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 "colourblock.h" |
27 | // -- Godot start -- |
28 | #include "alpha.h" |
29 | // -- Godot end -- |
30 | |
31 | namespace squish { |
32 | |
33 | static int FloatToInt( float a, int limit ) |
34 | { |
35 | // use ANSI round-to-zero behaviour to get round-to-nearest |
36 | int i = ( int )( a + 0.5f ); |
37 | |
38 | // clamp to the limit |
39 | if( i < 0 ) |
40 | i = 0; |
41 | else if( i > limit ) |
42 | i = limit; |
43 | |
44 | // done |
45 | return i; |
46 | } |
47 | |
48 | static int FloatTo565( Vec3::Arg colour ) |
49 | { |
50 | // get the components in the correct range |
51 | int r = FloatToInt( 31.0f*colour.X(), 31 ); |
52 | int g = FloatToInt( 63.0f*colour.Y(), 63 ); |
53 | int b = FloatToInt( 31.0f*colour.Z(), 31 ); |
54 | |
55 | // pack into a single value |
56 | return ( r << 11 ) | ( g << 5 ) | b; |
57 | } |
58 | |
59 | static void WriteColourBlock( int a, int b, u8* indices, void* block ) |
60 | { |
61 | // get the block as bytes |
62 | u8* bytes = ( u8* )block; |
63 | |
64 | // write the endpoints |
65 | bytes[0] = ( u8 )( a & 0xff ); |
66 | bytes[1] = ( u8 )( a >> 8 ); |
67 | bytes[2] = ( u8 )( b & 0xff ); |
68 | bytes[3] = ( u8 )( b >> 8 ); |
69 | |
70 | // write the indices |
71 | for( int i = 0; i < 4; ++i ) |
72 | { |
73 | u8 const* ind = indices + 4*i; |
74 | bytes[4 + i] = ind[0] | ( ind[1] << 2 ) | ( ind[2] << 4 ) | ( ind[3] << 6 ); |
75 | } |
76 | } |
77 | |
78 | void WriteColourBlock3( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void* block ) |
79 | { |
80 | // get the packed values |
81 | int a = FloatTo565( start ); |
82 | int b = FloatTo565( end ); |
83 | |
84 | // remap the indices |
85 | u8 remapped[16]; |
86 | if( a <= b ) |
87 | { |
88 | // use the indices directly |
89 | for( int i = 0; i < 16; ++i ) |
90 | remapped[i] = indices[i]; |
91 | } |
92 | else |
93 | { |
94 | // swap a and b |
95 | std::swap( a, b ); |
96 | for( int i = 0; i < 16; ++i ) |
97 | { |
98 | if( indices[i] == 0 ) |
99 | remapped[i] = 1; |
100 | else if( indices[i] == 1 ) |
101 | remapped[i] = 0; |
102 | else |
103 | remapped[i] = indices[i]; |
104 | } |
105 | } |
106 | |
107 | // write the block |
108 | WriteColourBlock( a, b, remapped, block ); |
109 | } |
110 | |
111 | void WriteColourBlock4( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void* block ) |
112 | { |
113 | // get the packed values |
114 | int a = FloatTo565( start ); |
115 | int b = FloatTo565( end ); |
116 | |
117 | // remap the indices |
118 | u8 remapped[16]; |
119 | if( a < b ) |
120 | { |
121 | // swap a and b |
122 | std::swap( a, b ); |
123 | for( int i = 0; i < 16; ++i ) |
124 | remapped[i] = ( indices[i] ^ 0x1 ) & 0x3; |
125 | } |
126 | else if( a == b ) |
127 | { |
128 | // use index 0 |
129 | for( int i = 0; i < 16; ++i ) |
130 | remapped[i] = 0; |
131 | } |
132 | else |
133 | { |
134 | // use the indices directly |
