/* ----------------------------------------------------------------------------- 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" // -- GODOT start -- #include "alpha.h" // -- GODOT end -- 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]; } } // -- GODOT start -- void DecompressColourBc4( u8* rgba, void const* block) { DecompressAlphaDxt5(rgba,block); for ( int i = 0; i < 16; ++i ) { rgba[i*4] = rgba[i*4 + 3]; rgba[i*4 + 1] = 0; rgba[i*4 + 2] = 0; rgba[i*4 + 3] = 255; } } void DecompressColourBc5( u8* rgba, void const* block) { void const* rblock = block; void const* gblock = reinterpret_cast< u8 const* >( block ) + 8; DecompressAlphaDxt5(rgba,rblock); for ( int i = 0; i < 16; ++i ) { rgba[i*4] = rgba[i*4 + 3]; } DecompressAlphaDxt5(rgba,gblock); for ( int i = 0; i < 16; ++i ) { rgba[i*4+1] = rgba[i*4 + 3]; rgba[i*4 + 2] = 0; rgba[i*4 + 3] = 255; } } // -- GODOT end -- } // namespace squish