/* ----------------------------------------------------------------------------- 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 "colourset.h" namespace squish { ColourSet::ColourSet( u8 const* rgba, int mask, int flags ) : m_count( 0 ), m_transparent( false ) { // check the compression mode for dxt1 bool isDxt1 = ( ( flags & kDxt1 ) != 0 ); bool weightByAlpha = ( ( flags & kWeightColourByAlpha ) != 0 ); int i; // create the minimal set for( i = 0; i < 16; ++i ) { // check this pixel is enabled int bit = 1 << i; if( ( mask & bit ) == 0 ) { m_remap[i] = -1; continue; } // check for transparent pixels when using dxt1 if( isDxt1 && rgba[4*i + 3] < 128 ) { m_remap[i] = -1; m_transparent = true; continue; } // loop over previous points for a match for( int j = 0;; ++j ) { // allocate a new point if( j == i ) { // normalise coordinates to [0,1] float x = ( float )rgba[4*i + 0] / 255.0f; float y = ( float )rgba[4*i + 1] / 255.0f; float z = ( float )rgba[4*i + 2] / 255.0f; // ensure there is always non-zero weight even for zero alpha float w = ( float )( rgba[4*i + 3] + 1 ) / 256.0f; // add the point m_points[m_count] = Vec3( x, y, z ); m_weights[m_count] = ( weightByAlpha ? w : 1.0f ); m_remap[i] = m_count; // advance ++m_count; break; } // check for a match int oldbit = 1 << j; bool match = ( ( mask & oldbit ) != 0 ) && ( rgba[4*i + 0] == rgba[4*j + 0] ) && ( rgba[4*i + 1] == rgba[4*j + 1] ) && ( rgba[4*i + 2] == rgba[4*j + 2] ) && ( rgba[4*j + 3] >= 128 || !isDxt1 ); if( match ) { // get the index of the match int index = m_remap[j]; // ensure there is always non-zero weight even for zero alpha float w = ( float )( rgba[4*i + 3] + 1 ) / 256.0f; // map to this point and increase the weight m_weights[index] += ( weightByAlpha ? w : 1.0f ); m_remap[i] = index; break; } } } // square root the weights for( i = 0; i < m_count; ++i ) m_weights[i] = sqrt( m_weights[i] ); } void ColourSet::RemapIndices( u8 const* source, u8* target ) const { for( int i = 0; i < 16; ++i ) { int j = m_remap[i]; if( j == -1 ) target[i] = 3; else target[i] = source[j]; } } } // namespace squish