|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "vrad.h"
#include "lightmap.h"
#include "radial.h"
#include "mathlib/bumpvects.h"
#include "utlrbtree.h"
#include "mathlib/VMatrix.h"
#include "macro_texture.h"
void WorldToLuxelSpace( lightinfo_t const *l, Vector const &world, Vector2D &coord ) { Vector pos;
VectorSubtract( world, l->luxelOrigin, pos ); coord[0] = DotProduct( pos, l->worldToLuxelSpace[0] ) - l->face->m_LightmapTextureMinsInLuxels[0]; coord[1] = DotProduct( pos, l->worldToLuxelSpace[1] ) - l->face->m_LightmapTextureMinsInLuxels[1]; }
void LuxelSpaceToWorld( lightinfo_t const *l, float s, float t, Vector &world ) { Vector pos;
s += l->face->m_LightmapTextureMinsInLuxels[0]; t += l->face->m_LightmapTextureMinsInLuxels[1]; VectorMA( l->luxelOrigin, s, l->luxelToWorldSpace[0], pos ); VectorMA( pos, t, l->luxelToWorldSpace[1], world ); }
void WorldToLuxelSpace( lightinfo_t const *l, FourVectors const &world, FourVectors &coord ) { FourVectors luxelOrigin; luxelOrigin.DuplicateVector ( l->luxelOrigin );
FourVectors pos = world; pos -= luxelOrigin;
coord.x = pos * l->worldToLuxelSpace[0]; coord.x = SubSIMD ( coord.x, ReplicateX4 ( l->face->m_LightmapTextureMinsInLuxels[0] ) ); coord.y = pos * l->worldToLuxelSpace[1]; coord.y = SubSIMD ( coord.y, ReplicateX4 ( l->face->m_LightmapTextureMinsInLuxels[1] ) ); coord.z = Four_Zeros; }
void LuxelSpaceToWorld( lightinfo_t const *l, fltx4 s, fltx4 t, FourVectors &world ) { world.DuplicateVector ( l->luxelOrigin ); FourVectors st;
s = AddSIMD ( s, ReplicateX4 ( l->face->m_LightmapTextureMinsInLuxels[0] ) ); st.DuplicateVector ( l->luxelToWorldSpace[0] ); st *= s; world += st;
t = AddSIMD ( t, ReplicateX4 ( l->face->m_LightmapTextureMinsInLuxels[1] ) ); st.DuplicateVector ( l->luxelToWorldSpace[1] ); st *= t; world += st; }
void AddDirectToRadial( radial_t *rad, Vector const &pnt, Vector2D const &coordmins, Vector2D const &coordmaxs, LightingValue_t const light[NUM_BUMP_VECTS+1], bool hasBumpmap, bool neighborHasBumpmap ) { int s_min, s_max, t_min, t_max; Vector2D coord; int s, t; float ds, dt; float r; float area; int bumpSample;
// convert world pos into local lightmap texture coord
WorldToLuxelSpace( &rad->l, pnt, coord );
s_min = ( int )( coordmins[0] ); t_min = ( int )( coordmins[1] ); s_max = ( int )( coordmaxs[0] + 0.9999f ) + 1; // ????
t_max = ( int )( coordmaxs[1] + 0.9999f ) + 1;
s_min = max( s_min, 0 ); t_min = max( t_min, 0 ); s_max = min( s_max, rad->w ); t_max = min( t_max, rad->h );
for( s = s_min; s < s_max; s++ ) { for( t = t_min; t < t_max; t++ ) { float s0 = max( coordmins[0] - s, -1.0 ); float t0 = max( coordmins[1] - t, -1.0 ); float s1 = min( coordmaxs[0] - s, 1.0 ); float t1 = min( coordmaxs[1] - t, 1.0 );
area = (s1 - s0) * (t1 - t0);
if (area > EQUAL_EPSILON) { ds = fabs( coord[0] - s ); dt = fabs( coord[1] - t );
r = max( ds, dt );
if (r < 0.1) { r = area / 0.1; } else { r = area / r; }
int i = s+t*rad->w;
if( hasBumpmap ) { if( neighborHasBumpmap ) { for( bumpSample = 0; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ ) { rad->light[bumpSample][i].AddWeighted( light[bumpSample], r ); } } else { rad->light[0][i].AddWeighted(light[0],r ); for( bumpSample = 1; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ ) { rad->light[bumpSample][i].AddWeighted( light[0], r * OO_SQRT_3 ); } } } else { rad->light[0][i].AddWeighted( light[0], r ); } rad->weight[i] += r; } } } }
void AddBouncedToRadial( radial_t *rad, Vector const &pnt, Vector2D const &coordmins, Vector2D const &coordmaxs, Vector const light[NUM_BUMP_VECTS+1], bool hasBumpmap, bool neighborHasBumpmap ) { int s_min, s_max, t_min, t_max; Vector2D coord; int s, t; float ds, dt; float r; int bumpSample;
// convert world pos into local lightmap texture coord
WorldToLuxelSpace( &rad->l, pnt, coord );
float dists, distt;
dists = (coordmaxs[0] - coordmins[0]); distt = (coordmaxs[1] - coordmins[1]);
// patches less than a luxel in size could be mistakeningly filtered, so clamp.
