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The Quake 2 tools as originally released under the GPL license.
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qdata/tables.c
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172
qdata/tables.c
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/*
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===========================================================================
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Copyright (C) 1997-2006 Id Software, Inc.
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This file is part of Quake 2 Tools source code.
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Quake 2 Tools source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake 2 Tools source code is distributed in the hope that it will be
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useful, 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 Quake 2 Tools source code; 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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*/
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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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{
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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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{
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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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{
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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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{
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char savename[1024];
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GetToken (false);
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if (g_release)
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{
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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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{
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char savename[1024];
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if ( g_release )
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{
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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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