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 "colourset.h"
27 
28 namespace squish {
29 
ColourSet(u8 const * rgba,int mask,int flags)30 ColourSet::ColourSet( u8 const* rgba, int mask, int flags )
31   : m_count( 0 ),
32     m_transparent( false )
33 {
34     bool toLinear = ((flags & kToLinear) != 0);
35     // check the compression mode for dxt1
36     bool isDxt1 = ( ( flags & kDxt1 ) != 0 );
37     bool weightByAlpha = ( ( flags & kWeightColourByAlpha ) != 0 );
38 
39     // create the minimal set
40     for( int i = 0; i < 16; ++i )
41     {
42         // check this pixel is enabled
43         int bit = 1 << i;
44         if( ( mask & bit ) == 0 )
45         {
46             m_remap[i] = -1;
47             continue;
48         }
49 
50         // check for transparent pixels when using dxt1
51         if( isDxt1 && rgba[4*i + 3] < 128 )
52         {
53             m_remap[i] = -1;
54             m_transparent = true;
55             continue;
56         }
57 
58         // loop over previous points for a match
59         for( int j = 0;; ++j )
60         {
61             // allocate a new point
62             if( j == i )
63             {
64                 // normalise coordinates to [0,1]
65                 float x = toLinear ?
66                     SRGBToLinear(( float )rgba[4*i] / 255.0f) :
67                     ( float )rgba[4*i] / 255.0f;
68                 float y = toLinear ?
69                     SRGBToLinear(( float )rgba[4*i + 1] / 255.0f) :
70                     ( float )rgba[4*i + 1] / 255.0f;
71                 float z = toLinear ?
72                     SRGBToLinear(( float )rgba[4*i + 2] / 255.0f) :
73                     ( float )rgba[4*i + 2] / 255.0f;
74 
75                 // ensure there is always non-zero weight even for zero alpha
76                 float w = toLinear != 0 ?
77                     SRGBToLinear(( float )rgba[4*i + 3] / 256.0f) :
78                     ( float )rgba[4*i + 3] / 256.0f;
79 
80                 // add the point
81                 m_points[m_count] = Vec3( x, y, z );
82                 m_weights[m_count] = ( weightByAlpha ? w : 1.0f );
83                 m_remap[i] = m_count;
84 
85                 // advance
86                 ++m_count;
87                 break;
88             }
89 
90             // check for a match
91             int oldbit = 1 << j;
92             bool match = ( ( mask & oldbit ) != 0 )
93                 && ( rgba[4*i] == rgba[4*j] )
94                 && ( rgba[4*i + 1] == rgba[4*j + 1] )
95                 && ( rgba[4*i + 2] == rgba[4*j + 2] )
96                 && ( rgba[4*j + 3] >= 128 || !isDxt1 );
97             if( match )
98             {
99                 // get the index of the match
100                 int index = m_remap[j];
101 
102                 // ensure there is always non-zero weight even for zero alpha
103                 float w = toLinear != 0 ?
104                     SRGBToLinear(( float )( rgba[4*i + 3] + 1 ) / 256.0f) :
105                     ( float )( rgba[4*i + 3] + 1 )/ 256.0f;
106 
107                 // map to this point and increase the weight
108                 m_weights[index] += ( weightByAlpha ? w : 1.0f );
109                 m_remap[i] = index;
110                 break;
111             }
112         }
113     }
114 
115     // square root the weights
116     for( int i = 0; i < m_count; ++i )
117         m_weights[i] = std::sqrt( m_weights[i] );
118 }
119 
RemapIndices(u8 const * source,u8 * target) const120 void ColourSet::RemapIndices( u8 const* source, u8* target ) const
121 {
122     for( int i = 0; i < 16; ++i )
123     {
124         int j = m_remap[i];
125         if( j == -1 )
126             target[i] = 3;
127         else
128             target[i] = source[j];
129     }
130 }
131 
132 } // namespace squish
133