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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 "singlecolourfit.h"
+#include "colourset.h"
+#include "colourblock.h"
+#include <climits>
+
+namespace squish {
+
+struct SourceBlock
+{
+ u8 start;
+ u8 end;
+ u8 error;
+};
+
+struct SingleColourLookup
+{
+ SourceBlock sources[2];
+};
+
+#include "singlecolourlookup.inl"
+
+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;
+}
+
+SingleColourFit::SingleColourFit( ColourSet const* colours, int flags )
+ : ColourFit( colours, flags )
+{
+ // grab the single colour
+ Vec3 const* values = m_colours->GetPoints();
+ m_colour[0] = ( u8 )FloatToInt( 255.0f*values->X(), 255 );
+ m_colour[1] = ( u8 )FloatToInt( 255.0f*values->Y(), 255 );
+ m_colour[2] = ( u8 )FloatToInt( 255.0f*values->Z(), 255 );
+
+ // initialise the best error
+ m_besterror = INT_MAX;
+}
+
+void SingleColourFit::Compress3( void* block )
+{
+ // build the table of lookups
+ SingleColourLookup const* const lookups[] =
+ {
+ lookup_5_3,
+ lookup_6_3,
+ lookup_5_3
+ };
+
+ // find the best end-points and index
+ ComputeEndPoints( lookups );
+
+ // build the block if we win
+ if( m_error < m_besterror )
+ {
+ // remap the indices
+ u8 indices[16];
+ m_colours->RemapIndices( &m_index, indices );
+
+ // save the block
+ WriteColourBlock3( m_start, m_end, indices, block );
+
+ // save the error
+ m_besterror = m_error;
+ }
+}
+
+void SingleColourFit::Compress4( void* block )
+{
+ // build the table of lookups
+ SingleColourLookup const* const lookups[] =
+ {
+ lookup_5_4,
+ lookup_6_4,
+ lookup_5_4
+ };
+
+ // find the best end-points and index
+ ComputeEndPoints( lookups );
+
+ // build the block if we win
+ if( m_error < m_besterror )
+ {
+ // remap the indices
+ u8 indices[16];
+ m_colours->RemapIndices( &m_index, indices );
+
+ // save the block
+ WriteColourBlock4( m_start, m_end, indices, block );
+
+ // save the error
+ m_besterror = m_error;
+ }
+}
+
+void SingleColourFit::ComputeEndPoints( SingleColourLookup const* const* lookups )
+{
+ // check each index combination (endpoint or intermediate)
+ m_error = INT_MAX;
+ for( int index = 0; index < 2; ++index )
+ {
+ // check the error for this codebook index
+ SourceBlock const* sources[3];
+ int error = 0;
+ for( int channel = 0; channel < 3; ++channel )
+ {
+ // grab the lookup table and index for this channel
+ SingleColourLookup const* lookup = lookups[channel];
+ int target = m_colour[channel];
+
+ // store a pointer to the source for this channel
+ sources[channel] = lookup[target].sources + index;
+
+ // accumulate the error
+ int diff = sources[channel]->error;
+ error += diff*diff;
+ }
+
+ // keep it if the error is lower
+ if( error < m_error )
+ {
+ m_start = Vec3(
+ ( float )sources[0]->start/31.0f,
+ ( float )sources[1]->start/63.0f,
+ ( float )sources[2]->start/31.0f
+ );
+ m_end = Vec3(
+ ( float )sources[0]->end/31.0f,
+ ( float )sources[1]->end/63.0f,
+ ( float )sources[2]->end/31.0f
+ );
+ m_index = ( u8 )( 2*index );
+ m_error = error;
+ }
+ }
+}
+
+} // namespace squish