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/*
===========================================================================
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 ) );
}