// IMGUTIL.H // #ifdef _DEBUG #pragma optimize( "", on ) #endif // SRGB -> Linear color space conversion. inline float ByteToLinear(byte p) { float v; v = ((float)p) / 255.0f; v = (double)v >= 0.0404499992728233 ? (float)pow((200.0 * (double)v + 11.0) / 211.0, 2.40000009536743) : (float)((double)v * 25.0 / 323.0); return v; } inline float ToSRGB(float v) { return (double)v >= 0.0031308 ? (float)((pow((double)v, 0.416666656732559) * 211.0 - 11.0) / 200.0) : (float)((double)v * 323.0 / 25.0); } inline float PixelToHue(float R, float G, float B) { if (R == G && G == B) return 0; // 0 makes as good an UNDEFINED value as any float r = (float)R / 255.0f; float g = (float)G / 255.0f; float b = (float)B / 255.0f; float max, min; float delta; float hue = 0.0f; max = r; min = r; if (g > max) max = g; if (b > max) max = b; if (g < min) min = g; if (b < min) min = b; delta = max - min; if (r == max) { hue = (g - b) / delta; } else if (g == max) { hue = 2 + (b - r) / delta; } else if (b == max) { hue = 4 + (r - g) / delta; } hue *= 60; if (hue < 0.0f) { hue += 360.0f; } return hue; } struct Turple { Turple() { memset(this, 0, sizeof(Turple)); } Turple(float Item1, float Item2, float Item3) { this->Item1 = Item1; this->Item2 = Item2; this->Item3 = Item3; this->Item4 = -1; } Turple(float Item1, float Item2, float Item3, float Item4) { this->Item1 = Item1; this->Item2 = Item2; this->Item3 = Item3; this->Item4 = Item4; } float Item1; float Item2; float Item3; float Item4; }; float step(float a, float x) { return x >= a; } inline float4 lerp(float4 a, float4 b, float w) { float4 l; l.x = a.x + w * (b.x - a.x); l.y = a.y + w * (b.y - a.y); l.z = a.z + w * (b.z - a.z); l.w = a.w + w * (b.w - a.w); return l; } inline float3 lerp(float3 a, float3 b, float w) { float3 l; l.x = a.x + w * (b.x - a.x); l.y = a.y + w * (b.y - a.y); l.z = a.z + w * (b.z - a.z); return l; } inline float3 frac(float3 v) { float3 f; f.x = v.x - floor(v.x); f.y = v.y - floor(v.y); f.z = v.z - floor(v.z); return f; } inline float frac(float v) { return v - floor(v); } inline float lerp(float a, float b, float w) { return a + w * (b - a); } inline float3 clamp(float3 x, float a, float b) { float3 r; r.x = max(a, min(b, x.x)); r.y = max(a, min(b, x.y)); r.z = max(a, min(b, x.z)); return r; } inline float saturate(float x) { return max(0, min(1, x)); } inline void RenderTeamPalette(byte* pixel, HouseColorHD &teamColor) { float linear1 = ByteToLinear(pixel[2]); float linear2 = ByteToLinear(pixel[1]); float linear3 = ByteToLinear(pixel[0]); float num1 = linear1; float num2 = linear2; float num3 = (float)linear3; Turple valueTuple1 = Turple(0.0f, -0.3333333, 0.6666667, -1 ); Turple valueTuple2; if ((double)num2 >= (double)num3) valueTuple2 = Turple( num2, num3, valueTuple1.Item1, valueTuple1.Item2 ); else valueTuple2 = Turple( num3, num2, valueTuple1.Item4, valueTuple1.Item3 ); Turple valueTuple3; if ((double)num1 >= (double)valueTuple2.Item1) valueTuple3 = Turple(num1, valueTuple2.Item2, valueTuple2.Item3, valueTuple2.Item1); else valueTuple3 = Turple(valueTuple2.Item1, valueTuple2.Item2, valueTuple2.Item4, num1); double num4 = (double)valueTuple3.Item1 - (double)min(valueTuple3.Item4, valueTuple3.Item2); float num5 = 1E-10f; float num6 = (float)num4; float num7 = num5; float num8 = abs(valueTuple3.Item3 + (float)(((double)valueTuple3.Item4 - (double)valueTuple3.Item2) / (6.0 * (double)num6 + (double)num7))); float num9 = num6 / (valueTuple3.Item1 + num7); double num10 = (double)valueTuple3.Item1; float num11 = num8; float num12 = num9; float num13 = (float)num10; float num14 = PixelToHue(teamColor.LowerBounds.x, teamColor.LowerBounds.y, teamColor.LowerBounds.z) / 360; float num15 = PixelToHue(teamColor.UpperBounds.x, teamColor.UpperBounds.y, teamColor.UpperBounds.z) / 360; if ((double)num11 >= (double)num14 && (double)num15 >= (double)num11) { float num16 = (float)((double)num11 / ((double)num15 - (double)num14) * ((double)num15 + (double)teamColor.Fudge - ((double)num14 - (double)teamColor.Fudge))) + teamColor.HSVShift.x; float t = num12 + teamColor.HSVShift.y; float num17 = num13 + teamColor.HSVShift.z; Turple valueTuple4 = Turple(1.0f, 0.6666667, 0.3333333, 3); Turple valueTuple5 = Turple(abs(frac(num16 + valueTuple4.Item1) * 6 - valueTuple4.Item4), abs(frac(num16 + valueTuple4.Item2) * 6 - valueTuple4.Item4), abs(frac(num16 + valueTuple4.Item3) * 6 - valueTuple4.Item4)); float num18 = num17 * lerp(valueTuple4.Item1, saturate(valueTuple5.Item1 - valueTuple4.Item1), t); float num19 = num17 * lerp(valueTuple4.Item1, saturate(valueTuple5.Item2 - valueTuple4.Item1), t); float num20 = num17 * lerp(valueTuple4.Item1, saturate(valueTuple5.Item3 - valueTuple4.Item1), t); Turple valueTuple6 = Turple(min(1, max(0.0f, num18 - teamColor.InputLevels.x) / (teamColor.InputLevels.z - teamColor.InputLevels.x)), min(1, max(0.0f, num19 - teamColor.InputLevels.x) / (teamColor.InputLevels.z - teamColor.InputLevels.x)), min(1, max(0.0f, num20 - teamColor.InputLevels.x) / (teamColor.InputLevels.z - teamColor.InputLevels.x))); valueTuple6.Item1 = (float)pow((double)valueTuple6.Item1, (double)teamColor.InputLevels.y); valueTuple6.Item2 = (float)pow((double)valueTuple6.Item2, (double)teamColor.InputLevels.y); valueTuple6.Item3 = (float)pow((double)valueTuple6.Item3, (double)teamColor.InputLevels.y); num1 = lerp(teamColor.OutputLevels.x, teamColor.OutputLevels.y, valueTuple6.Item1); num2 = lerp(teamColor.OutputLevels.x, teamColor.OutputLevels.y, valueTuple6.Item2); num3 = lerp(teamColor.OutputLevels.x, teamColor.OutputLevels.y, valueTuple6.Item3); } Turple valueTuple7 = Turple(min(1, max(0.0f, num1 - teamColor.OverallInputLevels.x) / (teamColor.OverallInputLevels.z - teamColor.OverallInputLevels.x)), min(1, max(0.0f, num2 - teamColor.OverallInputLevels.x) / (teamColor.OverallInputLevels.z - teamColor.OverallInputLevels.x)), min(1, max(0.0f, num3 - teamColor.OverallInputLevels.x) / (teamColor.OverallInputLevels.z - teamColor.OverallInputLevels.x))); valueTuple7.Item1 = (float)pow((double)valueTuple7.Item1, (double)teamColor.OverallInputLevels.y); valueTuple7.Item2 = (float)pow((double)valueTuple7.Item2, (double)teamColor.OverallInputLevels.y); valueTuple7.Item3 = (float)pow((double)valueTuple7.Item3, (double)teamColor.OverallInputLevels.y); float v1 = lerp(teamColor.OverallOutputLevels.x, teamColor.OverallOutputLevels.y, valueTuple7.Item1); float v2 = lerp(teamColor.OverallOutputLevels.x, teamColor.OverallOutputLevels.y, valueTuple7.Item2); float v3 = lerp(teamColor.OverallOutputLevels.x, teamColor.OverallOutputLevels.y, valueTuple7.Item3); pixel[2] = (byte)((double)ToSRGB(v1) * (double)255.0f); pixel[1] = (byte)((double)ToSRGB(v2) * (double)255.0f); pixel[0] = (byte)((double)ToSRGB(v3) * (double)255.0f); } #ifdef _DEBUG #pragma optimize( "", off ) #endif