Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#include <math.h>
#include "mathlib/bumpvects.h"
#include "colorspace.h"
#include "materialsystem_global.h"
#include "IHardwareConfigInternal.h"
#include "materialsystem/materialsystem_config.h"
// NOTE: This has to be the last file included
#include "tier0/memdbgon.h"
//static float texLightToLinear[256]; // texlight (0..255) to linear (0..4)
static float textureToLinear[256]; // texture (0..255) to linear (0..1)
static int linearToTexture[1024]; // linear (0..1) to texture (0..255)
static int linearToScreen[1024]; // linear (0..1) to gamma corrected vertex light (0..255)
float g_LinearToVertex[4096]; // linear (0..4) to screen corrected vertex space (0..1?)
static int linearToLightmap[4096]; // linear (0..4) to screen corrected texture value (0..255)
void ColorSpace::SetGamma( float screenGamma, float texGamma, float overbright, bool allowCheats, bool linearFrameBuffer ) { int i, inf; float g1, g3; float g; float brightness = 0.0f; // This used to be configurable. . hardcode to 0.0
if( linearFrameBuffer ) { screenGamma = 1.0f; }
g = screenGamma; // clamp values to prevent cheating in multiplayer
if( !allowCheats ) { if (brightness > 2.0f) brightness = 2.0f;
if (g < 1.8f) g = 1.8f; }
if (g > 3.0) g = 3.0;
g = 1.0f / g; g1 = texGamma * g;
// pow( textureColor, g1 ) converts from on-disk texture space to framebuffer space
if (brightness <= 0.0f) { g3 = 0.125; } else if (brightness > 1.0f) { g3 = 0.05f; } else { g3 = 0.125f - (brightness * brightness) * 0.075f; }
for (i=0 ; i<1024 ; i++) { float f;
f = i / 1023.0f;
// scale up
if (brightness > 1.0f) f = f * brightness;
// shift up
if (f <= g3) f = (f / g3) * 0.125f; else f = 0.125f + ((f - g3) / (1.0f - g3)) * 0.875f;
// convert linear space to desired gamma space
inf = ( int )( 255 * pow ( f, g ) );
if (inf < 0) inf = 0; if (inf > 255) inf = 255; linearToScreen[i] = inf; }
for (i=0 ; i<256 ; i++) { // convert from nonlinear texture space (0..255) to linear space (0..1)
textureToLinear[i] = ( float )pow( i / 255.0f, texGamma ); }
for (i=0 ; i<1024 ; i++) { // convert from linear space (0..1) to nonlinear texture space (0..255)
linearToTexture[i] = ( int )( pow( i / 1023.0f, 1.0f / texGamma ) * 255 ); }
#if 0
for (i=0 ; i<256 ; i++) { float f;
// convert from nonlinear lightmap space (0..255) to linear space (0..4)
f = ( float )( (i / 255.0f) * sqrt( 4 ) ); f = f * f;
texLightToLinear[i] = f; } #endif
float f, overbrightFactor; // Can't do overbright without texcombine
// UNDONE: Add GAMMA ramp to rectify this
if ( !HardwareConfig() ) { overbright = 1.0f; } if ( overbright == 2.0 ) { overbrightFactor = 0.5; } else if ( overbright == 4.0 ) { overbrightFactor = 0.25; } else { overbrightFactor = 1.0; } for (i=0 ; i<4096 ; i++) { // convert from linear 0..4 (x1024) to screen corrected vertex space (0..1?)
f = ( float )pow ( i/1024.0f, 1.0f / screenGamma ); g_LinearToVertex[i] = f * overbrightFactor; if (g_LinearToVertex[i] > 1) g_LinearToVertex[i] = 1; linearToLightmap[i] = ( int )( f * 255 * overbrightFactor ); if (linearToLightmap[i] > 255) linearToLightmap[i] = 255; } }
// convert texture to linear 0..1 value
float ColorSpace::TextureToLinear( int c ) { if (c < 0) return 0; if (c > 255) return 1.0f;
return textureToLinear[c]; }
// convert texture to linear 0..1 value
int ColorSpace::LinearToTexture( float f ) { int i; i = ( int )( f * 1023.0f ); // assume 0..1 range
if (i < 0) i = 0; if (i > 1023) i = 1023;
return linearToTexture[i]; }
float ColorSpace::TexLightToLinear( int c, int exponent ) { // return texLightToLinear[ c ];
// optimize me
return ( float )c * ( float )pow( 2.0f, exponent ) * ( 1.0f / 255.0f ); }
// converts 0..1 linear value to screen gamma (0..255)
int ColorSpace::LinearToScreenGamma( float f ) { int i; i = ( int )( f * 1023.0f ); // assume 0..1 range
if (i < 0) i = 0; if (i > 1023) i = 1023;
return linearToScreen[i]; }
uint16 ColorSpace::LinearFloatToCorrectedShort( float in ) { uint16 out; in = min( in * 4096.0, 65535.0 ); out = max( in, 0.0f );
return out; }
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