X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fnetradiant.git;a=blobdiff_plain;f=tools%2Fquake2%2Fextra%2Fqdata%2Ftables.c;fp=tools%2Fquake2%2Fextra%2Fqdata%2Ftables.c;h=e7bd780b476e1b3311d754b622448511e6fb8808;hp=0000000000000000000000000000000000000000;hb=c64cd0cd05ef3d237097ff38d1da727a88bb7c7c;hpb=b6d70499bfbc5f99b6330c418bffb9f1797dc00b diff --git a/tools/quake2/extra/qdata/tables.c b/tools/quake2/extra/qdata/tables.c new file mode 100644 index 00000000..e7bd780b --- /dev/null +++ b/tools/quake2/extra/qdata/tables.c @@ -0,0 +1,172 @@ +/* +=========================================================================== +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 ) ); +}