334 lines
12 KiB
C
334 lines
12 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef COLORSPACE_H
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#define COLORSPACE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/mathlib.h"
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#include "mathlib/ssemath.h"
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#include "mathlib/bumpvects.h"
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#include "tier0/dbg.h"
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extern float g_LinearToVertex[4096]; // linear (0..4) to screen corrected vertex space (0..1?)
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// FIXME!!! Get rid of this. . all of this should be in mathlib
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namespace ColorSpace
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{
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void SetGamma( float screenGamma, float texGamma,
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float overbright, bool allowCheats, bool linearFrameBuffer );
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// convert texture to linear 0..1 value
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float TextureToLinear( int c );
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// convert texture to linear 0..1 value
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int LinearToTexture( float f );
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float TexLightToLinear( int c, int exponent );
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// assume 0..4 range
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void LinearToLightmap( unsigned char *pDstRGB, const float *pSrcRGB );
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// assume 0..4 range
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void LinearToBumpedLightmap( const float *linearColor, const float *linearBumpColor1,
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const float *linearBumpColor2, const float *linearBumpColor3,
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unsigned char *ret, unsigned char *retBump1,
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unsigned char *retBump2, unsigned char *retBump3 );
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// converts 0..1 linear value to screen gamma (0..255)
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int LinearToScreenGamma( float f );
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FORCEINLINE void LinearToLightmap( unsigned char *pDstRGB, const float *pSrcRGB )
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{
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Vector tmpVect;
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#if 1
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int i, j;
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for( j = 0; j < 3; j++ )
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{
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i = RoundFloatToInt( pSrcRGB[j] * 1024 ); // assume 0..4 range
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if (i < 0)
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{
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i = 0;
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}
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if (i > 4091)
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{
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i = 4091;
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}
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tmpVect[j] = g_LinearToVertex[i];
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}
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#else
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tmpVect[0] = LinearToVertexLight( pSrcRGB[0] );
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tmpVect[1] = LinearToVertexLight( pSrcRGB[1] );
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tmpVect[2] = LinearToVertexLight( pSrcRGB[2] );
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#endif
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ColorClamp( tmpVect );
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pDstRGB[0] = RoundFloatToByte( tmpVect[0] * 255.0f );
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pDstRGB[1] = RoundFloatToByte( tmpVect[1] * 255.0f );
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pDstRGB[2] = RoundFloatToByte( tmpVect[2] * 255.0f );
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}
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// Clamp the three values for bumped lighting such that we trade off directionality for brightness.
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FORCEINLINE void ColorClampBumped( Vector& color1, Vector& color2, Vector& color3 )
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{
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Vector maxs;
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Vector *colors[3] = { &color1, &color2, &color3 };
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maxs[0] = VectorMaximum( color1 );
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maxs[1] = VectorMaximum( color2 );
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maxs[2] = VectorMaximum( color3 );
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// HACK! Clean this up, and add some else statements
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#define CONDITION(a,b,c) do { if( maxs[a] >= maxs[b] && maxs[b] >= maxs[c] ) { order[0] = a; order[1] = b; order[2] = c; } } while( 0 )
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int order[3] = {};
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CONDITION(0,1,2);
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CONDITION(0,2,1);
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CONDITION(1,0,2);
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CONDITION(1,2,0);
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CONDITION(2,0,1);
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CONDITION(2,1,0);
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int i;
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for( i = 0; i < 3; i++ )
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{
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float max = VectorMaximum( *colors[order[i]] );
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if( max <= 1.0f )
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{
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continue;
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}
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// This channel is too bright. . take half of the amount that we are over and
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// add it to the other two channel.
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float factorToRedist = ( max - 1.0f ) / max;
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Vector colorToRedist = factorToRedist * *colors[order[i]];
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*colors[order[i]] -= colorToRedist;
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colorToRedist *= 0.5f;
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*colors[order[(i+1)%3]] += colorToRedist;
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*colors[order[(i+2)%3]] += colorToRedist;
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}
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ColorClamp( color1 );
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ColorClamp( color2 );
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ColorClamp( color3 );
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if( color1[0] < 0.f ) color1[0] = 0.f;
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if( color1[1] < 0.f ) color1[1] = 0.f;
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if( color1[2] < 0.f ) color1[2] = 0.f;
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if( color2[0] < 0.f ) color2[0] = 0.f;
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if( color2[1] < 0.f ) color2[1] = 0.f;
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if( color2[2] < 0.f ) color2[2] = 0.f;
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if( color3[0] < 0.f ) color3[0] = 0.f;
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if( color3[1] < 0.f ) color3[1] = 0.f;
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if( color3[2] < 0.f ) color3[2] = 0.f;
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}
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FORCEINLINE void LinearToBumpedLightmap( const float *linearColor, const float *linearBumpColor1,
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const float *linearBumpColor2, const float *linearBumpColor3,
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unsigned char *ret, unsigned char *retBump1,
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unsigned char *retBump2, unsigned char *retBump3 )
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{
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const Vector &linearBump1 = *( ( const Vector * )linearBumpColor1 );
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const Vector &linearBump2 = *( ( const Vector * )linearBumpColor2 );
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const Vector &linearBump3 = *( ( const Vector * )linearBumpColor3 );
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Vector gammaGoal;
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// gammaGoal is premultiplied by 1/overbright, which we want
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gammaGoal[0] = LinearToVertexLight( linearColor[0] );
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gammaGoal[1] = LinearToVertexLight( linearColor[1] );
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gammaGoal[2] = LinearToVertexLight( linearColor[2] );
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Vector bumpAverage = linearBump1;
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bumpAverage += linearBump2;
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bumpAverage += linearBump3;
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bumpAverage *= ( 1.0f / 3.0f );
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Vector correctionScale;
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if( *( int * )&bumpAverage[0] != 0 && *( int * )&bumpAverage[1] != 0 && *( int * )&bumpAverage[2] != 0 )
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{
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// fast path when we know that we don't have to worry about divide by zero.
