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