forked from FWGS/Paranoia2
68 lines
2.0 KiB
C++
68 lines
2.0 KiB
C++
/*
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conprint.cpp - extended printf function that allows
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colored printing scheme from Quake3
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Copyright (C) 2012 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include <windows.h>
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#include <stdio.h>
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#include <basetypes.h>
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#include "stringlib.h"
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#include "conprint.h"
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#include <math.h>
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#include <cmdlib.h>
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#define GAMMA ( 2.2f ) // Valve Software gamma
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#define INVGAMMA ( 1.0f / 2.2f ) // back to 1.0
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#define TEXGAMMA ( 0.7f )
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#define TEXINTENSITY ( 1.2f )
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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 byte s_gammatable[256];
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static byte s_intensitytable[256];
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void BuildGammaTable( void )
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{
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int i, inf;
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float g;
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g = TEXGAMMA;
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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] = pow( i / 255.0f, INVGAMMA );
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if( g == 1.0f ) inf = i;
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else inf = 255 * pow( i / 255.0f, 1.0f / g ) + 0.5f;
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s_gammatable[i] = bound( 0, inf, 255 );
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inf = i * TEXINTENSITY;
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s_intensitytable[i] = bound( 0, inf, 255 );
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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] = pow( i / 1023.0, INVGAMMA ) * 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 TextureToLinear( int c ) { return texturetolinear[bound( 0, c, 255 )]; }
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// convert texture to linear 0..1 value
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int LinearToTexture( float f ) { return lineartotexture[bound( 0, (int)(f * 1023), 1023 )]; }
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byte TextureLightScale( byte c ) { return s_gammatable[s_intensitytable[c]]; } |