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@ -22,24 +22,24 @@
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// OTHER DEALINGS IN THE SOFTWARE.
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#include <nvmath/Color.h>
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#include <nvimage/ColorBlock.h>
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#include <nvimage/BlockDXT.h>
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#include "QuickCompressDXT.h"
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using namespace nv;
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using namespace QuickCompress;
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inline static Vector3 loadColor(Color32 c)
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{
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return Vector3(c.r, c.g, c.b);
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}
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inline static void extractColorBlockRGB(const ColorBlock & rgba, Vector3 block[16])
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{
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for (int i = 0; i < 16; i++)
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{
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block[i] = loadColor(rgba.color(i));
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const Color32 c = rgba.color(i);
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block[i] = Vector3(c.r, c.g, c.b);
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}
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}
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@ -143,6 +143,51 @@ inline static uint computeIndices(Vector3 block[16], Vector3::Arg maxColor, Vect
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return indices;
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}
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static void optimizeEndPoints(Vector3 block[16], BlockDXT1 * dxtBlock)
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{
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float alpha2_sum = 0.0f;
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float beta2_sum = 0.0f;
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float alphabeta_sum = 0.0f;
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Vector3 alphax_sum(zero);
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Vector3 betax_sum(zero);
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for( int i = 0; i < 16; ++i )
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{
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const uint bits = dxtBlock->indices >> (2 * i);
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float beta = (bits & 1);
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if (bits & 2) beta = (1 + beta) / 3.0f;
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float alpha = 1.0f - beta;
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alpha2_sum += alpha * alpha;
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beta2_sum += beta * beta;
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alphabeta_sum += alpha * beta;
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alphax_sum += alpha * block[i];
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betax_sum += beta * block[i];
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}
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float factor = 1.0f / (alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum);
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Vector3 a = (alphax_sum * beta2_sum - betax_sum * alphabeta_sum) * factor;
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Vector3 b = (betax_sum * alpha2_sum - alphax_sum * alphabeta_sum) * factor;
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a = clamp(a, 0, 255);
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b = clamp(b, 0, 255);
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uint16 color0 = roundAndExpand(&a);
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uint16 color1 = roundAndExpand(&b);
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if (color0 < color1)
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{
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swap(a, b);
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swap(color0, color1);
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}
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dxtBlock->col0 = Color16(color0);
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dxtBlock->col1 = Color16(color1);
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dxtBlock->indices = computeIndices(block, a, b);
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}
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void QuickCompress::compressDXT1(const ColorBlock & rgba, BlockDXT1 * dxtBlock)
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{
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@ -167,11 +212,11 @@ void QuickCompress::compressDXT1(const ColorBlock & rgba, BlockDXT1 * dxtBlock)
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swap(color0, color1);
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}
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// @@ Optimize endpoints.
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dxtBlock->col0 = Color16(color0);
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dxtBlock->col1 = Color16(color1);
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dxtBlock->indices = computeIndices(block, maxColor, minColor);
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optimizeEndPoints(block, dxtBlock);
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}
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