1 /* -----------------------------------------------------------------------------
3 Copyright (c) 2006 Simon Brown si@sjbrown.co.uk
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:
13 The above copyright notice and this permission notice shall be included
14 in all copies or substantial portions of the Software.
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.
24 -------------------------------------------------------------------------- */
26 #include "colourblock.h"
30 static int FloatToInt( float a
, int limit
)
32 // use ANSI round-to-zero behaviour to get round-to-nearest
33 int i
= int( a
+ 0.5f
);
45 static int FloatTo565( Vec3::Arg colour
)
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 );
52 // pack into a single value
53 return ( r
<< 11 ) | ( g
<< 5 ) | b
;
56 static void WriteColourBlock( int a
, int b
, u8
* indices
, void* block
)
58 // get the block as bytes
59 u8
* bytes
= static_cast<u8
*>(block
);
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 );
68 for( int i
= 0; i
< 4; ++i
)
70 u8
const* ind
= indices
+ 4*i
;
71 bytes
[4 + i
] = ind
[0] | ( ind
[1] << 2 ) | ( ind
[2] << 4 ) | ( ind
[3] << 6 );
75 void WriteColourBlock3( Vec3::Arg start
, Vec3::Arg end
, u8
const* indices
, void* block
)
77 // get the packed values
78 int a
= FloatTo565( start
);
79 int b
= FloatTo565( end
);
85 // use the indices directly
86 for( int i
= 0; i
< 16; ++i
)
87 remapped
[i
] = indices
[i
];
93 for( int i
= 0; i
< 16; ++i
)
97 else if( indices
[i
] == 1 )
100 remapped
[i
] = indices
[i
];
105 WriteColourBlock( a
, b
, remapped
, block
);
108 void WriteColourBlock4( Vec3::Arg start
, Vec3::Arg end
, u8
const* indices
, void* block
)
110 // get the packed values
111 int a
= FloatTo565( start
);
112 int b
= FloatTo565( end
);
120 for( int i
= 0; i
< 16; ++i
)
121 remapped
[i
] = ( indices
[i
] ^ 0x1 ) & 0x3;
126 for( int i
= 0; i
< 16; ++i
)
131 // use the indices directly
132 for( int i
= 0; i
< 16; ++i
)
133 remapped
[i
] = indices
[i
];
137 WriteColourBlock( a
, b
, remapped
, block
);
140 static int Unpack565( u8
const* packed
, u8
* colour
)
142 // build the packed value
143 int value
= int(packed
[0]) | ( int(packed
[1]) << 8 );
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 );
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 );
160 void DecompressColour( u8
* rgba
, void const* block
, bool isDxt1
)
162 // get the block bytes
163 u8
const* bytes
= reinterpret_cast< u8
const* >( block
);
165 // unpack the endpoints
167 int a
= Unpack565( bytes
, codes
);
168 int b
= Unpack565( bytes
+ 2, codes
+ 4 );
170 // generate the midpoints
171 for( int i
= 0; i
< 3; ++i
)
174 int d
= codes
[4 + i
];
176 if( isDxt1
&& a
<= b
)
178 codes
[8 + i
] = u8( ( c
+ d
)/2 );
183 codes
[8 + i
] = u8( ( 2*c
+ d
)/3 );
184 codes
[12 + i
] = u8( ( c
+ 2*d
)/3 );
188 // fill in alpha for the intermediate values
190 codes
[12 + 3] = ( isDxt1
&& a
<= b
) ? 0 : 255;
192 // unpack the indices
194 for( int i
= 0; i
< 4; ++i
)
196 u8
* ind
= indices
+ 4*i
;
197 u8 packed
= bytes
[4 + i
];
199 ind
[0] = packed
& 0x3;
200 ind
[1] = ( packed
>> 2 ) & 0x3;
201 ind
[2] = ( packed
>> 4 ) & 0x3;
202 ind
[3] = ( packed
>> 6 ) & 0x3;
205 // store out the colours
206 for( int i
= 0; i
< 16; ++i
)
208 u8 offset
= 4*indices
[i
];
209 for( int j
= 0; j
< 4; ++j
)
210 rgba
[4*i
+ j
] = codes
[offset
+ j
];
214 } // namespace squish