Remove unused files.
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@ -5,7 +5,6 @@ ADD_SUBDIRECTORY(squish)
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SET(NVTT_SRCS
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nvtt.h nvtt.cpp
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nvtt_wrapper.h nvtt_wrapper.cpp
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ClusterFit.h ClusterFit.cpp
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Compressor.h
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BlockCompressor.h BlockCompressor.cpp
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CompressorDX9.h CompressorDX9.cpp
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@ -1,617 +0,0 @@
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// MIT license see full LICENSE text at end of file
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#include "ClusterFit.h"
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#include "nvmath/Vector.inl"
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#include <float.h> // FLT_MAX
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using namespace nv;
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static Vector3 computeCentroid(int n, const Vector3 *__restrict points, const float *__restrict weights, Vector3::Arg metric)
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{
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Vector3 centroid(0.0f);
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float total = 0.0f;
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for (int i = 0; i < n; i++)
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{
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total += weights[i];
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centroid += weights[i] * points[i];
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}
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centroid *= (1.0f / total);
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return centroid;
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}
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static Vector3 computeCovariance(int n, const Vector3 *__restrict points, const float *__restrict weights, Vector3::Arg metric, float *__restrict covariance)
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{
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// compute the centroid
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Vector3 centroid = computeCentroid(n, points, weights, metric);
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// compute covariance matrix
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for (int i = 0; i < 6; i++)
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{
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covariance[i] = 0.0f;
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}
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for (int i = 0; i < n; i++)
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{
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Vector3 a = (points[i] - centroid) * metric; // @@ I think weight should be squared, but that seems to increase the error slightly.
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Vector3 b = weights[i] * a;
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covariance[0] += a.x * b.x;
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covariance[1] += a.x * b.y;
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covariance[2] += a.x * b.z;
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covariance[3] += a.y * b.y;
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covariance[4] += a.y * b.z;
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covariance[5] += a.z * b.z;
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}
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return centroid;
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}
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// @@ We should be able to do something cheaper...
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static Vector3 estimatePrincipalComponent(const float * __restrict matrix)
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{
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const Vector3 row0(matrix[0], matrix[1], matrix[2]);
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const Vector3 row1(matrix[1], matrix[3], matrix[4]);
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const Vector3 row2(matrix[2], matrix[4], matrix[5]);
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float r0 = lengthSquared(row0);
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float r1 = lengthSquared(row1);
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float r2 = lengthSquared(row2);
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if (r0 > r1 && r0 > r2) return row0;
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if (r1 > r2) return row1;
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return row2;
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}
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static inline Vector3 firstEigenVector_PowerMethod(const float *__restrict matrix)
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{
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if (matrix[0] == 0 && matrix[3] == 0 && matrix[5] == 0)
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{
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return Vector3(0.0f);
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}
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Vector3 v = estimatePrincipalComponent(matrix);
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const int NUM = 8;
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for (int i = 0; i < NUM; i++)
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{
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float x = v.x * matrix[0] + v.y * matrix[1] + v.z * matrix[2];
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float y = v.x * matrix[1] + v.y * matrix[3] + v.z * matrix[4];
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float z = v.x * matrix[2] + v.y * matrix[4] + v.z * matrix[5];
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float norm = max(max(x, y), z);
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v = Vector3(x, y, z) * (1.0f / norm);
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}
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return v;
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}
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static Vector3 computePrincipalComponent_PowerMethod(int n, const Vector3 *__restrict points, const float *__restrict weights, Vector3::Arg metric)
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{
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float matrix[6];
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computeCovariance(n, points, weights, metric, matrix);
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return firstEigenVector_PowerMethod(matrix);
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}
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void ClusterFit::setColorSet(const Vector3 * colors, const float * weights, int count)
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{
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// initialise the best error
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#if NVTT_USE_SIMD
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m_besterror = SimdVector( FLT_MAX );
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Vector3 metric = m_metric.toVector3();
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#else
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m_besterror = FLT_MAX;
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Vector3 metric = m_metric;
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#endif
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m_count = count;
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// I've tried using a lower quality approximation of the principal direction, but the best fit line seems to produce best results.
