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TF2-Source-Code/tf2_src/bitmap/float_bm2.cpp at master · sr2echa/TF2-Source-Code · GitHub
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float_bm2.cpp
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float_bm2.cpp
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//
========= Copyright Valve Corporation, All rights reserved. ============//
//
//
Purpose:
//
//
===========================================================================//
#
include
<
tier0/platform.h
>
#
include
<
stdio.h
>
#
include
<
string.h
>
#
include
<
math.h
>
#
include
<
stdlib.h
>
#
include
"
bitmap/float_bm.h
"
static
float
ScaleValue
(
float
f,
float
overbright)
{
//
map a value between 0..255 to the scale factor
int
ival=f;
return
ival*(overbright/
255.0
);
}
static
float
IScaleValue
(
float
f,
float
overbright)
{
f*=(
1.0
/overbright);
int
ival=
min
(
255
,(
int
)
ceil
(f*
255.0
));
return
ival;
}
void
MaybeSetScaleVaue
(FloatBitMap_t
const
&orig, FloatBitMap_t &newbm,
int
x,
int
y,
float
newscale,
float
overbright)
{
//
clamp the given scale value to the legal range for that pixel and regnerate the rgb
//
components.
float
maxc=
max
(
max
(orig.
Pixel
(x,y,
0
),orig.
Pixel
(x,y,
1
)),orig.
Pixel
(x,y,
2
));
if
(maxc==
0.0
)
{
//
pixel is black. any scale value is fine.
newbm.
Pixel
(x,y,
3
)=newscale;
for
(
int
c=
0
;c<
3
;c++)
newbm.
Pixel
(x,y,c)=
0
;
}
else
{
//
float desired_floatscale=maxc;
float
scale_we_will_get=
ScaleValue
(newscale,overbright);
//
if (scale_we_will_get >= desired_floatscale )
{
newbm.
Pixel
(x,y,
3
)=newscale;
for
(
int
c=
0
;c<
3
;c++)
newbm.
Pixel
(x,y,c)=orig.
Pixel
(x,y,c)/(scale_we_will_get);
}
}
}
void
FloatBitMap_t::Uncompress
(
float
overbright)
{
for
(
int
y=
0
;y<Height;y++)
for
(
int
x=
0
;x<Width;x++)
{
int
iactual_alpha_value=
255.0
*
Pixel
(x,y,
3
);
float
actual_alpha_value=iactual_alpha_value*(
1.0
/
255.0
);
for
(
int
c=
0
;c<
3
;c++)
{
int
iactual_color_value=
255.0
*
Pixel
(x,y,c);
float
actual_color_value=iactual_color_value*(
1.0
/
255.0
);
Pixel
(x,y,c)=actual_alpha_value*actual_color_value*overbright;
}
}
}
#
define
GAUSSIAN_WIDTH
5
#
define
SQ
(
x
) ((x)*(x))
void
FloatBitMap_t::CompressTo8Bits
(
float
overbright)
{
FloatBitMap_t
TmpFBM
(Width,Height);
//
first, saturate to max overbright
for
(
int
y=
0
;y<Height;y++)
for
(
int
x=
0
;x<Width;x++)
for
(
int
c=
0
;c<
3
;c++)
Pixel
(x,y,c)=
min
(overbright,
Pixel
(x,y,c));
//
first pass - choose nominal scale values to convert to rgb,scale
for
(
int
y=
0
;y<Height;y++)
for
(
int
x=
0
;x<Width;x++)
{
//
determine maximum component
float
maxc=
max
(
max
(
Pixel
(x,y,
0
),
Pixel
(x,y,
1
)),
Pixel
(x,y,
2
));
if
(maxc==
0
)
{
for
(
int
c=
0
;c<
4
;c++)
TmpFBM.
Pixel
(x,y,c)=
0
;
}
else
{
float
desired_floatscale=maxc;
float
closest_iscale=
IScaleValue
(desired_floatscale, overbright);
float
scale_value_we_got=
ScaleValue
(closest_iscale, overbright );
TmpFBM.
Pixel
(x,y,
3
)=closest_iscale;
for
(
int
c=
0
;c<
3
;c++)
TmpFBM.
Pixel
(x,y,c)=
Pixel
(x,y,c)/scale_value_we_got;
}
}
//
now, refine scale values
#
ifdef
FILTER_TO_REDUCE_LERP_ARTIFACTS
//
I haven't been able to come up with a filter which eleiminates objectionable artifacts on all
//
source textures. So, I've gone to doing the lerping in the shader.
int
pass=
0
;
while
(pass<
1
)
{
FloatBitMap_t
temp_filtered
(&TmpFBM);
for
(
int
y=
0
;y<Height;y++)
{
for
(
int
x=
0
;x<Width;x++)
{
float
sum_scales=
0.0
;
float
sum_weights=
0.0
;
for
(
int
yofs=-
GAUSSIAN_WIDTH
;yofs<=
GAUSSIAN_WIDTH
;yofs++)
for
(
int
xofs=-
GAUSSIAN_WIDTH
;xofs<=
GAUSSIAN_WIDTH
;xofs++)
{
float
r=
0.456
*
GAUSSIAN_WIDTH
;
r=
0.26
*
GAUSSIAN_WIDTH
;
float
x1=xofs/r;
float
y1=yofs/r;
float
a=(
SQ
(x1)+
SQ
(y1))/(
2.0
*
SQ
(r));
float
w=
exp
(-a);
sum_scales+=w*TmpFBM.
PixelClamped
(x+xofs,y+yofs,
3
);
sum_weights+=w;
}
int
new_trial_scale=sum_scales*(
1.0
/sum_weights);
MaybeSetScaleVaue
(*
this
,temp_filtered,x,y,new_trial_scale,overbright);
}
}
pass++;
memcpy
(TmpFBM.
RGBAData
,temp_filtered.
RGBAData
,Width*Height*
4
*
sizeof
(
float
));
}
#
endif
memcpy
(RGBAData,TmpFBM.
RGBAData
,Width*Height*
4
*
sizeof
(
float
));
//
now, map scale to real value
for
(
int
y=
0
;y<Height;y++)
for
(
int
x=
0
;x<Width;x++)
Pixel
(x,y,
3
)*=(
1.0
/
255.0
);
}
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