135 | for( int i = 0; i < 16; ++i ) |
136 | remapped[i] = indices[i]; |
137 | } |
138 | |
139 | // write the block |
140 | WriteColourBlock( a, b, remapped, block ); |
141 | } |
142 | |
143 | static int Unpack565( u8 const* packed, u8* colour ) |
144 | { |
145 | // build the packed value |
146 | int value = ( int )packed[0] | ( ( int )packed[1] << 8 ); |
147 | |
148 | // get the components in the stored range |
149 | u8 red = ( u8 )( ( value >> 11 ) & 0x1f ); |
150 | u8 green = ( u8 )( ( value >> 5 ) & 0x3f ); |
151 | u8 blue = ( u8 )( value & 0x1f ); |
152 | |
153 | // scale up to 8 bits |
154 | colour[0] = ( red << 3 ) | ( red >> 2 ); |
155 | colour[1] = ( green << 2 ) | ( green >> 4 ); |
156 | colour[2] = ( blue << 3 ) | ( blue >> 2 ); |
157 | colour[3] = 255; |
158 | |
159 | // return the value |
160 | return value; |
161 | } |
162 | |
163 | void DecompressColour( u8* rgba, void const* block, bool isDxt1 ) |
164 | { |
165 | // get the block bytes |
166 | u8 const* bytes = reinterpret_cast< u8 const* >( block ); |
167 | |
168 | // unpack the endpoints |
169 | u8 codes[16]; |
170 | int a = Unpack565( bytes, codes ); |
171 | int b = Unpack565( bytes + 2, codes + 4 ); |
172 | |
173 | // generate the midpoints |
174 | for( int i = 0; i < 3; ++i ) |
175 | { |
176 | int c = codes[i]; |
177 | int d = codes[4 + i]; |
178 | |
179 | if( isDxt1 && a <= b ) |
180 | { |
181 | codes[8 + i] = ( u8 )( ( c + d )/2 ); |
182 | codes[12 + i] = 0; |
183 | } |
184 | else |
185 | { |
186 | codes[8 + i] = ( u8 )( ( 2*c + d )/3 ); |
187 | codes[12 + i] = ( u8 )( ( c + 2*d )/3 ); |
188 | } |
189 | } |
190 | |
191 | // fill in alpha for the intermediate values |
192 | codes[8 + 3] = 255; |
193 | codes[12 + 3] = ( isDxt1 && a <= b ) ? 0 : 255; |
194 | |
195 | // unpack the indices |
196 | u8 indices[16]; |
197 | for( int i = 0; i < 4; ++i ) |
198 | { |
199 | u8* ind = indices + 4*i; |
200 | u8 packed = bytes[4 + i]; |
201 | |
202 | ind[0] = packed & 0x3; |
203 | ind[1] = ( packed >> 2 ) & 0x3; |
204 | ind[2] = ( packed >> 4 ) & 0x3; |
205 | ind[3] = ( packed >> 6 ) & 0x3; |
206 | } |
207 | |
208 | // store out the colours |
209 | for( int i = 0; i < 16; ++i ) |
210 | { |
211 | u8 offset = 4*indices[i]; |
212 | for( int j = 0; j < 4; ++j ) |
213 | rgba[4*i + j] = codes[offset + j]; |
214 | } |
215 | } |
216 | |
217 | // -- Godot start -- |
218 | void DecompressColourBc5( u8* rgba, void const* block) |
219 | { |
220 | void const* rblock = block; |
221 | void const* gblock = reinterpret_cast< u8 const* >( block ) + 8; |
222 | DecompressAlphaDxt5(rgba,rblock); |
223 | for ( int i = 0; i < 16; ++i ) { |
224 | rgba[i*4] = rgba[i*4 + 3]; |
225 | } |
226 | DecompressAlphaDxt5(rgba,gblock); |
227 | for ( int i = 0; i < 16; ++i ) { |
228 | rgba[i*4+1] = rgba[i*4 + 3]; |
229 | rgba[i*4 + 2] = 0; |
230 | rgba[i*4 + 3] = 255; |
231 | } |
232 | } |
233 | // -- GODOT end -- |
234 | |
235 | |
236 | } // namespace squish |
237 | |