/* gamma.c - gamma routines Copyright (C) 2011 Uncle Mike This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #include "common.h" #include "xash3d_mathlib.h" //----------------------------------------------------------------------------- // Gamma conversion support //----------------------------------------------------------------------------- static byte texgammatable[256]; // palette is sent through this to convert to screen gamma static byte lightgammatable[256]; static int lineargammatable[1024]; static int screengammatable[1024]; void BuildGammaTable( float lightgamma, float brightness ) { int i, inf; float f, g, g1, g3; lightgamma = bound( 1.8f, lightgamma, 3.0f ); brightness = bound( 0.0f, brightness, 10.0f ); if( brightness <= 0.0f ) g3 = 0.125f; else if( brightness > 1.0f ) g3 = 0.05f; else g3 = 0.125f - (brightness * brightness) * 0.075f; g = 1.0f / lightgamma; g1 = GAMMA * g; for( i = 0; i < 256; i++ ) { f = pow( i / 255.f, GAMMA ); // scale up if( brightness > 1.0f ) f = f * brightness; // shift up if( f <= g3 ) f = (f / g3) * 0.125f; else f = 0.125f + ((f - g3) / (1.0f - g3)) * 0.875f; // convert linear space to desired gamma space inf = (int)( 255.0f * pow( f, g )); lightgammatable[i] = bound( 0, inf, 255 ); } for( i = 0; i < 256; i++ ) { f = 255.0f * pow(( float )i / 255.0f, TEXGAMMA ); inf = (int)(f + 0.5f); texgammatable[i] = bound( 0, inf, 255 ); } for( i = 0; i < 1024; i++ ) { // convert from screen gamma space to linear space lineargammatable[i] = 1023 * pow( i / 1023.0f, g1 ); // convert from linear gamma space to screen space screengammatable[i] = 1023 * pow( i / 1023.0f, 1.0f / g1 ); } } byte LightToTexGamma( byte b ) { return lightgammatable[b]; } byte TextureToGamma( byte b ) { return texgammatable[b]; }