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Vector3 principal = computePrincipalComponent_PowerMethod(count, colors, weights, metric);
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// build the list of values
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int order[16];
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float dps[16];
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for (uint i = 0; i < m_count; ++i)
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{
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dps[i] = dot(colors[i], principal);
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order[i] = i;
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}
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// stable sort
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for (uint i = 0; i < m_count; ++i)
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{
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for (uint j = i; j > 0 && dps[j] < dps[j - 1]; --j)
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{
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swap(dps[j], dps[j - 1]);
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swap(order[j], order[j - 1]);
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}
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}
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// weight all the points
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#if NVTT_USE_SIMD
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m_xxsum = SimdVector( 0.0f );
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m_xsum = SimdVector( 0.0f );
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#else
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m_xxsum = Vector3(0.0f);
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m_xsum = Vector3(0.0f);
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m_wsum = 0.0f;
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#endif
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for (uint i = 0; i < m_count; ++i)
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{
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int p = order[i];
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#if NVTT_USE_SIMD
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NV_ALIGN_16 Vector4 tmp(colors[p], 1);
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m_weighted[i] = SimdVector(tmp.component) * SimdVector(weights[p]);
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m_xxsum += m_weighted[i] * m_weighted[i];
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m_xsum += m_weighted[i];
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#else
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m_weighted[i] = colors[p] * weights[p];
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m_xxsum += m_weighted[i] * m_weighted[i];
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m_xsum += m_weighted[i];
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m_weights[i] = weights[p];
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m_wsum += m_weights[i];
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#endif
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}
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}
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void ClusterFit::setColorWeights(Vector4::Arg w)
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{
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#if NVTT_USE_SIMD
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NV_ALIGN_16 Vector4 tmp(w.xyz(), 1);
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m_metric = SimdVector(tmp.component);
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#else
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m_metric = w.xyz();
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#endif
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m_metricSqr = m_metric * m_metric;
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}
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float ClusterFit::bestError() const
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{
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#if NVTT_USE_SIMD
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SimdVector x = m_xxsum * m_metricSqr;
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SimdVector error = m_besterror + x.splatX() + x.splatY() + x.splatZ();
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return error.toFloat();
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#else
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return m_besterror + dot(m_xxsum, m_metricSqr);
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#endif
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}
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#if NVTT_USE_SIMD
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bool ClusterFit::compress3( Vector3 * start, Vector3 * end )
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{
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const int count = m_count;
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const SimdVector one = SimdVector(1.0f);
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const SimdVector zero = SimdVector(0.0f);
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const SimdVector half(0.5f, 0.5f, 0.5f, 0.25f);
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const SimdVector two = SimdVector(2.0);
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const SimdVector grid( 31.0f, 63.0f, 31.0f, 0.0f );
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const SimdVector gridrcp( 1.0f/31.0f, 1.0f/63.0f, 1.0f/31.0f, 0.0f );
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// declare variables
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SimdVector beststart = SimdVector( 0.0f );
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SimdVector bestend = SimdVector( 0.0f );
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SimdVector besterror = SimdVector( FLT_MAX );
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SimdVector x0 = zero;
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// check all possible clusters for this total order
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for (int c0 = 0; c0 <= count; c0++)
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{
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SimdVector x1 = zero;
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for (int c1 = 0; c1 <= count-c0; c1++)
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{
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const SimdVector x2 = m_xsum - x1 - x0;
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//Vector3 alphax_sum = x0 + x1 * 0.5f;