dists = max( 1.0, dists ); distt = max( 1.0, distt );
// find possible domain of patch influence
s_min = ( int )( coord[0] - dists * RADIALDIST ); t_min = ( int )( coord[1] - distt * RADIALDIST ); s_max = ( int )( coord[0] + dists * RADIALDIST + 1.0f ); t_max = ( int )( coord[1] + distt * RADIALDIST + 1.0f );
// clamp to valid luxel
s_min = max( s_min, 0 ); t_min = max( t_min, 0 ); s_max = min( s_max, rad->w ); t_max = min( t_max, rad->h );
for( s = s_min; s < s_max; s++ ) { for( t = t_min; t < t_max; t++ ) { // patch influence is based on patch size
ds = ( coord[0] - s ) / dists; dt = ( coord[1] - t ) / distt; r = RADIALDIST2 - (ds * ds + dt * dt);
int i = s+t*rad->w; if (r > 0) { if( hasBumpmap ) { if( neighborHasBumpmap ) { for( bumpSample = 0; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ ) { rad->light[bumpSample][i].AddWeighted( light[bumpSample], r ); } } else { rad->light[0][i].AddWeighted( light[0], r ); for( bumpSample = 1; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ ) { rad->light[bumpSample][i].AddWeighted( light[0], r * OO_SQRT_3 ); } } } else { rad->light[0][i].AddWeighted( light[0], r ); } rad->weight[i] += r; } } } }
void PatchLightmapCoordRange( radial_t *rad, int ndxPatch, Vector2D &mins, Vector2D &maxs ) { winding_t *w; int i; Vector2D coord;
mins.Init( 1E30, 1E30 ); maxs.Init( -1E30, -1E30 );
CPatch *patch = &g_Patches.Element( ndxPatch ); w = patch->winding;
for (i = 0; i < w->numpoints; i++) { WorldToLuxelSpace( &rad->l, w->p[i], coord ); mins[0] = min( mins[0], coord[0] ); maxs[0] = max( maxs[0], coord[0] ); mins[1] = min( mins[1], coord[1] ); maxs[1] = max( maxs[1], coord[1] ); } }
radial_t *AllocateRadial( int facenum ) { radial_t *rad;
rad = ( radial_t* )calloc( 1, sizeof( *rad ) );
rad->facenum = facenum; InitLightinfo( &rad->l, facenum );
rad->w = rad->l.face->m_LightmapTextureSizeInLuxels[0]+1; rad->h = rad->l.face->m_LightmapTextureSizeInLuxels[1]+1;
return rad; }
void FreeRadial( radial_t *rad ) { if (rad) free( rad ); }
radial_t *BuildPatchRadial( int facenum ) { int j; radial_t *rad; CPatch *patch; faceneighbor_t *fn; Vector2D mins, maxs; bool needsBumpmap, neighborNeedsBumpmap;
needsBumpmap = texinfo[g_pFaces[facenum].texinfo].flags & SURF_BUMPLIGHT ? true : false;
rad = AllocateRadial( facenum ); fn = &faceneighbor[ rad->facenum ];
CPatch *pNextPatch;
if( g_FacePatches.Element( rad->facenum ) != g_FacePatches.InvalidIndex() ) { for( patch = &g_Patches.Element( g_FacePatches.Element( rad->facenum ) ); patch; patch = pNextPatch ) { // next patch
pNextPatch = NULL; if( patch->ndxNext != g_Patches.InvalidIndex() ) { pNextPatch = &g_Patches.Element( patch->ndxNext ); } // skip patches with children
if (patch->child1 != g_Patches.InvalidIndex() ) continue; // get the range of patch lightmap texture coords
int ndxPatch = patch - g_Patches.Base(); PatchLightmapCoordRange( rad, ndxPatch, mins, maxs ); if (patch->numtransfers == 0) { // Error, using patch that was never evaluated or has no samples
// patch->totallight[1] = 255;
} //
// displacement surface patch origin position and normal vectors have been changed to
// represent the displacement surface position and normal -- for radial "blending"
// we need to get the base surface patch origin!
