| 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 | |