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//float alpha2_sum = w0 + w1 * 0.25f;
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const SimdVector alphax_sum = multiplyAdd(x1, half, x0); // alphax_sum, alpha2_sum
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const SimdVector alpha2_sum = alphax_sum.splatW();
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//const Vector3 betax_sum = x2 + x1 * 0.5f;
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//const float beta2_sum = w2 + w1 * 0.25f;
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const SimdVector betax_sum = multiplyAdd(x1, half, x2); // betax_sum, beta2_sum
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const SimdVector beta2_sum = betax_sum.splatW();
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//const float alphabeta_sum = w1 * 0.25f;
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const SimdVector alphabeta_sum = (x1 * half).splatW(); // alphabeta_sum
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// const float factor = 1.0f / (alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum);
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const SimdVector factor = reciprocal( negativeMultiplySubtract(alphabeta_sum, alphabeta_sum, alpha2_sum*beta2_sum) );
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SimdVector a = negativeMultiplySubtract(betax_sum, alphabeta_sum, alphax_sum*beta2_sum) * factor;
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SimdVector b = negativeMultiplySubtract(alphax_sum, alphabeta_sum, betax_sum*alpha2_sum) * factor;
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// clamp to the grid
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a = min( one, max( zero, a ) );
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b = min( one, max( zero, b ) );
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a = truncate( multiplyAdd( grid, a, half ) ) * gridrcp;
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b = truncate( multiplyAdd( grid, b, half ) ) * gridrcp;
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// compute the error (we skip the constant xxsum)
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SimdVector e1 = multiplyAdd( a*a, alpha2_sum, b*b*beta2_sum );
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SimdVector e2 = negativeMultiplySubtract( a, alphax_sum, a*b*alphabeta_sum );
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SimdVector e3 = negativeMultiplySubtract( b, betax_sum, e2 );
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SimdVector e4 = multiplyAdd( two, e3, e1 );
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// apply the metric to the error term
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SimdVector e5 = e4 * m_metricSqr;
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SimdVector error = e5.splatX() + e5.splatY() + e5.splatZ();
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// keep the solution if it wins
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if (compareAnyLessThan(error, besterror))
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{
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besterror = error;
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beststart = a;
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bestend = b;
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}
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x1 += m_weighted[c0+c1];
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}
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x0 += m_weighted[c0];
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}
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// save the block if necessary
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if (compareAnyLessThan(besterror, m_besterror))
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{
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*start = beststart.toVector3();
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*end = bestend.toVector3();
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// save the error
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m_besterror = besterror;
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return true;
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}
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return false;
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}
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bool ClusterFit::compress4( Vector3 * start, Vector3 * end )
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{
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const int count = m_count;
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const SimdVector one = SimdVector(1.0f);
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const SimdVector zero = SimdVector(0.0f);
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const SimdVector half = SimdVector(0.5f);
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const SimdVector two = SimdVector(2.0);
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const SimdVector onethird( 1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f, 1.0f/9.0f );
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const SimdVector twothirds( 2.0f/3.0f, 2.0f/3.0f, 2.0f/3.0f, 4.0f/9.0f );
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const SimdVector twonineths = SimdVector( 2.0f/9.0f );
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const SimdVector grid( 31.0f, 63.0f, 31.0f, 0.0f );
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const SimdVector gridrcp( 1.0f/31.0f, 1.0f/63.0f, 1.0f/31.0f, 0.0f );
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// declare variables
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SimdVector beststart = SimdVector( 0.0f );
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SimdVector bestend = SimdVector( 0.0f );
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SimdVector besterror = SimdVector( FLT_MAX );
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SimdVector x0 = zero;
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// check all possible clusters for this total order
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for (int c0 = 0; c0 <= count; c0++)
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{
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SimdVector x1 = zero;
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for (int c1 = 0; c1 <= count-c0; c1++)
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{
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SimdVector x2 = zero;
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for (int c2 = 0; c2 <= count-c0-c1; c2++)
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{
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const SimdVector x3 = m_xsum - x2 - x1 - x0;
