4 =============================================================================
8 Find alphamap values that best match modulated lightmap values
10 This isn't used anymore, but I'm keeping it around...
11 =============================================================================
14 unsigned short alphamap[32*32*32];
15 unsigned char inverse16to8table[65536];
18 static int FindNearestColor( unsigned int color )
21 int closest_so_far = 0;
22 float closest_distance_so_far = 100000000;
24 float r[2], g[2], b[2];
26 // incoming color is assumed to be in 0xRRGGBB format
27 r[0] = ( color & 31 ) << 3;
28 g[0] = ( ( color >> 5 ) & 63 ) << 2;
29 b[0] = ( ( color >> 11 ) & 31 ) << 3;
31 for ( i = 0; i < 256; i++ )
33 r[1] = ( d_8to24table[i] >> 0 ) & 0xFF;
34 g[1] = ( d_8to24table[i] >> 8 ) & 0xFF;
35 b[1] = ( d_8to24table[i] >> 16 ) & 0xFF;
37 d = ( r[1] - r[0] ) * ( r[1] - r[0] ) +
38 ( g[1] - g[0] ) * ( g[1] - g[0] ) +
39 ( b[1] - b[0] ) * ( b[1] - b[0] );
41 if ( d < closest_distance_so_far )
43 closest_distance_so_far = d;
48 return closest_so_far;
52 extern byte BestColor( int, int, int, int, int );
54 void Inverse16_BuildTable( void )
59 ** create the 16-to-8 table
61 for ( i = 0; i < 65536; i++ )
64 int g = ( i >> 5 ) & 63;
65 int b = ( i >> 11 ) & 31;
71 inverse16to8table[i] = BestColor( r, g, b, 0, 255 );
75 void Alphalight_Thread (int i)
80 float distortion, bestdistortion;
83 r = (i>>10) * (1.0/16);
84 g = ((i>>5)&31) * (1.0/16);
85 b = (i&31) * (1.0/16);
87 bestdistortion = 999999;
88 for (j=0 ; j<16*16*16*16 ; j++)
90 mr = (j>>12) * (1.0/16);
91 mg = ((j>>8)&15) * (1.0/16);
92 mb = ((j>>4)&15) * (1.0/16);
93 ma = (j&15) * (1.0/16);
95 v = r * 0.5 - (mr*ma + 0.5*(1.0-ma));
97 v = g * 0.5 - (mg*ma + 0.5*(1.0-ma));
99 v = b * 0.5 - (mb*ma + 0.5*(1.0-ma));
102 distortion *= 1.0 + ma*4;
104 if (distortion < bestdistortion)
106 bestdistortion = distortion;
112 void Cmd_Alphalight (void)
124 sprintf (savename, "%s%s", gamedir, token);
125 printf ("Building alphalight table...\n");
127 RunThreadsOnIndividual (32*32*32, true, Alphalight_Thread);
129 SaveFile (savename, (byte *)alphamap, sizeof(alphamap));
133 void Cmd_Inverse16Table( void )
139 sprintf (savename, "pics/16to8.dat");
140 ReleaseFile( savename );
144 sprintf (savename, "%spics/16to8.dat", gamedir);
145 printf ("Building inverse 16-to-8 table...\n");
147 Inverse16_BuildTable();
149 SaveFile( savename, (byte *) inverse16to8table, sizeof( inverse16to8table ) );