table...\n" );
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Inverse16_BuildTable();
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SaveFile( savename, (byte *) inverse16to8table, sizeof( inverse16to8table ) );
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}
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