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//const Vector3 alphax_sum = x0 + x1 * (2.0f / 3.0f) + x2 * (1.0f / 3.0f);
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//const float alpha2_sum = w0 + w1 * (4.0f/9.0f) + w2 * (1.0f/9.0f);
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const SimdVector alphax_sum = multiplyAdd(x2, onethird, multiplyAdd(x1, twothirds, x0)); // alphax_sum, alpha2_sum
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const SimdVector alpha2_sum = alphax_sum.splatW();
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//const Vector3 betax_sum = x3 + x2 * (2.0f / 3.0f) + x1 * (1.0f / 3.0f);
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//const float beta2_sum = w3 + w2 * (4.0f/9.0f) + w1 * (1.0f/9.0f);
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const SimdVector betax_sum = multiplyAdd(x2, twothirds, multiplyAdd(x1, onethird, x3)); // betax_sum, beta2_sum
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const SimdVector beta2_sum = betax_sum.splatW();
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//const float alphabeta_sum = (w1 + w2) * (2.0f/9.0f);
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const SimdVector alphabeta_sum = twonineths*( x1 + x2 ).splatW(); // alphabeta_sum
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//const float factor = 1.0f / (alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum);
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const SimdVector factor = reciprocal( negativeMultiplySubtract(alphabeta_sum, alphabeta_sum, alpha2_sum*beta2_sum) );
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SimdVector a = negativeMultiplySubtract(betax_sum, alphabeta_sum, alphax_sum*beta2_sum) * factor;
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SimdVector b = negativeMultiplySubtract(alphax_sum, alphabeta_sum, betax_sum*alpha2_sum) * factor;
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// clamp to the grid
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a = min( one, max( zero, a ) );
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b = min( one, max( zero, b ) );
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a = truncate( multiplyAdd( grid, a, half ) ) * gridrcp;
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b = truncate( multiplyAdd( grid, b, half ) ) * gridrcp;
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// compute the error (we skip the constant xxsum)
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// error = a*a*alpha2_sum + b*b*beta2_sum + 2.0f*( a*b*alphabeta_sum - a*alphax_sum - b*betax_sum );
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SimdVector e1 = multiplyAdd( a*a, alpha2_sum, b*b*beta2_sum );
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SimdVector e2 = negativeMultiplySubtract( a, alphax_sum, a*b*alphabeta_sum );
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SimdVector e3 = negativeMultiplySubtract( b, betax_sum, e2 );
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SimdVector e4 = multiplyAdd( two, e3, e1 );
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// apply the metric to the error term
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SimdVector e5 = e4 * m_metricSqr;
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SimdVector error = e5.splatX() + e5.splatY() + e5.splatZ();
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// keep the solution if it wins
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if (compareAnyLessThan(error, besterror))
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{
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besterror = error;
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beststart = a;
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bestend = b;
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}
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x2 += m_weighted[c0+c1+c2];
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}
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x1 += m_weighted[c0+c1];
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}
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x0 += m_weighted[c0];
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}
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// save the block if necessary
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if (compareAnyLessThan(besterror, m_besterror))
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{
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*start = beststart.toVector3();
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*end = bestend.toVector3();
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// save the error
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m_besterror = besterror;
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return true;
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}
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return false;
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}
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#else
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static const float midpoints5[32] = {
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0.015686f, 0.047059f, 0.078431f, 0.111765f, 0.145098f, 0.176471f, 0.207843f, 0.241176f, 0.274510f, 0.305882f, 0.337255f, 0.370588f, 0.403922f, 0.435294f, 0.466667f, 0.5f,
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0.533333f, 0.564706f, 0.596078f, 0.629412f, 0.662745f, 0.694118f, 0.725490f, 0.758824f, 0.792157f, 0.823529f, 0.854902f, 0.888235f, 0.921569f, 0.952941f, 0.984314f, 1.0f
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};
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static const float midpoints6[64] = {
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0.007843f, 0.023529f, 0.039216f, 0.054902f, 0.070588f, 0.086275f, 0.101961f, 0.117647f, 0.133333f, 0.149020f, 0.164706f, 0.180392f, 0.196078f, 0.211765f, 0.227451f, 0.245098f,
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0.262745f, 0.278431f, 0.294118f, 0.309804f, 0.325490f, 0.341176f, 0.356863f, 0.372549f, 0.388235f, 0.403922f, 0.419608f, 0.435294f, 0.450980f, 0.466667f, 0.482353f, 0.500000f,
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0.517647f, 0.533333f, 0.549020f, 0.564706f, 0.580392f, 0.596078f, 0.611765f, 0.627451f, 0.643137f, 0.658824f, 0.674510f, 0.690196f, 0.705882f, 0.721569f, 0.737255f, 0.754902f,
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0.772549f, 0.788235f, 0.803922f, 0.819608f, 0.835294f, 0.850980f, 0.866667f, 0.882353f, 0.898039f, 0.913725f, 0.929412f, 0.945098f, 0.960784f, 0.976471f, 0.992157f, 1.0f
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};
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// This is the ideal way to round, but it's too expensive to do this in the inner loop.
