Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "tier0/platform.h"
#include "tier0/progressbar.h"
#include "bitmap/float_bm.h"
#include "mathlib/mathlib.h"
#include "tier2/tier2.h"
#include "tier0/memdbgon.h"
static void PrintArgSummaryAndExit( void )
{
printf( "format is 'height2ssbump filename.tga bumpscale'\n" );
printf( "options:\n-r NUM\tSet the number of rays (default = 250. more rays take more time).\n");
printf( "-n\tGenerate a conventional normal map\n" );
printf( "-A\tGenerate ambient occlusion in the alpha channel\n" );
printf( "-f NUM\tSet smoothing filter radius (0=no filter, default = 10)\n");
printf( "-D\tWrite out the filtered result as filterd.tga\n");
exit(1);
}
void main(int argc,char **argv)
{
InitCommandLineProgram( argc, argv );
int nCurArg = 1;
bool bNormalOnly = false;
float flFilterRadius = 10.0;
bool bWriteFiltered = false;
uint32 nSSBumpFlags = 0;
int nNumRays = 250;
while ( ( nCurArg < argc ) && ( argv[nCurArg][0] == '-' ) )
{
switch( argv[nCurArg][1] )
{
case 'n': // lighting from normal only
{
bNormalOnly = true;
}
break;
case 'r': // set # of rays
{
nNumRays = atoi( argv[++nCurArg] );
}
break;
case 'f': // filter radius
{
flFilterRadius = atof( argv[++nCurArg] );
}
break;
case 'd': // detail texture
{
nSSBumpFlags |= SSBUMP_MOD2X_DETAIL_TEXTURE;
}
break;
case 'A': // ambeint occlusion
{
nSSBumpFlags |= SSBUMP_OPTION_NONDIRECTIONAL;
}
break;
case 'D': // debug - write filtered output
{
bWriteFiltered = true;
}
break;
case '?': // args
{
PrintArgSummaryAndExit();
}
break;
default:
printf("unrecogized option %s\n", argv[nCurArg] );
PrintArgSummaryAndExit();
}
nCurArg++;
}
argc -= ( nCurArg - 1 );
argv += ( nCurArg - 1 );
if ( argc != 3 )
{
PrintArgSummaryAndExit();
}
ReportProgress( "reading src texture", 0, 0);
FloatBitMap_t src_texture( argv[1] );
src_texture.TileableBilateralFilter( flFilterRadius, 2.0 / 255.0 );
if ( bWriteFiltered )
src_texture.WriteTGAFile( "filtered.tga" );
FloatBitMap_t * out;
if ( bNormalOnly )
out = src_texture.ComputeBumpmapFromHeightInAlphaChannel( atof( argv[2] ) );
else
out = src_texture.ComputeSelfShadowedBumpmapFromHeightInAlphaChannel(
atof( argv[2] ), nNumRays, nSSBumpFlags );
char oname[1024];
strcpy( oname, argv[1] );
char * dot = strchr( oname, '.' );
if ( ! dot )
dot = oname + strlen( oname );
if ( bNormalOnly )
strcpy( dot, "-bump.tga" );
else
strcpy( dot, "-ssbump.tga" );
out->WriteTGAFile( oname );
delete out;
}