Add create minimal set option.

2.0
castano 17 years ago
parent 0959798ff6
commit ad6597b75e

@ -28,12 +28,11 @@
namespace squish {
// @@ Add flags:
// - FindColorMatch
// - DXT1a
// - MatchTransparent
// - WeightColorByAlpha
ColourSet::ColourSet( u8 const* rgba, int flags )
ColourSet::ColourSet( u8 const* rgba, int flags, bool createMinimalSet/*=false*/ )
: m_count( 0 ),
m_transparent( false )
{
@ -49,70 +48,74 @@ ColourSet::ColourSet( u8 const* rgba, int flags )
{
m_remap[i] = -1;
m_transparent = true;
// continue;
if (createMinimalSet) continue;
}
#if 1
// normalise coordinates to [0,1]
float x = ( float )rgba[4*i + 2] / 255.0f;
float y = ( float )rgba[4*i + 1] / 255.0f;
float z = ( float )rgba[4*i + 0] / 255.0f;
// ensure there is always non-zero weight even for zero alpha
float w = ( float )( rgba[4*i + 3] + 1 ) / 256.0f;
// add the point
m_points[m_count] = Vec3( x, y, z );
m_weights[m_count] = ( weightByAlpha ? w : 1.0f );
m_remap[i] = m_count;
// advance
++m_count;
#else
// loop over previous points for a match
for( int j = 0;; ++j )
if (createMinimalSet)
{
// allocate a new point
if( j == i )
// loop over previous points for a match
for( int j = 0;; ++j )
{
// normalise coordinates to [0,1]
float x = ( float )rgba[4*i + 2] / 255.0f;
float y = ( float )rgba[4*i + 1] / 255.0f;
float z = ( float )rgba[4*i + 0] / 255.0f;
// ensure there is always non-zero weight even for zero alpha
float w = ( float )( rgba[4*i + 3] + 1 ) / 256.0f;
// allocate a new point
if( j == i )
{
// normalise coordinates to [0,1]
float x = ( float )rgba[4*i + 2] / 255.0f;
float y = ( float )rgba[4*i + 1] / 255.0f;
float z = ( float )rgba[4*i + 0] / 255.0f;
// ensure there is always non-zero weight even for zero alpha
float w = ( float )( rgba[4*i + 3] + 1 ) / 256.0f;
// add the point
m_points[m_count] = Vec3( x, y, z );
m_weights[m_count] = ( weightByAlpha ? w : 1.0f );
m_remap[i] = m_count;
// advance
++m_count;
break;
}
// check for a match
bool match = ( rgba[4*i] == rgba[4*j] )
&& ( rgba[4*i + 1] == rgba[4*j + 1] )
&& ( rgba[4*i + 2] == rgba[4*j + 2] )
&& ( rgba[4*j + 3] != 0 || !isDxt1 );
if( match )
{
// get the index of the match
int index = m_remap[j];
// ensure there is always non-zero weight even for zero alpha
float w = ( float )( rgba[4*i + 3] + 1 ) / 256.0f;
// add the point
m_points[m_count] = Vec3( x, y, z );
m_weights[m_count] = ( weightByAlpha ? w : 1.0f );
m_remap[i] = m_count;
// advance
++m_count;
break;
}
// check for a match
bool match = ( rgba[4*i] == rgba[4*j] )
&& ( rgba[4*i + 1] == rgba[4*j + 1] )
&& ( rgba[4*i + 2] == rgba[4*j + 2] )
&& ( rgba[4*j + 3] != 0 || !isDxt1 ); // @@ I think this check is not necessary.
// map to this point and increase the weight
m_weights[index] += ( weightByAlpha ? w : 1.0f );
m_remap[i] = index;
break;
if( match )
{
// get the index of the match
int index = m_remap[j];
// ensure there is always non-zero weight even for zero alpha
float w = ( float )( rgba[4*i + 3] + 1 ) / 256.0f;
// map to this point and increase the weight
m_weights[index] += ( weightByAlpha ? w : 1.0f );
m_remap[i] = index;
break;
}
}
}
#endif
else
{
// normalise coordinates to [0,1]
float x = ( float )rgba[4*i + 2] / 255.0f;
float y = ( float )rgba[4*i + 1] / 255.0f;
float z = ( float )rgba[4*i + 0] / 255.0f;
// ensure there is always non-zero weight even for zero alpha
float w = ( float )( rgba[4*i + 3] + 1 ) / 256.0f;
// add the point
m_points[m_count] = Vec3( x, y, z );
m_weights[m_count] = ( weightByAlpha ? w : 1.0f );
m_remap[i] = m_count;
// advance
++m_count;
}
}
#if SQUISH_USE_SIMD

@ -37,7 +37,7 @@ namespace squish {
class ColourSet
{
public:
ColourSet( u8 const* rgba, int flags );
ColourSet( u8 const* rgba, int flags, bool createMinimalSet = false );
int GetCount() const { return m_count; }
Vec3 const* GetPoints() const { return m_points; }

Loading…
Cancel
Save