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diff --git a/thirdparty/squish/colourblock.cpp b/thirdparty/squish/colourblock.cpp
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+/* -----------------------------------------------------------------------------
+
+ 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 "colourblock.h"
+
+namespace squish {
+
+static int FloatToInt( float a, int limit )
+{
+ // use ANSI round-to-zero behaviour to get round-to-nearest
+ int i = ( int )( a + 0.5f );
+
+ // clamp to the limit
+ if( i < 0 )
+ i = 0;
+ else if( i > limit )
+ i = limit;
+
+ // done
+ return i;
+}
+
+static int FloatTo565( Vec3::Arg colour )
+{
+ // get the components in the correct range
+ int r = FloatToInt( 31.0f*colour.X(), 31 );
+ int g = FloatToInt( 63.0f*colour.Y(), 63 );
+ int b = FloatToInt( 31.0f*colour.Z(), 31 );
+
+ // pack into a single value
+ return ( r << 11 ) | ( g << 5 ) | b;
+}
+
+static void WriteColourBlock( int a, int b, u8* indices, void* block )
+{
+ // get the block as bytes
+ u8* bytes = ( u8* )block;
+
+ // write the endpoints
+ bytes[0] = ( u8 )( a & 0xff );
+ bytes[1] = ( u8 )( a >> 8 );
+ bytes[2] = ( u8 )( b & 0xff );
+ bytes[3] = ( u8 )( b >> 8 );
+
+ // write the indices
+ for( int i = 0; i < 4; ++i )
+ {
+ u8 const* ind = indices + 4*i;
+ bytes[4 + i] = ind[0] | ( ind[1] << 2 ) | ( ind[2] << 4 ) | ( ind[3] << 6 );
+ }
+}
+
+void WriteColourBlock3( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void* block )
+{
+ // get the packed values
+ int a = FloatTo565( start );
+ int b = FloatTo565( end );
+
+ // remap the indices
+ u8 remapped[16];
+ if( a <= b )
+ {
+ // use the indices directly
+ for( int i = 0; i < 16; ++i )
+ remapped[i] = indices[i];
+ }
+ else
+ {
+ // swap a and b
+ std::swap( a, b );
+ for( int i = 0; i < 16; ++i )
+ {
+ if( indices[i] == 0 )
+ remapped[i] = 1;
+ else if( indices[i] == 1 )
+ remapped[i] = 0;
+ else
+ remapped[i] = indices[i];
+ }
+ }
+
+ // write the block
+ WriteColourBlock( a, b, remapped, block );
+}
+
+void WriteColourBlock4( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void* block )
+{
+ // get the packed values
+ int a = FloatTo565( start );
+ int b = FloatTo565( end );
+
+ // remap the indices
+ u8 remapped[16];
+ if( a < b )
+ {
+ // swap a and b
+ std::swap( a, b );
+ for( int i = 0; i < 16; ++i )
+ remapped[i] = ( indices[i] ^ 0x1 ) & 0x3;
+ }
+ else if( a == b )
+ {
+ // use index 0
+ for( int i = 0; i < 16; ++i )
+ remapped[i] = 0;
+ }
+ else
+ {
+ // use the indices directly
+ for( int i = 0; i < 16; ++i )
+ remapped[i] = indices[i];
+ }
+
+ // write the block
+ WriteColourBlock( a, b, remapped, block );
+}
+
+static int Unpack565( u8 const* packed, u8* colour )
+{
+ // build the packed value
+ int value = ( int )packed[0] | ( ( int )packed[1] << 8 );
+
+ // get the components in the stored range
+ u8 red = ( u8 )( ( value >> 11 ) & 0x1f );
+ u8 green = ( u8 )( ( value >> 5 ) & 0x3f );
+ u8 blue = ( u8 )( value & 0x1f );
+
+ // scale up to 8 bits
+ colour[0] = ( red << 3 ) | ( red >> 2 );
+ colour[1] = ( green << 2 ) | ( green >> 4 );
+ colour[2] = ( blue << 3 ) | ( blue >> 2 );
+ colour[3] = 255;
+
+ // return the value
+ return value;
+}
+
+void DecompressColour( u8* rgba, void const* block, bool isDxt1 )
+{
+ // get the block bytes
+ u8 const* bytes = reinterpret_cast< u8 const* >( block );
+
+ // unpack the endpoints
+ u8 codes[16];
+ int a = Unpack565( bytes, codes );
+ int b = Unpack565( bytes + 2, codes + 4 );
+
+ // generate the midpoints
+ for( int i = 0; i < 3; ++i )
+ {
+ int c = codes[i];
+ int d = codes[4 + i];
+
+ if( isDxt1 && a <= b )
+ {
+ codes[8 + i] = ( u8 )( ( c + d )/2 );
+ codes[12 + i] = 0;
+ }
+ else
+ {
+ codes[8 + i] = ( u8 )( ( 2*c + d )/3 );
+ codes[12 + i] = ( u8 )( ( c + 2*d )/3 );
+ }
+ }
+
+ // fill in alpha for the intermediate values
+ codes[8 + 3] = 255;
+ codes[12 + 3] = ( isDxt1 && a <= b ) ? 0 : 255;
+
+ // unpack the indices
+ u8 indices[16];
+ for( int i = 0; i < 4; ++i )
+ {
+ u8* ind = indices + 4*i;
+ u8 packed = bytes[4 + i];
+
+ ind[0] = packed & 0x3;
+ ind[1] = ( packed >> 2 ) & 0x3;
+ ind[2] = ( packed >> 4 ) & 0x3;
+ ind[3] = ( packed >> 6 ) & 0x3;
+ }
+
+ // store out the colours
+ for( int i = 0; i < 16; ++i )
+ {
+ u8 offset = 4*indices[i];
+ for( int j = 0; j < 4; ++j )
+ rgba[4*i + j] = codes[offset + j];
+ }
+}
+
+} // namespace squish