colourblock.cc (5237B)
1 /* ----------------------------------------------------------------------------- 2 3 Copyright (c) 2006 Simon Brown si@sjbrown.co.uk 4 5 Permission is hereby granted, free of charge, to any person obtaining 6 a copy of this software and associated documentation files (the 7 "Software"), to deal in the Software without restriction, including 8 without limitation the rights to use, copy, modify, merge, publish, 9 distribute, sublicense, and/or sell copies of the Software, and to 10 permit persons to whom the Software is furnished to do so, subject to 11 the following conditions: 12 13 The above copyright notice and this permission notice shall be included 14 in all copies or substantial portions of the Software. 15 16 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 18 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 19 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY 20 CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 21 TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 22 SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 23 24 -------------------------------------------------------------------------- */ 25 26 #include "colourblock.h" 27 28 namespace squish { 29 30 static int FloatToInt( float a, int limit ) 31 { 32 // use ANSI round-to-zero behaviour to get round-to-nearest 33 int i = ( int )( a + 0.5f ); 34 35 // clamp to the limit 36 if( i < 0 ) 37 i = 0; 38 else if( i > limit ) 39 i = limit; 40 41 // done 42 return i; 43 } 44 45 static int FloatTo565( Vec3::Arg colour ) 46 { 47 // get the components in the correct range 48 int r = FloatToInt( 31.0f*colour.X(), 31 ); 49 int g = FloatToInt( 63.0f*colour.Y(), 63 ); 50 int b = FloatToInt( 31.0f*colour.Z(), 31 ); 51 52 // pack into a single value 53 return ( r << 11 ) | ( g << 5 ) | b; 54 } 55 56 static void WriteColourBlock( int a, int b, u8* indices, void* block ) 57 { 58 // get the block as bytes 59 u8* bytes = ( u8* )block; 60 61 // write the endpoints 62 bytes[0] = ( u8 )( a & 0xff ); 63 bytes[1] = ( u8 )( a >> 8 ); 64 bytes[2] = ( u8 )( b & 0xff ); 65 bytes[3] = ( u8 )( b >> 8 ); 66 67 // write the indices 68 for( int i = 0; i < 4; ++i ) 69 { 70 u8 const* ind = indices + 4*i; 71 bytes[4 + i] = ind[0] | ( ind[1] << 2 ) | ( ind[2] << 4 ) | ( ind[3] << 6 ); 72 } 73 } 74 75 void WriteColourBlock3( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void* block ) 76 { 77 // get the packed values 78 int a = FloatTo565( start ); 79 int b = FloatTo565( end ); 80 81 // remap the indices 82 u8 remapped[16]; 83 if( a <= b ) 84 { 85 // use the indices directly 86 for( int i = 0; i < 16; ++i ) 87 remapped[i] = indices[i]; 88 } 89 else 90 { 91 // swap a and b 92 std::swap( a, b ); 93 for( int i = 0; i < 16; ++i ) 94 { 95 if( indices[i] == 0 ) 96 remapped[i] = 1; 97 else if( indices[i] == 1 ) 98 remapped[i] = 0; 99 else 100 remapped[i] = indices[i]; 101 } 102 } 103 104 // write the block 105 WriteColourBlock( a, b, remapped, block ); 106 } 107 108 void WriteColourBlock4( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void* block ) 109 { 110 // get the packed values 111 int a = FloatTo565( start ); 112 int b = FloatTo565( end ); 113 114 // remap the indices 115 u8 remapped[16]; 116 if( a < b ) 117 { 118 // swap a and b 119 std::swap( a, b ); 120 for( int i = 0; i < 16; ++i ) 121 remapped[i] = ( indices[i] ^ 0x1 ) & 0x3; 122 } 123 else if( a == b ) 124 { 125 // use index 0 126 for( int i = 0; i < 16; ++i ) 127 remapped[i] = 0; 128 } 129 else 130 { 131 // use the indices directly 132 for( int i = 0; i < 16; ++i ) 133 remapped[i] = indices[i]; 134 } 135 136 // write the block 137 WriteColourBlock( a, b, remapped, block ); 138 } 139 140 static int Unpack565( u8 const* packed, u8* colour ) 141 { 142 // build the packed value 143 int value = ( int )packed[0] | ( ( int )packed[1] << 8 ); 144 145 // get the components in the stored range 146 u8 red = ( u8 )( ( value >> 11 ) & 0x1f ); 147 u8 green = ( u8 )( ( value >> 5 ) & 0x3f ); 148 u8 blue = ( u8 )( value & 0x1f ); 149 150 // scale up to 8 bits 151 colour[0] = ( red << 3 ) | ( red >> 2 ); 152 colour[1] = ( green << 2 ) | ( green >> 4 ); 153 colour[2] = ( blue << 3 ) | ( blue >> 2 ); 154 colour[3] = 255; 155 156 // return the value 157 return value; 158 } 159 160 void DecompressColour( u8* rgba, void const* block, bool isDxt1 ) 161 { 162 // get the block bytes 163 u8 const* bytes = reinterpret_cast< u8 const* >( block ); 164 165 // unpack the endpoints 166 u8 codes[16]; 167 int a = Unpack565( bytes, codes ); 168 int b = Unpack565( bytes + 2, codes + 4 ); 169 170 // generate the midpoints 171 for( int i = 0; i < 3; ++i ) 172 { 173 int c = codes[i]; 174 int d = codes[4 + i]; 175 176 if( isDxt1 && a <= b ) 177 { 178 codes[8 + i] = ( u8 )( ( c + d )/2 ); 179 codes[12 + i] = 0; 180 } 181 else 182 { 183 codes[8 + i] = ( u8 )( ( 2*c + d )/3 ); 184 codes[12 + i] = ( u8 )( ( c + 2*d )/3 ); 185 } 186 } 187 188 // fill in alpha for the intermediate values 189 codes[8 + 3] = 255; 190 codes[12 + 3] = ( isDxt1 && a <= b ) ? 0 : 255; 191 192 // unpack the indices 193 u8 indices[16]; 194 for( int i = 0; i < 4; ++i ) 195 { 196 u8* ind = indices + 4*i; 197 u8 packed = bytes[4 + i]; 198 199 ind[0] = packed & 0x3; 200 ind[1] = ( packed >> 2 ) & 0x3; 201 ind[2] = ( packed >> 4 ) & 0x3; 202 ind[3] = ( packed >> 6 ) & 0x3; 203 } 204 205 // store out the colours 206 for( int i = 0; i < 16; ++i ) 207 { 208 u8 offset = 4*indices[i]; 209 for( int j = 0; j < 4; ++j ) 210 rgba[4*i + j] = codes[offset + j]; 211 } 212 } 213 214 } // namespace squish