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145 lines
3.9 KiB
145 lines
3.9 KiB
5 years ago
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//========= 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 <tier0/platform.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <stdlib.h>
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#include "bitmap/float_bm.h"
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static float ScaleValue(float f, float overbright)
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{
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// map a value between 0..255 to the scale factor
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int ival=f;
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return ival*(overbright/255.0);
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}
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static float IScaleValue(float f, float overbright)
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{
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f*=(1.0/overbright);
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int ival=min(255,(int)ceil(f*255.0));
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return ival;
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}
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void MaybeSetScaleVaue(FloatBitMap_t const &orig, FloatBitMap_t &newbm, int x, int y,
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float newscale, float overbright)
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{
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// clamp the given scale value to the legal range for that pixel and regnerate the rgb
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// components.
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float maxc=max(max(orig.Pixel(x,y,0),orig.Pixel(x,y,1)),orig.Pixel(x,y,2));
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if (maxc==0.0)
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{
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// pixel is black. any scale value is fine.
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newbm.Pixel(x,y,3)=newscale;
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for(int c=0;c<3;c++)
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newbm.Pixel(x,y,c)=0;
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}
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else
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{
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// float desired_floatscale=maxc;
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float scale_we_will_get=ScaleValue(newscale,overbright);
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// if (scale_we_will_get >= desired_floatscale )
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{
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newbm.Pixel(x,y,3)=newscale;
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for(int c=0;c<3;c++)
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newbm.Pixel(x,y,c)=orig.Pixel(x,y,c)/(scale_we_will_get);
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}
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}
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}
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void FloatBitMap_t::Uncompress(float overbright)
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{
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for(int y=0;y<Height;y++)
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for(int x=0;x<Width;x++)
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{
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int iactual_alpha_value=255.0*Pixel(x,y,3);
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float actual_alpha_value=iactual_alpha_value*(1.0/255.0);
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for(int c=0;c<3;c++)
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{
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int iactual_color_value=255.0*Pixel(x,y,c);
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float actual_color_value=iactual_color_value*(1.0/255.0);
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Pixel(x,y,c)=actual_alpha_value*actual_color_value*overbright;
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}
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}
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}
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#define GAUSSIAN_WIDTH 5
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#define SQ(x) ((x)*(x))
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void FloatBitMap_t::CompressTo8Bits(float overbright)
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{
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FloatBitMap_t TmpFBM(Width,Height);
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// first, saturate to max overbright
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for(int y=0;y<Height;y++)
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for(int x=0;x<Width;x++)
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for(int c=0;c<3;c++)
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Pixel(x,y,c)=min(overbright,Pixel(x,y,c));
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// first pass - choose nominal scale values to convert to rgb,scale
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for(int y=0;y<Height;y++)
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for(int x=0;x<Width;x++)
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{
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// determine maximum component
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float maxc=max(max(Pixel(x,y,0),Pixel(x,y,1)),Pixel(x,y,2));
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if (maxc==0)
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{
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for(int c=0;c<4;c++)
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TmpFBM.Pixel(x,y,c)=0;
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}
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else
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{
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float desired_floatscale=maxc;
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float closest_iscale=IScaleValue(desired_floatscale, overbright);
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float scale_value_we_got=ScaleValue(closest_iscale, overbright );
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TmpFBM.Pixel(x,y,3)=closest_iscale;
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for(int c=0;c<3;c++)
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TmpFBM.Pixel(x,y,c)=Pixel(x,y,c)/scale_value_we_got;
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}
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}
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// now, refine scale values
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#ifdef FILTER_TO_REDUCE_LERP_ARTIFACTS
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// I haven't been able to come up with a filter which eleiminates objectionable artifacts on all
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// source textures. So, I've gone to doing the lerping in the shader.
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int pass=0;
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while(pass<1)
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{
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FloatBitMap_t temp_filtered(&TmpFBM);
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for(int y=0;y<Height;y++)
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{
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for(int x=0;x<Width;x++)
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{
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float sum_scales=0.0;
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float sum_weights=0.0;
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for(int yofs=-GAUSSIAN_WIDTH;yofs<=GAUSSIAN_WIDTH;yofs++)
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for(int xofs=-GAUSSIAN_WIDTH;xofs<=GAUSSIAN_WIDTH;xofs++)
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{
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float r=0.456*GAUSSIAN_WIDTH;
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r=0.26*GAUSSIAN_WIDTH;
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float x1=xofs/r;
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float y1=yofs/r;
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float a=(SQ(x1)+SQ(y1))/(2.0*SQ(r));
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float w=exp(-a);
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sum_scales+=w*TmpFBM.PixelClamped(x+xofs,y+yofs,3);
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sum_weights+=w;
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}
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int new_trial_scale=sum_scales*(1.0/sum_weights);
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MaybeSetScaleVaue(*this,temp_filtered,x,y,new_trial_scale,overbright);
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}
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}
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pass++;
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memcpy(TmpFBM.RGBAData,temp_filtered.RGBAData,Width*Height*4*sizeof(float));
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}
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#endif
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memcpy(RGBAData,TmpFBM.RGBAData,Width*Height*4*sizeof(float));
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// now, map scale to real value
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for(int y=0;y<Height;y++)
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for(int x=0;x<Width;x++)
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Pixel(x,y,3)*=(1.0/255.0);
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}
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