//
if( ValidDispFace( &g_pFaces[facenum] ) ) { Vector patchOrigin; WindingCenter (patch->winding, patchOrigin ); AddBouncedToRadial( rad, patchOrigin, mins, maxs, patch->totallight.light, needsBumpmap, needsBumpmap ); } else { AddBouncedToRadial( rad, patch->origin, mins, maxs, patch->totallight.light, needsBumpmap, needsBumpmap ); } } }
for (j=0 ; j<fn->numneighbors; j++) { if( g_FacePatches.Element( fn->neighbor[j] ) != g_FacePatches.InvalidIndex() ) { for( patch = &g_Patches.Element( g_FacePatches.Element( fn->neighbor[j] ) ); patch; patch = pNextPatch ) { // next patch
pNextPatch = NULL; if( patch->ndxNext != g_Patches.InvalidIndex() ) { pNextPatch = &g_Patches.Element( patch->ndxNext ); } // skip patches with children
if (patch->child1 != g_Patches.InvalidIndex() ) continue; // get the range of patch lightmap texture coords
int ndxPatch = patch - g_Patches.Base(); PatchLightmapCoordRange( rad, ndxPatch, mins, maxs ); neighborNeedsBumpmap = texinfo[g_pFaces[facenum].texinfo].flags & SURF_BUMPLIGHT ? true : false; //
// displacement surface patch origin position and normal vectors have been changed to
// represent the displacement surface position and normal -- for radial "blending"
// we need to get the base surface patch origin!
//
if( ValidDispFace( &g_pFaces[fn->neighbor[j]] ) ) { Vector patchOrigin; WindingCenter (patch->winding, patchOrigin ); AddBouncedToRadial( rad, patchOrigin, mins, maxs, patch->totallight.light, needsBumpmap, needsBumpmap ); } else { AddBouncedToRadial( rad, patch->origin, mins, maxs, patch->totallight.light, needsBumpmap, needsBumpmap ); } } } }
return rad; }
radial_t *BuildLuxelRadial( int facenum, int style ) { LightingValue_t light[NUM_BUMP_VECTS + 1];
facelight_t *fl = &facelight[facenum]; faceneighbor_t *fn = &faceneighbor[facenum];
radial_t *rad = AllocateRadial( facenum );
bool needsBumpmap = texinfo[g_pFaces[facenum].texinfo].flags & SURF_BUMPLIGHT ? true : false;
for (int k=0 ; k<fl->numsamples ; k++) { if( needsBumpmap ) { for( int bumpSample = 0; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ ) { light[bumpSample] = fl->light[style][bumpSample][k]; } } else { light[0] = fl->light[style][0][k]; }
AddDirectToRadial( rad, fl->sample[k].pos, fl->sample[k].mins, fl->sample[k].maxs, light, needsBumpmap, needsBumpmap ); }
for (int j = 0; j < fn->numneighbors; j++) { fl = &facelight[fn->neighbor[j]];
bool neighborHasBumpmap = false; if( texinfo[g_pFaces[fn->neighbor[j]].texinfo].flags & SURF_BUMPLIGHT ) { neighborHasBumpmap = true; }
int nstyle = 0;
// look for style that matches
if (g_pFaces[fn->neighbor[j]].styles[nstyle] != g_pFaces[facenum].styles[style]) { for (nstyle = 1; nstyle < MAXLIGHTMAPS; nstyle++ ) if ( g_pFaces[fn->neighbor[j]].styles[nstyle] == g_pFaces[facenum].styles[style] ) break;
// if not found, skip this neighbor
if (nstyle >= MAXLIGHTMAPS) continue; }
lightinfo_t l;
InitLightinfo( &l, fn->neighbor[j] );
for (int k=0 ; k<fl->numsamples ; k++) { if( neighborHasBumpmap ) { for( int bumpSample = 0; bumpSample < NUM_BUMP_VECTS + 1; bumpSample++ ) { light[bumpSample] = fl->light[nstyle][bumpSample][k]; } } else { light[0]=fl->light[nstyle][0][k]; }
Vector tmp; Vector2D mins, maxs;