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VectorDivide( gammaGoal, bumpAverage, correctionScale );
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// correctionScale = gammaGoal / bumpSum;
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}
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else
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{
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correctionScale.Init( 0.0f, 0.0f, 0.0f );
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if( bumpAverage[0] != 0.0f )
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{
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correctionScale[0] = gammaGoal[0] / bumpAverage[0];
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}
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if( bumpAverage[1] != 0.0f )
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{
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correctionScale[1] = gammaGoal[1] / bumpAverage[1];
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}
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if( bumpAverage[2] != 0.0f )
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{
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correctionScale[2] = gammaGoal[2] / bumpAverage[2];
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}
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}
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Vector correctedBumpColor1;
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Vector correctedBumpColor2;
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Vector correctedBumpColor3;
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VectorMultiply( linearBump1, correctionScale, correctedBumpColor1 );
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VectorMultiply( linearBump2, correctionScale, correctedBumpColor2 );
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VectorMultiply( linearBump3, correctionScale, correctedBumpColor3 );
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Vector check = ( correctedBumpColor1 + correctedBumpColor2 + correctedBumpColor3 ) / 3.0f;
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ColorClampBumped( correctedBumpColor1, correctedBumpColor2, correctedBumpColor3 );
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ret[0] = RoundFloatToByte( gammaGoal[0] * 255.0f );
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ret[1] = RoundFloatToByte( gammaGoal[1] * 255.0f );
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ret[2] = RoundFloatToByte( gammaGoal[2] * 255.0f );
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retBump1[0] = RoundFloatToByte( correctedBumpColor1[0] * 255.0f );
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retBump1[1] = RoundFloatToByte( correctedBumpColor1[1] * 255.0f );
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retBump1[2] = RoundFloatToByte( correctedBumpColor1[2] * 255.0f );
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retBump2[0] = RoundFloatToByte( correctedBumpColor2[0] * 255.0f );
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retBump2[1] = RoundFloatToByte( correctedBumpColor2[1] * 255.0f );
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retBump2[2] = RoundFloatToByte( correctedBumpColor2[2] * 255.0f );
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retBump3[0] = RoundFloatToByte( correctedBumpColor3[0] * 255.0f );
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retBump3[1] = RoundFloatToByte( correctedBumpColor3[1] * 255.0f );
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retBump3[2] = RoundFloatToByte( correctedBumpColor3[2] * 255.0f );
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}
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uint16 LinearFloatToCorrectedShort( float in );
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inline unsigned short LinearToUnsignedShort( float in, int nFractionalBits )
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{
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unsigned short out;
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in = in * ( 1 << nFractionalBits );
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in = min( in, 65535.f );
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out = max( in, 0.0f );
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return out;
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}
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inline void ClampToHDR( const Vector &in, unsigned short out[3] )
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{
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Vector tmp = in;
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out[0] = LinearFloatToCorrectedShort( in.x );
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out[1] = LinearFloatToCorrectedShort( in.y );
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out[2] = LinearFloatToCorrectedShort( in.z );
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}
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FORCEINLINE void
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LinearToBumpedLightmap( const float *linearColor, const float *linearBumpColor1,
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const float *linearBumpColor2, const float *linearBumpColor3,
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float *ret, float *retBump1,
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float *retBump2, float *retBump3 )
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{
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const Vector &linearUnbumped = *( ( const Vector * )linearColor );
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Vector linearBump1 = *( ( const Vector * )linearBumpColor1 );
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Vector linearBump2 = *( ( const Vector * )linearBumpColor2 );
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Vector linearBump3 = *( ( const Vector * )linearBumpColor3 );
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// find a scale factor which makes the average of the 3 bumped mapped vectors match the
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// straight up vector (if possible), so that flat bumpmapped areas match non-bumpmapped
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// areas.