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inline Vector3 round565(const Vector3 & v) {
|
||||
const Vector3 grid(31.0f, 63.0f, 31.0f);
|
||||
const Vector3 gridrcp(1.0f / 31.0f, 1.0f / 63.0f, 1.0f / 31.0f);
|
||||
|
||||
Vector3 q = floor(grid * v);
|
||||
q.x += (v.x > midpoints5[int(q.x)]);
|
||||
q.y += (v.y > midpoints6[int(q.y)]);
|
||||
q.z += (v.z > midpoints5[int(q.z)]);
|
||||
q *= gridrcp;
|
||||
return q;
|
||||
}
|
||||
|
||||
bool ClusterFit::compress3(Vector3 * start, Vector3 * end)
|
||||
{
|
||||
const uint count = m_count;
|
||||
const Vector3 grid( 31.0f, 63.0f, 31.0f );
|
||||
const Vector3 gridrcp( 1.0f/31.0f, 1.0f/63.0f, 1.0f/31.0f );
|
||||
|
||||
// declare variables
|
||||
Vector3 beststart( 0.0f );
|
||||
Vector3 bestend( 0.0f );
|
||||
float besterror = FLT_MAX;
|
||||
|
||||
Vector3 x0(0.0f);
|
||||
float w0 = 0.0f;
|
||||
|
||||
int b0 = 0, b1 = 0;
|
||||
|
||||
// check all possible clusters for this total order
|
||||
for (uint c0 = 0; c0 <= count; c0++)
|
||||
{
|
||||
Vector3 x1(0.0f);
|
||||
float w1 = 0.0f;
|
||||
|
||||
for (uint c1 = 0; c1 <= count-c0; c1++)
|
||||
{
|
||||
float w2 = m_wsum - w0 - w1;
|
||||
|
||||
// These factors could be entirely precomputed.
|
||||
float const alpha2_sum = w0 + w1 * 0.25f;
|
||||
float const beta2_sum = w2 + w1 * 0.25f;
|
||||
float const alphabeta_sum = w1 * 0.25f;
|
||||
float const factor = 1.0f / (alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum);
|
||||
|
||||
Vector3 const alphax_sum = x0 + x1 * 0.5f;
|
||||
Vector3 const betax_sum = m_xsum - alphax_sum;
|
||||
|
||||
Vector3 a = (alphax_sum*beta2_sum - betax_sum*alphabeta_sum) * factor;
|
||||
Vector3 b = (betax_sum*alpha2_sum - alphax_sum*alphabeta_sum) * factor;
|
||||
|
||||
// clamp to the grid
|
||||
a = clamp(a, 0, 1);
|
||||
b = clamp(b, 0, 1);
|
||||
#if 1
|
||||
a = floor(grid * a + 0.5f) * gridrcp;
|
||||
b = floor(grid * b + 0.5f) * gridrcp;
|
||||
#else
|
||||
a = round565(a);
|
||||
b = round565(b);
|
||||
#endif
|
||||
|
||||
// compute the error
|
||||
Vector3 e1 = a*a*alpha2_sum + b*b*beta2_sum + 2.0f*( a*b*alphabeta_sum - a*alphax_sum - b*betax_sum );
|
||||
|
||||
// apply the metric to the error term
|
||||
float error = dot(e1, m_metricSqr);
|
||||
|
||||
// keep the solution if it wins
|
||||
if (error < besterror)