LuxelSpaceToWorld( &l, fl->sample[k].mins[0], fl->sample[k].mins[1], tmp ); WorldToLuxelSpace( &rad->l, tmp, mins ); LuxelSpaceToWorld( &l, fl->sample[k].maxs[0], fl->sample[k].maxs[1], tmp ); WorldToLuxelSpace( &rad->l, tmp, maxs );
AddDirectToRadial( rad, fl->sample[k].pos, mins, maxs, light, needsBumpmap, neighborHasBumpmap ); } }
return rad; }
//-----------------------------------------------------------------------------
// Purpose: returns the closest light value for a given point on the surface
// this is normally a 1:1 mapping
//-----------------------------------------------------------------------------
bool SampleRadial( radial_t *rad, Vector& pnt, LightingValue_t light[NUM_BUMP_VECTS + 1], int bumpSampleCount ) { int bumpSample; Vector2D coord;
WorldToLuxelSpace( &rad->l, pnt, coord ); int u = ( int )( coord[0] + 0.5f ); int v = ( int )( coord[1] + 0.5f ); int i = u + v * rad->w;
if (u < 0 || u > rad->w || v < 0 || v > rad->h) { static bool warning = false; if ( !warning ) { // punting over to KenB
// 2d coord indexes off of lightmap, generation of pnt seems suspect
Warning( "SampleRadial: Punting, Waiting for fix\n" ); warning = true; } for( bumpSample = 0; bumpSample < bumpSampleCount; bumpSample++ ) { light[bumpSample].m_vecLighting.Init( 2550, 0, 0 ); } return false; }
bool baseSampleOk = true; for( bumpSample = 0; bumpSample < bumpSampleCount; bumpSample++ ) { light[bumpSample].Zero();
if (rad->weight[i] > WEIGHT_EPS) { light[bumpSample]= rad->light[bumpSample][i]; light[bumpSample].Scale( 1.0 / rad->weight[i] ); } else { if ( bRed2Black ) { // Error, luxel has no samples
light[bumpSample].m_vecLighting.Init( 0, 0, 0 ); } else { // Error, luxel has no samples
// Yes, it actually should be 2550
light[bumpSample].m_vecLighting.Init( 2550, 0, 0 ); }
if (bumpSample == 0) baseSampleOk = false; } }
return baseSampleOk; }
bool FloatLess( float const& src1, float const& src2 ) { return src1 < src2; }
//-----------------------------------------------------------------------------
// Debugging!
//-----------------------------------------------------------------------------
void GetRandomColor( unsigned char *color ) { static bool firstTime = true; if( firstTime ) { firstTime = false; srand( 0 ); } color[0] = ( unsigned char )( rand() * ( 255.0f / VALVE_RAND_MAX ) ); color[1] = ( unsigned char )( rand() * ( 255.0f / VALVE_RAND_MAX ) ); color[2] = ( unsigned char )( rand() * ( 255.0f / VALVE_RAND_MAX ) ); }
#if 0
// debugging! -- not accurate!
void DumpLuxels( facelight_t *pFaceLight, Vector *luxelColors, int ndxFace ) { static FileHandle_t pFpLuxels = NULL;
ThreadLock();
if( !pFpLuxels ) { pFpLuxels = g_pFileSystem->Open( "luxels.txt", "w" ); }
dface_t *pFace = &g_pFaces[ndxFace]; bool bDisp = ( pFace->dispinfo != -1 );
for( int ndx = 0; ndx < pFaceLight->numluxels; ndx++ ) { WriteWinding( pFpLuxels, pFaceLight->sample[ndx].w, luxelColors[ndx] ); if( bDumpNormals && bDisp ) { WriteNormal( pFpLuxels, pFaceLight->luxel[ndx], pFaceLight->luxelNormals[ndx], 15.0f, Vector( 255, 255, 0 ) ); } }
ThreadUnlock(); } #endif
static FileHandle_t pFileLuxels[4] = { NULL, NULL, NULL, NULL };
void DumpDispLuxels( int iFace, Vector &color, int iLuxel, int nBump ) { // Lock the thread and dump the luxel data.