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// Note: According to Alex, this code is completely wrong.
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// Because the bump vectors constitute a orthonormal basis, one does not simply average
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// them to get the straight-up result. In fact they are added together then multiplied
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// by 0.575
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Vector bumpAverage = linearBump1;
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bumpAverage += linearBump2;
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bumpAverage += linearBump3;
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bumpAverage *= ( 1.0f / 3.0f );
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Vector correctionScale;
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if( *( int * )&bumpAverage[0] != 0 &&
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*( int * )&bumpAverage[1] != 0 &&
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*( int * )&bumpAverage[2] != 0 )
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{
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// fast path when we know that we don't have to worry about divide by zero.
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VectorDivide( linearUnbumped, bumpAverage, correctionScale );
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}
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else
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{
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correctionScale.Init( 0.0f, 0.0f, 0.0f );
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if( bumpAverage[0] != 0.0f )
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{
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correctionScale[0] = linearUnbumped[0] / bumpAverage[0];
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}
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if( bumpAverage[1] != 0.0f )
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{
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correctionScale[1] = linearUnbumped[1] / bumpAverage[1];
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}
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if( bumpAverage[2] != 0.0f )
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{
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correctionScale[2] = linearUnbumped[2] / bumpAverage[2];
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}
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}
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linearBump1 *= correctionScale;
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linearBump2 *= correctionScale;
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linearBump3 *= correctionScale;
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*((Vector *)ret) = linearUnbumped;
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*((Vector *)retBump1) = linearBump1;
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*((Vector *)retBump2) = linearBump2;
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*((Vector *)retBump3) = linearBump3;
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}
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// The domain of the inputs is floats [0 .. 16.0f]
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// the output range is also floats [0 .. 16.0f] (eg, compression to short does not happen)
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FORCEINLINE void
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LinearToBumpedLightmap( FLTX4 linearColor, FLTX4 linearBumpColor1,
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FLTX4 linearBumpColor2, FLTX4 linearBumpColor3,
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fltx4 &ret, fltx4 &retBump1, // I pray that with inlining
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fltx4 &retBump2, fltx4 &retBump3 ) // these will be returned on registers
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{
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// preload 3.0f onto the returns so that we don't need to multiply the bumpAverage by it
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// straight away (eg, reschedule this dependent op)
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static const fltx4 vThree = { 3.0f, 3.0f, 3.0f, 0.0f };
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fltx4 retValBump1 = MulSIMD( vThree, linearBumpColor1);
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fltx4 retValBump2 = MulSIMD( vThree, linearBumpColor2);
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fltx4 retValBump3 = MulSIMD( vThree, linearBumpColor3);
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// find a scale factor which makes the average of the 3 bumped mapped vectors match the
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// straight up vector (if possible), so that flat bumpmapped areas match non-bumpmapped
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// areas.
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fltx4 bumpAverage = AddSIMD(AddSIMD(linearBumpColor1, linearBumpColor2), linearBumpColor3); // actually average * 3
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// find the zero terms so that we can quash their channels in the output
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fltx4 zeroTerms = CmpEqSIMD(bumpAverage, Four_Zeros);
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fltx4 correctionScale = ReciprocalEstSIMD(bumpAverage); // each channel is now 1.0f / (average[x] * 3.0f)
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// divide unbumped linear by the average to get the correction scale
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correctionScale = MulSIMD( AndNotSIMD(zeroTerms, linearColor), // crush values that were zero in bumpAverage. (saves on dep latency)
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correctionScale); // still has an extra 1/3 factor multiplied in
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// multiply this against three to get the return values
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ret = linearColor;
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retBump1 = MulSIMD(retValBump1, correctionScale);
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retBump2 = MulSIMD(retValBump2, correctionScale);
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retBump3 = MulSIMD(retValBump3, correctionScale);
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}
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// input: floats [0 .. 16.0f]
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// output: shorts [0 .. 65535]
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FORCEINLINE void
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LinearToBumpedLightmap( const float *linearColor, const float *linearBumpColor1,
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const float *linearBumpColor2, const float *linearBumpColor3,
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unsigned short *ret, unsigned short *retBump1,
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unsigned short *retBump2, unsigned short *retBump3 )
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{
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Vector linearUnbumped, linearBump1, linearBump2, linearBump3;
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LinearToBumpedLightmap( linearColor, linearBumpColor1, linearBumpColor2, linearBumpColor3, &linearUnbumped.x, &linearBump1.x, &linearBump2.x, &linearBump3.x );
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ClampToHDR( linearUnbumped, ret );
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ClampToHDR( linearBump1, retBump1 );
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ClampToHDR( linearBump2, retBump2 );
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ClampToHDR( linearBump3, retBump3 );
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}
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};
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#endif // COLORSPACE_H
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