Add a make_bumpmap and a make_maxcolorwindow function, modify the make_normalmap function to maximize the color window before proceding.

This commit is contained in:
ehofman
2005-01-15 10:48:40 +00:00
parent e2e7466250
commit a26271e46e
2 changed files with 102 additions and 9 deletions

View File

@@ -826,7 +826,8 @@ SGTexture::make_grayscale(float contrast) {
if (num_colors < 3)
return;
GLubyte *map = (GLubyte *)malloc (texture_width * texture_height);
int colors = (num_colors == 3) ? 1 : 2;
GLubyte *map = (GLubyte *)malloc (texture_width * texture_height * colors);
for (int y=0; y<texture_height; y++)
for (int x=0; x<texture_width; x++)
@@ -839,25 +840,113 @@ SGTexture::make_grayscale(float contrast) {
avg = 128 + 128*powf(pixcol, contrast);
}
map[x + y*texture_height] = avg;
int pos = (x + y*texture_width)*colors;
map[pos] = avg;
if (colors > 1)
map[pos+1] = rgb[3];
}
free (texture_data);
texture_data = map;
num_colors = 1;
num_colors = colors;
}
void
SGTexture::make_maxcolorwindow() {
GLubyte minmaxc[2] = {255, 0};
unsigned int pos = 0;
unsigned int max = num_colors;
if (num_colors == 2) max = 1;
if (num_colors == 4) max = 3;
while (pos < texture_width * texture_height * num_colors) {
for (int i=0; i < max; i++) {
GLubyte c = texture_data[pos+i];
if (c < minmaxc[0]) minmaxc[0] = c;
if (c > minmaxc[1]) minmaxc[1] = c;
}
pos += num_colors;
}
GLubyte offs = minmaxc[0];
float factor = 255.0 / float(minmaxc[1] - minmaxc[0]);
// printf("Min: %i, Max: %i, Factor: %f\n", offs, minmaxc[1], factor);
pos = 0;
while (pos < texture_width * texture_height * num_colors) {
for (int i=0; i < max; i++) {
texture_data[pos+i] -= offs;
texture_data[pos+i] *= factor;
}
pos += num_colors;
}
}
void
SGTexture::make_normalmap(float brightness, float contrast) {
make_grayscale(contrast);
make_maxcolorwindow();
GLubyte *map = (GLubyte *)malloc (texture_width * texture_height * 3);
int colors = (num_colors == 1) ? 3 : 4;
bool alpha = (colors > 3);
int tsize = texture_width * texture_height * colors;
GLubyte *map = (GLubyte *)malloc (tsize);
int mpos = 0, dpos = 0;
for (int y=0; y<texture_height; y++) {
int ytw = y*texture_width;
for (int x=0; x<texture_width; x++)
{
int xp1 = (x < (texture_width-1)) ? x+1 : 0;
int yp1 = (y < (texture_height-1)) ? y+1 : 0;
int posxp1 = (xp1 + ytw)*num_colors;
int posyp1 = (x + yp1*texture_width)*num_colors;
GLubyte c = texture_data[dpos];
GLubyte cx1 = texture_data[posxp1];
GLubyte cy1 = texture_data[posyp1];
if (alpha) {
GLubyte a = texture_data[dpos+1];
GLubyte ax1 = texture_data[posxp1+1];
GLubyte ay1 = texture_data[posyp1+1];
c = (c + a)/2;
cx1 = (cx1 + ax1)/2;
cy1 = (cy1 + ay1)/2;
map[mpos+3] = a;
}
map[mpos+0] = (128+(cx1-c)/2);
map[mpos+1] = (128+(cy1-c)/2);
map[mpos+2] = 127+brightness*128; // 255-c/2;
mpos += colors;
dpos += num_colors;
}
}
free (texture_data);
texture_data = map;
num_colors = colors;
}
void
SGTexture::make_bumpmap(float brightness, float contrast) {
make_grayscale(contrast);
int colors = (num_colors == 1) ? 1 : 2;
GLubyte *map = (GLubyte *)malloc (texture_width * texture_height * colors);
for (int y=0; y<texture_height; y++)
for (int x=0; x<texture_width; x++)
{
int mpos = (x + y*texture_width)*3;
int mpos = (x + y*texture_width)*colors;
int dpos = (x + y*texture_width)*num_colors;
int xp1 = (x < (texture_width-1)) ? x+1 : 0;
@@ -865,12 +954,14 @@ SGTexture::make_normalmap(float brightness, float contrast) {
int posxp1 = (xp1 + y*texture_width)*num_colors;
int posyp1 = (x + yp1*texture_width)*num_colors;
map[mpos+0] = (128+(texture_data[posxp1]-texture_data[dpos])/2);
map[mpos+1] = (128+(texture_data[posyp1]-texture_data[dpos])/2);
map[mpos+2] = 127 + GLubyte(128*brightness);
map[mpos] = (127 - ((texture_data[dpos]-texture_data[posxp1]) -
((texture_data[dpos]-texture_data[posyp1]))/4))/2;
if (colors > 1)
map[mpos+1] = texture_data[dpos+1];
}
free (texture_data);
texture_data = map;
num_colors = 3;
num_colors = colors;
}

View File

@@ -140,10 +140,12 @@ public:
inline const char *err_str() { return errstr; }
inline void clear_err_str() { errstr = ""; }
void make_maxcolorwindow();
void make_grayscale(float contrast = 1.0);
void make_monochrome(float contrast = 1.0,
GLubyte r=255, GLubyte g=255, GLubyte b=255);
void make_normalmap(float brightness = 1.0, float contrast = 1.0);
void make_bumpmap(float brightness = 1.0, float contrast = 1.0);
};
#endif