/* ----------------------------------------------------------------------------- Copyright (c) 2006 Simon Brown si@sjbrown.co.uk Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -------------------------------------------------------------------------- */ #include "singlecolourfit.h" #include "colourset.h" #include "colourblock.h" #include "colourblockGCN.h" namespace squish { struct SourceBlock { u8 start; u8 end; u8 error; }; struct SingleColourLookup { SourceBlock sources[2]; }; #include "singlecolourlookup.inl" static int FloatToInt( float a, int limit ) { // use ANSI round-to-zero behaviour to get round-to-nearest int i = ( int )( a + 0.5f ); // clamp to the limit if( i < 0 ) i = 0; else if( i > limit ) i = limit; // done return i; } SingleColourFit::SingleColourFit( ColourSet const* colours, int flags ) : ColourFit( colours, flags ) { // grab the single colour Vec3 const* values = m_colours->GetPoints(); m_colour[0] = ( u8 )FloatToInt( 255.0f*values->X(), 255 ); m_colour[1] = ( u8 )FloatToInt( 255.0f*values->Y(), 255 ); m_colour[2] = ( u8 )FloatToInt( 255.0f*values->Z(), 255 ); // initialise the best error m_besterror = INT_MAX; } void SingleColourFit::Compress3( void* block ) { // build the table of lookups SingleColourLookup const* const lookups[] = { lookup_5_3, lookup_6_3, lookup_5_3 }; // find the best end-points and index ComputeEndPoints( lookups ); // build the block if we win if( m_error < m_besterror ) { // remap the indices u8 indices[16]; m_colours->RemapIndices( &m_index, indices ); // save the block if ( ( m_flags & kDxt1GCN ) != 0 ) WriteColourBlock3GCN( m_start, m_end, indices, block ); else WriteColourBlock3( m_start, m_end, indices, block ); // save the error m_besterror = m_error; } } void SingleColourFit::Compress4( void* block ) { // build the table of lookups SingleColourLookup const* const lookups[] = { lookup_5_4, lookup_6_4, lookup_5_4 }; // find the best end-points and index ComputeEndPoints( lookups ); // build the block if we win if( m_error < m_besterror ) { // remap the indices u8 indices[16]; m_colours->RemapIndices( &m_index, indices ); // save the block if ( ( m_flags & kDxt1GCN ) != 0 ) WriteColourBlock4GCN( m_start, m_end, indices, block ); else WriteColourBlock4( m_start, m_end, indices, block ); // save the error m_besterror = m_error; } } void SingleColourFit::ComputeEndPoints( SingleColourLookup const* const* lookups ) { // check each index combination (endpoint or intermediate) m_error = INT_MAX; for( int index = 0; index < 2; ++index ) { // check the error for this codebook index SourceBlock const* sources[3]; int error = 0; for( int channel = 0; channel < 3; ++channel ) { // grab the lookup table and index for this channel SingleColourLookup const* lookup = lookups[channel]; int target = m_colour[channel]; // store a pointer to the source for this channel sources[channel] = lookup[target].sources + index; // accumulate the error int diff = sources[channel]->error; error += diff*diff; } // keep it if the error is lower if( error < m_error ) { m_start = Vec3( ( float )sources[0]->start/31.0f, ( float )sources[1]->start/63.0f, ( float )sources[2]->start/31.0f ); m_end = Vec3( ( float )sources[0]->end/31.0f, ( float )sources[1]->end/63.0f, ( float )sources[2]->end/31.0f ); m_index = ( u8 )( 2*index ); m_error = error; } } } } // namespace squish