|
||||
{
|
||||
besterror = error;
|
||||
beststart = a;
|
||||
bestend = b;
|
||||
b0 = c0;
|
||||
b1 = c1;
|
||||
}
|
||||
|
||||
x1 += m_weighted[c0+c1];
|
||||
w1 += m_weights[c0+c1];
|
||||
}
|
||||
|
||||
x0 += m_weighted[c0];
|
||||
w0 += m_weights[c0];
|
||||
}
|
||||
|
||||
// save the block if necessary
|
||||
if (besterror < m_besterror)
|
||||
{
|
||||
|
||||
*start = beststart;
|
||||
*end = bestend;
|
||||
|
||||
// save the error
|
||||
m_besterror = besterror;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ClusterFit::compress4(Vector3 * start, Vector3 * end)
|
||||
{
|
||||
const uint count = m_count;
|
||||
const Vector3 grid( 31.0f, 63.0f, 31.0f );
|
||||
const Vector3 gridrcp( 1.0f/31.0f, 1.0f/63.0f, 1.0f/31.0f );
|
||||
|
||||
// declare variables
|
||||
Vector3 beststart( 0.0f );
|
||||
Vector3 bestend( 0.0f );
|
||||
float besterror = FLT_MAX;
|
||||
|
||||
Vector3 x0(0.0f);
|
||||
float w0 = 0.0f;
|
||||
int b0 = 0, b1 = 0, b2 = 0;
|
||||
|
||||
// check all possible clusters for this total order
|
||||
for (uint c0 = 0; c0 <= count; c0++)
|
||||
{
|
||||
Vector3 x1(0.0f);
|
||||
float w1 = 0.0f;
|
||||
|
||||
for (uint c1 = 0; c1 <= count-c0; c1++)
|
||||
{
|
||||
Vector3 x2(0.0f);
|
||||
float w2 = 0.0f;
|
||||
|
||||
for (uint c2 = 0; c2 <= count-c0-c1; c2++)
|
||||
{
|
||||
float w3 = m_wsum - w0 - w1 - w2;
|
||||
|
||||
float const alpha2_sum = w0 + w1 * (4.0f/9.0f) + w2 * (1.0f/9.0f);
|
||||
float const beta2_sum = w3 + w2 * (4.0f/9.0f) + w1 * (1.0f/9.0f);
|
||||
float const alphabeta_sum = (w1 + w2) * (2.0f/9.0f);
|
||||
float const factor = 1.0f / (alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum);
|
||||
|
||||
Vector3 const alphax_sum = x0 + x1 * (2.0f / 3.0f) + x2 * (1.0f / 3.0f);
|
||||
Vector3 const betax_sum = m_xsum - alphax_sum;
|
||||
|
||||
Vector3 a = ( alphax_sum*beta2_sum - betax_sum*alphabeta_sum )*factor;
|
||||
Vector3 b = ( betax_sum*alpha2_sum - alphax_sum*alphabeta_sum )*factor;
|
||||
|
||||
// clamp to the grid
|
||||
a = clamp(a, 0, 1);
|
||||
b = clamp(b, 0, 1);
|
||||
#if 1
|
||||
a = floor(a * grid + 0.5f) * gridrcp;
|
||||
b = floor(b * grid + 0.5f) * gridrcp;
|
||||
#else
|
||||
a = round565(a);
|
||||
b = round565(b);
|
||||
#endif
|
||||
// @@ It would be much more accurate to evaluate the error exactly.
