1 /*
2 ===========================================================================
3 Copyright (C) 1997-2006 Id Software, Inc.
4 
5 This file is part of Quake 2 Tools source code.
6 
7 Quake 2 Tools source code is free software; you can redistribute it
8 and/or modify it under the terms of the GNU General Public License as
9 published by the Free Software Foundation; either version 2 of the License,
10 or (at your option) any later version.
11 
12 Quake 2 Tools source code is distributed in the hope that it will be
13 useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 GNU General Public License for more details.
16 
17 You should have received a copy of the GNU General Public License
18 along with Quake 2 Tools source code; if not, write to the Free Software
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
20 ===========================================================================
21 */
22 
23 #include "qdata.h"
24 
25 /*
26 =============================================================================
27 
28 ALPHALIGHT GENERATION
29 
30 Find alphamap values that best match modulated lightmap values
31 
32 This isn't used anymore, but I'm keeping it around...
33 =============================================================================
34 */
35 
36 unsigned short	alphamap[32*32*32];
37 unsigned char	inverse16to8table[65536];
38 
39 /*
40 static int FindNearestColor( unsigned int color )
41 {
42 	int i;
43 	int closest_so_far = 0;
44 	float closest_distance_so_far = 100000000;
45 	float d;
46 	float r[2], g[2], b[2];
47 
48 	// incoming color is assumed to be in 0xRRGGBB format
49 	r[0] = ( color & 31 ) << 3;
50 	g[0] = ( ( color >> 5 ) & 63 ) << 2;
51 	b[0] = ( ( color >> 11 ) & 31 ) << 3;
52 
53 	for ( i = 0; i < 256; i++ )
54 	{
55 		r[1] = ( d_8to24table[i] >> 0 ) & 0xFF;
56 		g[1] = ( d_8to24table[i] >> 8 ) & 0xFF;
57 		b[1] = ( d_8to24table[i] >> 16 ) & 0xFF;
58 
59 		d = ( r[1] - r[0] ) * ( r[1] - r[0] ) +
60 			( g[1] - g[0] ) * ( g[1] - g[0] ) +
61 			( b[1] - b[0] ) * ( b[1] - b[0] );
62 
63 		if ( d < closest_distance_so_far )
64 		{
65 			closest_distance_so_far = d;
66 			closest_so_far = i;
67 		}
68 	}
69 
70 	return closest_so_far;
71 }
72 */
73 
74 extern byte BestColor( int, int, int, int, int );
75 
Inverse16_BuildTable(void)76 void Inverse16_BuildTable( void )
77 {
78 	int i;
79 
80 	/*
81 	** create the 16-to-8 table
82 	*/
83 	for ( i = 0; i < 65536; i++ )
84 	{
85 		int r = i & 31;
86 		int g = ( i >> 5 ) & 63;
87 		int b = ( i >> 11 ) & 31;
88 
89 		r <<= 3;
90 		g <<= 2;
91 		b <<= 3;
92 
93 		inverse16to8table[i] = BestColor( r, g, b, 0, 255 );
94 	}
95 }
96 
Alphalight_Thread(int i)97 void Alphalight_Thread (int i)
98 {
99 	int		j;
100 	float	r, g, b;
101 	float	mr, mg, mb, ma;
102 	float	distortion, bestdistortion;
103 	float	v;
104 
105 	r = (i>>10) * (1.0/16);
106 	g = ((i>>5)&31)  * (1.0/16);
107 	b = (i&31) * (1.0/16);
108 
109 	bestdistortion = 999999;
110 	for (j=0 ; j<16*16*16*16 ; j++)
111 	{
112 		mr = (j>>12) * (1.0/16);
113 		mg = ((j>>8)&15) * (1.0/16);
114 		mb = ((j>>4)&15) * (1.0/16);
115 		ma = (j&15) * (1.0/16);
116 
117 		v = r * 0.5 - (mr*ma + 0.5*(1.0-ma));
118 		distortion = v*v;
119 		v = g * 0.5 - (mg*ma + 0.5*(1.0-ma));
120 		distortion += v*v;
121 		v = b * 0.5 - (mb*ma + 0.5*(1.0-ma));
122 		distortion += v*v;
123 
124 		distortion *= 1.0 + ma*4;
125 
126 		if (distortion < bestdistortion)
127 		{
128 			bestdistortion = distortion;
129 			alphamap[i] = j;
130 		}
131 	}
132 }
133 
Cmd_Alphalight(void)134 void Cmd_Alphalight (void)
135 {
136 	char	savename[1024];
137 
138 	GetToken (false);
139 
140 	if (g_release)
141 	{
142 		ReleaseFile (token);
143 		return;
144 	}
145 
146 	sprintf (savename, "%s%s", gamedir, token);
147 	printf ("Building alphalight table...\n");
148 
149 	RunThreadsOnIndividual (32*32*32, true, Alphalight_Thread);
150 
151 	SaveFile (savename, (byte *)alphamap, sizeof(alphamap));
152 }
153 
154 
Cmd_Inverse16Table(void)155 void Cmd_Inverse16Table( void )
156 {
157 	char savename[1024];
158 
159 	if ( g_release )
160 	{
161 		sprintf (savename, "pics/16to8.dat");
162 		ReleaseFile( savename );
163 		return;
164 	}
165 
166 	sprintf (savename, "%spics/16to8.dat", gamedir);
167 	printf ("Building inverse 16-to-8 table...\n");
168 
169 	Inverse16_BuildTable();
170 
171 	SaveFile( savename, (byte *) inverse16to8table, sizeof( inverse16to8table ) );
172 }
173