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 
30 // @@ Add flags:
31 // - MatchTransparent
32 // - WeightColorByAlpha
33 
34 
ColourSet(u8 const * rgba,int flags,bool createMinimalSet)35 ColourSet::ColourSet( u8 const* rgba, int flags, bool createMinimalSet/*=false*/ )
36   : m_count( 0 ),
37 	m_transparent( false )
38 {
39 	// check the compression mode for dxt1
40 	bool isDxt1 = ( ( flags & kDxt1 ) != 0 );
41 	bool weightByAlpha = ( ( flags & kWeightColourByAlpha ) != 0 );
42 
43 	// create the minimal set
44 	for( int i = 0; i < 16; ++i )
45 	{
46 		if (createMinimalSet)
47 		{
48 			// check for transparent pixels when using dxt1
49 			if( isDxt1 && rgba[4*i + 3] == 0 )
50 			{
51 				m_remap[i] = -1;
52 				m_transparent = true;
53 				continue;
54 			}
55 
56 			// loop over previous points for a match
57 			for( int j = 0;; ++j )
58 			{
59 				// allocate a new point
60 				if( j == i )
61 				{
62 					// normalise coordinates to [0,1]
63 					float x = ( float )rgba[4*i + 2] / 255.0f;
64 					float y = ( float )rgba[4*i + 1] / 255.0f;
65 					float z = ( float )rgba[4*i + 0] / 255.0f;
66 
67 					// ensure there is always non-zero weight even for zero alpha
68 					float w = ( float )( rgba[4*i + 3] + 1 ) / 256.0f;
69 
70 					// add the point
71 					m_points[m_count] = Vec3( x, y, z );
72 					m_weights[m_count] = ( weightByAlpha ? w : 1.0f );
73 					m_remap[i] = m_count;
74 
75 					// advance
76 					++m_count;
77 					break;
78 				}
79 
80 				// check for a match
81 				bool match = ( rgba[4*i] == rgba[4*j] )
82 					&& ( rgba[4*i + 1] == rgba[4*j + 1] )
83 					&& ( rgba[4*i + 2] == rgba[4*j + 2] )
84 					&& ( rgba[4*j + 3] != 0 || !isDxt1 ); // @@ I think this check is not necessary.
85 
86 				if( match )
87 				{
88 					// get the index of the match
89 					int index = m_remap[j];
90 
91 					// ensure there is always non-zero weight even for zero alpha
92 					float w = ( float )( rgba[4*i + 3] + 1 ) / 256.0f;
93 
94 					// map to this point and increase the weight
95 					m_weights[index] += ( weightByAlpha ? w : 1.0f );
96 					m_remap[i] = index;
97 					break;
98 				}
99 			}
100 		}
101 		else
102 		{
103 			// check for transparent pixels when using dxt1
104 			if( isDxt1 && rgba[4*i + 3] == 0 )
105 			{
106 				m_remap[i] = -1;
107 				m_transparent = true;
108 			}
109 			else
110 			{
111 				m_remap[i] = m_count;
112 			}
113 
114 			// normalise coordinates to [0,1]
115 			float x = ( float )rgba[4*i + 2] / 255.0f;
116 			float y = ( float )rgba[4*i + 1] / 255.0f;
117 			float z = ( float )rgba[4*i + 0] / 255.0f;
118 
119 			// ensure there is always non-zero weight even for zero alpha
120 			float w = ( float )( rgba[4*i + 3] + 1 ) / 256.0f;
121 
122 			// add the point
123 			m_points[m_count] = Vec3( x, y, z );
124 			m_weights[m_count] = ( weightByAlpha ? w : 1.0f );
125 
126 			// advance
127 			++m_count;
128 		}
129 	}
130 
131 #if SQUISH_USE_SIMD
132 	// generate vector values
133 	for( int i = 0; i < m_count; ++i )
134 	{
135 		m_points_simd[i] = Vec4(m_points[i].X(), m_points[i].Y(), m_points[i].Z(), 1);
136 		m_weights_simd[i] = VEC4_CONST(m_weights[i]);
137 	}
138 #endif
139 }
140 
RemapIndices(u8 const * source,u8 * target) const141 void ColourSet::RemapIndices( u8 const* source, u8* target ) const
142 {
143 	for( int i = 0; i < 16; ++i )
144 	{
145 		int j = m_remap[i];
146 		if( j == -1 )
147 			target[i] = 3;
148 		else
149 			target[i] = source[j];
150 	}
151 }
152 
153 } // namespace squish
154