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 "tier1/strtools.h"
#include "tier2/tier2.h"
#include "tier0/memdbgon.h"
static float RangeAdjust( float x )
{
return (2*(x-.5));
}
static float saturate_and_square( float x )
{
x=max(0.f,min(1.f, x) );
return x * x;
}
#define OO_SQRT_3 0.57735025882720947f
static Vector bumpBasis[3] = {
Vector( 0.81649661064147949f, 0.0f, OO_SQRT_3 ),
Vector( -0.40824833512306213f, 0.70710676908493042f, OO_SQRT_3 ),
Vector( -0.40824821591377258f, -0.7071068286895752f, OO_SQRT_3 )
};
void main(int argc,char **argv)
{
InitCommandLineProgram( argc, argv );
if (argc != 2)
{
printf("format is 'normal2ssbump filename.tga\n");
}
else
{
ReportProgress( "reading src texture",0,0 );
FloatBitMap_t src_texture(argv[1]);
for(int y=0;y<src_texture.Height;y++)
{
ReportProgress( "Converting to ssbump format",src_texture.Height,y );
for(int x=0;x<src_texture.Width;x++)
{
Vector n( RangeAdjust( src_texture.Pixel( x,y,0 ) ),
RangeAdjust( src_texture.Pixel( x,y,1 ) ),
RangeAdjust( src_texture.Pixel( x,y,2 ) ) );
Vector dp( saturate_and_square( DotProduct( n, bumpBasis[0] ) ),
saturate_and_square( DotProduct( n, bumpBasis[1] ) ),
saturate_and_square( DotProduct( n, bumpBasis[2] ) ) );
float sum = DotProduct(dp, Vector(1,1,1));
dp *= 1.0/sum;
src_texture.Pixel(x,y,0) = dp.x;
src_texture.Pixel(x,y,1) = dp.y;
src_texture.Pixel(x,y,2) = dp.z;
}
}
char oname[1024];
strcpy(oname,argv[1]);
char *dot=Q_stristr(oname,"_normal");
if (! dot)
dot=strchr(oname,'.');
if (! dot)
dot=oname+strlen(oname);
strcpy(dot,"_ssbump.tga");
printf( "\nWriting %s\n",oname );
src_texture.WriteTGAFile( oname );
}
}