virtualx-engine/modules/squish/image_compress_squish.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

92 lines
3.7 KiB
C++

/*************************************************************************/
/* image_compress_squish.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "image_compress_squish.h"
#include "print_string.h"
#include <squish.h>
void image_compress_squish(Image *p_image) {
int w=p_image->get_width();
int h=p_image->get_height();
if (p_image->get_mipmaps() == 0) {
ERR_FAIL_COND( !w || w % 4 != 0);
ERR_FAIL_COND( !h || h % 4 != 0);
} else {
ERR_FAIL_COND( !w || w !=nearest_power_of_2(w) );
ERR_FAIL_COND( !h || h !=nearest_power_of_2(h) );
};
if (p_image->get_format()>=Image::FORMAT_BC1)
return; //do not compress, already compressed
int shift=0;
int squish_comp=squish::kColourRangeFit;
Image::Format target_format;
if (p_image->get_format()==Image::FORMAT_GRAYSCALE_ALPHA) {
//compressed normalmap
target_format = Image::FORMAT_BC3; squish_comp|=squish::kDxt5;;
} else if (p_image->detect_alpha()!=Image::ALPHA_NONE) {
target_format = Image::FORMAT_BC2; squish_comp|=squish::kDxt3;;
} else {
target_format = Image::FORMAT_BC1; shift=1; squish_comp|=squish::kDxt1;;
}
p_image->convert(Image::FORMAT_RGBA); //always expects rgba
int mm_count = p_image->get_mipmaps();
DVector<uint8_t> data;
int target_size = Image::get_image_data_size(w,h,target_format,mm_count);
data.resize(target_size);
DVector<uint8_t>::Read rb = p_image->get_data().read();
DVector<uint8_t>::Write wb = data.write();
int dst_ofs=0;
for(int i=0;i<=mm_count;i++) {
int src_ofs = p_image->get_mipmap_offset(i);
squish::CompressImage( &rb[src_ofs],w,h,&wb[dst_ofs],squish_comp);
dst_ofs+=(MAX(4,w)*MAX(4,h))>>shift;
w>>=1;
h>>=1;
}
rb = DVector<uint8_t>::Read();
wb = DVector<uint8_t>::Write();
p_image->create(p_image->get_width(),p_image->get_height(),p_image->get_mipmaps(),target_format,data);
}