|
||||
|
||||
// compute the error
|
||||
Vector3 e1 = a*a*alpha2_sum + b*b*beta2_sum + 2.0f*( a*b*alphabeta_sum - a*alphax_sum - b*betax_sum );
|
||||
|
||||
// apply the metric to the error term
|
||||
float error = dot( e1, m_metricSqr );
|
||||
|
||||
// keep the solution if it wins
|
||||
if (error < besterror)
|
||||
{
|
||||
besterror = error;
|
||||
beststart = a;
|
||||
bestend = b;
|
||||
b0 = c0;
|
||||
b1 = c1;
|
||||
b2 = c2;
|
||||
}
|
||||
|
||||
x2 += m_weighted[c0+c1+c2];
|
||||
w2 += m_weights[c0+c1+c2];
|
||||
}
|
||||
|
||||
x1 += m_weighted[c0+c1];
|
||||
w1 += m_weights[c0+c1];
|
||||
}
|
||||
|
||||
x0 += m_weighted[c0];
|
||||
w0 += m_weights[c0];
|
||||
}
|
||||
|
||||
// save the block if necessary
|
||||
if (besterror < m_besterror)
|
||||
{
|
||||
*start = beststart;
|
||||
*end = bestend;
|
||||
|
||||
// save the error
|
||||
m_besterror = besterror;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
#endif // NVTT_USE_SIMD
|
||||
|
||||
// Copyright (c) 2006-2020 Ignacio Castano icastano@nvidia.com
|
||||
// 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.
|
@ -1,86 +0,0 @@
|
||||
// MIT license see full LICENSE text at end of file
|
||||
#pragma once
|
||||
|
||||
#include "nvmath/SimdVector.h"
|
||||
#include "nvmath/Vector.h"
|
||||
|
||||
// Use SIMD version if altivec or SSE are available.
|
||||
#define NVTT_USE_SIMD (NV_USE_ALTIVEC || NV_USE_SSE)
|
||||
//#define NVTT_USE_SIMD 0
|
||||
|
||||
#include <xmmintrin.h>
|
||||
#if (NV_USE_SSE > 1)
|
||||
#include <emmintrin.h>
|
||||
#endif
|
||||
|
||||
#ifndef NV_ALIGN_16
|
||||
#if NV_CC_GNUC
|
||||
# define NV_ALIGN_16 __attribute__ ((__aligned__ (16)))
|
||||
#else
|
||||
# define NV_ALIGN_16 __declspec(align(16))
|
||||
#endif
|
||||
#endif
|
||||
|
||||
namespace nv {
|
||||
|
||||
class ClusterFit
|
||||
{
|
||||
public:
|
||||
ClusterFit() {}
|
||||
|
||||
void setColorSet(const Vector3 * colors, const float * weights, int count);
|
||||
|
||||
void setColorWeights(const Vector4 & w);
|
||||
float bestError() const;
|
||||
|
||||
bool compress3(Vector3 * start, Vector3 * end);
|
||||
bool compress4(Vector3 * start, Vector3 * end);
|
||||
|
||||
private:
|
||||
|
||||
uint m_count;
|
||||
|
||||
// IC: Color and weight arrays are larger than necessary to avoid compiler warning.
|
||||
|
||||
#if NVTT_USE_SIMD
|
||||
NV_ALIGN_16 SimdVector m_weighted[17]; // color | weight
|
||||
SimdVector m_metric; // vec3
|
||||
SimdVector m_metricSqr; // vec3
|
||||
SimdVector m_xxsum; // color | weight
|
||||
SimdVector m_xsum; // color | weight (wsum)
|
||||
SimdVector m_besterror; // scalar
|
||||
#else
|
||||
Vector3 m_weighted[17];
|
||||
float m_weights[17];
|
||||
Vector3 m_metric;
|
||||
Vector3 m_metricSqr;
|
||||
Vector3 m_xxsum;
|
||||
Vector3 m_xsum;
|
||||
float m_wsum;
|
||||
float m_besterror;
|
||||
#endif
|
||||
};
|
||||
|
||||
} // nv namespace
|
||||
|
||||
// Copyright (c) 2006-2020 Ignacio Castano icastano@nvidia.com
|
||||
// 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.
|
Loading…
Reference in New Issue
Block a user