ThreadLock();
// Get the face and facelight data.
facelight_t *pFaceLight = &facelight[iFace];
// Open the luxel files.
char szFileName[512]; for ( int iBump = 0; iBump < ( NUM_BUMP_VECTS+1 ); ++iBump ) { if ( pFileLuxels[iBump] == NULL ) { sprintf( szFileName, "luxels_bump%d.txt", iBump ); pFileLuxels[iBump] = g_pFileSystem->Open( szFileName, "w" ); } }
WriteWinding( pFileLuxels[nBump], pFaceLight->sample[iLuxel].w, color );
ThreadUnlock(); }
void CloseDispLuxels() { for ( int iBump = 0; iBump < ( NUM_BUMP_VECTS+1 ); ++iBump ) { if ( pFileLuxels[iBump] ) { g_pFileSystem->Close( pFileLuxels[iBump] ); } } }
/*
============= FinalLightFace
Add the indirect lighting on top of the direct lighting and save into final map format ============= */ void FinalLightFace( int iThread, int facenum ) { dface_t *f; int i, j, k; facelight_t *fl; float minlight; int lightstyles; LightingValue_t lb[NUM_BUMP_VECTS + 1], v[NUM_BUMP_VECTS + 1]; unsigned char *pdata[NUM_BUMP_VECTS + 1]; int bumpSample; radial_t *rad = NULL; radial_t *prad = NULL;
f = &g_pFaces[facenum];
// test for non-lit texture
if ( texinfo[f->texinfo].flags & TEX_SPECIAL) return;
fl = &facelight[facenum];
for (lightstyles=0; lightstyles < MAXLIGHTMAPS; lightstyles++ ) { if ( f->styles[lightstyles] == 255 ) break; } if ( !lightstyles ) return;
//
// sample the triangulation
//
minlight = FloatForKey (face_entity[facenum], "_minlight") * 128;
bool needsBumpmap = ( texinfo[f->texinfo].flags & SURF_BUMPLIGHT ) ? true : false; int bumpSampleCount = needsBumpmap ? NUM_BUMP_VECTS + 1 : 1;
bool bDisp = ( f->dispinfo != -1 );
//#define RANDOM_COLOR
#ifdef RANDOM_COLOR
unsigned char randomColor[3]; GetRandomColor( randomColor ); #endif
// NOTE: I'm using these RB trees to sort all the illumination values
// to compute median colors. Turns out that this is a somewhat better
// method that using the average; usually if there are surfaces
// with a large light intensity variation, the extremely bright regions
// have a very small area and tend to influence the average too much.
CUtlRBTree< float, int > m_Red( 0, 256, FloatLess ); CUtlRBTree< float, int > m_Green( 0, 256, FloatLess ); CUtlRBTree< float, int > m_Blue( 0, 256, FloatLess );
for (k=0 ; k < lightstyles; k++ ) { m_Red.RemoveAll(); m_Green.RemoveAll(); m_Blue.RemoveAll();
if (!do_fast) { if( !bDisp ) { rad = BuildLuxelRadial( facenum, k ); } else { rad = StaticDispMgr()->BuildLuxelRadial( facenum, k, needsBumpmap ); } }
if (numbounce > 0 && k == 0) { // currently only radiosity light non-displacement surfaces!
if( !bDisp ) { prad = BuildPatchRadial( facenum ); } else { prad = StaticDispMgr()->BuildPatchRadial( facenum, needsBumpmap ); } }
// pack the nonbump texture and the three bump texture for the given
// lightstyle right next to each other.
