Original Source for 1.13 Mod High Resolution version from 12/06/05

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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lalien
2006-04-19 11:32:51 +00:00
commit e54aeb96aa
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#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include "types.h"
#include "himage.h"
#include "Quantize.h"
#include "Quantize Wrap.h"
#include "phys math.h"
typedef struct
{
UINT8 r;
UINT8 g;
UINT8 b;
} RGBValues;
BOOLEAN QuantizeImage( UINT8 *pDest, UINT8 *pSrc, INT16 sWidth, INT16 sHeight, SGPPaletteEntry *pPalette )
{
INT16 sNumColors;
// FIRST CREATE PALETTE
CQuantizer q( 255, 6 );
q.ProcessImage( pSrc, sWidth, sHeight );
sNumColors = q.GetColorCount();
memset( pPalette, 0, sizeof( SGPPaletteEntry ) * 256 );
q.GetColorTable( (RGBQUAD*)pPalette );
// THEN MAP IMAGE TO PALETTE
// OK, MAPIT!
MapPalette( pDest, pSrc, sWidth, sHeight, sNumColors, pPalette );
return( TRUE );
}
void MapPalette( UINT8 *pDest, UINT8 *pSrc, INT16 sWidth, INT16 sHeight, INT16 sNumColors, SGPPaletteEntry *pTable )
{
INT32 cX, cY, cnt, bBest;
real dLowestDist;
real dCubeDist;
vector_3 vTableVal, vSrcVal, vDiffVal;
UINT8 *pData;
RGBValues *pRGBData;
pRGBData = (RGBValues*)pSrc;
for ( cX = 0; cX < sWidth; cX++ )
{
for ( cY = 0; cY < sHeight; cY++ )
{
// OK, FOR EACH PALETTE ENTRY, FIND CLOSEST
bBest = 0;
dLowestDist = (float)9999999;
pData = &(pSrc[ ( cY * sWidth ) + cX ]);
for ( cnt = 0; cnt < sNumColors; cnt++ )
{
vSrcVal.x = pRGBData[ ( cY * sWidth ) + cX ].r;
vSrcVal.y = pRGBData[ ( cY * sWidth ) + cX ].g;
vSrcVal.z = pRGBData[ ( cY * sWidth ) + cX ].b;
vTableVal.x = pTable[ cnt ].peRed;
vTableVal.y = pTable[ cnt ].peGreen;
vTableVal.z = pTable[ cnt ].peBlue;
// Get Dist
vDiffVal = VSubtract( &vSrcVal, &vTableVal );
// Get mag dist
dCubeDist = VGetLength( &(vDiffVal) );
if ( dCubeDist < dLowestDist )
{
dLowestDist = dCubeDist;
bBest = cnt;
}
}
// Now we have the lowest value
// Set into dest
pData = &(pDest[ ( cY * sWidth ) + cX ]);
//Set!
*pData = (UINT8)bBest;
}
}
}