This commit is contained in:
FluorescentCIAAfricanAmerican
2020-04-22 12:56:21 -04:00
commit 3bf9df6b27
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include <tier0/platform.h>
#include "bitmap/float_bm.h"
#include "mathlib/mathlib.h"
#include <tier2/tier2.h>
#define N_TEXTURES_OUTPUT 3
#define TEXTURE_TO_TEXTURE_SCALE 8.0
#define BASE_SCALE 0.25
static float Truncate8( float f )
{
uint8 px= (uint8) min(255.0, (f*255.0));
return px*(1.0/255.0);
}
static float ErrorWeights[]={ 0.3, 0.59, 0.11 };
void main(int argc,char **argv)
{
InitCommandLineProgram( argc, argv );
if ( argc==3)
{
FloatBitMap_t src_texture;
src_texture.LoadFromPFM( argv[1] );
float sfactor=atof(argv[2]);
// we will split the float texture into 2 textures.
FloatBitMap_t output_textures[N_TEXTURES_OUTPUT];
for(int o=0; o<N_TEXTURES_OUTPUT; o++)
{
output_textures[o].AllocateRGB( src_texture.Width, src_texture.Height );
}
for(int y=0; y < src_texture.Height; y++)
for(int x=0; x< src_texture.Width; x++)
{
for(int c=0;c<3;c++)
src_texture.Pixel(x,y,c) *= sfactor;
float curscale=BASE_SCALE;
float px_error[N_TEXTURES_OUTPUT];
float sum_error=0;
for(int o=0; o<N_TEXTURES_OUTPUT; o++)
{
px_error[o]=0.;
for(int c=0;c<3;c++)
{
float opixel=Truncate8( src_texture.Pixel( x, y, c )/curscale );
output_textures[o].Pixel( x, y, c )= opixel;
float expanded_pixel = curscale * opixel;
float err= fabs( src_texture.Pixel( x, y, c )- expanded_pixel );
if (src_texture.Pixel(x,y,c) > curscale)
err *=2;
px_error[o] += ErrorWeights[o] * err;
}
sum_error += px_error[o];
curscale *= TEXTURE_TO_TEXTURE_SCALE;
}
// now, set the weight for each map based upon closeness of fit between the scales
for(int o=0; o<N_TEXTURES_OUTPUT; o++)
{
if (sum_error == 0) // possible, I guess, for black
{
if ( o == 0)
src_texture.Pixel(x, y, 3) = 1.0;
else
src_texture.Pixel(x, y, 3) = 0.0;
}
else
output_textures[o].Pixel(x, y, 3)=1.0-(px_error[o]/sum_error);
}
}
// now, output results
for(int o=0;o<N_TEXTURES_OUTPUT;o++)
{
char fnamebuf[1024];
strcpy(fnamebuf, argv[1]);
char *dot=strchr(fnamebuf,'.');
if (! dot)
dot=fnamebuf+strlen(fnamebuf);
sprintf(dot,"_%d.tga",o);
output_textures[o].WriteTGAFile(fnamebuf);
}
}
else
printf("format is 'pfm2tgas xxx.pfm scalefactor'\n");
}
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//-----------------------------------------------------------------------------
// PFM2TGAS.VPC
//
// Project Script
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_exe_con_base.vpc"
$Configuration
{
$Compiler
{
$AdditionalIncludeDirectories "$BASE,..\common"
}
}
$Project "Pfm2tgas"
{
$Folder "Source Files"
{
$File "pfm2tgas.cpp"
}
$Folder "Link Libraries"
{
$Lib bitmap
$Lib mathlib
$Lib raytrace
$Lib tier2
}
}