// NOTE: Even though it's building positions for all bump-mapped data,
// it isn't going to use those positions (see loop over bumpSample below)
// The file offset is correctly computed to only store space for 1 set
// of light data if we don't have bumped lighting.
for( bumpSample = 0; bumpSample < bumpSampleCount; ++bumpSample ) { pdata[bumpSample] = &(*pdlightdata)[f->lightofs + (k * bumpSampleCount + bumpSample) * fl->numluxels*4]; }
// Compute the average luxel color, but not for the bump samples
Vector avg( 0.0f, 0.0f, 0.0f ); int avgCount = 0;
for (j=0 ; j<fl->numluxels; j++) { // garymct - direct lighting
bool baseSampleOk = true;
if (!do_fast) { if( !bDisp ) { baseSampleOk = SampleRadial( rad, fl->luxel[j], lb, bumpSampleCount ); } else { baseSampleOk = StaticDispMgr()->SampleRadial( facenum, rad, fl->luxel[j], j, lb, bumpSampleCount, false ); } } else { for ( int iBump = 0 ; iBump < bumpSampleCount; iBump++ ) { lb[iBump] = fl->light[0][iBump][j]; } }
if (prad) { // garymct - bounced light
// v is indirect light that is received on the luxel.
if( !bDisp ) { SampleRadial( prad, fl->luxel[j], v, bumpSampleCount ); } else { StaticDispMgr()->SampleRadial( facenum, prad, fl->luxel[j], j, v, bumpSampleCount, true ); }
for( bumpSample = 0; bumpSample < bumpSampleCount; ++bumpSample ) { lb[bumpSample].AddLight( v[bumpSample] ); } }
if ( bDisp && g_bDumpPatches ) { for( bumpSample = 0; bumpSample < bumpSampleCount; ++bumpSample ) { DumpDispLuxels( facenum, lb[bumpSample].m_vecLighting, j, bumpSample ); } }
if (fl->numsamples == 0) { for( i = 0; i < bumpSampleCount; i++ ) { lb[i].Init( 255, 0, 0 ); } baseSampleOk = false; }
int bumpSample; for( bumpSample = 0; bumpSample < bumpSampleCount; bumpSample++ ) { // clip from the bottom first
// garymct: minlight is a per entity minimum light value?
for( i=0; i<3; i++ ) { lb[bumpSample].m_vecLighting[i] = max( lb[bumpSample].m_vecLighting[i], minlight ); } // Do the average light computation, I'm assuming (perhaps incorrectly?)
// that all luxels in a particular lightmap have the same area here.
// Also, don't bother doing averages for the bump samples. Doing it here
// because of the minlight clamp above + the random color testy thingy.
// Also have to do it before Vec3toColorRGBExp32 because it
// destructively modifies lb[bumpSample] (Feh!)
if ((bumpSample == 0) && baseSampleOk) { ++avgCount;
ApplyMacroTextures( facenum, fl->luxel[j], lb[0].m_vecLighting );
// For median computation
m_Red.Insert( lb[bumpSample].m_vecLighting[0] ); m_Green.Insert( lb[bumpSample].m_vecLighting[1] ); m_Blue.Insert( lb[bumpSample].m_vecLighting[2] ); }
#ifdef RANDOM_COLOR
pdata[bumpSample][0] = randomColor[0] / ( bumpSample + 1 ); pdata[bumpSample][1] = randomColor[1] / ( bumpSample + 1 ); pdata[bumpSample][2] = randomColor[2] / ( bumpSample + 1 ); pdata[bumpSample][3] = 0; #else
// convert to a 4 byte r,g,b,signed exponent format
VectorToColorRGBExp32( Vector( lb[bumpSample].m_vecLighting.x, lb[bumpSample].m_vecLighting.y, lb[bumpSample].m_vecLighting.z ), *( ColorRGBExp32 *)pdata[bumpSample] ); #endif
pdata[bumpSample] += 4; } } FreeRadial( rad ); if (prad) { FreeRadial( prad ); prad = NULL; }
// Compute the median color for this lightstyle
// Remember, the data goes *before* the specified light_ofs, in *reverse order*
ColorRGBExp32 *pAvgColor = dface_AvgLightColor( f, k ); if (avgCount == 0) { Vector median( 0, 0, 0 ); VectorToColorRGBExp32( median, *pAvgColor ); } else { unsigned int r, g, b; r = m_Red.FirstInorder(); g = m_Green.FirstInorder(); b = m_Blue.FirstInorder(); avgCount >>= 1; while (avgCount > 0) { r = m_Red.NextInorder(r); g = m_Green.NextInorder(g); b = m_Blue.NextInorder(b); --avgCount; }
Vector median( m_Red[r], m_Green[g], m_Blue[b] ); VectorToColorRGBExp32( median, *pAvgColor ); } } }
|