/*
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2007 id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant 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.
+ GtkRadiant 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.
-GtkRadiant 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.
+ GtkRadiant 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 GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-*/
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ */
#include "qdata.h"
/*
-=============================================================================
+ =============================================================================
-ALPHALIGHT GENERATION
+ ALPHALIGHT GENERATION
-Find alphamap values that best match modulated lightmap values
+ Find alphamap values that best match modulated lightmap values
-This isn't used anymore, but I'm keeping it around...
-=============================================================================
-*/
+ This isn't used anymore, but I'm keeping it around...
+ =============================================================================
+ */
-unsigned short alphamap[32*32*32];
-unsigned char inverse16to8table[65536];
+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;
-}
-*/
+ 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 )
-{
+void Inverse16_BuildTable( void ){
int i;
/*
}
}
-void Alphalight_Thread (int i)
-{
- int j;
- float r, g, b;
- float mr, mg, mb, ma;
- float distortion, bestdistortion;
- float v;
+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);
+ 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++)
+ 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)
- {
+ 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];
+void Cmd_Alphalight( void ){
+ char savename[1024];
- GetScriptToken (false);
+ GetScriptToken( false );
- if (g_release)
- {
- ReleaseFile (token);
+ if ( g_release ) {
+ ReleaseFile( token );
return;
}
- sprintf (savename, "%s%s", gamedir, token);
- printf ("Building alphalight table...\n");
+ sprintf( savename, "%s%s", gamedir, token );
+ printf( "Building alphalight table...\n" );
- RunThreadsOnIndividual (32*32*32, true, Alphalight_Thread);
+ RunThreadsOnIndividual( 32 * 32 * 32, true, Alphalight_Thread );
- SaveFile (savename, (byte *)alphamap, sizeof(alphamap));
+ SaveFile( savename, (byte *)alphamap, sizeof( alphamap ) );
}
-void Cmd_Inverse16Table( void )
-{
+void Cmd_Inverse16Table( void ){
char savename[1024];
- if ( g_release )
- {
- sprintf (savename, "pics/16to8.dat");
+ 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");
+ sprintf( savename, "%spics/16to8.dat", gamedir );
+ printf( "Building inverse 16-to-8 table...\n" );
Inverse16_BuildTable();